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#bonus on tasha: not only does it make all the rest make sense
nachosncheeze · 2 years
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💥👻
💥 What is one canon thing that you wish you could change?
I want Tasha to have watched Madeline die with unambiguous intent. I want her to walk onto that plane, look at the glass of champagne, listen to Madeline blab about how successful she feels, and for Tasha to go, "Drink it. You're not worthy of the air you breathe" or "At least your son will never have to relearn what a bitch his mum was" or SOME kind of snapback, and then stand by and let it happen.
I want Tasha to come full circle and go, "You know what? I was wrong. Life isn't as black and white as 'Terrible people do terrible things and good people stop them.'"
I want her to walk away in the end fully embracing the lone wolf she's been grappling with for the whole second half of the series. The one that was able to join Keaton, of all people, despite his very personal involvement in what was done to Jane. The one who was able to hide Thornton's survival from Patterson and even work with him; who was able to lie to Reade and the team, disappear and let her family believe she had turned. The one that walks in the grey spaces in between.
I want her at peace with and empowered by her ambiguity.
👻 What is your wildest headcanon?
Maybe Boston's finger is in Valhalla......... xD
In seriousness though, I don't know that any of my headcanons are particularly "wild", they mostly plug various little story holes to make them make sense, and most of those, I've been writing as fics.
I've got one that I've been sitting on for a while... I guess you could call it more of an "alternate headcanon", because I don't really adhere to it, but the wild part is, it's fully canon compliant based on what the screen gave us, so it could be a real headcanon. I have lil picture in mind that I want to put with it, but I haven't managed to draw it to my satisfaction yet D: I'll try to finish it and make a separate post for that early in the new year. Please look forward to it, I guess? 😅 (I would almost consider ficcing it too, but..... I have too many WIPs already, and it would have to be a multi-chapter to make it work. So maybe not lol)
Thank you for the ask!! :D I think that's the clearest I've ever written out the Tasha thing, and the headcanon one I think is gonna hopefully spur me to action on something creative. xD
I'm trying to find my mojo and inspiration to start creating again, and I find these memes are a really good exercise to think critically about my ideas and hopefully get the juices flowing. If anyone else is curious, please check here and consider sending me an ask!
I've also recently done a WIP ask meme, which you can find here if you'd like a peek at what I've been working on before the words left me..... :)
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basingstokemercury · 3 months
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Trying to get as much as possible of Ava's character sheet ready for if I need her in this campaign
DM is going to try and homebrew better mounted combat rules so she can have her trusty steed Blade by her side, and I'm pretty sure he's also allowing firearms or at least a pistol. Haven't asked about starting with a guitar (outlander background gives instrument proficiency but not a physical instrument in starting equipment) but she can always try and pick one up in a town or something.
He's also allowing all the optional class features from Tasha's at player discretion, which is good because as much as I love rangers their mechanics have rather inconsistent usefulness - but also means I have to decide on which ones to swap in if any.
Being especially skilled against or angered by a specific type of enemy doesn't really fit with Ava's mindset of justice over prejudice and generalist skillset, so I'll go ahead and switch Favoured Enemy for Favoured Foe. She does, after all, have a long memory for wrongdoers who escape justice.
It's trading a mental advantage for a damage boost, which doesn't quite suit an intellectually inclined character, but the flavour makes a lot more sense and, while not quite as good as Hunter's Mark, is enough that I'd strongly consider leaving that spell known for something more interesting and saving the slots.
Natural Explorer is a tough one to decide on. It's useless outside your favoured terrain, but growing up on the prairie really shaped Ava's life, and I'm not sure how well Deft Explorer's replacement traits fit her.
Canny would be great, giving Expertise (I'd take Insight, of course) and two languages for a similar but more useful benefit to what I'm giving up by not having Favoured Enemy, and Roving will remove any regret I might have from choosing High Elf's extra language over Wood Elf's speed increase - plus bonus parkour and swimming!
Tireless, though... It just doesn't fit Ava's concept. She has to learn that she's not indestructible, that pushing herself endlessly to keep others safe will only destroy her and worry them. A class feature that gives temporary hit points and helps with exhaustion? Well, that kind of negates a good part of that, doesn't it?
Maybe I could play it as drawing on inner reserves not because she's strong but because she refuses to accept needing help or rest (and suffers psychological effects even when physically powering through)?
Primeval Awareness is pretty much useless especially with a paladin and grave cleric in the party, but fits the theme of a very perceptive character. Primal Awareness is more useful though its spells are somewhat limited in applicability, but said spells are less in-tune with Ava's interests and talents. Very tough choice.
Nature's Veil feels a bit OP compared to Hide In Plain Sight, and Ava really isn't a stealth kind of person, but inasmuch as she'd resort to stealth invisibility feels more fitting than simple camouflage. I think I'd check with the DM in the first place to get his opinion on whether it's too powerful for a 10th level Hunter Ranger to have.
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grailfinders · 3 years
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Fate and Phantasms #199
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Today on Fate and Phantasms we're making the Jotaro Kujo of FGO, Semiramis! (Seriously, how does that cape/hair... thing work? It's wild.) The queen of poisons is a Graviturgy Wizard to make building a floating castle slightly less difficult to make and cooler to live in, plus a Witherbloom Druid for some dove friends and extra poisons. If you've seen our builds for Waver and Edison, you might know already that building things with magic is costly and time-consuming, and for once that is 100% accurate to the character. Get ready, this is gonna be a weird one.
Check out her build breakdown below the cut, or her character sheet over here!
Next up: I'm 40% appendicitis!
Race and Background
Semiramis is technically an aasimar, but she doesn't fly around or heal people, so we can just focus on her human side. .... Oooor we can focus on those ears, because we need to nick some stuff from being an Elf. Specifically, we're going with the Vahadar Elf from Plane Shift Kaladesh, since they've got the ears, the proficiencies we'll need later, and their backstory's still about living in general society, unlike wood elves and other Kaladeshian elves. Thanks to Tasha's Cauldron of Everything, this gives her +2 Intelligence and +1 Wisdom, as well as Darkvision, Fey Ancestry against being charmed, a Trance instead of sleep so she can't be put to sleep, Keen Senses for proficiency in Perception, the Mending cantrip to piece together the castle later, and most importantly Elf Weapon Training. Normally this would give her proficiency with four weapons, but thanks to Tasha's we can swap this out with four tools instead. Carpenter's, Glassblower's, Mason's, and Smith's Tools proficiency should give us everything we need to build a castle later- we'll go into the why when we get there.
Semiramis is also a Noble- grab History, but swap out Persuasion for Deception. Yeah, not even her background can escape how weird this build is.
Ability Scores
Poisoning skills come from Intelligence (I think. WotC are really nonspecific about how to actually fucking make poison), and it's also your main casting modifier: put that first. Second should be your Charisma, nobody drinks poison on purpose, so you'd better get good at lying. After that is Wisdom. If your poisons aren't made with Intelligence it'll definitely be wisdom. That means your Dexterity isn't great- yeah, you fight in a dress, but if you're fighting and not your lackeys, something's gone wrong. We're not dumping Constitution because we're not stupid, so dump Strength instead. You've got minions to carry rocks around for you.
Class Levels
Wizard 1: Starting as a wizard nets you the weakest hit die in the game, but it also gets you proficiency in Intelligence and Wisdom saves, plus the Arcana and Medicine skills. You're half caster, and if you want to ruin someone's bodily functions you have to know what those are first. Starting as a wizard also gets you Spells that you can cast and prepare using your Intelligence. You get six at first level and two each level after. That's a lot, so we're just going to over spells that are important for the build here, though there's a full list of what we'd get in the character sheet. For cantrips, grab Infestation and Poison Spray for poison damage. For once infestation is completely kosher as is, since Semiramis can summon any creature as long as its poisonous. Also, grab Message. Castle halls are big and echo-y, and it's probably not a good idea to shout at people to find out which glass they put the poison in. Aside from that, grab Mage Armor so you die less, Magic Missile for Assassin balls, and Tenser's Floating Disk to carry all the raw materials you'll be using later. Finally, you get an Arcane Recovery once per long rest, letting you recover a couple spell slots on a short rest. The total level you recover is equal to half your wizard level, rounded up.
Wizard 2: Going into second level of wizard gives you a school of magic, and it's hard to lift several tons of stone into the air if you're not into Graviturgy. When you take the subclass, you can Adjust Density as an action, doubling or halving a large or smaller creature/object's weight for up to a minute with concentration. If you reduce a creature's weight it'll increase their speed by 10', double their jump distance, and have disadvantage on strength saves and checks, and vice versa if you increase it. I checked, and stone is roughly 1,000 times denser than air, not 2, so we'll have to do some brewing later to make this work out. Make your strong minions stronger, your fast minions faster, or do the opposite for your enemies.
Wizard 3: Third level wizards get second level spells. You won't get any dragons in this build, sad to say, but you can use Dragon's Breath to turn just about anything into a dragon. They can even spit poison breath, which is really good with the poisoner's feat. Speaking of..
Wizard 4: First Ability Score Improvement of the build, so grab the Poisoner's Feat for more poisony goodness. All poison-based damage rolls you make ignore resistance, you can coat weapons as a bonus action, and you get proficiency in the poisoner's kit. You also learn a special poison that'll force a dc 14 constitution save on the creature you use it on, dealing 2d8 poison damage and poisoning them for a round.
Wizard 5: Fifth level wizards get third level spells. Animate Dead will help you make dragontooth warriors, a.k.a. skeletons. You can make one per casting right now, but you can recast the spell to retain control over up to three skeletons at once. Otherwise they'll be uncontrollable monsters, which is probably less of a goal.
Druid 1: Semiramis might be known for her poisons, but she's really a multifaceted person. Well, not really, but if you want poisons, you're going to get them from animals. If you want animals, you're going to get them from druids. First level druids learn Druidic- it's a language! They also get another set of Spellcasting using their Wisdom to cast and prepare spells. Check the multiclassing table to figure out your spell slots. Grab Guidance and Resistance to be a bit better than everyone else. For first level spells, look for Entangle and Snare to summon chains to slow down enemies, and Speak with Animals to make sure your dovey-woveys know their work is appreciated. We haven't gotten dovey-woveys yet? Don't worry, they're coming.
Druid 2: Second level druids join their circle, and you're so goddamn smart you just joined another school. At the college of Witherbloom, you'll learn how to turn the vitality of nature into deadly poisons. Right off the bat you get circle spells, which are always prepared for you and don't count against how many spells you can prepare. Right now you get the Spare the Dying cantrip as well as Cure and Inflict Wounds. Now you don't literally have to summon a whip every time you want to hit someone. You can also tap in creatures' essences with your Essence Tap. As a bonus action, you empower yourself for 1 minute, gaining one of two options. Overgrowth lets you heal yourself with a hit die each turn as a bonus action, adding your wisdom modifier to the amount healed. Withering Strike lets you change your damage to necrotic when you hit someone with any sort of damage, ignoring resistances to make your poisons even deadlier. You can use this proficiency times per long rest. Most importantly, you gain a Wild Shape / Wild Companion. Both features use the same two charges per short rest. You're limited to what you can turn into based on its CR and movement options, but those limits and how long you can transform/summon a creature for grows as you level up. Currently I'd stick with Wild Companion for dove familiars, but some versions of Semiramis' story include her turning into a dove herself at the end, so Wild Shape isn't out of the question. As long as we sink eight levels into druid, at least.
Druid 3: Third level druids get second level spells, like your freebies Lesser Restoration and Ray of Enfeeblement. Look, if you're going to make poisons it only makes sense that you'd have antidotes on hand. You can also grab spells like Animal Messenger to send your doves out for ingredients, and Locate Animals or Plants to find them yourself.
Wizard 6: Sixth level graviturgists can make a Gravity Well when you cast a spell, moving the target 5 feet in any direction if it is willing or you successfully hit it with the spell. Speaking of spells that push people, Pulse Wave does just that, stepping in for the big stompy dragon animation. Creatures in a 30' cone make a constitution save, and if they fail they'll take force damage and get pushed back 15', or 20' with Gravity Well. You can also pull them, but that's not really stompy at that point. You can also Summon Undead to create a stronger skeleton to lead the others.
Druid 4: At fourth level, druids can transform into swimming creatures, and you also get another ASI. Bump up your Intelligence for stronger spells. Also, grab the Control Fire cantrip, it'll be cold in your castle without it.
Druid 5: Fifth level druids get third level spells, like Revivify and Vampiric Touch. Neither of those are in character, but you can also Conjure Animals (as long as they're poisonous) and Dispel Magic to keep your throne room free of nonsense.
Wizard 7: Seventh level wizard get fourth level spells, including the one we've been working our way up to, Fabricate! As long as you have the raw materials, you can turn them into products of the same material. Since you're working with stone, you're limited to creating Medium objects this way. Just line the outside of the medium objects you make with halves of smaller objects, then mend them together, and eventually you'll have a castle. This will take a while. For a decent-sized castle of 300'x400', you'll be looking at roughly 480 medium-sized blocks per floor. At level 20 you'll have 12 spell slots of fourth level or higher, so you can knock out a floor in roughly 40 days, not including things like doors or other furniture. Also worth noting, you can't make fancy things like glass without proficiency in the tools required to make them normally, hence all the tool proficiencies from your racial bonuses.
Wizard 8: Use your next ASI to bump up your Wisdom for better healing and stronger druid spells. You also learn Mordenkainen's Private Sanctum, so you can prevent creatures from spying into your hanging gardens. Especially useful is the ability to block creatures from teleporting or plane shifting onto your grounds, as that's probably the only way to approach your gardens safely. Or at least it is after you learn Ice Storm, a long range spell that pelts enemies with ice and turns the area into difficult terrain. Of note, it doesn't say the ground, so the entire cylinder will be difficult to fly through. If you want to build giant arcane cannons instead for authenticity, I salute you. Just remember that'll have to come out of your budget.
Wizard 9: Ninth level wizards get fifth level spells, and Wall of Stone will help you speed up construction by making ten 10'x10' panels or ten 10'x20' panels. You can also use this spell to create bridges or the like, and if you hold concentration for 10 minutes the stone remains permanently. If you want to skimp on materials so you can just get this fucking thing in the air already, this'll help with that. You're also learning Geas. If you can't summon a dragon, forcibly controlling a dragon is the next best thing.
Druid 6: Did you think we were done with druid? I said we were stuck here for 8 levels, didn't I? Sixth level witherbloom druids can make a Witherbloom Brew thanks to their new proficiency with Herbalism kits. At the end of a long rest, you can use that kit to make Proficiency brews, which last for 24 hours. A Fortifying brew gives a creature resistance to a damage type chosen at brewing (cold, fire, necrotic, poison, or radiant) for an hour. A Quickening brew heals its drinker, and ends one disease or an effect of charming, frightening, paralyzation, poisoning, or stunning. Again, antidotes might be useful to have on hand, but the real reason we're here is for the Toxifying brew. You can apply the brew to a weapon, and the next time within an hour that weapon hits a creature, they take 2d6 poison damage and have to make a constituiton saving throw (DC 8 + your wisdom modifier + proficiency) or be poisoned for a minute. This is literally so much better than the poisoner feat what the hell.
Druid 7: Seventh level druids get fourth level spells, like Blight and Greater Restoration for stronger poisons and antidotes respectively. You can also Dominate Beast to hold any poisonous critters still while you milk them, or summon Giant Insects instead. They obey you and stay giant until they drop to 0 HP, dismiss the effect, the spell ends.
Druid 8: Our last level of druid finally lets you turn into a dove with a second Wild Shape Improvement. You also get another ASI, so bump up that Wisdom for stronger spells and poisons.
Wizard 10: Tenth level graviturgists can create a Violent Attraction between a creature's face and a weapon, causing a nearby weapon attack to deal an extra 1d10 damage. Alternatively, you can increase the attraction between a creature and the ground, adding 2d10. I doubt your hanging gardens need help making the fall more deadly, but now you can help out of need be. You can do this Intelligence modifier per long rest.
Wizard 11: Eleventh level wizards get sixth level spells, like Guards and Wards. This will make it so much harder for enemies to breach your castle it isn't even funny, if the "hanging out in the stratosphere" thing didn't tip them off already.
Wizard 12: By twentieth level you should have a castle set up, so grab the Lucky feat. Basically, everything that can go right for you does while you're in your castle, so now you get 3 luck points per long rest to make sure that happens, letting you re-roll your attacks, saves, and checks, as well as attacks aimed at you.
So how the fuck do I get a flying castle?
So, admittedly this is up to DM fiat, but let's be real, a flying castle sounds sick as hell and gathering resources is a great reason to go adventuring. If I was your DM, it'd go something like this; After x months of research, you find a way to prepare materials so Adjust Density is permanent on them if you concentrate for the duration. Then you make and fuse together castle chunks as described in level twelve, and eventually you lighten the load on the special rocks so much they're lighter than air. Boom, liftoff, you're fucking awesome now. If you want to go down, just make the float rocks heavier again.
Pros and Cons
Pros:
Even if you don't build a giant floating castle in your adventure, that doesn't mean all this prepwork went to waste. You are a master at protecting areas from invasion, so no matter where you lay your head you know it's going to be safe. Not as safe as a floating castle, but still, safe.
By mixing together all your tool proficiencies with Fabricate, you can make pretty much whatever you need from raw materials. No more paying a smithy for fancier armor!
If you do get your castle in the air or you're near a cliff, you are incredibly deadly, with plenty of ways to shove opponents around or otherwise control movement. Slow them down, trip them up, or shove them off a cliff it's so good. Pulse people off the edge of your garden and laugh at them as they fall.
Cons:
There's literally no rules about building your own castles & poisons, so most of this build is entirely dependent on your DM. If you get a cool one, cool! If you don't, this build is pretty much a writeoff.
You need to hide away in your castle and send out minions because you're kind of pathetic in person. With only 14 AC and less than 100 HP, you'll go down faster than Medb if you don't use your Wild Shapes well.
A lot of that can be chalked up to mixing caster classes, meaning we have to spend more ASIs to make both spell modifiers good, and we miss out on higher level spells. Also, spending 8 levels in druid just to turn into a dove isn't that great unless you really want the flavor. I highly recommend skipping out after 6, the last graviturgy effect is great both to knock people out of the sky and make them bow if they get to your throne room.
But, getting to your throne room is 90% of the fight. This build is one that emphasizes patience, and that's what puts you above the common folk. Hang out in the stratosphere, attend social events in style, and let your poisons and skeleton warriors do the fighting for you. Just be glad there aren't any wacky knights riding hippogryphs around.
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tigerkirby215 · 3 years
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5e Irelia, the Blade Dancer build (League of Legends)
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(Artwork by Jessica “OwleyCat” Oyhenart. Made for Riot Games.)
FINE I’LL MAKE IRELIA GOD FUCKING DAMMIT!
Irelia is my least favorite champion in League. She’s not my most banned (Shaco) nor is she the champion I complain the most about, but she is absolutely the champion that I look at and constantly think “this character actively ruins the game for me.” I’ll admit that Irelia’s role in the Sentinels of Light story was pretty interesting but you’re still not going to make me like Irelia, Riot!
I’m not going to bore everyone with a long-winded rant about my hatred for this character and how what I thought was going to be a nerf actually made her S tier (joy to the fucking world I now actually have to ban her) but I will say this: there are no champions who I won’t make a genuine build for if I take the time to make a proper blog post about them... Except Talon, but that’s because Talon has one of the most boring kits in the entirety of League of Legends.
GOALS
Step. Two. Whirl. Lift! - What? Do you think that a champion with literally unlimited dashes is unfair?
Perfection of form - We’ll also need to weave our blades around us like a dress, slicing at foes and protecting yourself in one fluent motion.
Remember the Placidium! - When in doubt just use more blades.
RACE
Irelia’s a human... but making humans all the time is boring. Irelia has an innate magic and I’d consider being in-tune with Ionia’s spirit a connection to the Fey. So I decided to make her an elf for the sake of this build, more particularly an Aereni High Elf from Eberron for the innate Expertise.
A regular High Elf works too if your DM doesn’t allow Eberron races; the only thing that really changes with the Aereni High Elf is that you get Expertise in a skill. Valenar elves are also cool for the Double Scimitar.
You can also make Irelia a human but there aren’t many feats I want for her except maybe Mobile, but I felt like being an elf was more fun to grab other feats.
As an elf you have +2 to your Dexterity score, Keen Senses for proficiency in the Perception skill (gotta watch those wards!), and the Fey Ancestry of Ionia grants you advantage against charms and immunity to being put to sleep magically. Instead of sleeping you can spend time in a Trance meditating to regain strength. You only need 4 hours in a trance to rest, and are fully aware of your surroundings while doing so.
As an Aereni Elf you get Expertise in one skill of your choice: we’ll be taking Performance because... well you are a dancer. As a High Elf you learn one Cantrip from the Wizard list, and we’ll actually be taking Prestidigitation to aid in our performances. Oh and you’d normally be increasing your Intelligence by 1 but we’ll instead be increasing your Wisdom because... well it fits Irelia more. (No big loss if you increase Intelligence instead though.) And you can learn one language of your choice: pick whatever you think would inspire fear into the heart of Noxians!
ABILITY SCORES
15; CHARISMA - A dancer is meant to be beautiful first and foremost.
14; DEXTERITY - Of course dancing takes nimbleness. "When no one's around, I dance for myself."
13; WISDOM - This is where the +1 from our race is going! Keep in-tune with the natural world and Ionia’s spirit.
12; CONSTITUTION - You are still a top laner with just... way too much sustain. (Feel free to swap this with Wisdom for more HP but less roleplay.)
10; INTELLIGENCE - Nature is an intelligence skill and military tactics are good to learn, but we simply need everything else more.
8; STRENGTH - You swing your blades with the rhythm of the natural order. Which is to say Riot doesn’t like buff ladies.
BACKGROUND
A dancer is a type of Entertainer. You get proficiency in Acrobatics but since you already have expertise in Performance feel free to grab Nature to become more in-tune with the world around you. You also get proficiency with a Disguise Kit and an instrument of your choice: pick whatever you think suits you and make your own Ionian war hero!
You feature By Popular Demand makes you known as both a dancer and a war leader! You can perform in exchange for a place to rest for you and your allies, and people will remember your dance and treat you with respect.
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(Artwork by Bo “chenbowow” Chen. Made for Riot Games.)
THE BUILD
LEVEL 1 - ROGUE 1
What? Did you expect this to just be 20 levels of Swords Bard? Honestly Rogue serves as a better recreation of Irelia’s abilities, at least at early levels. That and I want proficiency in 4 skills, so take Insight, Persuasion, Intimidation, and Slight of Hand proficiency to lead and dance with grace. You also get Expertise in two of those skills: Acrobatics is a must but since we’ve already got proficiency in Performance you may as well grab Persuasion for good relations with Ionia’s people.
You also get Thieves’ Cant to speak in the way only other performers can understand, “performers” in this case being other Rogues. But of course the main skill you get is Sneak Attack, giving you an extra d6 of damage if you have advantage on your attack or an ally is near the enemy you’re attacking.
LEVEL 2 - ROGUE 2
I always love when I get to recreate League of Legends dashes by just... letting you use the Dash action a lot. Second level Rogues can make Cunning Actions to Dash, Disengage, or Hide as a Bonus Action. Keep it simple stupid and weave around your foes on the battlefield.
LEVEL 3 - ROGUE 3
Third level Rogues get to choose their Roguish Archetype, and to dance around the battlefield while slicing down foes the Swashbuckler is a great choice to keep your rhythm in check. Your Fancy Footwork will allow you to attack a foe before slipping away without provoking Opportunity Attacks while your Rakish Audacity will allow you to add your Charisma to your Initiative to always be the first on the front line.
Rakish Audacity also lets you Sneak Attack a foe who is alone on the battlefield as long as you don’t have disadvantage and they don’t have an ally within 5 feet, letting you hit them for an extra 2d6 with your blades.
Now may as well be a time to ask: Dual Wielding or single weapon? Since you’re not going to be getting a shield I’d say carrying two blades is worth it for the potential to deal more damage when needed. You can also use your Dual Wielding attack to activate Fancy Footwork more often to evade more enemies. Just be mindful of when Dashing or Dodging would be more useful.
LEVEL 4 - ROGUE 4
4th level Rogues get an Ability Score Improvement and Dexterity controls most of what we do right now, so a +2 to DEX would be beneficial.
LEVEL 5 - ROGUE 5
Normally I wouldn’t go out of my way to grab level 5 in Rogue just for the sake of Uncanny Dodge, but here’s the thing: it’s literally Irelia’s Defiant Dance! Take less damage from an attack you saw coming before striking back with your 3d6 Sneak Attack.
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(Artwork by Michelle Hoefener. Made for Riot Games.)
LEVEL 6 - BARD 1
Now it’s time for those 20 15 levels in Swords Bard! Multiclassing into Bard gives you proficiency with one musical instrument (pick your fancy) and one skill of your choice: I opted for Arcana because... well you’re fighting with magical floating blades. (Or at least you will be in due time.)
As a Bard you can inspire your allies as a Bonus Action thanks to Bardic Inspiration, letting them add a d6 to their Attack Rolls, Ability Checks, or Saving Throws. You have a maximum number of Inspiration die equal to your Charisma modifier, which come back after a Long Rest... for now.
But of course as a Bard you get Spellcasting! You learn two cantrips from the Bard list such as Message to communicate on the frontline, and Vicious Mockery which is sure what I fucking feel playing against an Irelia one-trick smurf account. You can also learn four leveled spells like Faerie Fire to mark your foes, Command to strike fear in the hearts of foes, Heroism to strike vigor in the hearts of allies, and Healing Word; because healing is always good to have.
LEVEL 7 - BARD 2
Second level Bards have dabbled in a little bit of everything: healing, damage, healing, mobility, healing, crowd control, oh and I think Irelia does need some more healing. Regardless Jack of All Trades will let you add half your proficiency bonus to any skill checks you aren’t already proficient in. (This also includes Initiative which is important to mention!)
If you use Tasha’s rules you can also grab Magical Inspiration to make your allies’ spells either heal more or do more damage thanks to your Inspiration. Oh and speaking of spells you can also grab Longstrider for more speed on the battlefield.
Oh and you get Song of Rest, the ability I always mock for scaling poorly. But it will help your allies recover after a hard battle!
LEVEL 8 - BARD 3
Irelia has many magical blades because she went to the College of Swords. Along with Bonus Proficiencies with Medium Armor and Scimitars (neither of which Rogues have for some reason) you can pick up a Fighting Style: I personally opted for Two-Weapon Fighting to get more attacks in but Dueling is also a perfectly fine.
Of course the main appeal of being a Blade Dancer is your Blade Flourish: When you attack on your turn you move 10 feet faster until the end of the turn, and if you hit you can use a Bardic Inspiration on a Blade Flourish:
Defensive Flourish lets you roll your Bardic Inspiration to add to your damage and AC.
Slashing Flourish lets you roll your Bardic Inspiration to add to your damage, and do that extra damage to any other creature of your choice (that you can see) within 5 feet of you.
Mobile Flourish lets you roll your Bardic Inspiration to add to (guess what) the damage. You can also push the target up to 5 feet away from you, plus a number of feet equal to the number you roll on that die. Immediately afterwards you can use your reaction to move up to your walking speed to an unoccupied space within 5 feet of the target. It’s not quite a Dash, but it’s certainly a Bladesurge!
You can only use one Blade Flourish per turn though. Additionally you get Expertise in two skills like Insight and Nature, to know the spirit of both people and the world around you. And finally you can learn a second level spell like Hold Person for a stun before you do your full combo.
LEVEL 9 - BARD 4
4th level Bards can grab something a little better than Flash; the Fey Teleportation feat! Along with a +1 to your Charisma you learn Sylvan, but most importantly you can cast Misty Step once per Short or Long Rest to get out of a dangerous situation! It unfortunately doesn’t add the spell to your spell list (like Fey Touched from Tasha’s Cauldron) but being able to regain your mobility spell after a Short Rest is extremely useful!
Speaking of spells you learn one more Bard spell, and one more cantrip! For your cantrip take Mage Hand to grab blades from afar, and for your leveled spell take Calm Emotions. It perhaps isn’t the most practical and there are certainly better options, but it’s fitting.
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(Artwork made for Riot Games.)
LEVEL 10 - BARD 5
5th level Bards get a Font of Inspiration, letting their Bardic Inspiration charges come back after a Short Rest. That’s nice because your Bardic Inspiration (and Blade Flourish die) also increases to a d8.
You can also grab a third level spell like Hypnotic Pattern, to stun an entire army with your blades.
LEVEL 11 - BARD 6
6th level Bards can finally turn their Vampiric Scepter into Blade of the Ruined King, giving them some Attack Speed for an Extra Attack. You can still only use one Blade Flourish per turn, but at least now you can attack twice with your action or up to three times if you make a Two-Weapon Fighting attack.
You can also grab another spell but there’s not much I want from third level, so instead I’ll talk about Countercharm, which is dumb and bad. You spend an action to give yourself and nearby allies advantage against Charms and Fears. Or you could fight through the fear and slay your foes... or cast Heroism or Calm Emotions.
LEVEL 12 - BARD 7
7th level Bards can learn 4th level spells like Dimension Door to teleport into lane or back to base, and Freedom of Movement for some Tenacity.
LEVEL 13 - BARD 8
8th level Bards get another Ability Score Improvement. We’ve been investing more in Bard so more Charisma would be nice for more Blade Flourishes and better spellcasting.
You can also learn another spell but again: don’t really want anything, so we’re going to wait for...
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(Artwork by Jana Schirmer. Made for Riot Games.)
LEVEL 14 - BARD 9
9th level Bards get to pretend that Song of Rest is a useful ability that scales well, especially when multiclassing. I mean, at least it’s a d8 now!
You also get 5th level spells like Animate Objects. Hey: it only took us 14 levels to get your blades! You can also grab Rary's Telepathic Bond (ty Tasha’s) to keep to team chat with everyone.
LEVEL 15 - BARD 10
10th level Bards get Expertise in two more skills: take Arcana to further your connection to Ionia, and Slight of Hand for the specific hand movements to manipulate your blades. You also see your Bardic Inspiration increase to a d10, which also means your Blade Flourishes deal a d10 of damage!
Additionally you get Magical Secrets from any class so you can use your unique brand of blade magic. And by far the most blade-like spell you can grab (at this level) is Steel Wind Strike, to dash through multiple foes for a big burst of damage!
Additionally we will be grabbing Blade of the Ruined King (finally) with Spirit Shroud; yes it’s a bit of a low-level spell but it serves as a great damage boost to your melee attacks and also keeps enemies close for you to fight them. And finally you get one more cantrip: Mending will help you keep your outfit in check.
Also if you want you can replace Message with Prestidigitation now that you have Rary’s Telepathic Bond.
LEVEL 16 - BARD 11
11th level Bards get 6th level spells: you can lean into your lessons as a dancer and take Otto's Irresistible Dance to force your foes to keep up with the rhythm or die trying. "Okay, I'm warmed up."
LEVEL 17 - BARD 12
12th level Bards don’t get extra spells, but they do get another Ability Score Improvement: more Charisma means more Bardic Inspiration die (for more Blade Flourishes), better spells, and more initiative so capping that out would give you more bang for your buck overall.
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(Artwork by Art of Maki. Made for Riot Games.)
LEVEL 18 - BARD 13
Hey remember when I said Song of Rest is a useful ability? Well it’s a d10 now!
At least you can learn Forcecage to take Noxians as prisoners of war to be properly judged... As long as they don’t have a filth bucket in their cell.
LEVEL 19 - BARD 14
14th level Swords Bards as masters of their blades, and can perform a Master’s Flourish using a d6 instead of one of their Bardic Inspiration.
You also get two more Magical Secrets, and hey we can finally grab your ult! Take Blade Barrier to cut the armies off with your Vanguard’s Edge. Alternatively if you need to go back to base take Word of Recall to recall back to your fountain. Which is to say: I had no other good spells to give you.
LEVEL 20 - BARD 15
15th level Bards see their Bardic Inspiration die (and their Blade Flourish die) increase to its maximum size of a d12! And you can cap off the build with an 8th level spell, but in all honesty there isn’t many spells I want from 8th level. So use that slot to upcast and take Hold Monster instead to finally be able to stun Wukong.
FINAL BUILD
PROS
Grace bends where strength breaks - You have a variety of ways to deal consistent damage between competency with swords, Blade Flourishes, and powerful spells.
I move to unsung melodies and unbeaten rhythms - +12 to initiative and the ability to move between enemies you attack freely means you’re guaranteed to be on the battlefield fast and able to put yourself in a position to fight with your allies.
Never stop learning; there's always a form you don't know - It was not my intention but turns out Bards and Rogues get a lot of skill proficiencies. +17 in Performance and Persuasion, +16 in Acrobatics and Slight of Hand, +14 in Insight, and +12 in Arcana and Nature. Not to mention Jack of All Trades helping you with all the skills you don’t have proficiency in.
CONS
Each form has a name known only to the wind - So your Dexterity isn’t maxed out, which means you’re a little lacking in both AC and hit chance. Honestly level 5 of Rogue isn’t that good, even if Uncanny Dodge works well as Defiant Dance. 4 / 16 would’ve been better for another ASI.
Stay ready, and there is no need to get ready - Most of your fun spells are accessed at a very high level, with your lower leveled spells dedicated more to utility. You’re a sword fighter first and foremost but seeing as your Charisma is maxed it would be good to use your high Charisma.
We are sharpest where we break! - Low DEX and no Shield (no Shield spell and two-weapon Fighting) means that your AC isn’t the most impressive. That along with 120 health means that a few bad hits can put you in the danger zone. Sure Uncanny Dodge gives you a reliable way to soak up damage but a good surprise hit will quickly put an end to you.
But you don’t need to worry about weaknesses when you’re probably smurfing anyways. Dash, dance, and decapitate foes in a graceful death of a thousand cuts. Keep your style and inspire the commonfolk to take up arms to protect their homeland. Just don’t get too out of line, or Riot might nerf your movement speed by 5.
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(Artwork by Bo “chenbowow” Chen. Made for Riot Games.)
27 notes · View notes
incorrect-spiderson · 4 years
Note
for the prompts, can i have peter and shuri or michelle (whichever you prefer) babysit Morgan?
Ao3 Link:
https://archiveofourown.org/works/25350943
The Babysitters
Okay this took way too long but here you go lovie💕
~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*
“Peter I’m not sending you to purgatory, I’m just asking you to babysit Morgan.”
The teenager groans and slumps over the side of the couch. “It might as well be the same thing!”, he whines, tossing his hands in the air. “I’ve watched Nemo at least twelve times this week!”
Tony rolls his eyes as he adjusts his tie. “She’s your sister Pete, and she’s six. Plus you’re the only one she’ll listen to besides The Wiggles.”
Peter huffs and adjusts his totally not pouty position. But after a second of thought he smiles. “Well then, I have one condition.”
Tony cocks and eyebrow and looks at his son through the mirror. “You have conditions for babysitting your sister now?”
“No, condition. One.”
“Mhm, and that would be...?”
“I want Shuri to come over.”
Tony turns to eye his son and gives him a smirk. “You want me to let you have a girl over? While you’re home alone with your sister?”
Peter’s face turns at least six different colors of red and screws up into the most disgusted look Tony could imagaine. “Dad- no that’s- ew stop it no Shuri is one of my best friends that’s just- you’re nasty.”
Tony laughs as he turns back to the mirror. “I know I know kiddo. Of course you can. Just be careful with that Trek teleporter thing that she made. I don’t want to get a call and find out that Morgan is in Siberia.”
Peter’s look of disgust instantly transforms into a smile as he stands up and hugs his dad. “Thanks dad! But uh.. shouldn’t you be going? I think moms been waiting in the car for like.. ten minutes.”
Tony’s expression turns from one of love to one of fear. He quickly adjusts the sleeve over his robotic arm and races towards the door mumbling something about thinking she was upstairs. He swipes his phone from the counter and opens the door. “Love you bambino! Tell Mo I love her!” He calls, then shuts the door and races off to the car.
Peter chuckles as he hears the car start up then zoom off towards the city. He turns and makes his way to the garage, slipping his phone out of his pocket to quickly message Shuri.
——————————————————————————
spooderpete: Beam yourself up
shuriken: Why?
spooderpete: Babysitting Morgan, Dad said you could come over.
shuriken: Omw Scotty
——————————————————————————
Peter puts his phone back in his pocket and flips on the lights in the garage. He makes his way down to the Trek Pad and switches it on. The device starts glowing in bright blue pulses, then it suddenly turns a deep purple. Then in the blink of an eye Shuri is standing before him.
Peter laughs. “Well, it works!”
Shuri scoffs, stepping off of the device and lightly slapping his arm. “Did you think it might not work? I built it! Of course it would work!”
“I mean if we go back to last week...”
“Last week does not count! Do you know how hard it is to create a small black hole?”
“Yes because I tried it with you.”
“I- shut up. Where’s your sista?”
Peter rolls his eyes. “She’s upstairs in her room, but you’re avoiding-”
Shuri sticks her finger in his face. “Not another word from you or I will beam myself back to Wakanda. I have something for her to see.”
The girl walks into the house and heads towards the stairs. Peter hurriedly follows as he closes up the garage. By the time he gets up the stairs, Shuri is already in Morgan’s room. He gently pushes open the door and is instantly met with the upside down face of a six year old girl.
“Hi petey!”, Morgan squeals. She gives him an upside down hug around the neck and giggles, “I’m just like you now!”
When his sister releases him she realizes that Shuri, who is also upside down, is standing behind her. Both girls are wearing glowing bands around their shoes and heads. The older girl smiles. “What? Now we can all hang out.”
Peter finally recovers from the shock of seeing an upside down child and joins them on the ceiling. “So... whats going on up here ladies.”
Morgan giggles. “We’re gonna have an Avengers Meeting!”
Shuri takes on a serious look and nods. “What are we battling today Morgan?”
The little girl gets serious as well. “From now on you call me Admiral Stark. We have to fight the evil fluff monsters from a parasail universe.”
Peter leans over and whispers in her ear. The girl sighs and rolls her eyes. “That’s what I said! Parasail!”
Peter sticks his hands up in defeat. “Okay okay! But Admiral Stark we’re going to need reinforcements. The evil fluff monsters are dangerous.”
Morgan thinks for a minute then nods. “You’re right Spiderman. Bring me to the ground! I need to go get the others!”
She reaches out for peter to grab her so he takes her by the arm pits and flips her over so she lands on the ground softly. Both teens watch upside down as she sprints off down the hall.
They did in silence for a moment before they both laugh. “Your sister is very imaginative. I figured she would like my Spider-bands.”
Peter raises a brow. “So how’d you make those? Are the headbands to keep the blood from rushing to your head?”
“Yes! It’s a very intricate process and it makes us able to-”
Morgan come sprinting back into the room with two arms full of action figures, dolls, and tape. Peter lifts her back onto the ceiling and makes sure the Spider-bands stick before releasing her. She crawls back over to her spot and sits criss-cross. They spend the next few minutes taping the dolls and action figures to the ceiling. Once the last doll is secure, Morgan starts ‘the meeting’.
“Spiderman, Shuri, I want you to meet the other Avengers.”
Morgan points to an Ironman figure with a tutu. “That’s Irondad.” She then point to a figure of Thor. “Thunder Poptart.” Then two stuffed birds. “Hawkeye and Pidgeon” A Barbie doll with red hair colored on by a marker. “Tasha”. Then a Cap figure. “And that’s Captain Assho-”
“MORGAN” Peter screeches before she can finish. “Do you know what dad would say if he heard you say that?”
The girl ponders for a second then smiles. “Dads not here so it doesn’t matter.”
Peter opens his mouth to protest, then shuts it with a sigh. “Whatever, just say butthead.”
Shuri giggles to the side and he rolls his eyes.
The ‘battle’ starts and soon enough there’s action figures and stuffed animals flying across the room. The game lasts about 30 minutes before Morgan grows bored and hungry.
Just as she makes Irondad punch the evil teddy bear she sighs. Dropping her toys to the ground she lets gravity make her arms sway above her head. “I’m hungry Petey... and I wanna watch a movie.”
Peter chuckles and lowers himself to the ground. “Yeah I figured Momo. Let’s get you down then you, me, and Shuri can go eat some pizza and watch a movie.”
Shuri flips down second and deactivates her devices. Both teens help Morgan off the ceiling and onto her bed. They all head down the stairs, Shuri and Morgan go into the kitchen to make the frozen pizza while Peter sets up the Netflix and gets out the blankets.
The three kids settle down on the couch. Morgan lays on the left, Peter sits in the middle, and Shuri lays to the right. They flip through multiple movies until Morgan, thankfully, picks Frozen II instead of Nemo. Peter gets up to get the pizza and drinks, then they start the movie.
They spend the rest of the night singing along to the movie, eating pizza, and eventually sleeping. Peter picks up his sleeping sister and carries her upstairs to her room. After he tucks her in he goes back downstairs to help Shuri clean up.
The teens pick up the left over pizza and plates. After they finish, they spend the rest of the night talking and coming up with tech designs. Shuri is in the middle of explaining a new gadget design when her kimoyo beads start glowing.
Shuri slumps into the couch. “I am guessing this is my brotha. I should go. Are we meeting next week?”
Peter sits up and stretches. “Oh yeah definitely. We have to build that real life Millennium Falcon.”
Shuri stands and walks towards the garage. “Of course! See you next week Peterman!” She throws up a peace sign and then leaves.
Peter sighs and lays back on the couch. Soon enough he’s drifting off. He barely even hears the door open and his parents lay a blanket over him. He smiles and lets himself drift off to into a peaceful sleep.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Bonus:
Tony walks up stairs carefully so he doesn’t wake up his little girl. As he steps into her room he realizes that something.. isn’t quite right. He doesn’t have Peter’s spider sense but he has a dad sense.
And something is wrong. He swings the door open, searching for any threat. Then he hears it. A slight creaking, or even... peeling noise. He can’t tell where it comes from. But suddenly, it hits him.
Literally.
The Captain America figure falls off the ceiling and lands on Tony’s head. In a moment of fury he yells, “DAMN YOU CAPTAIN ASSHOLE!”
He spins when he hears a gasp. Morgan is sitting up right in her bed with a hand over her mouth. With a smile she says, “It’s okay daddy I won’t tell mom.”
88 notes · View notes
hellyeahheroes · 4 years
Text
Playing Doreen Green in Dungeons & Dragons 5E
New year, some bad things out of my system, time to try coming back to regural activities before this year crushes me again. And I know a perfect way. Let’s make a build for d&d, since I haven’t done one of those in a while, using a Marvel character that bings cheers, joy and friendship whenever she goes.
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Steve Ditko had an... interesting idea what Squirrel Girl should look like. Funny how people who say modern take on the character disrespects vision of artists who drew her traditionally attractive never seem to think these guys themselves disrespected Ditko’s vision, isn’t it?
Goals: As always I’m lifting the template for this from Tulok the Barbrarian, so let us start with what we actually want from this character. First of all, we need to be able to beat the ever living crap out of everyone. Second, we need to show our foes mercy and hopefully get them to change their ways. Finally, we need an army of squirrels.
Ability Scores: Usually I go with Standard Points Array - 15, 14, 13, 12, 10, 8 - because it is the simplest way. But this built will starve for Ability Score Improvements so I decided to, just like a guy from whom I’m ripping this whole idea from, cave in and use point buy. This will be simple take, however - we will replace standard array’s 14 and 10 with extra 15 and 8 
Strength: 8- not something we need to be honest. Doreen is good at everything but in D&D we need to prioritize the most important things.
Dexterity: 15 - Doreen is quick and swift as some sort of squirrel....girl...
Constitution: 12 - if someone does manage to hit her she can actually take that hit and keep going.
intelligence: 8 - wish it was higher but again, we cannot have everything. Yet.
Wisdom: 15 - Squirrels love you, you have senses of a squirrel, you survived Savage Land like a champ.
Charisma: 13 - your have a thing of talking your enemies out of villainy, as long as no one runs in to kick them in the head while you’re at it, which is rude.
Now for D&D’s equivalent of species, Race. It is unclear if Doreen is a mutant or not but I feel like trying to stray away from Variant Human a bit if we can. There is not enough animal-like things about Doreen to make her a Tabaxi, so we’ll go with Swiftstride Shifter from Eberron. You gain +2 Dexterity and +1 Charisma, Darkvision allowing you to see for 60 feet in dim light as in bright light and in darkness as in dim light, but without being able to discern colors, proficiency in Perception and Acrobatics skills, extra 5 feet of movement, Common, Quori and third language of your choice (pick something campaign relevant) and an abilitty to shift into more bestial form as a bonus action, granting you temporary hit points equal your level + your Constitution modifier, another extra 5 feet of movement and an abilitty to move 10 feet away without provoking opprtunitty attacks as a reaction whenever an enemy ends their movement next to you.
Backgorund: Build a custom one for skills in Animal Handling and Persuasion, none they offer speaks to me.
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Class levels: We will start as a Monk, gaining proficiency in Strength and Dexterity saving throws, simple weapons, shortswords, a set of artisan tools of your choice and two skills - Athletics and Stealth would be my pick.
1st Level Monks gain Unarmored Defense and Martial Arts, which all work as long as you’re not wearing armor or carrying a shield. As we see from the picture above, it would be hard to call a jacket and shorts an armor. You can add your Wisdom (WIS) modifier to your Armor Class alongside yoru Dexterity (DEX) modifier, you can substitute your DEX in place of Strength for attack and damage rolls of your unarmed attacks and you roll a d4 for the damage and you can spend your bonus action to make an additional unarmed attack. You can also use simple weapons that aren’t two handed or heavy and still get these bonuses
2nd Level Monks gain Ki Points, whose number is equal to your Monk level and replenishes on short or long rest. You can spend 1 ki point to make two unarmed attacks as a bonus action or take Dodge or Disengage actions as a bonus action. You also get unarmored Movement, meaning that when not wearing armor your speed busts up to additional +10 feet.
There is an option for Monk to also gain an additional abbility allowing you to between each long rest choose one martial weapon that isn’t heavy or special and you’re profficient with to treat as a monk weapon. This isn’t something Squirrel Girl would use, I’m only bringing it up because it was added in a book Tasha’s Cauldron of Everything. Tasha, also known as Iggwilv, is considered one of greatest villains in d&d. So it’s a good think Doreen has this whole thing about befriending and trying to reform villains because from next level on we’re gonna be best friends with Tasha and her cauldron. Consider Tasha your Kraven.
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3rd Level: We will switch to a Ranger, getting proficiency in Knowledge Nature and we will grab variant Ranger features from that Cauldron. Deft Explorer makes you Canny, doubling proficiency bonus you add to one of your skills, I’d go with Persuasion so that you can convince people like Kraven to switch sides.
You also get Favored Foe - it lets you mark an enemy you hit with an attack for 1 minute or until you break a concentration check (as with spells, it is a Constitution Saving throw you make while taking damage, you need to beat either 10 or a number equal half of damage dealt to you, whichever is higher, or you lose focus). During this itme whenever you hit the target for the first time in a turn you deal an extra 1d4 of damage. You can mark a foe total number of times equal your prficiency modifier betwen each long rest.
4th Level: 2nd Level Ranger can choose a Fighting Style. Let us reach to that Cauldron and grab Unarmed Fighting, which lets your fists deal 1d6 + your Strength modifier damage, 1d8 if you use two hands and 1d4 a turn to a creature you’re grappling.
You may wonder why we picked it if we already have Martial Arts? Well, let us talk about Rules as Intended (RAI) vs Rules as Written (RAW) - the idea that the way rules in a game are written may not necessairly reflect what the author wanted and reason behind many, many, many rules debates in history of RPGs. As Intended you should use your Martial Arts dice with your Martial Arts attacks but as written there is nothing saying you have to. Talk with your DM  how they feel about it and if  they side with RAW, you can now deal damage like 11th level Monk - 1d8+your DEX modifier. If not, grab Blind-Fighting, which makes your senses so good you can effectively “see” creatures within 10 feets of you even if you’re blinded or in darkness and even notice invisible creatures who aren’t succesfully rolling stealth to hide. Only total cover (like, a wall) stops this, giving you some sweet Squirrel Senses.
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Remember when Doreen beat Wolverine? I do.
2nd Level Rangers also get to learn spells. You know two spells of 1st level and have two spell slots you can spend every long rest to cast them.
Longstrider for 1 hour adds 10 feet to your speed. For those keeping track at home that’s now 50 feet while shifting.
Hunter’s Mark requires a concentration but let’s you as a bonus action mark a target and deal it extra 1d6 damage on every hit you deal it and have an advantage on Perception and Survival checks to find it for the next hour or until you break concentration. It it drops to 0 hit points on your next turn you can move it to another target as a bonus action. It’s Favored Foe but better. Mostly because Favored Foe originally was just Hunter’s Mark but many players felt it was too powerful and asked Wizards of the Coast to nerf it in official surveys. To the utter bafflement of everyone who discuss this game online. If I felt more political I’d make a joke this is the first case ever of silent majority being a thing but after last 4 years I cannot force myself to make it funny.
5th level: 3rd Level Monks can Deflect Missiles, letting you use your reaction to catch a ranged attack that would hit you, reducing its damage by 1d10+your Monk Level+your DEX Modifier. If you reduce damage to zero you can spend a Ki Point to send it back at the attacker, making ranged attack treating missile as a thrown monk weapon you’re proficient with.
You also get too chose Monastic Tradition and Way of Mercy from Tasha’s Cauldron will let you both show mercy to your enemies and kick some more ass. You gain Proficiency in Medicine and Insight, letting you read on villains what problems may haunt them and how to help. You also get Hands of Healing, which let you for one Ki Point as an action heal a creature an amount of hit points you roll on your Martial Arts die. You can also not spend a Ki point and replace one of your Flurry of Blows attacks with this. Doreen is kind enough to help patching up beaten enemies. Also, Hit Points aren’t meat points, they can reflect someone’s will to fight. So I don’t see why you shouldn’t use it to cheer your allies up if their spirits are down - Doreen is cheerful and friendly, she is a delight to have on a team and is sure to keep the morale up. Flavor it as a good pat on the back from your Squirrel-loving pal.
Also, you get Hands of Harm. Letting you once per turn and for one Ki Point deal extra necrotic damage on a single attack, its number equal your Martial Arts Die+ Your Wisdom Modifier.
6th Level: 4th level Monks get an Ability Score Improvement, add +1 to your Dexterity and Wisdom, and Slow Fall, letting you reduce amount of damage you take from a fall by five times your Monk level. You can refluff this as gliding down on your flying squirrel gear.
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Wish it could help me find better version of this appriopriate picture.
7th Level: 5th Level Monk gets an Extra Attack, letting you attack twice as a part of your action. You also get Stunning Strike, letting you spend a ki point to make the target suceed a Constitution saving throw or be stunned until end of your next turn. And your Martial Die bumps up to 1d6 - we do not use it for Unarmed attack but we do use it for other stuff, so keep a track on it.
8th Level; 6th Level Monks’ strikes become magical for the purpose of overcoming damage resistance and immunities.  Also, your Unarmored Movement bumps up by another 5 fee, it’s not total of 55 feet of movement.
Way of Mercy gets Physician’s Touch, which also let’s you remove a single  blinded, deafened, paralyzed, poisoned, or stunned condition from a creature you use Healing Hands on or apply poisoned condition to target of your Hands of Harm. No idea how that works. I mean maybe Doreen punches someone so hard they get nausea? And knows first aid?
9th Level; 7th Level Monks get Evasion, meaning that when you make a Dexterity Saving Throw to avoid damage, if the effect says you take half damage when you suceed, you instead take none. You also get Stillness of mind, letting you end one effect causing you to be charmed or frightened on yourself. Makes sense, Doreen clearly is not afraid of anything or anyone.
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10th Level: 3rd Level Rangers gain an additional Spell Slot, an additional Spell and one extra Spell from Primal Awarenes class feature - that last one you can cast once per long rest without spending a spell slot. 
You also get to pick Ranger Conclave. Swarmkeeper can summon a swarm of squirrels to aid you in combat. Whenever you hit an enemy with an attack you can dicide to make Squirrels bit them for an extra 1d6 piercing damage, force that enemy to make a Strength saving throw or be pushed away from you by 15 feet or have yourself moved up to 5 feet in any direction except up or down. You also get Mage Hand cantrip, except made of squirrels and an extra Spell you know. So for full list of spells you get:
Jump Triples your jump distance, it lasts for 1 minute with no concentration.
Speak with Animals let’s you talk to animals for 10 minutes, also no concentration required.
Faerie Fire let’s you set up lights on a 20-foot cube, making lal creatures in it roll Dexterity saving throws or be outlined, nuliffiling invisibility and giving everyone attacking them an advantage. Sadly, it requires concentration.
Mage hand can let you make a hand out of Squirrels that can carry objects no heavier than 10 pounds and do viarious tasks except for attacking or activating magical items. But this is effectively you sending a pack of Squirrels on an important quest.
11th Level: 8th Level Monks get an Ability Score Improvement, cap your Dexterity.
12th Level: 9th level Monks can now move on vertical surfaces and walk on water like Jesus as long as they don’t end their turn there. Which is good since canonically Doreen is a poor swimmer.
13th Level: 10th Level Monks gain Purity of Body, making Doreen so powerful she can punch poison and disease away from her body. I’m sure she’s still social distancing AND SO SHOULD YOU!
14th Level: 11th Level Monks' Martial Dice bumps to d8 and Way of Mercy let’s you now replace all of your Flurry of Blows attacks with healing and neither that nor touch of harm cost you ki points anymore. You can still only do the latter once each turn.
15th Level: I was sitting on 4th level of Ranger for so long, we’re taking it now for an Ability Score Improvenet....or rather a Feat. Magic Initiate let’s us learn two cantrips and a 1st level spell from the Wizard Spell list we can cas once per long rest.
Prestidigitation let’s you do small things more for mood than anything else, you can fluff it as squirrels helping you.
Message let’s you send someone a message only they can hear and let’s them reply. It’s your phone, basically.
Find Familiar allows us to conjure a squirrel that we can talk to telepatically or see through its eyes. It cannot attack but it can flank and take help action to give us an advantage on attack rolls and when it dies it doesn’t, instead it vanishes until you cast this spell again.. We can even decide to see through its eyes. That’s right ladies and gentlemen, we have Tippy Toe!
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Tasha also grants you Martial Versitality, allowing you to change Unarmed Fighting to Blind-Fighting now that your Martial Arts Die caught up to it. This is the reason we waited so long for this level.
Level 16: 12th Level Monks get an Ability Score Improvement, invest in Wisdom for better Hands of Healing and Harm and Unarmed Defense.
Level 17: 13th Level Monks get Tongue of Sun and Moon, meaning you can now speak any language. I have no idea how in character it is but I could see Doreen learning extra languages to make more friends.
Level 18: 14 level Monks get Diamond Soul making you proficient in all saving throws. And you can spend a ki point to rerol a failed saving throw. Meaning now you can more or less tank everything bad guys throw at you, fireballs, Hold Persons, shove action.... And your Unarmored movement increases one last time, giving you speed of 75 feet.
Level 19: 15th Level Monks get Timeless Body, making you immune to effects of aging and no longer needing food or water to live. I kinda struggled to justifyu this one, then I remembered old Squirrel Girl from the future who is still kicking butts so here, you can now grow up to be her
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Level 20: We will finish on 16th level of Monk and final Ability Score Improvement to round up Wisdom.
Before we go further let me take a moment to address possible alternatives Variant Human could let you grab Tippy Toe at first level and grab a Tough Feat. 
3 levels in College of Rhetorics Bard could allow you to be really good at talking to people by making you unnable to roll lower than a 10 on Persuasion, Bardic Inspiration you could use to both support your allies and make your enemies worse with unsettling words, an extra skill, expertise in two more skills and spells like Calm Emotions, Enchance Ability, Heroism, Animal Friendship, Vicious Mockery and  Tasha’s Hideous Laughter for puns. But I admit I could not fit them in any way that didn’t feel awkward, they did not mesh well with everything else and cost too much other features I wanted. If you want to go this way I recommend being Variant Human, taking Magic Initiate at first level and putting those Bard levels after Swarmkeeper Ranger ones, final build would be Monk 14/Ranger 3/Bard 3. Both this and previous bullet point would be fully legal under Adventurer’s League “you can use Player’s Handbook and one other book” rule.
Another option were two levels of Rogue for Expertise in Nature and Animal Handling and Cunning Action to decrease your Ki Points economy problem. 
Finally I didn’t go for Path of the Beast Barbarian despite it letting you grow tail because that tail stabs people - something your do not.
Anyway, time for Overview:
Pros: First of all, Mobility. you have movement of up 75 feet, meaning with dash you can move 150 and with double dash 225 feet in one turn, ways to move out of enemy range and even move up walls or over water. Second, you make a lot of attacks and between Hunter’s Mark, Swarmkeeper and Hands of Harm can deal consistent damage and you have Tippy Toe to ensure you keep hitting. Finally you’re plucky heart of the team/backup healer, pretty good Party Face and a skill squirrel, making you a very good party member, someone others benefit from very much.
Cons: Your HP is somewhere below 140, which means that only vew hits or one big need to hit for you to be in Power Word Kill range.  Second, your Intelligence and Strength are low enough you may fail some nasty saving throws even with Diamond Soul. Finally you have a lot of abilities that use Ki Points and Ranger spells that regenerate only on long rest, meaning you may run out of resources pretty fast if you’re not careful. 
Overall, however, I do think this is a good build. You’re hard to hit, you hit hard, you unleash fury of squirrels on your foes and you can take care of yourself. Just remember you have many abilities that benefit your allies and play a very social character - d&d is a game best enjoyed as a social one - get some friends and fight evil.
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-Admin
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anon--h · 3 years
Text
Some homebrew stuff I’ve been working on, this time for the Bard. College of Jest and College of Rhythm. Check it out.
College of Jest
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There are those who sing anthems that fill the listener’s hearts with hope, courage and joy. There are dancers capable of telling epics through their bodies and mesmerizing rhythm. Then there are bards of the College of Jest. They are the comedians, the prankers and the jokesters. (Un)welcome guests everywhere as they take immense pleasure in ridiculing the rich and powerful. Using their wit they can craft insults and retorts so powerful it can bring a lesser person to their knees. Because bards following this college have a habit of mouthing off to the wrong people, they are likely to stick with a troupe of musicians or a band of adventurers for their own safety. They often have small bounties, as no nobleman can stand for his Sunday finest being compared to the droppings of an owlbear.
Rapier Wit
When you pick this archetype you learn the vicious mockery cantrip and tasha’s hideous laughter, if you do not know these spells already. As a bard of this college you deal 1d8 psychic damage with vicious mockery. This increases by an additional d8 when you reach 5th, 11th and 17th level.
Playing the Crowd
As a talented comedian you know how to get a laugh, even from your failures. When you miss a melee attack or fail an ability check you can use a bonus action to cast tasha’s hideous laughter.
Bite the Thumb
Starting at level 6 you learn how to command the attention of your audience. As a bonus action you may expend one Bardic Inspiration die. All hostile creatures within 30ft must make a wisdom saving throw. On a failed saving throw the creature’s speed is halved when not moving towards you. They also have disadvantage on all attack rolls not aimed at you. This feature lasts for a number of rounds equal to the number rolled on the Bardic Inspiraton die. You regain use of this feature after a short or long rest.
Captivating Armor
You got to have a pretty thick skin to work in comedy. When you reach level 14, your armor class is 12 + your charisma modifier.
Parody
At 14th level you learn an entirely new way to mock your opponents. Using the Parody skill you copy the actions one other creature within sight performed last turn. This includes abilities you are not familiar with and abilities you don't have spellslots for. If the creature used more than one action, you have to pick the first of the actions. This feature can be used once before requiring a long rest until it can be used again.
Note: I realize WotC made their own funny bard with the college of Satire. I feel like that one is more a court jester and this one more a comedian, if that makes sense. At level 14, parody might be exploited to become broken af, but I kinda like it. Purely from a balancing perspective, it might be best to limit its use till 6th or 7th level spells to avoid exploiting spells like wish...... Or don’t and let the bard do what bards do best.
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College of Rhythm
Bard colleges are not usually formal in nature. An apprenticeship, a group of musically inclined friends or family, just having a feel for music’s sway can be developed into becoming a full-fledged bard. One college however, is slightly less formal than the rest. Typically practiced on the streets of metropolitan areas, the College of Rhythm is accessible to all, but mastered by only a few. Taking percussion, slam poetry, and any instrument that may fit into the bard’s own style, a master from this college sings with flow and precision matched only by the great poets of old. Despite that, it is a very sociable college. Bards of Rhythm are eager to lend a helping hand to their communities and are more than willing to share their art.
Cypher
When you choose this college, you learn that the best way to master your art is to collaborate with others. Starting at level 3, you can use the ‘help’ action as a bonus action instead. When your allies choose to ‘help’ you, they may also use a bonus action instead of a regular action.
Remix
Also starting level 3, when the initiative order has been decided, you may decide that it isn’t up to your usual standards. In this case, you may spend an inspiration dice to either add or subtract to a creature’s initiative score. You can only use this feature at the beginning of combat.
Freestyle
Starting at level 6, your performances flow so well into each other that they start to affect your other skills. When making an acrobatics, animal handling, or sleight of hand check, you may roll performance instead. You can use your Charisma score for one Saving Throw of your choice per day.
Rapid Flow
At level 14 you’ve mastered articulating at incredible speeds. As a result, you can perform simpler incantations much faster than other spellcasters can. Cantrips and level 1 spells can be cast using a bonus action.
Pass the Mic
Level 14 feature. As a student of the College of Rhythm, you know exactly when you need to jump in and when you need to fade out to make room for someone else. By spending an inspiration dice, you may forgo your bonus action and allow one of your allies to make an action during your turn in the initiative. This does not change their place in the initiative order. Pass the Mic can only be used once a day for any one ally.
The ally receiving an action during your turn may use it to disengage, dodge, hide, help, attack, dash or use an object. They receive no movement, bonus action or additional reaction.
Note: Ever wanted to play a rapping bard? No? Too bad. Making this one I didn’t realize I set out to make a bard even more supportive than usual, but most of this kit seems to make the college of rhythm bard a teamplayer. Pass the Mic however I am not sure about. Mainly because it doesn’t seem a lot of fun for the bard themselves. Perhaps upgrade Rapid Flow to include up to 4th level spells instead? 
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dungeonmaster36 · 5 years
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Hilda Homebrew Monsters!
Deerfox Kit
Tiny beast, unaligned
Armor Class 9
Hit Points 2 (1d4)
Speed 20 ft 
STR 7 (-2) DEX 9 (-1) CON 10 (+0) INT 2 (-4) WIS 14 (+2) CHA 7 (-2)
Senses passive Perception 12
Languages ~
Challenge 0 (10 XP)
Keen Smell. The deerfox kit has advantage on Wisdom (Perception) checks that rely on smell.
Actions
Bite. Melee Weapon Attack: +0 to hit, reach 5 ft., one target. Hit: 1 piercing damage.
Ram. Melee Weapon Attack: +0 to hit, reach 5 ft., one target. Hit: 2 (1d4) piercing damage
~
Deerfox 
Medium beast, unaligned
Armor Class 13
Hit Points 11 (2d8 + 2)
Speed 50ft
STR 14 (+2) DEX 17 (+3) CON 12 (+1) INT 2 (-4) WIS 14 (+2) CHA 7 (-2)
Skills Perception +4, Stealth +4
Senses passive Perception 14
Languages ~
Challenge ¼ (100 XP)
Charge. If the deerfox moves at least 20 feet straight toward a target and then hits it with a ram attack on the same turn, the target takes an extra 7 (2d6) damage. If the target is a creature, it must succeed on a DC 13 Strength saving throw or be knocked prone.
Keen Smell. The deerfox has advantage on Wisdom (Perception) checks that rely on smell.
Actions
Ram. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 6 (1d6+3) piercing damage.
Hooves. Melee Weapon Attack: +3 to hit reach 5 ft., one target. Hit: 6 (2d4+2) bludgeoning damage.
~
Woof 
Medium monstrosity, unaligned
Armor Class 13
Hit Points 45 (7d8+14)
Speed fly 60 feet (hover)
STR 14 (+2) DEX 16 (+3) CON 15 (+2) INT 3 (-4) WIS 12 (+1) CHA 7 (-2)
Condition Immunities prone
Senses passive Perception 11
Languages ~
Challenge 2 (450 XP)
Keen Hearing and Smell. The woof has advantage on Wisdom (Perception) checks that rely on hearing or smell.
Pack Tactics. The woof has advantage on an attack roll against a creature if atleast one of the woof’s allies is within 5 feet of the creature and the ally isn’t incapacitated.
Actions
Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 2 (2d4+2) piercing damage.
Slam. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 3 (1d6+2) piercing damage.
Breath Weapon (Recharge 6). The woof exhales powerful gusts of wind in a 15-foot cone. Each creature in that area must make a DC 13 Strength saving throw or take 10 (3d6) bludgeoning damage and knocked prone. On a success, the creature takes half damage and is not knocked prone.
~
Rock Troll
Large elemental, any alignment
Armor Class 17 (natural armor)
Hit Points 100 (11d10 + 40)
Speed 30 ft.
STR 22 (+6) DEX 5 (-2) CON 20 (+5) INT 7 (-2) WIS 9 (-1) CHA 7 (-2)
Skills Athletics +9, Perception +2
Damage Vulnerabilities thunder, radiant
Damage Resistances bludgeoning, piercing, and slashing damage from non-magical weapons
Senses darkvision 60ft., passive Perception 12
Languages Giant, Terran
Challenge 7 (1,800 XP)
Keen Smell. The troll has advantage on Wisdom (Perception) checks that rely on smell.
Regeneration. The troll regains 10 hit points at the start of its turn. If the troll takes thunder or radiant damage, this trait doesn't function at the start of the troll's next turn. The troll dies only if it starts its turn with 0 hit points and doesn't regenerate.
Sun Sensitivity. The rock troll turns into solid stone when in direct sunlight. While the troll is in direct daylight, it is considered petrified. If the troll is entirely cast in darkness or the sun goes down, the troll is reanimated. The troll cannot attack any enemies that are in direct sunlight. These effects can be recreated by spells such as daylight. While the troll is petrified, it is indistinguishable from a regular rock.
Actions
Multiattack. The rock troll makes three attacks: one with its bite and two with its claws.
Bite. Melee Weapon Attack: +9 to hit reach of 5 ft., one creature. Hit: 13 (2d6+6) piercing damage.
Claw. Melee Weapon Attack: +9 to hit reach of 5 ft., one creature. Hit:  16 (3d6+6) slashing damage.
~
Marra
Medium undead, neutral evil
Armor Class 12 
Hit Points 54 (12d8)
Speed 30 ft., fly 40ft. (hover)
STR 7 (-2) DEX 14 (+2) CON 10 (+0) INT 13 (+1) WIS 15 (+2) CHA 18 (+4)
Skills Deception +7, Insight +5, Intimidation +7, Perception +5, Persuasion +7
Damage Resistances acid, fire, lightning, thunder; bludgeoning, piercing, and slashing damage from non-magical weapons
Damage Immunities cold, necrotic, poison
Condition Immunities charmed, exhaustion, frightened, grappled, paralyzed, petrified, poisoned, prone
Senses darkvision 60ft., passive Perception 15
Languages any languages they knew in life
Challenge 6 (2,300 XP)
Ethereal Sight. The marra can see 60 ft. into the Ethereal Plane when it is on The Material Plane, and vice versa.
Incoperoral Movement. The marra can move through other creatures and Objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object.
Innate Spellcasting. The marra’s innate spellcasting ability is Charisma (spell save DC 15, +7 to hit with spell attacks) They can innately cast the following spells, requiring no material components:
At will: vicious mockery
3/day: charm person, dissonant whispers, misty step
1/day: sleep, tasha’s hideous laughter, dream
Nightmare Bringer. The marra can target a humanoid that is sleeping through non-magical means. The target must make a DC 15 Wisdom saving throw or be plagued with horrible nightmares, taking one point of exhaustion.
Only Half Dead. During the day, marra take on the form of their normal humanoid bodies. During daylight hours, marra are considered humanoids and not undead. In spite of this, abilities that detect undead may still be able to detect the marra at the DM’s discretion. While in this form, the marra is incapable of using any of their abilities except for their Innate Spellcasting. Additionally, if the marra is wearing any leather or is tied up with leather of any kind, they are incapable of using any of their spells or abilities and are restrained.
Actions
Multiattack. The marra makes two withering touch attacks.
Withering Touch. Melee Weapon Attack: +7 to hit reach of 5 ft., one creature. Hit: 18 (4d6+4) necrotic damage.
Horrifying Visage. Each non-undead creature within 60 ft. of the marra that can see it must succeed on a DC 15 Wisdom saving throw or be Frightened for 1 minute. If the save fails by 5 or more, the target gains one point of Exhaustion. A Frightened target can repeat the saving throw at the end of each of its turns, ending the Frightened condition on itself on a success. If a target's saving throw is successful or the effect ends for it, the target is immune to this marra's Horrifying Visage for the next 24 hours.
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The Black Hound
Huge monstrosity (berg-geist), chaotic neutral   
Armor Class 17 (natural armor)
Hit Points 199 (19d12+76)
Speed 50 ft
STR 20 (+5) DEX 15 (+2) CON 19 (+4) INT 7 (-2) WIS 15 (+2) CHA 6 (-2)
Saving Throws Strength +9, Intelligence +2
Skills Intimidation +2, Perception +6, Stealth +8
Damage Resistance necrotic
Senses darkvision 120 ft., passive Perception 16
Languages understands Common but cannot speak.
Challenge 14 (11,500)
Looking for Home. The Black Hound has a Nisse owner that has not seen the hound since they were a puppy. The Black Hounds is trained to sit, stay, and follow, and answers to these commands if the one speaking them is either their owner, or refers to the Hound by their real name (Jellybean). The Black Hound still acts as if they were a wild animal and does actively hunt people, but they will regurgitate anyone they’ve eaten if asked politely by their Nisse owner.
Dog from Nowhere. The Black Hound was taught and understands how to access the Nowhere Space, a secret room inside all indoor locations that consists of all the areas the tenants can not access. As an action on its turn, the Hound can enter this Nowhere Space. If the Black Hound enters the space, any player can enter this space to pursue them with by making a DC 15 Investigation check with their action on their turn. They can make this check again on their turn if they must. Nisse automatically succeed this check and can bring one person with them into the Nowhere Space.
Keen Hearing and Smell. The berg-geist has advantage on Wisdom (Perception) checks that rely on hearing or smell.
To the Grave. The berg-geist ignores damage resistances and immunities against undead, and has advantage on attack rolls against undead.
Actions
Multiattack. The Black Hound can use its Frightful Presence. The Black Hound makes three attacks, two bites and one claw attack.
Bite. Melee Weapon Attack: +9 to hit reach of 5 ft., one creature. Hit: 12 (2d6+5) piercing damage, and 14 (4d6) necrotic damage.
Claw. Melee Weapon Attack: +9 to hit, reach of 5 ft., one creature. Hit: 14 (2d8+5) slashing damage. The target must make a DC 16 Constitution saving throw or its hit point maximum is reduced by an amount equal to the damage taken. This reduction lasts until the target finishes a long rest. The target dies if this ability reduces its hit point maximum to zero.
Frightful Presence. Each creature of the berg-geist’s choice that is within 120 feet of the berg-geist and aware of it must succeed on a DC 17 Wisdom saving throw or become Frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the berg-geist’s Frightful Presence for the next 24 hours.
Note: If one wanted to just use a berg-geist and not The Black Hound, simply remove Looking for Home and Dog from Nowhere traits and add the following trait in their absence in addition to changing the alignment to neutral evil:
Rampage. When the berg-geist reduces a creature to 0 hit points, the berg-geist can take a bonus action to move up to half its movement and make a bite attack.
~
The Great Raven
Gargantuan monstrosity (titan), neutral good
Armor Class 17 (natural armor)
Hit Points 279 (18d20+90)
Speed 20 ft., fly 120 ft.
STR 28 (+9) DEX 11 (+0) CON 20 (+5) INT 10 (+0) WIS 20 (+5) CHA 13 (+1)
Saving Throws Str +16, Dex +7, Con +12, Wis +12, Cha +8
Damage Immunities lightning, thunder; bludgeoning, piercing, and slashing damage from nonmagical attacks
Condition Immunities charmed, paralyzed, prone
Senses darkvision 120ft., passive Perception 15
Languages Common, Primordial
Challenge 22 (41,000)
Shapechanger. If The Great isn’t incapacitated, it can use its action to polymorph into a tiny raven, or back to its true form. While in raven form, the Great Raven can still speak, but otherwise takes on the stat block of a raven. 
Dive Attack. If the Great Raven  is flying and dives at least 30 feet  straight towards a target and then hits it with a melee weapon attack, the attack does an additional 10 (3d6) damage to the target.
Flyby. The Great Raven doesn’t provoke opportunity attacks when it flies out of an enemies reach.
Innate Spellcasting. The Great Raven’s innate spellcasting ability is Wisdom (spell save DC 20, +12 to hit with spell attacks) They can innately cast the following spells, requiring no material components:
At will: call lightning
3/day: lightning bolt, thunderwave
1/day: chain lightning, storm sphere*
Legendary Resistance (3/Day). If the Great Raven fails a saving throw, it can choose to succeed instead.
Magic Weapons. The Great Raven’s weapon attacks are magical.
Weather Spirit. The Great Raven has complete control of the weather within 6 miles of his home.
Actions
Multiattack. The Great Raven makes three attacks: two with its beak and one with its talons.
Beak. Melee Weapon Attack: +16 to hit reach of 10 ft., one creature. Hit: 27 (2d8+9) piercing damage and 9 (2d8) thunder damage.
Talon. Melee Weapon Attack: +16 to hit reach of 5 ft., one creature. Hit:  19 (3d6+9) slashing damage and 14 (4d6) lightning damage, and the target must succeed a DC 20 Constitution saving throw or be paralyzed for one minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on a succes.
Storm Surge (5-6). The Great Raven thrusts its wings out, causing a thunderous clap and a surge of electric energy in a 60 foot sphere around the Great Raven. Each creature in the sphere must make a DC 20 Dexterity saving throw or take 77 (14d10) lightning damage on a failed save, or half as much on a success.
Legendary Actions
The Great Raven can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. The Great Raven regains spent legendary actions at the start of its turn.
Detect. The Great Raven makes a Wisdom (Perception) check.
Beak Attack. The Great Raven makes a beak attack.
Wing Attack (Costs 2 Actions). The Great Raven beats its wings. Each creature within 15 feet of the Great Raven must succeed on a DC 20 Dexterity saving throw or take 16 (2d6+9) bludgeoning damage and be knocked prone. The Great Raven can then fly up to half its speed.
________________________________________________________________
And here are the monsters! Now you too can have a Ranger with a Deerfox companion, are have your party meet the Great Raven. These all took some time, and I should let you all know that they haven’t been play tested. Just used the DMG to determine CR. I’m really excited to use them in my campaign, and I’d love to hear if any of you use them!
Have fun you wonderful friends.
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tigerkirby215 · 4 years
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5e Samira, the Desert Rose build (League of Legends)
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(Artwork by Jessica 'OwleyCat' Oyhenart. Made for Riot Games.)
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Still fucking hate this champ but her theme still slaps.
The eternal joke of me putting off making a build for Samira is finally over, though ironically enough my distain for this champ has only grown overtime. Jesus fucking Christ Rito can you nerf this champ’s goddamn damage? Like nerfing her lifesteal is nice and all but it doesn’t mean shit when my dumbfuck teammates picked 4 assassins into her and I’m the only one who can CC her as a Lulu.
Ah well: Samira still definitely fills a fantasy everyone wants, being a badass with sword and gun styling on the competition. Devil May Cry? Yeah I suppose Samira would be pretty good in a campaign against Fiends.
GOALS
You want style? You've found her - Smile, Sweet, Sister, Sadistic; we’ll need to Surprise the Service with Style to Spare. Sssssssssssssssssamira.
Eyes up! - We’ll need to be everywhere at once, dashing and dancing around the battlefield so no one can lock us down.
Showtime! - When push comes to shove it’s time to speeeeeeeeeen~
RACE
Samira is human no matter what the meta might dictate, and for once in my life I actually want something particular from Variant Human. But firstly: you can increase two Ability Scores of your choice by 1: increase both Dexterity and Wisdom for sharp sight and sharper shots. You also get a skill of your choice and a language of your pleasing. For your skill take Slight of Hand for flips and other gun tricks, and for your language Infernal will be good for your Inferno Trigger.
Again: we came to Variant Human land for a Feat because two guns are better than one. The Crossbow Expert Feat will give you a variety of benefits: no need to reload (or at least the ability to ignore the Loading property), no disadvantage in melee range... But most importantly if you fire a Hand Crossbow (which will be working as our handgun in this build) you can fire it again as a Bonus Action! "Well! Look at you."
ABILITY SCORES
15; DEXTERITY - Dexterity is tied to both shooting and backflips.
14; CHARISMA - Who needs a military license when you’ve got style?
13; WISDOM - Wisdom measures how in-tune you are with the world around you, and you need heightened senses not to die doing stupid shit.
12; CONSTITUTION - Most of Samira’s sustain comes from Lifesteal but we won’t really be able to get lifesteal, so just focus on not dying really.
10; STRENGTH - It takes a lot of upper body strength to do the stuff that Samira does but Riot isn’t about to make another Illaoi.
8; INTELLIGENCE - Your primary goal is to do things as recklessly and dangerously as possible... “for the Vine” as the kids say. Vine shut down ages ago!
BACKGROUND
Samira is a mercenary. I wonder if there’s a background for that... hey look at that Mercenary Veteran in the Sword Coast Adventurer’s Guide! You get proficiency in Athletics and Persuasion as well as Ground Vehicles and a gaming set of your choice. But of course the main benefit of being a mercenary is the Mercenary Life. You can easily identify other mercenaries and know bits and pieces of their lives. You can also easily find work by hanging around taverns and such until Captain Indari passes on some info to you.
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(Artwork made for Riot Games)
THE BUILD
LEVEL 1 - ROGUE 1
Starting off as a Rogue because I like skill proficiencies! Skills like Acrobatics, Perception, Insight, and Performance; you were a street performer once! You also get Expertise in two of those skills: Acrobatics and Athletics are necessary to be everywhere at once.
You can chat in Noxian military code thanks to Thieves’ Cant, but c’mon that’s not what we’re here for. We’re here for Sneak Attack! If an enemy is distracted or you have advantage you can stick a d6 where the sun don’t shine!
LEVEL 2 - ROGUE 2
Second level Rogues get Cunning Action, letting them Dash, Disengage, or Hide as a Bonus Action. Dance around the battlefield like an Olympic gymnast... does Runeterra have the Olympics?
LEVEL 3 - ROGUE 3
Third level Rogues get to choose their Roguish Archetype: to be the queen of style and also make people think you’re from Bilgewater (yeah I get it; it’s because of the eyepatch) look no further than the Swashbuckler subclass. Swashbucklers get two abilities at level 1 but honestly it’s more like three abilities: Rakish Audacity will let you add your Charisma modifier to initiative rolls so you can get into fights fast, and will also let you Sneak Attack anyone who’s beside you. I’d consider it less like you sneak attacking them and more like you slashing them with your sword. Oh and speaking of Sneak Attack? That increases to 2d6 now.
Speaking of sword slashing: Fancy Footwork is the mobile feat! Well, it makes it so that after you try to make a melee attack against an enemy you can move away without provoking opportunity attacks. It’s a little weird to run around with a sword in one hand and a gun in the other but you can easily slash at someone before backflipping away and running off to shoot them next turn!
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(Artwork by @Aruneeko on Twitter)
LEVEL 4 - BARD 1
You didn’t think we’d be settling for just one class, did you? It’s time to go Bard; the masters of style! Bards get another skill proficiency at level 1 because why not be good at everything? Grab Medicine proficiency because it’s good to know how to bandage yourself up when living a dangerous lifestyle. “On my worst behavior." You also get a musical instrument and you know that I’ll always opt for good ol’ Noxian War Drums.
Bards get Bardic Inspiration, letting them show off their awesomeness so that awesomeness radiates onto their allies to give them a d6 to attack rolls, ability checks, and saving throws. You’ve got a number of these equal to your Charisma modifier, and regain them at the end of a Long Rest. For now, at least.
And of course while you may be all guns your style makes it look like Spellcasting... because it is. Bards get 2 cantrips and 4 spells at level 1:
CANTRIPS
Prestidigitation will let you put all the visual flair you could want on your moves, and more!
If you wanna walk the walk you’ve gotta talk the talk, and Vicious Mockery will let you talk smack so hard they can’t hit back! "Keep the change; you're gonna need it."
SPELLS
Magic is usually dangerous, and danger is usually fun! Take Detect Magic to see where that danger may be!
If you need some space in a pinch Thunderwave will give yourself some peel.
Steel yourself to do something crazy with Heroism, which will also give you a bit of a shield to do so!
You are still technically working for Noxus so it would be good to Identify anything important... or valuable... For safe keeping of course!
LEVEL 5 - BARD 2
Second level Bards truly are good at everything thanks to Jack of All Trades, letting you add half your proficiency bonus to any skill you don’t have proficiency in. You probably noticed that we already have proficiency in a silly amount of skills but I’m not going to say no to MORE!
After dangerous stunts it’s good to cool off with a Song of Rest, letting you help your crew with a d6 of healing during short rests to bandage up those wounds.
And of course: more spells! Faerie Fire will let you light ‘em up to get advantage, which will make it easier to sneak attack!
LEVEL 6 - BARD 3
Third level Bards get Expertise in two more skills: Perception will help you spot danger and Medicine will help you after dealing with danger.
But of course what we’re mainly here for is your Bardic College and in order to be too cool for school go for the College of Swords. You get some Bonus Proficiencies that don’t really matter but what does matter is you can use your sword to cast spells instead of a drum! Additionally you get a choice of Fighting Style and Dueling will make your sword swings do more damage if you swing it with one hand. I guess it’s worth mentioning that while a rapier would do the most damage a scimitar is the only finesse weapon that does slashing? (Excluding whips.)
But the main feature we’re here for is Blade Flourish which despite the name does also work with your hand crossbows. When you attack your movement speed increases by 10 feet as you charge up that Daredevil Impulse. If you hit with your shot however you can make a Blade Flourish (which again works with your hand crossbows?) of your choice from the following list:
Defensive Flourish does extra damage and also increases your AC as you dodge incoming projectiles.
Slashing Flourish will let you cleave with your sword (and just your sword because it only works on nearby enemies.)
Mobile Flourish will let you chase after a fleeing foe... after pushing them. But after shoving them into danger you can use your reaction to dive right in!
You can only use one Blade Flourish per turn which will matter later. As for what will matter now? Second level spells! Enhance Ability will help you give 110%!
LEVEL 7 - BARD 4
Heeey it’s about time we got an Ability Score Improvement! Our Dexterity has been lacking and you need that to fire straight!
Word of advice: if you know you aren’t going to level 20 feel free to get 4 levels in Rogue for the sake of the ASI.
You also get another spell, and another cantrip! For your cantrip Message is always good for keeping in team chat. For leveled spells Warding Wind does let you deflect nearby projectiles so... 
LEVEL 8 - BARD 5
5th level Bards get Font of Inspiration so their Bardic Inspiration die come back on a Short Rest, which is good because said Bardic Inspiration die also increases to a d8! Oh and when I say “Bardic Inspiration” I actually mean your Blade Flourish die. "If you can't keep up don't step up. I don't have time for fools."
And now third level spells are up on the table, but they all suck so take Mirror Image from the second level instead, which was added to the Bard spell list thanks to Tasha’s Cauldron of Everything!
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(Artwork by GaMu-ChAn on DeviantArt)
LEVEL 9 - RANGER 1
Three way multiclass? Don’t mind if I do! You get an extra skill proficiency by multiclassing into Ranger, because why not. Take Survival because you’re clearly damn good at it since you’re still alive.
Rangers get Deft Explorer at level 1 because Natural Explorer sucks and Tasha’s made Ranger a good class! Canny lets you learn two languages (honestly just pick your poison) and get Expertise in another skill, because lord knows we don’t have enough of those. I know we just got Survival proficiency, but it’s good to be good at not dying! (As well as finding food.)
You also get Favored Foe at first level, because Favored Enemy smells. If you shoot someone you can legally-not-Hunter’s Mark them so they take a d4 of extra damage once per turn when you shoot them. You concentrate on it like a spell and it works a lot like the Hunter’s Mark spell but you have a limited number of uses equal to your proficiency bonus, instead of using your spell slots.
LEVEL 10 - RANGER 2
Heeey more Fighting Styles! You already improved your sword swings so take Archery for +2 to ranged attack rolls to ensure that you hit your shots.
Rangers also get Spellcasting, only this spellcasting works with your Wisdom instead of your Charisma! You learn two spells from the Ranger list: Jump will let you do some hardcore parkour because the Ranger spell list sucks and I’ve got nothing else to give you, and Cure Wounds will allow Samira to have some healing... as a treat.
LEVEL 11 - RANGER 3
Third level Rangers can choose their archetype and Hunters are masters at taking down their foes. You can choose a way to take down your Hunter’s Prey. Colossus Slayer is a fairly simple affair: if you shoot (or stab) someone who’s already hurt they take an extra d8 of damage. Though you can only apply that extra d8 once per turn.
You also learn another spell: Longstrider will help you move thanks to that Daredevil Impulse. 10 feet may not seem like much but remember that you get an extra 10 feet thanks to Blade Flourish and can dash to turn 50 feet into 100 feet of movement!
Oh and I also completely forgot about Primal Awareness, which replaces Primeval Awareness. You can Speak with Animals once per day! Maybe not in character, but it helps if you have a Yuumi!
LEVEL 12 - RANGER 4
4th level Rangers get an Ability Score Improvement: time to finally cap that Dexterity score for the most precise shots and deadly cuts possible!
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(Artwork by Jennifer Wuestling. Made for Riot Games.)
LEVEL 13 - RANGER 5
Total level 13 isn’t too late to get an Extra Attack, right? Well you can shoot twice now and mix some more Flair into your combos.
You can also learn second level spells now like Aid (ty Tasha’s) to let that adrenaline kick in so you feel no pain. Primal Awareness also gives you Beast Sense for a bit of covert Psy Ops.
LEVEL 14 - RANGER 6
6th level Rangers get Roving from Deft Explorer for 5 extra feet of movement along with a climbing speed and a swimming speed! Reminder that in combination with both Longstrider and Blade Flourish that increases to a whopping 55 movement speed, which means that you can Dash as a Bonus Action to move 110 feet in a turn! "Danger runs from me." Your Favored Foe mark also increases to a d6 of damage.
LEVEL 15 - RANGER 7
7th level Hunters learn some Defensive Tactics: while perhaps not the most useful since you have Heroism and all you’ve certainly got a Steel Will, giving you advantage against being frightened. “Death isn't the scariest thing; it's a mother's rage."
You can also learn another spell: Lesser Restoration can be helpful in a pinch if someone’s trying to slow you down. Or at least if they’re trying to blind, deafen, poison, or paralyze you.
LEVEL 16 - RANGER 8
8th level of Ranger means another Ability Score Improvement: Charisma means higher initiative rolls as well as more Blade Flourishes. Simply put Wisdom can’t beat style!
Oh yeah and you also get Land’s Stride to move through non-magical difficult terrain and plants without slowing down, and for advantage against magic plants. I legit forgot this was even a thing before seeing it on the character sheet.
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(Artwork by dominaART on DeviantArt)
LEVEL 17 - RANGER 9
9th level Rangers get 3rd level spells like Conjure Barrage for some bullet rain; "My kind of rain!" Basically you shoot a bunch of bullets in a big cone, because Rangers get this instead of Fireball. Honestly something like Elemental Weapon (ty Tasha’s) would probably be better but we’re still sticking to flavor.
Oh and you can Speak with Plants thanks to Primal Awareness? Honestly these extra spells don’t fit at all but Primeval Awareness sucks. I’m literally adding these extra spells to the build last second.
LEVEL 18 - RANGER 10
10th level Rangers get Tireless from Deft Explorer. As an action, you can give yourself a Shieldbow shield for 1d8 + your Wisdom modifier in Temporary Hitpoints. You can do this a number of times equal to your proficiency bonus, and regain all expended uses when you finish a long rest. Additionally: whenever you finish a short rest, your exhaustion level is decreased by 1. Because danger doesn’t wait!
You also get Nature’s Veil because even if Vanish fits Samira better it still freaking sucks. Basically you can play around with Duskblade to turn invisible as a Bonus Action until the end of your next turn. You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
LEVEL 19 - RANGER 11
11th level Hunters can finally spin around and hit everyone around them. Whirlwind Attack will let you make a melee attack against any enemy within 5 feet of you (with a separate attack roll for each target.) This is best used when surrounded (obviously) because unlike Samira’s ultimate in League it doesn’t do much extra damage, and you’re better off just stabbing them twice if you want DPS in a 1v1.
You also get your final spell known: take Wind Wall because you have an AoE Wind Wall and I thought it would be funny to steal directly from mister 0/10 powerspike himself. But really get whatever spell you think will be useful.
LEVEL 20 - RANGER 12
Full disclosure: feel free to go for 4 levels in Rogue if you know you aren’t going to hit level 20. I only went for Ranger level 12 because the hit die is bigger.
One last ability score improvement to top the build off: Charisma is still used for a lot of abilities, so increase that because who needs common sense when you’ve got blade flourishes!
FINAL BUILD
PROS
Came all this way to die? - You have many a way to bump up the damage. With 2d6 on a sneak attack, an extra d6 from Favored Foe, a d8 from Blade Flourishes, and a d8 from Colossus Slayer that means that on average you can do about 20 extra damage every turn. That’s definitely nothing to sneeze at!
Finally some action! - Have you ever had +12 to initiative? Would you like to? You are incredibly mobile for a girl who didn’t bring Flash (IE Misty Step) with tons of ways to increase your movement speed and the ability to Dash every turn as a Bonus Action.
This took years of practice... for everyone else - It was not my intention but wow you’re quite the little skill monkey. Two expertise skills from Rogue, another 2 from Bard, and one more from Deft Explorer. Not to mention Jack of All Trades in what few skills you aren’t proficient in to make sure you can do just about anything.
CONS
Oh... I really gotta check these more often - Your spellcasting really isn’t fantastic. We invested almost everything into Charisma but we have very few Bard spells. While I did my best to avoid Ranger spells that forced saving throws there are still some that suffer due to your relatively low Wisdom score... Oh yeah you also have 6th level spell slots but your known spells don’t go past level 3. At least that means you can buff the party with Aid!
I feel most alive when I'm walking the line - As great as your skill checks are your saving throws are quite lacking. Your Dexterity is nice but that’s about it; all your other saves range from average (+5) to bad (+0) Notably your Constitution saves are a mere +1, which means you won’t keep concentration up for long if you play recklessly.
Well-behaved women don't make it - There are a lot of features I took more for flavor then actual utility. For a start Hunter is a rather meh multiclass. This might be one of the times “just play a Fighter with a bow” applies as a subclass like Battlemaster would’ve likely been a better choice, and honestly going down full Swords Bard would’ve given you far more utility overall. There were benefits from Ranger levels but they were lost in the multiclassing MADness.
But you prove that modern-day killers really must hate fun; more often people can’t get style rockin' knives and guns. You don’t need no fancy magic or divine ascension to be a badass: gun ‘em down and cut through whatever remains to show that S stands for Samira and Samira alone... As long as she isn’t permabanned.
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(Artwork by @Yangyexin on Twitter)
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tigerkirby215 · 4 years
Text
5e Katarina, the Sinister Blade build (League of Legends)
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(Artwork by Riot Games. In b4 Tumblr gives me ToS for this picture.)
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In my defense I had this build planned since pre-Tasha’s. With Katarina being absolutely nuts in preseason right now along with her just generally being one of League’s most popular champs I’d have to get around to making a build for her eventually.
Look it was either her or Zac. The only other build I really want to do right now is Miss Fortune and truthfully I’m kinda stumped on her. This build isn’t a build it’s a cry for help.
GOALS
Preparation - We’ll need to always be ready for a fight, with a weapon in hand and ways to rush in.
Shunpo - We’ll also need a way to jump on our foes, or jump away.
Death Lotus - When push comes to shove we’ll need to shred through everyone close by spinning and throwing daggers at a rapid pace!
RACE
Katarina is a human but with some special, magical talents. I’m sure by now people know my aversion to Variant Humans and my love of Eberron Dragonmarks so the Mark of Finding is perfect for finding marks and ending them.
With the Mark of Finding you get some Ability Score Improvements but thanks to Tasha’s we can get a +2 to our Intelligence and a +1 to our Dexterity. You also have Darkvision up to 60 feet, and Hunter’s Intuition, letting you add a d4 to Perception and Survival checks. Finally Finder’s Magic giving you some innate spells.
ABILITY SCORES
15; DEXTERITY - You’re an assassin who hops, skips, and jumps around the battlefield.
14; INTELLIGENCE - For whatever reason Katerina does AP damage? I mean she did. Now she builds Kraken Slayer because lol Rito balance.
13; CHARISMA - People don’t only main you because you’re strong.
12; WISDOM - Kata in lore is a bit of a hot-head but Wisdom is attached to many skills that an assassin needs.
10; CONSTITUTION - You’re a squishy midlaner.
8; STRENGTH - We simply don’t need Strength and with your build I doubt you have much. Even if jumping around like that requires a lot of muscles in the legs and chest.
BACKGROUND
So apparently Katerina is part of a Noxian Noble family? Regardless as a Noble you gain proficiency in History but I’d suggest swapping your Persuasion proficiency with Intimidation instead. You also get proficiency with a gaming set and a language of your choice.
Thanks to your noble birth you have a Position of Privilege, meaning that other nobles will welcome you within their circles and common folk will do their best to please you in order to avoid getting a dagger in their throat. You can even secure an audience with a noble if you need to! Perhaps you need to put a knife in their throat? An assassin doesn’t ask questions.
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(Artwork by Riot Games)
THE BUILD
LEVEL 1 - ROGUE 1
Starting off as a Rogue for skill proficiencies also because yeah duh. As a Rogue you get proficiency in four skills from the Rogue list: Acrobatics is an obvious choice, Athletics will help your poor Strength score, Perception will help you spot incoming hooded assassins, and Stealth will let you do Rogue things. Rogue things like Sneak Attack if an ally is near an enemy or you have advantage, granting you an extra d6 on the attack roll.
You also get Expertise in two of your skills: both Stealth and Acrobatics make sense for an assassin. Speaking of assassin Thieves’ Cant will let you communicate with them in a way that your enemies can’t understand. And to top it off Finder’s Magic you can cast Hunter’s Mark once per Long Rest. Smite and Ignite to get First Blood.
LEVEL 2 - ROGUE 2
Second level Rogues get Cunning Action to Dash, Disengage, or Hide as a Bonus Action. "Never play fair."
LEVEL 3 - ROGUE 3
Third level Rogues get to choose their Roguish Archetype and there’s two important things about your knives:
They do magic damage (for some reason.)
You throw them a lot.
With that in mind we shall be going for the Soulknife from Tasha’s Cauldron of Everything. As a Soulknife you get Psionic Power for a pool of d6 Psionic Energy die that can be used for a variety of features. Psi-Bolstered Knack will let you boost your ability checks as long as you’re proficient, and Psychic Whispers will let you keep assassination plans to team chat.
Of course what we’re really here for is Psychic Blades, a magic d6 psychic damage knife that you can make when you attack which can be dual-wielded and thrown up to 60 feet. You can also attack again with your Bonus Action if you already stabbed with your main action, but the extra attack will only do a d4 instead of a d6.
Speaking of magic: you also get Locate Object from Finder’s Magic. Perhaps not as useful as Find Person, but thievery isn’t beneath you. Your Sneak Attack also increases to 2d6.
LEVEL 4 - ROGUE 4
4th level Rogues get an Ability Score Improvement: turns out Dexterity is pretty important for a Rogue so increase that by 2.
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(Artwork by Jennifer Wuestling. Made for Riot Games.)
LEVEL 5 - WIZARD 1
Time for an AP boost. First level Wizards get Spellcasting because what else did you think they got? You learn three cantrips and six leveled spells when starting out as a Wizard, even if you can only prepare a number of spells equal to your Wizard level plus your Intelligence modifier:
CANTRIPS
Instead of making a dinky d4 knife empower it with Booming Blade for some Thunder damage, and even more damage if the enemy moves.
To twirl around with Voracity Sword Burst will strike everyone near one of your daggers with your knives.
For a long ranged damage tool that inflicts Grievous Wounds Chill Touch will let you make sure your lane opponent doesn’t run away and heal up.
SPELLS
Mage Armor will help you avoid a few more hits.
For a Bouncing Blade (sorta) take Ice Knife to hit your target and anyone close to them.
For a shield thanks to Gunblade (like it’s TFT) take False Life to bolster yourself somewhat.
Disguise Self will be helpful for any infiltration missions.
Detect Magic likewise is useful to locate any magical traps.
Every good Rogue has a backup plan: Feather Fall is always useful in a pinch.
You also get Arcane Recovery, allowing you to recover spell slots with a combined total level of half your Wizard level.
LEVEL 6 - WIZARD 2
Second level Wizards get to choose their Arcane Tradition. There is actually a school for magic knives and that school is the art of Bladesinging! As a Bladesinger you get Training in War and Song for proficiency in Performance along with a one-handed melee weapon of your choice: for whatever reason Rogues don’t get proficiency in Scimitars so grab that I guess?
But much more importantly you can invoke a Bladesong as a Bonus Action, which lasts for 1 minute but ends early if you are incapacitated. (Or if you don medium or heavy armor or a shield, or if you use two hands to make an attack with a weapon. I guess.) You can also dismiss the Bladesong at any time with no action required.
While your Bladesong is active you gain a bonus to your AC equal to your Intelligence modifier, your walking speed increases by 10 feet, you have advantage on Acrobatics checks, and you gain a bonus to Concentration checks equal to your Intelligence modifier. You can activate Bladesong a number of times equal to your proficiency bonus, and you regain all expended uses of it when you finish a long rest.
You can also learn more spells like Color Spray for a getaway option, or Cause Fear of incoming ganks.
LEVEL 7 - WIZARD 3
Third level Wizards can learn second level spells like Mirror Image to be everywhere at once, and Misty Step for legally not Flash.
LEVEL 8 - WIZARD 4
4th level Wizards get an Ability Score Improvement: more Dexterity means more AC and deadlier stabs with your knife.
You can also learn more spells like Invisibility for some Duskblade resets, and Enhance Ability (ty Tasha’s) to make sure you’re the best around. And you can learn another cantrip like Prestidigitation for some generic utility sorcery.
LEVEL 9 - WIZARD 5
5th level Wizards can learn third level spells like Haste to up your APM, and Spirit Shroud to make all your stabs all the deadlier.
LEVEL 10 - WIZARD 6
At 6th level you get an Extra Attack as a Bladesinger, but unlike most Extra Attacks you can also cast a cantrip along with attacking! The interesting thing about this is that (rules as written) you can attack twice after casting Booming Blade with this! And depending on your DM you might even still have your Cunning Action!
And on the subject of spells you can learn two more such as Clairvoyance for some Farsight Alterations, and Nondetection to... not be detected...
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(Artwork by Atey Ghailan. Made for Riot Games.)
LEVEL 11 - ROGUE 5
5th level Rogues get Uncanny Dodge. When you’re hit with an attack you can use your reaction to halve the damage. Additionally your Psionic Energy die increases to a d8, and your Sneak Attack increases to 3d6.
LEVEL 12 - ROGUE 6
6th level Rogues get Expertise in two more skills: Perception will help you avoid ganks and Intimidation will help you extract information.
LEVEL 13 - ROGUE 7
7th level Rogues get Evasion. If you’re forced to make a Dexterity save you can make some pro plays to dodge, taking no damage on a successful save and half damage on a failed save.
Your Sneak Attack also increases to 4d6, so you can jump onto them after dodging their skill shot.
LEVEL 14 - ROGUE 8
8th level Rogues get another Ability Score Improvement: since your Dexterity is maxed let’s invest in that Intelligence... sorta. The Observant feat will let you increase your Intelligence by 1 along with granting a +5 bonus to passive Perception and Investigation so you can watch those wards, and the ability to read lips! Definitely helpful for an assassin.
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(Artwork by Katie “TeaTime” De Sousa. Made for Riot Games.)
LEVEL 15 - ROGUE 9
Hey how about we get your actual abilities at total level 15? Finally with level 9 in Soul KInife you get Soul Blades for two new abilities that use your Psionic Energy die. Homing Strikes will let you add your Psionic Energy die to an attack roll if you miss, and Psychic Teleportation will let you throw out a knife and teleport to it!
Something something read how the ability works yourself because these are guides on how to make a character and I won’t tell you what every class in Tasha’s does. Oh your Sneak Attack also increases to 5d6 now.
LEVEL 16 - WIZARD 7
7th level Wizards get 4th level spells like Phantasmal Killer to make your own jungler (one who’ll actually gank!), and Dimension Door to Teleport into lane. Or out!
LEVEL 17 - WIZARD 8
Level 8? How about an ASI? You may notice that we have two uneven ability scores: increase both your Intelligence and Charisma by 1.
You can also learn more spells but there honestly isn’t much I want from fourth level so hop back to level 3 for Sending. But you can also take Greater Invisibility for some Duskblade resets. Look I just really need a 5th level spell but it’s hard to justify magic on a champion who throws knives and nothing else.
LEVEL 18 - WIZARD 9
Time to finally get the last ability we’re missing: Death Lotus. Or more precisely Steel Wind Strike to hit everyone with your daggers and then maybe Shunpo to them after the fact. Speaking of Shunpo for seemingly unlimited jumps take Far Step, allowing you to be everywhere at once. Just know that you’ll only have one 5th level slot.
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(Artwork by Esben Lash Rasmussen. Made for Riot Games.)
LEVEL 19 - ROGUE 10
Picking up our last two levels in Rogue: level 10 means another ASI. Capped off Intelligence woo!
LEVEL 20 - ROGUE 11
11th level Rogues get Reliable Talent, meaning that you can’t roll below a 10 on any skill you’re proficient in. As a capstone skill let’s check what the minimum roll you can get on your skills is:
27 on Acrobatics and Stealth
24 on Intimidation
23 on Perception
21 on History
18 on Performance (Bladesinger lul)
15 on Athletics
And to top it off your Psionic Energy die increases to a d10, along with your Sneak Attack capping off at 6d6!
FINAL BUILD
PROS
They fear my weapons? I am the weapon - Regardless of your choice of tools you are extremely deadly. On one hand 6d6 sneak attack daggers you can apply 3d8 Booming Blade damage to, and on the other hand plenty of potent spells like Haste and Spirit Shroud.
If you run, you won't see me stab you! - You are also incredibly mobile with Misty Step, Far Step, Psychic Teleportation, Bladesong, and just general Cunning Actions. Not to mention that Bladesong gives a big boost to AC which combines well with Uncanny Dodge and Evasion.
A victory is sweetest when it leads to another - Rogues are meant to be skilled professionals and you are certainly that. The skills you are proficient in can be boosted by psionics. Oh and 28 Passive Perception thanks to Observant is just a little bit nutty.
CONS
Ready for trouble? - While you have many a skill you have many more that are lacking. You can put on a mean face sure, but for an important check like Arcana your psionic potential won’t save you.
Better dead than dull - Your spell slots are limited, and quite notably you only have one 5th level slot for Death Lotus IE Steel Wind Strike. While magic can supplement you nicely remember to ration yourself appropriately.
Come on, live a little... while you can! - You know what class doesn’t have a lot of health? Wizards, and half your levels are in Wizard. With a 10 in CON and most of your hit die being d6s your enemies won’t even need to hit you to Power Word Kill you.
But as an assassin you prove why your house is the best in the business. Talk is cheap and you’re always prepared: go in with knives at the ready, take out your target and anyone in their way before slipping out unscathed. You can always reset after a rest; just be sure to remember your cooldowns.
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(Artwork by West Studios. Made for Riot Games.)
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tigerkirby215 · 3 years
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5e Fluttershy, the Element of Kindness build (My Little Pony: FIM)
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(Artwork by SophiesPlushies on DeviantArt.)
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Like, it took me a solid 5 minutes to find the first image in this post and I had to sift through so much softcore porn to find it. I didn’t even find it by searching DeviantArt I had to go on fucking derpibooru oh my lord.
Anyways: here’s another shit brony build because people don’t hate me enough! Well that and I do genuinely love the characters from My Little Pony, and think that they’d be fun to make builds for. But feel free to call me a garbage brony at your leisure.
These are the words of a man who has been beaten down after being a brony for around 10 years.
GOALS
I'm just good with animals - Fluttershy talks to animals. That’s one of the main things she does really.
I'm doing this because you're my very best friend - As the element of kindness we of course need to share our heart and soul with our friends.
Nopony pushes new Fluttershy around! - MLP Wiki makes an express point of mentioning The Stare in Fluttershy’s powers, so of course we’ll do our best to include that.
RACE
Before you say anything no I’m not a pegasi stan just because I did both Fluttershy and Rainbow Dash. Regardless Aaracokra still makes the most sense for Fluttershy unfortunately because there’s few bird races and fewer flying races.
As an Aaracokra you +2 to Dexterity and +1 to Wisdom which we’ll be keeping because I don’t know if your DM will allow Tasha’s rules. You also get 50 feet of Flight but you can’t be wearing Medium or Heavy Armor to do this, which means I don’t get to say “something something Medium Armor.” And finally you can buck someone to deal damage equal to a d4 plus your Strength; technically their Talons which deal slashing damage but feel free to view them however you want.
If I was to build Fluttershy I’d honestly use the Owlfolk UA race (which will hopefully be out in Wild Beyond the Witchlight and / or Strixhaven) for a multitude of reasons, the most notable of which being the fact that you can fly with Medium armor as an Owlfolk. But the Detect Magic Ritual ability is also nice as is the reaction to stop yourself from falling. Unfortunately Aaracokra technically made more sense since Fluttershy can’t detect magic.
Basically even I have to make choices which are suboptimal in order to ensure maximum roleplay, and even when I play my builds I change them to make them better to play.
ABILITY SCORES
15; WISDOM - You are compassionate and good with animals: both those things are Wisdom skills!
14; DEXTERITY - Since I can’t go “something something medium armor” for this build (yay Aaracokra) I guess getting a 16 in DEX thanks to your race is a good call. If playing an Owlfolk or something you can afford to having 14 total in DEX, as you can then wear medium armor.
13; CONSTITUTION - Look, roleplay stats are great and all but so is not dying.
12; CHARISMA - You are cute small pony... bird... Pony-bird...
10; INTELLIGENCE - Most of your time was spent taking care of animals and most of your knowledge comes from on-hand training as opposed to studying. Basically you’re not Twilight.
8; STRENGTH - As a young filly Rainbow Dash would do most of the heavy lifting for you. As a young mare Rainbow Dash still does most the heavy lifting for you. She is a Barbarian after all!
BACKGROUND
Most ponies know to come to you if their pets are in trouble, and if you’ve ever had pets you know the doctor that helps them is a true Folk Hero. As a Folk Hero you get proficiency in Animal Handling (yay) but I’d swap the Survival proficiency out for Stealth because well... you’re very good at hiding. You also get proficiency with Land Vehicles (most Land Vehicles in D&D are controlled by animals; usually horses! Wait... aren’t you a horse?) and an Artisan’s Tool of your choice: go for Carpenter’s Tools to make some bird houses and chicken coops!
After living in Ponyville for so long most ponies are willing to give you some Rustic Hospitality, giving you a warm place to rest and recover... as long as you can get over your crippling shyness! Eep!
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(Artwork by probablyfakeblonde on DeviantArt.)
THE BUILD
LEVEL 1 - CLERIC 1
Starting off as a Cleric because I thought Wisdom and Charisma saves were more fitting for Fluttershy, and for the Insight and Medicine skill proficiencies.
As a Cleric you get to choose your subclass at level 1, and there’s nothing you love more than a little bit of Peace and quiet. As a Peace Cleric you get proficiency in Performance thanks to Implement of Peace, for those great MLP song numbers. But more importantly you can call on the power of friendship for an Emboldening Bond!
As an action, you choose a number of friends within 30 feet of you (this can include yourself) equal to your proficiency bonus. Your friendship bonds them together for 10 minutes or until you use this feature again. While any bonded creature is within 30 feet of another they get a d4 they can add to an attack roll, ability check, or saving throw once per turn. You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
And finally we can talk about the Spellcasting! You get three cantrips from the Cleric list at level 1: Guidance is always welcome among friends, and Spare the Dying can be a literal life safer! Other than that you are still expected to fight in D&D so take Sacred Flame to defend yourself. You can also prepare a number of spells equal to your Cleric level plus your Wisdom modifier. As a Peace Domain Cleric you can inspire Heroism among your friends, or protect yourself (and hide!) with Sanctuary.
Other than that Healing Word is a staple healing spell (we aren’t taking Cure Wounds right now for reasons but feel free to prepare it), Shield of Faith will let you defend your allies, Protection from Evil and Good will help you invoke the Elements of Harmony against the big bad of the season, and Detect Evil and Good will help you find the Elements of Harmony!
You could also take Bless, but I’m not going to tell you to take Bless because optimizers would crucify me for telling you to double up on d4s.
LEVEL 2 - CLERIC 2
Second level Clerics get their Channel Divinity once per short rest and you have a variety of options to choose from:
Turn Undead will make skeletons and zombies not want to hurt the cute little ponies, which will force them to run away for awhile.
Balm of Peace (the main reason we took the second level in Cleric) will let you run around and heal all your friends for 2d6 plus your Wisdom modifier.
And Harness Divine Power (ty Tasha’s) will let you recover a spell slot, but can only be used a limited amount of times per Long Rest.
You can also prepare another spell and be a little less nice with Command. Telling your enemies to “LOVE” isn’t going to be that effective, but making them grovel or drop works just as fine.
LEVEL 3 - RANGER 1
When you spend enough time around animals you’re automatically either a Ranger or a Druid. Quinn? Never heard of ‘em. Regardless multiclassing into Ranger gives you proficiency in a skill from the Ranger list and it’s good to know about Nature so you can find plants to help your fluffy buddies! Deft Explorer also gives you two language proficiencies (again: pick your poison) and Expertise in a skill. You’ll never guess which skill we’ll be getting... it’s Animal Handling. You’re good with animals.
We actually aren’t going to be taking Favored Foe because we aren’t using weapons for one, but more importantly despite it’s name Favored Enemy is also good for tracking friends! You have advantage on Survival checks to track your favored “enemies”, as well as on Intelligence checks to recall information about them. Go for Beasts to easily find a feathered or fluffy friend! Oh and you also get more languages because I don’t know why, so again pick your poison.
LEVEL 4 - RANGER 2
Second level Rangers get their Fighting Style, or as I like to call it your Helping Style because we’ll be going for Druidic Warrior! You can pick up two cantrips from the Druid list: I opted for Druidcraft (you can grow some flowers for your friends; yay!) and Mending to tend to your cottage.
And of course with cantrips we also get more Spellcasting! You can learn two spells from the Druid list: you’re never not going to want Cure Wounds (which is why we didn’t take it earlier btw) and Animal Friendship is an obvious must.
LEVEL 5 - RANGER 3
Third level Rangers get to choose their Ranger Archetype and we’ll be going for the Gloomsta- Ah you all know it’s going to be Beast Master. You get a Ranger’s Companion not from the PHB but from Tasha’s! The Beast of Land would make the most sense and while it’s probably expected that they be a wolf or something you can pretend that you’re playing Fighting is Magic and have Angel Bunny fight for you! Anyways here’s a crash course on your new fluffy friend:
Their AC is equal to 13 plus your proficiency bonus (currently 16.)
Their health is equal to 5 + five times your Ranger level (currently 20) and they have a number of d8 hit die equal to your Ranger level.
They have a 40 foot movement speed and a 40 foot climbing speed.
You can command it to attack with your bonus action; it has the same hit chance as your spell hit chance (WIS mod + Prof Bonus [currently 6]) and deals a d8 + 2 + prof bonus damage.
If they move at least 20 feet straight toward a target and then hit with an attack on the same turn, the target takes an extra 1d6 slashing damage and must make a Strength saving throw against your spell save DC (if they’re a creature.) If they fail they’re knocked prone.
You can command the beast to attack, dash, disengage, or hide with your bonus action.
If you don’t command it they take the dodge action.
You can revive them with a spell of first level or higher 1 hour after they die, and can change your beast after a long rest.
Man, who knew that taking care of a pet was so difficult? Well you also get Primeval Awareness (because Primal Awareness actually doesn’t work that well for this build.) You can use your action and one spell slot to sense the following types of creatures within 1 mile of you: aberrations, celestials, dragons, elementals, fey, fiends, and undead. This lasts for one minute, and doesn’t reveal the creatures’ location or number.
And you learn another spell: Goodberry is good to feed yourself and all your friends! As long as they’re okay with eating berries, of course. C’mon... they’re good for you! Pleeeease?
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(Artwork by AssasinMonkey on DeviantArt.)
LEVEL 6 - RANGER 4
Finally an Ability Score Improvement... or Feat? We’ll be going for Eldritch Adept, which is admittedly weird but it’s the only way to get Beast Speech so you can Speak with Animals at will! Is total level 6 a little late to finally be able to speak with animals? Yeah, but this is unlimited so it fits better and doesn’t spend your spell slots.
LEVEL 7 - CLERIC 3
Finally back to Cleric land which means finally we can prepare some second level spells! As a Peace domain Cleric you automatically get Aid and Warding Bond prepared, both of which are very good for keeping your friends alive. You can also finally get Hold Person to finally have The Stare!
LEVEL 8 - CLERIC 4
Level 4 in Cleric means another Ability Score Improvement: Wisdom is still your core stat so increasing that by 2 would be your best choice.
You also get another cantrip at this level, and can prepare two more spells! For cantrips I’d recommend Light to see with your dumb bird eyes unless you’re an Owlfolk, and I’d recommend preparing Lesser Restoration and Enhance Ability to further boost your friends.
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(Artwork by Koveliana on DeviantArt.)
LEVEL 9 - CLERIC 5
5th level Clerics can now Destroy Undead of CR 1/2 or lower with their Channel Divinity. Don’t feel too bad about it; they were big dumb meanies anyways!
You can also prepare third level spells too! As a Peace Domain Cleric you get Beacon of Hope to help with healing, and Spike can send letters out for you with Sending. You can also prepare Dispel Magic in case Twilight needs help with more dangerous spells.
LEVEL 10 - CLERIC 6
6th level Peace Clerics get Protective Bond. When a creature affected by your Emboldening Bond is about to take damage, another bonded creature within 30 feet of the first can use its reaction to teleport to an unoccupied space within 5 feet of the first creature. That creature then takes all the damage instead. It’s worth mentioning that since this specifies “creature” you can actually bond with your beast companion and have it use its reaction, or have others go in to defend angel.
You can also prepare another third level spell like Revivify, so you don’t lose any friends. And to top it off you can use your Channel Divinity twice per short rest! Woohoo!
LEVEL 11 - CLERIC 7
7th level Cleric, 4th level spells. As a Peace Domain Cleric you get Aura of Purity to protect your friends, and Otiluke’s Resilient Sphere to put your enemies in time out. You can also prepare another spell like Freedom of Movement, in case you need to run!
LEVEL 12 - CLERIC 8
8th level Clerics get a variety of features. To start off you get an Ability Score Improvement, which means we can finally cap off your Wisdom for maximum spellcasting! This also means you can prepare more spells, but we’re actually going to hold off on getting more spells for now.
You can also put a little more LOVE into your spells with Potent Spellcasting, adding your Wisdom modifier to the damage of your Cleric cantrips. And finally your Channel Divinity will now Destroy Undead or CR 1 or lower.
LEVEL 13 - CLERIC 9
The reason we held off on getting more Cleric spells last level is because now we get those big 5th level spells! As a Peace Domain Cleric you can help your friends out of any jam with Greater Restoration, and know what they really mean to say thanks to Rary’s Telepathic Bond.
You can also prepare some of those big hitter spells like Mass Cure Wounds to save your friends, and you can cast both Dawn and Summon Celestial to call on Celestia herself! Isn’t that Twilight’s job? Well, it’s still good to have contacts!
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(Artwork by CigarsCigarettes on DeviantArt.)
LEVEL 14 - RANGER 5
Now that we’ve got all the support we could need for our friends it’s time to return to our roots and focus on Angel! Feel free to focus more on Ranger instead of Cleric if you so desire when building this yourself; I simply opted for more healing instead of damage.
We’re finally 5th level with Ranger which finally means you’ll be getting an Extra Attack!... Which you probably won’t use because you can use cantrips instead. Well it’s still nice to have?
The good thing though is that you can learn more Ranger spells like Healing Spirit, which is a really strong healing spell that was kinda gutted by erratas. But it’s still nice and efficient regardless of what spell slot you casted it at, effectively being a 6d6 heal for a second level spell slot!
LEVEL 15 - RANGER 6
6th level Rangers can now add Roving to their list of skills from Deft Explorer. Your movement speed increases by 5 feet, and you get both a climbing and swimming speed equal to your walking speed. Is total level 15 a little late to get a 30 foot movement speed? Yeah probably, but every little bit helps!
Speaking of another little bit you get another Favored Enemy... I mean friend! ...I don’t know pick whatever you think will be relevant for the campaign. Also yes: you do get more languages, because Ranger.
LEVEL 16 - RANGER 7
7th level Beast Masters have Exceptional Training with their Animal Companion. You can use a bonus action to command the beast to take the Dash, Disengage, or Help action on its turn... which you could already do anyways thanks to Tasha’s.
I’d say that after Tasha’s this feature would work even if you don’t command your beast, but as always discuss the rules with your DM.
Well at least Angel’s attacks count as magical to overcome resistances, which is good because you were probably dealing with nonmagical resistance for awhile now.
You can also prepare another spell like Pass Without Trace, so you and your friends can sneak around unseen. Pass Without Trace is one of those spells that is always useful regardless of what level you are, so picking it up now is still useful!
LEVEL 17 - RANGER 8
8th level Rangers get another Ability Score Improvement. You’ve probably noticed our uneven Constitution score by this point: yeah that was because we were going to grab Resilient Constitution at some point. Increasing your CON gives you a nice +17 to your health and makes your Constitution saves (and concentration saves!) a +8 total.
You’ve also spent so much time on the ground moving through nonmagical difficult terrain costs you no extra movement thanks to Land’s Stride. You can also pass through nonmagical plants without being slowed by them or taking damage from them. Additionally, you have advantage on saving throws against plants that are magically created or manipulated to impede movement. You may be able to fly but that doesn’t mean being able to move on the ground isn’t useful!
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(Artwork by AssasinMonkey on DeviantArt.)
LEVEL 18 - RANGER 9
9th level Rangers can learn third level spells, and you’ve probably spent enough time training with Rainbow Dash by this point to make a Wind Wall to protect your friends! (Basically the Ranger spell list sucks and we’re only really going down Ranger still for more subclass features.)
LEVEL 19 - RANGER 10
You get a new feature from Deft Explorer at this level: you are now Tireless! As an action you can give yourself a number of temporary hit points equal to 1d8 plus your Wisdom modifier (so 5.) You can use this action a number of times equal to your proficiency bonus, and regain all expended uses when you finish a long rest. Additionally whenever you finish a short rest your exhaustion level is decreased by 1.
You’re also a master of avoiding social interaction. Nature’s Veil lets you turn invisible as a Bonus Action until the start of your next turn. You can also use this feature a number of times equal to your proficiency bonus, and regain all expended uses when you finish a Long Rest.
LEVEL 20 - RANGER 11
11th level Beast Masters can invoke Bestial Fury! With 11 level in Ranger and 20 total levels in this build your Animal Companion can now... attack twice! Look Beast Master is playable now, I never said it was good.
At least you can learn one last Ranger spell: in your ultimate stand against darkness Daylight will help you banish the dark! ...Or something. Look again: the Ranger spell list sucks.
FINAL BUILD
PROS
You do not hurt my friends! You got that? - Even with the multiclassing you still get spell slots up to 7th level, and have more than enough magic to shake a stick at. Not to mention that Angel will always be by your side to pump out a bit more damage with your Bonus Action!
You’re the cutest thing ever - Maxed out Wisdom was rather expected from a Cleric, but Expertise in Animal Handling combined with unlimited Beast Speech means that you can easily make friends with any beast you come across! Just make sure your DM is okay with you giving a hydra belly rubs.
Whatever you wanna do is fine... - You’ve got quite a good mix of features that will help you both in and out of combat, meaning that there’s plenty that your friends can rely on you to help with! In fact there’s a lot of things that only you can do as a Ranger which are quite helpful!
CONS
You’re such a loudmouth... - Most of your class resources only come back after a Long Rest, with only your Channel Divinity coming back after a Short Rest. You’re still plenty capable with just Angel by your side but don’t spend everything in one fight, or else you’ll be left with nothing but Sacred Flame and Animal Companion attacks.
Are you coughing because... - So let’s talk about Angel: even with 11 levels in Ranger they’re not great. AC of 19 is pretty good but they’ll probably max out around 60 HP. Your average Wizard will have more HP than this by level 20. Two maul attacks will do decent damage but you could get equal value out of Spiritual Weapon, and you only get the second attack with Angel at total build level 20. And yeah for most of this build Angel is going to be sitting around 25 max HP, meaning they’re likely to go down a lot. Aid can help keep your pets healthy and happy but don’t be upset when your level 4 Ranger companion keeps going down.
Awful, just awful! - We kinda miss the best of both worlds for the sake of a build that’s “in-character.” No 10th level of Cleric means no Divine Intervention (even if it’s only a 10% chance it’s still good to have), and no 12th level of Ranger means no ASIs. One good thing about this build is that it does peak around level 10 or so where the multiclassing doesn’t start to damage it, but if you really expect to run all the way to level 20 I’d sooner play either a straight Ranger or a straight Cleric.
But you’re coming along to share your kindness with everypony around you, and guide your friends to victory! Use your expertise to keep your friends alive while Angel kicks some major tail! Get down and be assertive, but remember not to push yourself too hard. Everypony already loves you for who you are, even if you’re in fact a little shy.
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(Artwork by Rodrigues404 on DeviantArt.)
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tigerkirby215 · 3 years
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5e Dr. Mundo, the Madman of Zaun build (League of Legends)
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(Artwork by Alex “alexplank” Flores made for Riot Games.)
Honestly with my new summer job I’ve been having less and less time to both write builds and play League. I could really use a character who requires very little effort to play in LoL, who’s also very easy to translate into D&D...
Oh wait!
GOALS
Mundo's pain always at zero - Above all else Mundo is a big bulky boy with many an option to become bigger and bulkier.
Take two of these! - We need to throw a lot of bonesaws. Like, a lot of bonesaws.
Electricity make the brain work good - The only truly “magical” effect in Mundo’s arsenal is the ability to charge the area around him with lightning.
RACE
Mundo’s hardly a human anymore, and I can’t just make every character a variant human or custom lineage. I’m not going to get a chance to make a Goliath anytime soon so Mundo may as well be one! As a Golliath you get a +2 to Strength and a +1 to Constitution. You are a Natural Athlete with proficiency in the Athletics skill, and have a Powerful Build to carry more Bonesaws.
You can get some innate magic resistance, as being Mountain Born gives you resistance to Cold damage. But most importantly you can choose to just not take damage thanks to Stone’s Endurance. When you take damage, you can use your reaction to roll a d12. Add your Constitution modifier to the number rolled and reduce the damage by that total. After you use this trait, you can’t use it again until you finish a short or long rest.
ABILITY SCORES
15; CONSTITUTION - Mundo is a tank above all else, and additionally you have a +1 in CON thanks to your race so you’ll have nice even stats to start out!
14; STRENGTH - Healthy boy building a healthy body~
13; DEXTERITY - Don’t get me wrong Mundo is a slow lad, but DEX saves are useful as is having good AC.
12; CHARISMA - Charisma is tied to intimidation as well as good bedside manner.
10; WISDOM - Isn’t Medicine a Wisdom skill? Why, I don’t believe this man has ever been to medical school!
8; INTELLIGENCE - "Mundo not remember Mundo before Mundo was Mundo."
BACKGROUND
There isn’t a doctor background... but Plaintiff from Acquisitions Incorporated is surprisingly close! You get proficiency with Medicine and Persuasion (feel free to swap this out if you desire) as well as an Artisan’s Tool of your choice (you say Carpenter’s Tools, I say medical tools!) and a language of your choice (pick your poison.)
Your feature of Legalese can be replaced with knowledge of medical terminology like “pharmacistcistist”, “prognosis“, and “anesthesezee.” Who knows? Doctor knowledge may help if you talk to other doctors!
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(Artwork made for Riot Games.)
THE BUILD
LEVEL 1 - BARBARIAN 1
I hope you weren’t expecting anything fancy from a guy whose kit consists of “hit stuff”, “hit stuff”, “regen health”, and “hit stuff.” You get two skills from the Barbarian list like Intimidation and Survival (which is more just you being lucky and built like a walking tank.) You can also walk around in “medical scrubs” thanks to Unarmored Defense equal to 10 plus your Constitution modifier and your Dexterity modifier (so currently 14.)
But of course the main trait of a Barbarian is Rage to go where you please. A Maximum Dosage of Rage gives you advantage on Strength checks and saves, extra damage with Strength weapons, and resistance to Bludgeoning, Piercing, and Slashing damage. Basically it makes you hit hard while taking no damage. You have a limited number of uses of this ability as shown on the Barbarian table.
LEVEL 2 - BARBARIAN 2
Second level Barbarians can inflict some Blunt Force Trauma with a Reckless Attack, giving themselves advantage while also giving enemies advantage to hit them. You can also further go where you please thanks to Danger Sense, giving you advantage on Dexterity saves against effects you can see coming at you. It’s almost like negating the effect entirely.
LEVEL 3 - BARBARIAN 3
Third level Barbarians get to choose their Medical College-I mean Primal Path, and for those of you who know a thing or two about Barbarians you know of the only way I have to give you Heart Zapper: Path of the Storm Herald. When you pick this subclass you can choose between one of three Storm Auras, and while Desert would work if you want to play pre-rework Mundo Sea is far better for post-rework Mundo and in general. As a Bonus Action while raging you can choose one other creature you can see within 10 feet of you. The target must make a Dexterity saving throw or take a of d6 lightning damage, or half as much damage on a successful save.
Now might be a good time to talk about your choice of weapons as Mundo: your main weapon is definitely a Hand Axe that you can throw around, but the thing about Hand Axes is that they have a low range and cost a ton. So I’d actually suggest using Javelins for your Infected Bonesaw.
As for your secondary weapon I’d suggest a Light Hammer as your Doctor Bag (for Blunt Force Trauma) but as a Storm Herald you won’t have a Bonus Action to use for Two-Weapon Fighting. So you can focus on dealing as much damage with your main attacks using a d8 martial weapon. Basically I’m suggesting you carry a Battleaxe in your main hand and have your off-hand open to throw Javelins at the enemy. Or run in with a Greataxe if you want. Heck you can even pick up a shield if you want: make your own Mundo!
Also Tasha is a very good doctor, as she fixed the Barbarian to give it Primal Knowledge! You can get one more skill from the Barbarian list like Perception, because why not be more useful outside of the medical ward?
LEVEL 4 - BARBARIAN 4
Want to actually be a doctor? Grab the Healer feat to do some doctoring. Want to be a canonically bad doctor? Just take more Constitution and live forever lol.
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(Artwork by Marie Magny and West Studios. Made for Riot Games.)
LEVEL 5 - BARBARIAN 5
5th level Mundos can auto attack cancel and attack twice with Extra Attack! You also get Fast Movement to further chase down your foes with cleavers and lighting!
LEVEL 6 - BARBARIAN 6
6th level Storm Herald Barbarians can go where they please thanks to Storm Soul. It grants you resistance to a specific type of damage and for you that damage type would be Lightning. You can also go into a specific environment if you desire, and as a Sea Barbarian you get a 30 foot swimming speed! River Mundo.
LEVEL 7 - BARBARIAN 7
7th level Barbarians have a Feral Instinct for doctoring! You get advantage on initiative rolls, and in addition you can’t be surprised as long as you Rage at the start of your turn!
Tasha’s also gave you an option to reach out and zap someone thanks to  Instinctive Pounce, letting you move up to half your movement speed when you Rage!
LEVEL 8 - BARBARIAN 8
You might be thinking I’d grab more Strength at this point... Ha ha no; Mundo goes where he pleases, and more Constitution will give you the health and AC to do so.
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(Artwork by Terence Cantal and West Studios. Made for Riot Games)
LEVEL 9 - BARBARIAN 9
9th level Barbarians get Brutal Criticals without building for crit chance! If you crit you roll 3 damage die instead of 2, which is good because your Strength isn’t doing you many favors in the damage department.
LEVEL 10 - BARBARIAN 10
10th level Barbarians can help the comoonity thanks to Shielding Storm. Now all friends and fellow doctors within 10 feet of you get resistance to Lightning damage! Oh and speaking of Lightning damage: your Storm Aura now (finally) increases to 2d6, meaning that you can get some value out of your big CON to do damage!
Additionally Tasha’s lets you have even more Primal Knowledge at this level: Animal Handling will help you talk with your nurse? I dunno; Mundo doesn’t exactly strike me as a knowledgable guy really.
LEVEL 11 - BARBARIAN 11
11th level Barbarians simply have too much health to die! If you drop to 0 hit points while you’re raging and don’t die outright, you can make a DC 10 Constitution saving throw. If you succeed, you drop to 1 hit point instead thanks to Relentless Rage! Each time you use this feature after the first, the DC increases by 5. When you finish a short or long rest, the DC resets to 10.
LEVEL 12 - BARBARIAN 12
“12th level Barbarians can finally increase their Strength!” I hear you say. Lol no. The Slasher feat will give you some much-needed slows to keep enemies close, and will let you increase your Dexterity by 1 for more AC. Having the Slasher feat also finally gives a convincing argument for you to throw Hand Axes as opposed to javelins, which is nice.
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(Artwork made for Riot Games.)
LEVEL 13 - BARBARIAN 13
13th level Barbarians get even bigger Brutal Criticals that do 4 total damage die of damage! Mundo does as much damage as he pleases!
LEVEL 14 - BARBARIAN 14
At level 14 the Raging Storm of the Sea forces enemies you hit within 10 feet to make a Strength saving throw or be knocked prone. Honestly while the rest of this class was kinda a bust inflicting Blunt Force Trauma on your foes is huge, as being knocked prone gives all melee allies advantage to hit an enemy while also forcing an enemy to spend time standing back up.
LEVEL 15 - BARBARIAN 15
15th level Barbarians are always regenerating health, as Persistent Rage is permanent until the duration expires or you fall unconscious. (Or you choose to end your Rage.) That’s really nice because your Storm Aura now does 3d6 damage, meaning you can keep zapping with your Heart Zapper!
LEVEL 16 - BARBARIAN 16
Strength for damage man; Mundo not damage man! Mundo doctor, and Mundo goes where he pleases! Take the Tough feat for 32 more health now and up to 40 more health when you reach max level!
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(Artwork by Xu “Crow God” Cheng and Alvin Lee. Made for Riot Games.)
LEVEL 17 - BARBARIAN 17
17th level Barbarians increase their Brutal Critical to roll 5 die total on a Nat 20. Because whether you want to do the most damage, take the most damage, or you know... fucking both then Barbarian is the right class for you.
LEVEL 18 - BARBARIAN 18
18th level Barbarians get Indomitable Might, letting them replace a roll on a Strength check with their Strength score if their check is lower than their total score. Man this sure would be more useful if we didn’t basically dump Strength.
LEVEL 19 - BARBARIAN 19
So how about we finally stop dumping Strength and bump it up to an 18 with our last Ability Score Improvement... Eh it’s still not great...
LEVEL 20 - BARBARIAN 20
Well thankfully Primal Champion is here to increase your Strength and Constitution by 4. And want to know what’s great about this ability? It also increases your maximums for those abilities to 24, meaning that you will have a grand total of 22 in Strength and 24 in Constitution!
And to top it off your Storm Aura now does a whopping 4d6 Lightning damage, which means you can officially say that Storm Herald was a better pick than Berserker or the Polearm Master feat.
FINAL BUILD
PROS
One-bajillion drops of healing juice, stat! - While I wasn’t able to give Mundo his health regen I still got him some crazy high health values. When I was done with this build I genuinely looked at the character sheet and said “I have never seen a character with 325 health before." 325 health along with 19 AC means that you can damn well go wherever you please.
How we doing patient; you numb yet? Mundo is! - While you don’t have the same near-endless supply of resistances as a Bear Totem Barbarian resisting two types of magic damage is useful. Feel free to play pre-rework Mundo with the Desert Aura if you think Fire damage will be more common in your campaign. And I dunno: maybe try to get some magic items to resist more elemental damage types?
Huh? Supposed to be painless - Even without big investment in Strength the Storm Herald Barbarian is quite good at quite good at dishing out DPS, with a big burst of magic damage every round and the ability to knock enemies prone which will really help your melee allies. Not to mention that Brutal Critical means that your Nat 20s will really help you cut off some limbs!
CONS
Beep... beep... beeeep... - Dumping your mental stats has its penalties, and you’ll be failing most of your saving throws. You could’ve perhaps grabbed the Lucky feat for some health insurance (honestly if you can max out your CON and STR before level 20 I’d suggest grabbing Lucky just to reroll some saves), but let’s just say you aren’t completely CC immune.
Me forgot how to doctor... Back to medicine school! - Low mental stats also hurt in roleplay, and while you have a surprising amount of proficiencies (thanks Tasha’s) most of them are for rather niche skills with the exception of perhaps Perception and Persuasion.
Patient; why you out of bed?! - You can throw axes but you’re not exactly a ranged combatant. Most if not all your abilities have very short range, maxing out at around 10 feet. You’re extremely hard to shake off if you can get close but enemies that can kite you will give you a lot of trouble.
But if you want to run in and hit stuff while never dying then Mundo is the man for you! Replace all your brains with brawn to truly go where you please. Just remember that unlike League you’re not completely immune to CC, meaning that it’s more than possible to get put in time out for awhile. But it’s okay if you do; everyone has to take a sick day sometimes!
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(Artwork by Terence Cantal and West Studios. Made for Riot Games.)
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tigerkirby215 · 4 years
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5e Xayah, the Rebel build (League of Legends)
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(Artwork by Riot Games)
Holy shit they actually just flip the artwork. No this is genuinely Xayah’s “official” artwork it’s just a flip of Rakan’s...
So uh I had this build prepared back in August... and then I forgot it. Luckily I did write it down! See? I’m smarter than Rakan!
Honestly I’m quite thankful for Tasha’s coming out because it made my Xayah build a lot better. So I’m happy that I’m publishing it now in February instead of back in August when I made the first draft. A lot of things get better with age and love’s also one of them~ 💓
GOALS
Dodging seems to be a weak spot of yours - Sick of only hitting one enemy at a time? Make some Clean Cuts to strike behind your enemy. That’s what’s known as efficiency!
Move your feet, or lose some toes - Ever tripped on a feather? How about having your heels slashed?
A thousand cuts is only the beginning - In case of emergency push R button to dodge damage, and send a ton of feathers at your foes!
RACE
Xayah is half bird, but her taunt flat out shows she can’t fly which leaves Aarakocra out of the picture. She’s also very chatty (holy shit have you seen how many voice lines Xayah and Rakan have?) so Kenku is definitely not an option. So when in Rome as a furry look no further than a Shifter.
All Shifters have Darkvision and their Shifting ability to gain temporary hitpoints, but everything else is determined by their subrace: you’re the girl with the plan for the hunt. The Wildhunt that is! Your Wisdom increases by 2 and your Dexterity increases by 1. You’re a Natural Tracker with proficiency in Survival. And your Shifting Feature will let you become one with nature for advantage on Wisdom checks, and you can up your dodging game so no enemy can hit you with advantage.
ABILITY SCORES
15; DEXTERITY - You’re a marksman. That means attacking with a ranged weapon, which takes nimbleness.
14; WISDOM - Wisdom will let you connect with the natural magic of the world. Most literally as you’re going to be using Wisdom to cast spells!
13; INTELLIGENCE - You’re the one with the plan.
12; CONSTITUTION - Ha ha ADC health bar go brrrr, but even if Xay is squishy in LoL that doesn’t mean we can’t grab Grasp for a bit more health.
10; CHARISMA - Xayah has a degree of rough charm to her. But I mean hey: you got Rakan to fall for you?
8; STRENGTH - As much muscle as dancing takes you don’t need it to cut through your foes.
BACKGROUND
You’re a freedom fighter. A rebel with a cause fighting as a Faction Agent for the Vastayan cause. You get proficiency in Insight along with any Intelligence, Wisdom, or Charisma ability. For a dance under the moonlight with Rakan get Performance proficiency: it takes two to tango after all! You also get proficiency in two languages: unfortunately Aarakocra isn’t an option but Auran (or rather Primordial) will serve well to speak the Vastayan-bird language. And to learn the ancient language of Ionia I’d recommend Sylvan.
As a vastayan rebel you can gain access to a Safe Haven for you and your allies. By using secret signs and passwords you can identify other rebels who can bring you to a safe house, give you a free place to stay, or assist you in finding information. They won’t risk their lives for you but as long as you remember the password they’ll be willing to help. Be sure to remember the password by the way. Because Rakan definitely won’t.
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(Artwork by XhiliaJP on DeviantArt)
THE BUILD
LEVEL 1 - FIGHTER 1
Starting off as a Fighter for a few things known as saving throws, but also for skills like Acrobatics and Perception to see incoming skill shots and dodge them with grace. You also get Second Wind to heal for a d10 plus your Fighter level for some health pots in lane.
Your main choice as a Fighter at early levels is your Fighting Style and we’ll be grabbing a Bladecaller root very early thanks to Superior Technique from Tasha’s Cauldron of Everything. You learn a Battle Master Maneuver from the Battle Master subclass: we’ll be going for Trip Attack to hinder enemy movement. You then get a d6 Maneuver die to use on Trip Attack, and nothing else because spoilers: we won’t be getting other maneuvers.
LEVEL 2 - FIGHTER 2
Second level Fighters get their Action Surge, allowing them to take two actions in a turn instead of 1. For now that only means two attacks. For now.
LEVEL 3 - FIGHTER 3
Third level Fighters get to choose their Martial Archetype and to channel some magic into your “blades” (read: arrows, because you should be using a longbow) go for the magic of the Arcane Archer. Arcane Archer Lore will give you proficiency in Arcana or Nature (we’re actually going to be going for Arcana) as well as either the Prestigiation or Druidcraft cantrip (naturally as a naturalist we’ll be going for Druidcraft.)
"How can humans not hear the magic?"
"They're too busy building things."
"Why?"
"Because... they're afraid."
Of course the main feature of the Arcane Archer is their Arcane Shot. Once per turn when you fire an arrow from a bow, you can apply one of your Arcane Shots to that arrow. You decide to use the option when the arrow hits a creature, unless the option doesn’t involve an attack roll. You have two uses of Arcane Shot that come back after a Short or Long rest.
Let’s talk about your Arcane Shots then, hm? To root your foe (sorta) Grasping Arrow does an extra 2d6 Poison damage and lowers the target’s movement speed by 10. Additionally if they try to move without Flash (or other means of teleportation) they’ll take an extra 2d6 slashing damage. The target can use its action to remove the brambles with a successful Athletics check against your Arcane Shot save DC, or ask their support to do it for them. Otherwise, the brambles last for 1 minute or until you use this option again.
Piercing Arrow meanwhile doesn’t require an attack roll. Instead you target all enemies in a 30 foot line and force them to make a Dexterity save. On a failed save they take damage as if they were shot by the bow, along with an extra d6 of piercing. On a successful save however they only take half, but realistically if you’re hitting 3 or more people with this arrow it’s still worth it even if you miss.
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(Artist unknown. Made for Riot Games.)
LEVEL 4 - RANGER 1
Feel free to take one more level in Fighter for an ASI but I’m going to go to Ranger now and grab Nature proficiency from the class, which is why we took Arcana earlier!
Also thank god Tasha’s is out because instead of the meme known as Natural Explorer we get Deft Explorer. Canny gives you Expertise in one of your skills (I personally opted for Acrobatics to evade any Shadow Assassins who may try to kill you, but honestly any one of your skills make sense for Expertise so feel free to pick whatever you think will be useful) and two language proficiencies of your choice. (Choose whatever you think will help your cause.)
But the more interesting feature is Favored Foe. When you hit an enemy you can choose to mark them to make your feathers just a little more sharp. The first time on each of your turns that you hit the marked target and deal damage to it (including when you first mark it) you can do an extra d4 of damage to them.
The bond lasts for 1 minute unless you get hit hard enough to lose your concentration because yes: this feature takes your concentration for some reason which is why we went into Fighter first for proficiency in Constitution saves. You can use the mark a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
LEVEL 5 - RANGER 2
Second level Rangers get their Fighting Style, and since we didn’t take Archery from Fighter we’ll instead be taking it here.
But more importantly you get Spellcasting. You can learn two spells from the Ranger list: to keep enemies in place with Bladecaller take Ensnaring Strike. Alternatively if you want to increase your evasion with your Deadly Plumage Zephyr Strike will make it so enemies can’t make attacks of opportunity against you, and you can end the spell’s effects to do more damage with an attack and then increase your movement speed afterwards.
LEVEL 6 - RANGER 3
Third level Rangers get to choose their Ranger Archetype, and with Tasha’s Cauldron out we have an explanation for Xayah’s Deadly Plumage. Why, it’s a swarm of feathers of course! Xayah’s a Swarmkeeper! After hitting an enemy you can use your Gathered Swarm for a variety of different effects. You can do an extra d6 of piercing damage, force a Strength save or be pushed up to 15 feet horizontally in a direction of your choice, or you can move yourself 5 feet horizontally in a direction of your choice.
You also get Swarmkeeper Magic for a variety of spells. For one you get Mage Hand, and you also get Faerie Fire to light up all your enemies’ weak points. You can also learn another spell like Hail of Thorns for Clean Cuts through any foes who may be bunched up.
And to top it off you get Primal Awareness for a few extra spells. You learn the Speak with Animals spell, and cast it once per Long Rest without spending a spell slot.
LEVEL 7 - RANGER 4
4th level Rangers get an Ability Score Improvement. Increase your Intelligence by 1 and your Dexterity by 1, because why not replace one uneven ability score with another? "And an F, for effort."
LEVEL 8 - RANGER 5
5th level Rangers get an Extra Attack. Two attacks per round for a bit more attack speed.
You also get access to second level spells, and from your Swarmkeeper Magic you get the Web spell, which perhaps isn’t too fitting but you shouldn’t look a gift horse in the mouth. Additionally Primal Awareness adds Beast Sense to your spell list, and lets you cast it without spending a spell slot. Perhaps not the most useful spell, but as Xayah would say: "Spiders are my spirit animal." And finally you can learn another spell too like Lesser Restoration for some QSS in case of emergency.
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(Artwork by Riot Games)
LEVEL 9 - RANGER 6
6th level Rangers see their Favored Foe damage increase to a d6. Additionally they get Roving from Deft Explorer for 5 additional moving speed and some help with swimming and climbing.
LEVEL 10 - RANGER 7
7th level Rangers can at least try to fly thanks to Writhing Tide. As a bonus action you gain a flying speed of 10 feet and can hover. The effect lasts for 1 minute or until you are incapacitated. You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest. It perhaps isn’t the most useful thing for mobility but it’s good to use your feathers to get the perfect angle on your foes, or to keep away from melee bruisers looking to slice your chicken.
You can also learn another spell at this level like Enhance Ability, for a boost to give 120% when you need it.
LEVEL 11 - RANGER 8
8th level Rangers get another Ability Score Improvement: to maximize the deadliness of your plumage take the Piercer feat from Tasha’s Cauldron of Everything. Along with a +1 increase to your Dexterity you can also reroll one attack roll that did piercing damage (your longbow does piercing damage) to hopefully turn a low roll into a high roll. But to top it off when you score a critical hit (that deals piercing damage) you can roll one additional damage die when determining the extra piercing damage the target takes. Any ADC can attack an enemy but Clean Cuts is what lets Xayah stand out from the crowd.
LEVEL 12 - RANGER 9
9th level Rangers get more spells. From Primal Awareness you get Speak with Plants, to understand why the land of Ionia is upset at the humans. You can also grab Conjure Barrage for a Featherstorm to cut down a full crowd. But if you want to evade with Featherstorm your Swarmkeeper Magic grants you the Gaseous Form spell, to become untargetable (to an extent) and still be able to move and dodge (to an extent.)
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(Artwork by SplashBrush on DeviantArt. It’s considerably easier to find artwork of Xayah than it is to find artwork of Rakan :c)
LEVEL 13 - FIGHTER 4
Back to good ol’ Fighter to pick up that ASI I ignored. +2 to Dexterity? That’ll max out your hit chance and attack damage!
LEVEL 14 - FIGHTER 5
5th level Fighters get an Extra Attack... which you already have. "I can't even... I don't know where to begin."
LEVEL 15 - FIGHTER 6
6th level Fighters get more Ability Score Improvements! Since your Dexterity is maxed out you can choose to increase either your Wisdom for better Ranger spells or your Intelligence for better Fighter Arcane Shots. Pick whatever suits your fancy but remember that your Arcane Shots come back on a Short Rest while your Ranger spells are restricted by Long Rests.
LEVEL 16 - FIGHTER 7
Do you have a Magic Weapon? Well you do now! 7th level Rangers get Magic Arrow, which makes their shots magical for the sake of overcoming resistances and immunity. Is total level 16 way too late to be getting this? Yeah probably.
Good thing you also get Curving Shot! If you miss an attack you can redirect it with Clean Cuts, spending a Bonus Action to roll an attack on a different enemy within 60 feet of the original target. And to top it off you get another Arcane Shot option: Seeking Arrow is a good way to target backline enemies, but it’s also really useful to deal with any invisible foes. "Did they deserve it?" "They deserved it."
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(Artwork by Riot Games)
LEVEL 17 - FIGHTER 8
8 is the magic number for more ASIs. Intelligence is nice; so is Wisdom. Increase what you want.
LEVEL 18 - FIGHTER 9
9th level Rangers can pick up Mercurial Scimitar and get out of CC with Indomitable. If you fail a saving throw, you can reroll it! But it’s only once per Long Rest. Note that you can reroll death saves, so don’t die or that would make Rakan sad.
LEVEL 19 - FIGHTER 10
10th level Fighters get another Arcane Shot option. Yup that’s literally it. Don’t look a gift horse in the mouth, I guess. Regardless this late into the game some CC would probably be good, so take Banishing Arrow.
LEVEL 20 - FIGHTER 11
Our capstone is the 11th level of Fighter for an Extra Attack that does stack, giving us three total! Cap off that attack speed to slice through foes like butter! "I love watching you kill." "I love killing for you." "Let's make out."
FINAL BUILD
PROS
Hurray; they all died - You’re really good at Fighting, almost like you multiclassed Fighter with a half-Fighter. You’re incredibly precise with a +13 to hit with your longbow and have plenty of tools to increase your overall DPS.
What? They were in my way - You’ve also got plenty of tricks up your sleeve. Arcane Shots, one use of Trip Attack, Gathered Swarm shenanigans, and plenty of dangerous utility spells.
Oops, your bad! - You’ve got quite a few aces up your sleeve to stop you from being blown up. Higher than average movement thanks to being a Ranger, and your Swarmkeeper abilities lets you increase your movement. Not to mention utility spells like Gaseous Form. And you also have two different ways to boost your health (Second Wind + Shifting), 17 AC with Studded Leather... oh and did I mention you have +17 in Acrobatics?
CONS
Can I just hate you to death? - You’ve got limited resources on top of limited resources on top of limited resources. Two Arcane Shots per Short Rest, spell slots that are limited by Long Rests, healing and temp HP that’s tied to a Short Rest... Be sure to ration out your abilities so you don’t run out when you need them most.
Chaos is the preferred state of nature - All your saving throws are rather mediocre, notably your Charisma which is a nice flat +0. Rakan’s the talker, but a beautiful smile will keep you out of any banishing spells.
Magic is not some river - So it turns out multiclassing two sorta-casters means that you can’t focus on either stat. If you can easily get a 19 in Intelligence (such as with a Hextech Headband) perhaps focus on Wisdom. If not? Well Point Buy is an option.
But if you were perfect why would you need Rakan? He’s there to pick up your slack, and you’re there to make sure he doesn’t screw up. Dance along with him and cut down anyone who stands in your way. There’s nothing you can’t defeat with the power of love... But a good plan is also helpful, so make sure Rakan actually remembers it this time.
"Hey, I have a plan."
"You... have a plan?"
"Yeah! I'll go on instinct!"
"That's the opposite of a plan."
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(Artwork by Riot Games)
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tigerkirby215 · 4 years
Text
5e Rell, the Iron Maiden build (League of Legends)
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(Artwork made for Riot Games.)
I SHOULD BE MAKING AKALI RIGHT NOW :))))))
I did a coinflip with Rell: it was either her or Akali and she ended up winning. I’m honestly super hyped for Rell which is odd because I don’t really play tank supports. I find Leona and Nautilus boring as sin, though I do enjoy Galio and Maokai on occasion. I guess I’ve just been playing in top lane a lot more and I want a big bulky tank who I can dive into teamfights with as a support.
Also the memes for this champ are freaking golden.
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But Rell presents a very unique kit that has a lot of potential in D&D. Basically I get to make a character other than Nunu & Willump who rides a mount and I get to stick everything I can remotely justify as being Ferromancy onto this character.
GOALS
Run ‘em all down - Rell is the third champ to have a mount. Aren’t horses just the best?
We fight together - Your outside may be cold but connecting to people is how you move on from trauma... or use that trauma for a massive stun in a teamfight.
I’ll bust you down to scrap! - Rell’s quirk is Ferromancy, the magic of manipulating metal, most specifically through magnetism. Fucking magnets; how do they work?
RACE
Rell is a human... but we can’t always go for Variant Human, so let’s spice it up a bit! She may not have divine blood but I’m sure someone at the academy had healing magic. So since she’s a support with eyes aglow with energy why not go for an Aasimar? More specifically a Scourge Aasimar. Your Charisma increases by 2 and your Constitution increases by 1.
Your glyphs give you a big mix of magic from your friends back at the academy: Darkvision for darkvision, Celestial Resistance for resistance to necrotic and radiant damage, Light Bearer for the Light cantrip, and Healing Hands for a bit of healing magic. Your Scourge subrace also gives you Radiant Consumption at level 3, which I’ll cover when you get there.
If you’re set on playing a human: A Variant Human (+1 CON, +1 STR) with either the Mounted Combatant feat or Heavy Armor Master feat would make sense. There are other feats to consider but these would be the most in-character for Rell.
ABILITITY SCORES
15; STRENGTH - Iron stands eternal, and iron is heavy.
14; CHARISMA - You may be a grouchy teenager, and you may also be incredibly awkward when hitting on people, but Charisma is considered as “inner strength” in 5e. You’ve certainly got plenty of that!
13; CONSTITUTION - You are a tank after all, and with the +1 from our race that equals a 14 for a nice boost to HP.
12; DEXTERITY - As heavy as iron is you were trained for peak physical condition. DEX is tied to many things, notably Initiative which is very important for a frontliner.
10; INTELLIGENCE - You went to an academy, but it was a Noxian war academy. Still it’s possible that you got some history lessons.
8; WISDOM - You’re a hothead in both the metaphorical and literal sense. You think asking questions is on the mind of a teenager who’s angry with the world?
BACKGROUND
There’s a lot of backgrounds that would fit Rell, though unfortunately nothing edgy enough like “Test Subject Turned Human Superweapon.” But considering your lifestyle of roaming the Noxian countryside Outlander is probably pretty accurate. You get proficiency in Athletics and Survival and while you’d normally get a Musical Instrument I’d actually suggest you grab Smith’s Tools instead because... yeah duh. You can also learn a Language of your choice so pick whatever you think would constitute Noxian.
Your Wanderer background feature will make sure you survive and thrive on the Noxian countryside. You always remember the general layout of the land, and you can find food and fresh water for yourself and up to five other people each day. And you can even rip some iron out of the earth to make them bowls and cups to eat and drink with!
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(Concept art by Riot Games)
THE BUILD
LEVEL 1 - PALADIN 1
Starting off as a Paladin because even if proficiency in Wisdom saves is weird we need the Heavy Armor proficiency because... yeah duh. Speaking of proficiencies take Intimidation because you’re a murder-hungry metalmancer, and I dunno Medicine would make sense since you’re a support and all.
You also get Divine Sense, as the magic in your veins helps you detect celestials, fiends, or undead. And because you’re a support you can use Shattering Strike to heal thanks to Lay on Hands. I could explain both these abilities in detail, but I’m also an angry teenager who’s sick of explaining abilities with insanely long descriptions that you can read for yourself.
LEVEL 2 - PALADIN 2
Second level Paladins get their Fighting Style, and of course for a tank support Defense would be best for more AC. You also get some Ferromancy Spellcasting. (Well technically Divine spellcasting but don’t tell anyone that.) You can prepare a number of Paladin spells equal to your Charisma modifier plus half your Paladin level:
To sharpen your lace (or more realistically pike) a little more Divine Favor will make every blow hurt just a little bit more.
Heroism will help in times of strife to let your anger take over any fear.
To manipulate armor to block some more blows Shield of Faith will increase the target’s AC for a time.
To stun with Attract and Repel Thunderous Smite will do damage and knock enemies prone, making them easier to hit and forcing them to spend time getting up.
But of course you can just as easily ignore all of that in favor of Divine Smite, channeling all your magic and hatred into a burst of Radiant damage on your weapon attacks. Particularly effective against undead!
On Rell’s weapon: I’d suggest a Pike over a Lance because a d12 isn’t worth Disadvantage in melee range, even if you will eventually be performing mounted combat. Feel free to have a lance as backup for when you do start riding a horse.
LEVEL 3 - PALADIN 3
At third level you can choose your Sacred Oath, and I know how much you hate Noxus but Oath of the Crown actually has some pretty good abilities for our purposes. Yup of all the champions to break out the Sword Coast Adventurer’s Guide for it’s Rell.
You get two Channel Divinity options: Champion Challenge makes enemies unable to move more than 30 feet away from you for a Magnetic Overload, and Turn the Tide will heal everyone of your choice for a d6 plus your Charisma (if they’re below half health) for some Redemption saves.
But both of these Channel Divinities are admittedly situational, so if your DM allows Tasha’s rulings then Harness Divine Power will also let you recover a first level spell slot. Speaking of spells as a Crown Paladin you get Command to twist your enemy’s armor to your whim, and Compelled Duel for a single-target Concentration version of Champion Challenge.
And as a Scourge Aasimar you get now get Radiant Consumption. As an action you can unleash the magic within you, glowing violently and doing Radiant damage equal to half your level to everyone around you. Additionally, once on each of your turns you can deal extra radiant damage when you damage an enemy with an attack or a spell. The extra radiant damage equals your level. You can only go all out just once per long rest, so if your ever wonder why anime protagonists keep their ultimate attack until the end of the fight: it burns you so much you can only use it once.
LEVEL 4 - PALADIN 4
4th level means another Ability Score Improvement but instead we’re going to be taking a Feat. You’re probably thinking we’re going for Mounted Combatant, right?
WRONG! We’re taking Heavy Armor Master, because you can literally control your armor to make it stronger! Your Strength increases by 1 and any damage you take from non-magic weapons is reduced by 3!
You can also prepare another spell, but we’ll wait for...
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(Concept art by Riot Games)
LEVEL 5 - PALADIN 5
5th level time for Extra Attack. Two attacks in a turn to pretend you’re the ADC!
Also time for HONSE! Find Steed lets you summon a Warhorse, and others but a Warhorse is probably the most accurate representation of your mount. The steed is considered a celestial, fey, or fiend (your choice), and its intelligence is set to 6. It can also understand one language you can speak, which is good because you can speak to it telepathically.
You can make any spell that only targets you also target your steed, and when it drops to 0 hit points, it disappears, leaving behind no physical form. You can dismiss your steed at any time as an action, causing it to disappear. In either case, casting this spell again summons the same steed, restored to its hit point maximum.
And thanks to your subclass you also learn Warding Bond to bond with an ally, and Zone of Truth to get the Black Rose to admit to what they did. Technically speaking you can’t put a ring on your horse, but as a DM I’d probably allow you to make a 50 gp platinum horse shoe to give the honse a Warding Bond.
LEVEL 6 - PALADIN 6
6th level Paladins get Aura of Protection. You and everyone within 10 feet of you gets a bonus to saving throws equal to your Charisma modifier, because iron stands eternal and so does teenage angst.
You can also prepare another spell like Aid to steel your party’s resolve for any danger. Metal pun unintended.
LEVEL 7 - PALADIN 7
Here’s why we aren’t taking Mounted Combatant. 7th level Crown Paladins get Divine Allegiance, allowing you to use your reaction to take damage for a creature within 5 feet of you. They take no damage, but the damage you take can’t be reduced or prevented in any way.
Sure a 5 foot aura is just objectively worse than the Redemption Paladin’s 10 foot Aura of the Guardian that does literally the exact same thing (pro tip: ask your DM to just increase the range of the aura), but you know what’s always within 5 feet of you? Your horse. So feel free to take hits for your trusty mount. And if an ally is nearby you should probably tank for them too.
LEVEL 8 - PALADIN 8
8th level means an Ability Score Improvement. We’re still riding around in big bulky armor so more Strength to carry that armor would be nice.
You can also prepare another spell like Lesser Restoration for some Tenacity.
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(Concept art by Riot Games)
LEVEL 9 - BARD 1
How’s this for a surprise? Multiclassing into Bard gives you proficiency in one skill, and one musical instrument. Take Animal Handling because you literally summon a horse for yourself, and a Noxian War Drum.
Bards get Bardic Inspiration: d6s equal to your Charisma modifier to help support your allies. They can add the d6 to an ability check, attack roll, or saving throw they make. Buff up their armor, or weaken the enemy’s armor!
But of course as a Bard you get more Spellcasting! Check page whatever-it-is for how multiclassing works. You get two cantrips from the Bard list: Mage Hand will let you magnetize an object closer to you, and Vicious Mockery will let you yell angrily at the enemy not to hurt your friends.
You can also learn 4 spells from the Bard list: you are a support so you can take Cure Wounds for some Summoner: Heal. Disguise Self will help you if Noxian police are looking for you. And both Earth Tremor and Thunderwave will help you manipulate the metal beneath your enemies’ feet and sunder the ground beneath them.
LEVEL 10 - BARD 2
You have a little bit of everything in your glyphs which means Jack of All Trades will always be able to help you. You can also recuperate after a long night on the Noxian countryside thanks to Song of Rest.
You can also learn another spell but we will wait for...
LEVEL 11 - BARD 3
Third level Bards can choose their Bardic College and you did go to the academy to become a weapon after all. College of Valor Bards are instruments of war with Combat Inspiration, letting allies use their Bardic Inspiration to hurt more with their swords or defend themselves better with their armor. “Fight like you mean it. Die for something that matters!” You do also get some skill proficiencies but... you already had them.
You do get Expertise in two skills however! Intimidation comes naturally to a living weapon, and even though it’s technically not a living animal in LoL you still need Animal Handling for your mount from Find Steed.
And finally you can learn spells. If you want the honest truth the only reason we took Bard levels is for Heat Metal, the obligatory Ferromancy spell. But you can also grab Hold Person to lock a foe’s armor in place.
LEVEL 12 - BARD 4
4th level means an Ability Score Improvement, and since we’re now investing in the spellcasting side of things I’d recommend some Charisma to make that better. Remember that more Charisma does mean more Paladin spells, so be sure to hop back there to prepare more.
Because I’m not going to tell you what to prepare, as we need to concentrate on your new cantrip! You are the ferromancer, so Mending is kinda obligatory. You can also learn another spell but again we shall wait for...
LEVEL 13 - BARD 5
5th level Bards get Font of Inspiration, letting their Bardic Inspiration come back on a Short Rest. Which is good, because your Bardic Inspiration increases to a d8!
You can also learn third level spells now which means we can finally take Mass Healing Word to further our support role, and Hypnotic Pattern for a massive team-wide stun.
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(Artwork by @Cookie3v3 on Twitter)
LEVEL 14 - SORCERER 1
You were born with magic after all, so I’d have to go into Sorcerer at some point. It’s just that the other levels were more important, and this kinda ends up being more for flavor than anything. Regardless you get your subclass at level 1 as a Sorcerer and hey I actually get to use the Clockwork Soul for a Ferromancer. You can Restore Balance at level 1, denying Advantage or Disadvantage and turn it into a straight roll.
Oh and hey: more Spellcasting! But this time with a side of Clockwork Magic for Abjuration or Transmutation spells. Since both the spells you’d normally get a little iffy I’d suggest replacing them with both Absorb Elements and Shield for some Magic Resistance and Armor.
You also get four cantrips and two leveled spells. Fire Bolt lets you fling a piece of molten metal at the enemy, because you may as well have a ranged weapon. For some basic metal sundering from the ground Mold Earth will let you manipulate small pockets of iron in the soil. Message will let you coordinate with your teammates without yelling everything in /all. And because you’ve got a ridiculous amount of cantrips you may as well grab Prestidigitation for basic magic manipulation.
For your leveled spells Magic Missile will let you fling metal with the utmost precision, and Burning Hands for burning metal addressed to “whom it may concern.”
LEVEL 15 - SORCERER 2
Second level Sorcerers get a Font of Magic. You get 2 Sorcery Points that can be converted into spell slots... for now. So basically you get another first level spell slot!
LEVEL 16 - SORCERER 3
3rd level Sorcerers get their Metamagic. These are features that use your Sorcery points to augment your spells: to make sure that no one lives to hide the tale of the academy Heightened Spell will give an enemy disadvantage on their first saving throw against one of your spells. Alternatively if you want to both stab and smash Quickened Spell will let you cast a spell as a Bonus Action, to really maximize your APM.
You also get more Clockwork Magic, but since you already have both Aid and Lesser Restoration I’d instead suggest taking Levitate for some reverse-magnetism, and a little spell from Elemental Evil called Maximilian’s Earthen Grasp.
If your opponent doesn’t know how magnets work then Blur can really mess with their ability to hit you. And you know I haven’t taken Flash yet so... Misty Step!
LEVEL 17 - SORCERER 4
Fourth level Sorcerers get an Ability Score Improvement and well we did invest in 3 different spellcasters, so increasing that spellcasting with more Charisma would probably be smart. Remember that more Charisma means more Paladin spells! As well as a stronger Paladin aura and more Bardic Inspiration.
You also get another spell known and honestly there are a lot of great ones at second level of Sorcerer but Shatter is the best for ripping through metal. You also get another cantrip because I guess Sorcerers don’t have enough cantrips: if you get surrounded you can sunder the ground as if swords were bursting around you... in a Sword Burst... yeah...
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(Artwork made for Riot Games)
LEVEL 18 - SORCERER 5
5th level Sorcerers get third level spells and I’d hate to admit it but both Dispel Magic and Protection from Energy from Clockwork Magic do make sense for Rell.
But you know what we don’t have enough of? Ground-based attacks. So take Erupting Earth, because your magic is Ferromancy. Not Fireballs or Haste, both of which would probably honestly be stronger. Honestly feel free to drop some of your early Sorcerer spells, because you’ve got more than enough spell slots for the big stuff.
LEVEL 19 - SORCERER 6
6th level Clockwork Soul Sorcerers get the feature we kinda went into this subclass for: Bastion of Law. As an action, you can spend 1 to 5 sorcery points to create a magical ward around yourself or another creature within 30 feet.
The warded creature gets a number of d8s equal to the number of sorcery points spent to create it. When the warded creature takes damage, it can expend any number of those dice to roll them and reduce the damage taken by the total rolled on those dice. This is going to be one of your main supportive features... atop of all your other “main supportive features.”
Oh and you’d get more spells but I kinda want...
LEVEL 20 - SORCERER 7
7th level Sorcerers can learn 4th spells like Sickening Radiance for some good old-fashioned war crimes, and Fire Shield which was added to the Sorcerer spell list thanks to Tasha’s! Clockwork Magic also lets you weaponize your horse with Summon Construct, but I’d suggest grabbing Banishment as your other spell to lock the weak away like they did to the Null.
FINAL BUILD
PROS
Fighting together? Guess it's not too bad - You’ve got plenty of good assists. Bardic Inspiration and Bastion of Law shields, and a big pile of spells to help the team.
Nothing gets in; no one gets out - Turns out that manipulating metal means very little can get at you. Strong AC, very good range with Reach to play keep-away in melee and a horse to run around, and of course Aura of Protection to turn your weakest save into a +5! And decent HP to boot!
This is who I am now - It wasn’t my intention when making the character but... turns out Jack of All Trades does in fact make you a jack of all trades. Decent skill checks all around and a crazy good Intimidation check means that while you maybe won’t be the first choice you’ll always be up for the task.
CONS
“Excellence is measured in sacrifice”... or whatever - Three way multiclassing gives you a lot, but not a whole lot of it. Your spell slots go all the way up to 8th level but your best spells max out at 4th level. Smites exist and you can always melt down your spell slots, but perhaps it would’ve been smarter to lessen the number of classes and get more value out of what you have.
That's... that's cool... I'm cool... - Ever heard of the concept known as “choice paralysis?” With so many spells to choose on top of subclass features that take your actions it can be hard to pick what’s right in every scenario. Woes of playing support, where you need to think of everything at once. Can’t just run in and stab.
The helpless fight; the hardened live - Jack of All Trades is good for skill checks... not for combat. You can fight, heal, and sling spells decently but don’t really stand out in any particular area. You’ve got a hundred different tools to deal with the rabble but when your friends go All Out you’ll likely be stuck getting assists.
But you’ve got all a girl could ever ask for: a cute pony and enough armor to survive a ballistic missile. You were built to be a weapon and a damn good weapon you are: as sharp as you are sturdy, and as versatile as you are resourceful. Who cares if you’re a little rough around the edges? You’re sixteen! You’ve got your whole life ahead of you! Minus the lingering trauma of being tortured by your own mother... Eh. Who doesn’t have a tragic backstory nowadays?
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(Artwork by @dreadstardraws on Twitter.)
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grailfinders · 4 years
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Fate and Phantasms #85: Karna
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Today on Fate and Phantasms, we’re making the Hero of Charity and Arjuna’s eternal rival, Karna! While Arjuna’s build focuses on excellence in everything he does and very few combat tricks, Karna’s is the opposite: he specializes in variety in combat, and doesn’t have particularly interesting social encounters.
Check out his build breakdown below the cut, or his character sheet over here!
Next up: Gee, that heroine sure is mysterious...
Race and Background
Karna is the son of the sun, making him a Fire Genasi. This gives him +1 Intelligence and +2 Constitution, Darkvision, Fire Resistance, and the feature Reach to the Blaze. At first level, this allows him to Produce Flame using his constitution as the casting modifier.
Arjuna started at the top, but Karna had to work his way up, starting as a Folk Hero. This gives him Animal Handling and Survival proficiencies.
Ability Scores
Your highest score should be Strength- you need that for stabbing. After that is Charisma; I’d like this one to be lower honestly, but we need it for multiclassing. You’re smart, even in the middle of combat, so next is Intelligence. Everything past this point is frustratingly low, but we needed to make cuts somewhere. Your Dexterity isn’t great, but that’s what you have built-in armor for. Your Constitution is also a lot lower than I’d like, but it’ll get a boost from your racial bonuses. Dumping your Wisdom is the least in-character option, but wisdom’s also the only ability we don’t need for this build and we’re strapped for options. 
Class Levels
1. Fighter 1: You may have noticed Karna’s build is pretty similar to Arjuna’s, and just like his half-brother he starts as a Fighter. Your spear may be massive, but you wield it one-handed and we can’t afford to spend the ASI on war caster, so the Dueling Fighting Style you get at this level will increase all its damage by 2. You also get a Second Wind, letting you spend a bonus action once per short rest to heal a bit. You’re fighting against the Hero of Benefaction, so you’ve got to be in it for the long haul.
As a fighter, you also get proficiency in Strength and Constitution saving throws, as well as two fighter skills. Athletics because you’re clearly in good physical shape, and Insight to help make up for the low wisdom.
2. Fighter 2: Second level fighters get an Action Surge, letting them tack an extra action to their turn once per short rest.
3. Fighter 3: You’re not going to be a bard, so if we want more spells we’ve got to go with Eldritch Knight. They can cast Spells using their Intelligence, and they gain a Weapon Bond. Over the course of an hour, you can bond with a weapon, preventing you from being disarmed and letting you summon said weapon from anywhere in the plane as a bonus action. I’m pretty sure that spear is a part of you; it would really hurt to get it ripped out.
For spells, Blade Ward toughens your skin as an action, giving you resistance to physical damage types. Green Flame Blade adds green flame to your blade, extending the damage of your attack to another target. Shield gives you a higher AC as a reaction, but Mage Armor does that for several hours. Also grab Jump. You may not be able to levitate like Arjuna, but you can still reach him by tripling your jump distance. 
Finally, your Reach to the Blaze evolves, and you can cast Burning Hands once per long rest, also using your Constitution.
4. Fighter 4: Use your first Ability Score Improvement to become a Piercer, adding 1 to your Strength, the ability to re-roll one piercing damage die, and deal additional piercing damage on critical hits.
Also, pick up Burning Hands for stronger and more usable fire fighting.
5. Fighter 5: Fifth level fighters get an Extra Attack each attack action for two to four attacks per turn depending on if you use your Action Surge.
6. Warlock 1: You got your fancy spear from Arjuna’s dad Indra, and if Arjuna’s an Air Genasi Indra’s a Djinni. At first level, he gives you a Genie’s Vessel, a tiny object we went into more detail this time last build, but while touching it you can use a Bottled Respite and Genie’s Wrath. The former lets you enter the vessel once per long rest. You can store items in the vessel until it’s destroyed or you take it back out, and can stay inside for a number of hours equal to twice your proficiency. The latter lets you add your proficiency bonus in thunder damage to anything that’s caused by an attack roll once per turn.
You also get Pact Magic, which has its own unique set of spell slots that don’t mix with your fighter slots, you use Charisma to cast them, and you regain them on short rests. For spells, grab Create Bonfire and Hellish Rebuke for more fire power, Eldritch Blast because it’s cliche, and Detect Evil and Good so you’ll know if those Pandavas are up to anything.
7. Warlock 2: Second level warlocks get Eldritch Invocations. Beast Speech will let you talk to animals at will, because a frighteningly high amount of the animals in the Mahabharata could talk, so you should be able to hear them. Use the other one however you want, we’ll be switching things up next level anyway.
You also get a new spell, the Armor of Agathys, which automatically deals cold damage to anything that hits you in melee range. It doesn’t make you tougher, but you will get hit less.
8. Warlock 3: At third level you get your pact boon, and the Pact of the Blade nets you a cool magical weapon you can summon as an action. It can be whatever you want, but the in-character option is a spear. Or something bigger, if you don’t mind the complications. Either way, you also get the Improved Pact Weapon invocation, adding 1 to attacks and damage rolls made with your weapon and letting you use it as a spellcasting focus. You can also have ranged weapons as your pact weapon, but that’s more your brother’s forte.
You also pick up Mirror Image, making yourself harder to hit thanks to illusory duplicates. We can’t really dedicate too much in the way of Ability Scores to making your armor good, but we can improve it in other ways.
9. Warlock 4: Use your second ASI to become an Elemental Adept. Now when you deal Fire Damage each die is guaranteed to come up at least a 2, and you can ignore fire resistance with your spells. Since Reach to the Blaze lets you cast spells, it’s one of the few features that actually works with this feat. Wild.
Also, pick up Prestidigitation for minor magical effects, and Suggestion. Like I said in the last build, truly powerful warriors can speak events into being, and you’re very powerful.
10. Barbarian 1: You’re not perfect like your brother, but you have natural armor and sometimes you explode. That’s a barbarian, baby! At first level, you get Rages, which you can enter as a bonus action for physical damage resistance, extra damage on weapon attacks, and advantage on strength based checks and saves. You have a limited number per long rest, and they last for a minute or until the fighting stops. Also, you can’t cast or concentrate on spells while raging. You also get Unarmored Defense, giving you an AC based on your Dexterity and Constitution. It’s not good natural armor, but it is natural armor.
11. Barbarian 2: Second level barbarians get a Reckless Attack, gaining advantage on all attacks they make in a turn in exchange for taking advantage on all incoming attacks until the next. You may be hard to hit, but this is pushing your luck. You also get a Danger Sense, helping you avoid dexterity based effects you can see by getting advantage on those dexterity saves. Mirror images won’t protect against fireballs, but this will.
12. Barbarian 3: Our last level of Barbarian sets us down the path of the Storm Herald, giving you a Storm Aura when you rage. Technically you can switch these out on rests, but we’re only interested in the Desert aura, which deals 2 fire damage to all other creatures within 10′ of you when you rage and as a bonus action each turn. You’re the sun, standing next to you should be unpleasant. If your DM’s cool, you can also use the new Tasha’s feature Primal Knowledge to gain a barbarian skill, Nature is pretty nice. It’ll help you know more about the animal friends you get from your Beast Speech conversations.
13. Fighter 6: Sixth level fighters get another ASI, use it for more Constitution for more health, a higher AC, and stronger innate spells.
14. Warlock 5: Fifth level warlocks get third level spells, like Spirit Shroud, a buff that lasts up to a minute with concentration, and makes any attack you make extra shiny, dealing extra radiant, necrotic, or cold damage with each hit if it’s within 10′ of you. Creatures that take this damage also can’t regain HP until the start of your next turn. Finally, you also slow down creatures of your choice within the shroud by 10′. Arjuna speeds up, and you pull him right back.
For your invocation, you also get Eldritch Smite, burning a warlock slot for an extra 4d8 force damage on an attack.
15. Fighter 7: Seventh level eldritch knights know War Magic, letting them attack as a bonus action after casting a cantrip with their main action. Now you can keep up your defense with Blade Ward without being a sitting duck.
You also get second level spells now! Aganazzar’s Scorcher lets you shoot a line of fire out 30′ in front of you.
16. Fighter 8: Use this ASI to bump up your Intelligence for stronger spells, and also pick up Fire Sphere to create a fire sphere that you can move around and shove into people. There might be better uses of your bonus action, but it’s a great visual.
17. Fighter 9: At ninth level of fighter you become Indomitable, letting you reroll a failed save once per short rest. Arjuna has a lot of charms, but falling for them at this point would just be embarrassing. 
18. Fighter 10: Eldritch Knights get Eldritch Strikes. When you hit a creature with your weapons, you impose disadvantage on them for one spell save you make within the next turn. You don’t have a lot of save spells, but now you can really make them count.
Speaking of spells, grab Fire Bolt and Scorching Ray for even more fire. You’re the son of the sun, it’s kind of your thing.
19. Fighter 11: Eleventh level fighters get another Extra Attack for three per action. You also get your final spell, Continual Flame. This one doesn’t actually hurt, but not everyone can have Darkvision cough Arjuna cough.
20. Fighter 12: For your capstone level, use this last ASI for more Constitution, netting you better concentration, stronger innate spells, more HP, and a better AC. Now you can save slots by never using mage armor again!
Pros:
You’re a versatile fighter, with spells to make your fighting better and fighting to make your spells better.
Your critical hits hurt a lot, and you have plenty of opportunities to show that off thanks to your reckless attacks and extra attacks. Tack on a Green-Flame Blade, Spirit Shroud, and Eldritch Smite, and you’re looking at 3d6+16d8+6 damage in one go.
You’re pretty hard to hit, in the sense that people won’t want to. With spells like Hellish Rebuke and Armor of Agathys making it a bad idea and Mirror Image making hitting you at all a bit trickier.
Cons:
You’re definitely not hard to hit in terms of AC. 14 isn’t bad, but it’s not good for a frontline fighter, especially when you’re dealing with a prick who’s only too happy to shove an arrow in your spine from 100 yards away. You can use Shield to match up with Arjuna’s AC, but that will eat your spell slots very fast.
Your build is also all over the place, and incredibly Multi Ability Dependent. You need strength for stabbing, dexterity and constitution for not dying, and Intelligence and Charisma for your spells. Add on having high wisdom is in-character, and you have no scores you can comfortably dump. As such, you’re okay at everything in a fight, great at nothing.
Also thanks to your mixing of classes, you have to deal with the classic Rage/Spell choice. Most of your best armor spells don’t need concentration though, so it isn’t quite as much of an issue as it could be.
All that’s fine though, just get in close and make sure your brother can’t make a run for it and you’ll easily be able to outlast him in a straight fight. Just don’t be surprised if he fights dirty.
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tigerkirby215 · 4 years
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5e Rakan, the Charmer build (League of Legends)
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(Artwork by Riot Games)
Happy day after Valentine's Day friends. I wrote this build in August, and a lot has happened to my little bird twink during that time. Along with a damn good new skin (and you know: new season) he’s become one of the more sought out supports in pro play. Also I got him to Mastery 5 at time of writing (December 13th, 2020.) Who knows: I might update this little blurb to say I got him to a higher mastery.
Sadly I don’t have a Xayah to duo queue with. But I’m always ready to be the support that you need~ ����
GOALS
Am I not magnificent? - Rakan’s title is literally “the charmer.” Of course we’re gonna need some charms.
War is in the dance - With an ability called “Battle Dance” we’ll need to be quick on our feat, dashing around our foes and popping them up with a Grand Entrance.
Nothing's fun without risk - While he may not be the best enchanter Rakan has a ton of heals and shields for both himself and his allies.
RACE
Rakan is half bird, but he doesn’t do a lot of flying which leaves Aarakocra out of the picture. He’s also incredibly chatty (holy shit have you seen how many voice lines Xayah and Rakan have?) so Kenku is definitely not an option. So when in Rome as a furry look no further than a Shifter.
All Shifters have Darkvision and their Shifting ability to gain temporary hitpoints, but everything else is determined by their subrace: to be ever quick and ever charming go for a Swiftstride. As a Swiftstride Shifter your Dexterity increases by 2 and your Charisma increases by 1. You are Graceful and have proficiency with the Acrobatics skill, and your Shifting feature lets you get down with The Quickness, moving 10 feet faster and being able to move 10 feet as a reaction if an enemy ends their turn within 5 feet of you, all while not provoking oppertunity attacks!
ABILITY SCORES
15; WISDOM - Rakan is all about the spirit of the wild and the subtle magic of nature. Wait Nature and Arcana are Intelligence skills? Uhhhhh... 
14; INTELLIGENCE - Rakan certainly doesn’t show that he’s smart but Nature and Arcana are Intelligence skills. That, and this is a requirement for a very particular class.
13; CHARISMA - A charmer of course needs to be charming. (Feel free to swap this with CON if you want more health but worse RP.)
12; DEXTERITY - Even if Rakan is normally shirtless this is enough for good ol’ Medium Armor thanks to our Racial stat increases.
10; CONSTITUTION - Even though Rakan plays up close and personal he’s certainly not a tank.
8; STRENGTH - You wouldn’t risk ruffling your feathers by doing heavy lifting.
BACKGROUND
While Rakan didn’t start out a rebel like Xayah he gladly joined her cause, and while a background like Entertainer might make more sense for him he’s without a doubt a Freedom Fighter now... unfortunately there’s no Freedom Fighter background so Faction Agent is the next best thing.
You get proficiency with any Intelligence, Wisdom, or Charisma ability and naturally we’ll be going for Performance. You also get proficiency in Insight but we’re actually going to be replacing it with Arcana for knowledge of the magic of the wild. Additionally you can learn two languages of your choice: unfortunately Aarakocra isn’t an option but Auran (or rather Primordial) is. And to learn the ancient language of Ionia I’d recommend Sylvan.
As a vastayan rebel you can gain access to a Safe Haven for you and your allies. By using secret signs and passwords you can identify other rebels who can bring you to a safe house, give you a free place to stay, or assist you in finding information. They won’t risk their lives for you but as long as you remember the password they’ll be willing to help. You... did remember the password, right?
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(Artwork by Riot Games)
THE BUILD
LEVEL 1 - CLERIC 1
Starting off as a Cleric, the king of supports. As a Cleric you get proficiency in two skills from the Cleric list: this is actually where we’ll be grabbing Insight proficiency from along with Medicine to keep Xayah safe.
Clerics get to choose their subclass at level 1 and there are obviously a lot of options to go for: Peace to bond with Xayah, War to better your battle dance, Nature or Arcana to further your connection to natural magic... Bet you wouldn’t expect the choice to be the Order Domain from Guildmasters’ Guide to Ravnica! (Also reprinted in Tasha’s Cauldron.) (I’ll go over why Order whenever we get abilities important to the build.)
For a start Order Clerics get proficiency in Heavy Armor as well as either Intimidation or Persuasion; Xayah’s got the scary part down so go for Persuasion, since someone’s gotta be the smooth talker! You also get Voice of Authority, letting you set up for an ally with a Grand Entrance. If you cast a spell with a spell slot and target an ally they can use their reaction to make one weapon attack against a creature of your choice. You have to be able to see the enemy you want them to target, and if you target multiple allies with a spell only one of them can use their reaction to attack. But setting up for friends to cut through foes is what you do best!
Speaking of spells and set-up Clerics get access to Spellcasting! You can learn three cantrips at level 1: for a Gleaming Quill grab Sacred Flame which does Radiant damage (not Fire damage!) to a foe. If you’re getting surrounded however Word of Radiance will let you shine on your foes for more Radiant damage! And to be a good support and help your allies out of combat Guidance lets you add a d4 to ability checks.
You can also prepare a number of spells equal to your Wisdom modifier plus your Cleric level. As an Order Domain Cleric you have Heroism and Command as part of your Domain Spells, meaning that you don’t have to prepare to be the hero and force your enemies in line. For a close range heal look no further than Cure Wounds. For a shield grab Shield of Faith to make it harder for enemies to kill your allies. And to set up for your friends grab Bless, making it easier for them to hit and survive.
LEVEL 2 - CLERIC 2
Second level Clerics can Channel Divinity once per short or long rest, invoking the power of the gods to help them. All Clerics can Turn Undead, forcing undead within 30 feet to make a Wisdom save or run away from you. However Order Clerics can charm their foes with Order’s Demand. You can charm (yes charm!) anyone of your choice within 30 feet until the end of your next turn, or until they take damage. Additionally you can force them to drop whatever they’re holding so they don’t shoot Xayah!
This is one of the many abilities I wanted out of Order Domain. A big AoE charm that also stops enemies from hitting you and your friends is right up Rakan’s alley.
You can also prepare another spell and while Rakan doesn’t have a ranged heal in-game Healing Word is just too good to pass up on as an Order Cleric. Bonus action let your friend whack an enemy!
LEVEL 3 - WIZARD 1
Didn’t take Rakan as the bookish type, did you? Well, he isn’t, but we need some abilities from Wizard that we can’t get elsewhere except Clockwork Sorcerer which makes even less sense for Rakan. Regardless Wizards also get Spellcasting. You learn 3 cantrips from the Wizard list: for a more direct autoattack grab Firebolt because I like having a variety of damaging cantrips, to add some pizzazz to your dance Prestidigitation will let you add a bunch of funky visual effects as you please, and for some coordination in Team Chat grab Message! "Did you notice the sky?" "It's lovely." "Not as beautiful as you."
You can prepare a number of spells equal to your Wizard level plus your Intelligence modifier, but when you multiclass into Wizard you can learn 4 spells to put in your spellbook. You can only prepare spells in your spellbook is the long-and-short of the class. Anyways: to bedazzle your foes grab Color Spray and blind them with your beauty. For a little owl companion take Find Familiar. To run when you need to Expeditious Retreat will help. And finally to detect the magic of the world take... Detect Magic...
Wizards also have Arcane Recovery, letting them recover a spell slots of a combined level equal to half their Wizard level rounded down. In short every spell slot counts the same number of “points” as the spell’s level, and you can recover a number of spell points equal to half your Wizard level. So a third level Wizard can either recover a 2nd level spell or two 1st level spells. Oh and you can’t recover spell slots past 5th level.
LEVEL 4 - WIZARD 2
Second level Wizards can choose their Arcane Tradition, and to protect yourself with Fey Feathers the School of Abjuration is here for you. Along with being an Abjuration Savant (letting you learn Abjuration spells in half the time for half the cost) you have an Arcane Ward to shield you: when you cast a leveled Abjuration spell you can also create a magical ward on yourself that lasts until you finish a long rest. The ward has a hit point maximum equal to twice your Wizard level plus your Intelligence modifier. (So currently 6 HP.)
Whenever you take damage, the ward takes the damage instead. If the damage reduces the ward to 0 hit points, you take any remaining damage. Whenever you cast an abjuration spell of 1st level or higher, the ward regains a number of hit points equal to twice the level of the spell.
You also learn 2 more spells so how about some Abjuration spells? Shield is a reaction Abjuration spell to protect you from melee attacks, while Absorb Elements is a reaction Abjuration spell to protect you from magic. AR and MR!
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(Artist unknown. Made for Riot Games.)
LEVEL 5 - WIZARD 3
3rd level Wizards can learn second level spells but I’d actually suggest learning Alarm back at 1st level. Why Alarm? It’s an Abjuration spell you can cast as a Ritual, so you can just cast it continuously to refresh your Arcane Ward even without preparing the spell. For your other spell Mirror Image is a quick and easy way to keep the baddies from whacking you.
LEVEL 6 - WIZARD 4
4th level Wizards get an Ability Score Improvement but I’m actually going to suggest the Observant feat to increase your uneven Wisdom score. Every Support’s gotta pay attention to their wards!
You can also learn another two spells along with a cantrip: take Dancing Lights to set up a stage! As for spells you’re the loud and proud sort so to make a Grand Entrance grab Knock to make way for your party! Meanwhile if you want to keep yourself and your allies safe from ranged harm Warding Wind will do just that and more, but it will also make it harder for Xayah to hit. "What the hell were you thinking?" "Back there?" "Yes." "I wasn't. I never think. Ugh... thinking."
LEVEL 7 - WIZARD 5
5th level Wizards can learn third level spells so it’s time to grab our first mass charm: Hypnotic Pattern, which isn’t an Enchantment spell but in fact an Illusion spell (which will be important later.) If you want to get down with The Quickness however there’s nothing better than some good old-fashioned Haste.
LEVEL 8 - WIZARD 6
6th level Abjuration Wizards can finally protect their party and their girlfriend thanks to Projected Ward, letting you use your reaction to reduce the damage an ally takes with your Arcane Ward. “Thank you honey!”
You can also learn two more spells from the Wizard spell list. Xayah need to call someone? Help her with Sending. Want to go full AP for the traditional D&D Grand Entrance? Fireball.
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(Artwork by Riot Games)
LEVEL 9 - CLERIC 3
We’ve spent enough time down in Nerdsville so how about some more Cleric levels? Third level Clerics can prepare second level spells like Aid to boost up your teammates with a Knight’s Vow. Speaking of Knight’s Vow Warding Bond will let you bond with Xayah so you take some damage for her.
Additionally as an Order Domain Cleric you have Hold Person and Zone of Truth innately prepared. Keep enemies at bay and let them know the truth!
LEVEL 10 - CLERIC 4
4th level Clerics get an Ability Score Improvement and I’m going to suggest further increasing your Wisdom, as it’ll help us more with our Cleric abilities which will be important later.
You also learn another cantrip such as Mending to keep your outfit in check. Additionally you can prepare two new spells with your increased Wisdom: Lesser Restoration can give you or Xayah some Tenacity when needed, but I’d suggest holding off on the other slot.
LEVEL 11 - CLERIC 5
5th level Clerics who use Turn Undead now Destroy Undead of CR 1/2 or lower. It’s unlikely that you’ll be fighting CR 1/2 enemies at level 11 but hey: it’s still useful!
What’s more useful however is that you can now prepare third level spells! As an Order Cleric you have Mass Healing Word for Redemption, or Slow to... slow the enemy. Maybe you grabbed Righteous Glory? Who knows.
Regardless the important thing is your charms so grab Fast Friends to charm single targets and Incite Greed to get a whole crowd to follow your Fey Feathers!
You may be asking why we’re grabbing Enchantment Spells of all the spells that Clerics get a third level. Well for one it’s because you’re The Charmer, but more importantly...
LEVEL 12 - CLERIC 6
At 6th level you become an Embodiment of the Law as an Order Domain Cleric. The law of dance that is! If you cast an Enchantment spell of first level or higher you can choose to make that spell a bonus action instead, and can do it a number of times equal to your Wisdom modifier. You regain these fast charms after a long rest.
This was the main reason I went into Order Domain. Being able to quickly charm foes is textbook for Rakan, which made this subclass ideal for this build.
You can also prepare another spell at this level: Dispel Magic with Mikael's Crucible in case of any strong debuffs. Also more Abjuration spells for your shield!
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(Artwork by Yusuh on DeviantArt. You have no idea how hard it is to find solo artwork for these two.)
LEVEL 13 - WIZARD 7
7th level Wizards can learn 4th level spells like Confusion; something that fills my allies whenever I take Rakan into the jungle. For your other spell I’d actually suggest hopping back to third level for Counterspell to keep your allies safe with more Abjuration. Trust me it’ll be important later.
LEVEL 14 - WIZARD 8
At 8th level you get an Ability Score Improvement and despite being a Wizard we’ve kinda been ignoring Intelligence: let’s fix that with a +2 so our Ward can be stronger as can our Wizard spells.
You can also learn two new spells: more Charms? Charm Monster, so even the mighty Volibear can’t resist you. Other than that there are tons of great Wizard spells but I’m never going to say no to Dimension Door.
LEVEL 15 - WIZARD 9
9th level Wizards can cast 5th level spells like Dominate Person for charms on-par with mind control! (Because it is Mind Control.) For more combative 5th level spells Synaptic Status will let you bedazzle everyone in a 20 foot radius sphere, making it harder to hit as they’re stunned by your beauty. Rakan can have some AP; as a treat.
LEVEL 16 - WIZARD 10
10th level Abjuration Wizards get Improved Abjuration, letting them add their proficiency bonus to any ability check to Dispel Magic (such as with Dispel Magic or Counterspell.) If you wish you can also have Bless active on yourself for a d4 + 5 to any counterspell check. When you consider that the DC is equal to 10 plus the spell’s level and you have up to a +9 to the check it’s more than likely that you can be a Guardian against any dangerous spells!
You also get another cantrip at this level: do you already have too many cantrips? Yeah probably, but to get more props for your dance take Minor Illusion.
As for your two new Wizard spells Hold Monster is like Hold Person, but it works on Baron! And how about something to keep Zoe in her dimension? Banishment is a 4th level spell that works like a super CC that knocks an enemy out of the fight completely. You can’t attack them while they’re on another plane, but if they’re not native to the plane and spend a full minute Banished they go back to their original plane.
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(Artwork by Riot Games)
LEVEL 17 - WIZARD 11
11th Wizards can prepare 6th level spells. Want to keep Xayah safe from a falling temple and shadow ninjas? Globe of Invulnerability blocks all spells of one level lower than you used to cast the spell. In general. The globe surrounds you but you can dive in to protect Xayah. But what if you just want to dance? Look no further than Otto's Irresistible Dance! It’s a spell that forces everyone to dance; that’s all you need to know! But seriously read the description of your spells.
LEVEL 18 - WIZARD 12
12th level Wizards get another Ability Score Improvement: seeing as we are going deep down the Wizard path it only makes sense to get a bit more Intelligence.
You can also learn 2 more spells: Contingency will let you cast a spell in case of emergency. Choose a spell of 5th level or lower that can target yourself and a trigger for the spell: when the trigger happens the spell activates. Backup plans are more of Xayah’s thing, but something like “Banish myself if I’m about to die because Xayah would kill herself if I died” is a good plan.
There are tons of other good Wizard spells; so many that I can’t choose any that would particularly fit Rakan or the build as a whole. You have a limited number of prepared spells anyways so take something you think will be useful.
LEVEL 19 - WIZARD 13
13th level Wizards can prepare 7th level spells: want to do a conjoined recall? Teleport will let you and up to 8 willing creates teleport to a location, such as your fountain. There’s a table of places you can end up which I suggest looking at for the full details of the spell, because it’s a rather overwhelming spell to explain without copy-pasting the description. But because I further suffer with what spells to give you in a high leveled Wizard build how about a fancy light show? Crown of Stars lets seven stars orbit your head which you can shoot out at enemies or light up the night!
LEVEL 20 - WIZARD 14
Our capstone is the 14th level of Abjuration Wizard for some much needed MR. Spell Resistance lets you resist all damage coming from spells and have advantage on all saving throws against spells!
Speaking of spells you can learn your final two but... pick for yourself this time! Xayah will love you despite all your faults, and I’m sure that you can make a choice for yourself. This is my way of saying I’m sick of picking Wizard spells.
FINAL BUILD
PROS
You will see my dance - You are the master of keeping your friends safe with charms to keep fights from happening and both shields and heals to keep your allies from being hurt.
Look at me now! - You are incredibly elusive: 18 AC (Scale Mail + Shield) you can bump up with the Shield spell, a 32 HP ward to protect you and your allies, and even Shifting for Temp HP and more dodging.
You put us in a cage? I put you in the ground - And of course as a caster with full caster levels you are more than capable of putting down the hurt, especially due to the added efficiency of being able to cast two spells in a turn (well a leveled spell and a cantrip) thanks to Embodiment of the Law.
CONS
I don't have to remember the plan if you do - You are essentially mixing two spellcasters who want you to use extremely dedicated spell lists. Abjuration spells to make Abjuration Wizard work and Enchantment Spells to make Order Cleric work. Sure you don’t only need to cast Enchantment and Abjuration spells but there also aren’t that many Abjuration spells to power up your ward.
I can't die looking this good! - The vast majority of your levels being in Wizard combined with a 0 Constitution score results in a health bar that’s easily under 100. You may have advantage on all saving throws but Power Word Kill has no save.
Woo! You animals are dumb! - The other problem with mixing two full casters together is that you can’t get the best of both worlds. You aren’t getting 9th level spells in general (even if you get the slots for ‘em) and both your Wisdom and your Intelligence aren’t maxed out. Sure if you aren’t using Standard Array that isn’t an issue but you’re bound to drop something.
But if you were perfect why would you need Xayah? She completes you, and you complete her. Fight along side her and together you’ll be unstoppable. There’s nothing you can’t defeat with the power of love... But a plan would also probably be good. "I think Xayah told me to improvise. At least, that's the only part of the plan I remember."
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(Artwork by Riot Games)
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