#chosen undead tempest
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littledrawsandwritesstuff · 1 month ago
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Gaaaasp! It's an update for Taste Testing! Over a year after I wrote the last chapter. I finally felt inspired enough to get back to this fic and complete the request for Bubble Tea I got. I hope you enjoy the chapter. This fic is open for requests, and I hope next time I don't need over a year to fulfill it =D So if you have a certain dish that you would want Tempest to cook, send me an ask here or put it into the comments.
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mrslittletall · 9 months ago
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OC lore fact of the day: Tempest always made sure to say Ornstein's name, over and over again. Because he figured out, that for all his life, Ornstein was always the dragon slayer or the captain or a Knight of Gwyn. He wanted to show Ornstein that he cherished him for who he really is and not for his rank.
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mrslittletall · 1 month ago
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Yes! Thank you! Love the sheep horns!
For which sin he landed in hell, I wonder.
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Finally! Tempest is Vizipop-ified and ready! 😂
@mrslittletall
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scoldingdarjeeling · 25 days ago
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It’s that time again for Sunday WIP Snippets. This week featuring a Hurt Your Own Gods Damned Feelings edition!
Thank you for tagging me @thepickledmermaid! Sometimes stars align and gods cry ;)
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Halsin closed his eyes, his feet firmly planted and legs spread far apart. From his hands, a golden light emanated. A green aurora appeared — as if written by an unseen hand — in the language of the elements. As Halsin recited the Psalm of the Old Oak, though its true purpose was known only to Archdruids, the words unfurled their hidden meaning. Just like a Remove Curse spell, it held restorative properties, offering guidance for displaced energies:
“The leaves are His, and the trees are Him. To nurture this is our duty. To neglect them is to neglect our very Father..."
Tempest made a harrowing sound: “I can’t... too weak,” stopping Halsin mid-sentence.
“Yes, you can! Y-”
Something dark and sinister took hold, shattering his focus. Like a dreadful dome of silence, it killed the wind and stopped the rains. Tempest flinched, her face hidden in wild curls. Her scars glowed an angry vermilion. A keening noise followed — and then:
“LEAVE!”
A thunderous wave of compressed air, like a thunderclap, stole the very breath from Halsin’s lungs, leaving him staggering and gasping in place.
White eyes, blazing in a face wrought with fury and pain, pinned him where he stood. Something about this felt chillingly familiar...
“You have no power over me, Nature’s fury and Silvanus’ Chosen!”
Halsin’s eyes sharpened at that. He held his ground and pressed closer.
“Power is bestowed by nature; it is the Oak Father’s will.”
Halsin’s magic rose in response, a golden mirror spreading, covering his arms — before he remembered:
The eyes of an apex predator...
“You are 300 years too late, DRUID! I am trapped no longer! And I will exact my bloody vengeance!”
Just then, Tempest shut her eyes and turned away from him, her arms and legs straining against invisible chains. She called out to him, her voice strong. “Halsin!” Before the unknown force pulled her under again.
Halsin’s rugged features deepened, growing harsher in an expression of stern authority. He stood tall now, resuming his recital:
“The grass is His, and the blades are Him. It soothes our senses and softens our fall. To touch it is to know Him.”
As Halsin’s voice boomed, the domed pressure around them dissipated — and the full onslaught of the storm took its place. The sky ripped open by rods of heavenly spears striking at them. Hitting the very stone, igniting its impact points. But Halsin had found his momentum, spurred on as Tempest’s body began to descend, the vortex above them narrowing:
“The fire is His, and the flames are Him. To fear them is to know His might. To stoke them is to shun His words.”
Yet the malevolent force shouted out against his words, like an eagle fighting to remain on its burning perch:
“They slew Akadi’s Chosen! Stole my eggs! Thieves and murderers all! Monsters with bows, hounds, and liquid fire!”
Hearing this made Halsin’s world stop for an instant. His mind reeled — finally recognizing who, or what, was manifesting through Tempest.
Of course... Halsin told himself. How could I have been so blind...
A painful truth. He admonished himself for not putting the pieces together sooner. He lowered his hands and relaxed a tick, watching everything unfold with sobering clarity. Sorrow seized his heart.
This was not a possession caused by a malevolent spirit, elemental, or undead...
This was a tempestuous rupture...
A residual memory...
This was caused by no other force of nature — but Tempest’s very own.
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📢Tagging: @the-bear-and-his-sunbird & @valkyrie1366669 [OPEN CALL] 🗣 (no pressure just vibes)💜
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draconicwoods · 6 years ago
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Giveaway drawing for @mrslittletall. If Orn keeps squishing Tempest too much, he might turn into ash :’)
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thenameisjem · 1 year ago
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I love this game so much. I love it when people share their Tav‘s unique story!
I installed some mods to play a dhampyr and promptly made them a cleric of Lathander. You know… the god that hates the undead? Dhampyrs are technically not undead, only one of their parents is.
I also multi classed him into a wild magic sorcerer.
Act 1, this lil guy keeps trying to follow the path that was chosen for him by his family - tries to resist his thirst and thinks his magic surges are divine punishment. He thinks there is something wrong with him. He prays to Lathander whenever his magic acts up.
But in the most dire situation (e.g. in the githyanki crèche at the Zaith‘isk or in the underdark with the sussur flowers) he does not pray but relies on his magic.
So in Act 2 he will become a wild magic sorcerer + oath of vengeance paladin. (After last light inn)
And lastly in Act 3 (after certain events) a wild magic barbarian + tempest sorcerer
I love that you can have such a strong narrative with a seemingly „limited“ game
How mods + the vanilla game + my own RP made me emotional in BG3
When I started my 3rd run of BG, I installed a mod that allowed me to play as a Cambion (think Raphael & Mizora). A lot of the game dialogue defaults to tiefling but it's great for RP and comes with some unique boosts/powers (and potentially a game-changing nerf). Also you can give your character wings.
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...which I promptly did. However, in an inverse of Wyll's story (and foreshadowing who she ultimately romanced) I had her wings removed (and removed some of her most powerful powers) near the end of act 1. A punishment for interfering with Wyll and with Karlach and stymying Raphael and helping the tieflings (and myconids) with zero expectation of rewards. "Since you seem to like the tieflings *so much*." kind of deal.
Anyone who's taken a look at the back of a tiefling body in game knows there are little spurs where wings could have potentially been with a stronger infernal bloodline.
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Anyway for roleplay purposes I've kept a running thread of having her wings clipped (and becoming decidedly more mortal) and the psychology of that, phantom limb, and even getting Gale to teach her a basic level of wizardry so she could memorize a fly scroll and do it again with magic.
...the next act and a half kept going. And then I rescued Minsc, with a party of Wyll, Jaheira, and Karlach.
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Where I promptly found the relics in the area where Minsc retrieves Boo that serve as memorials to the companions from past games. Including eerily thematically appropriate pieces for where Wyll, Jaheira, and Karlach all were in my game...and the last, a pair of wings.
Representing Aerie, a character in the earlier games who in her backstory had lost her wings. And in comes Mom Jaheira, pointing out "She didn't need them, in the end." all supportively.
Y'all I had to stop my game. My stupid mods and stupid roleplay/headcanons led to this impressively powerful and emotional moment in the game that only I've ever and will ever experience.
And just, damn. This game is so crazy powerfully good and the storytelling is so rich
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Anyway this is why I love Baldur's Gate 3 so much. And why Jaheira is always SO worth it to have around in act 3. And why this game is such a masterpiece. A random in game item and some banter text for flavor, mixed with a mod, a preceding game from twenty years ago I still haven't played (BG1/BG2 are next), and one adult woman with an overactive imagination equalled a moment that's moved me more than literal cinema.
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felikatze · 2 years ago
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Outboxer & Yellow Tempest (Ending Maker): Two top players of an MMO get isekai'd into said MMO. The catch? Their chosen player characters are engaged. Yes, it's rivals to lovers. The lore-obessed Outboxer teams up with the brute-force grinding specialist Yellow Tempest to stop the end of the world set in stone by the game's story.
Why I like these dudes: their dynamic is so funny. When they first meet in the game world and just stare at each other going "hey what the fuck?" then the mortifying ordeal of pretending to be a couple. that's right fellas, it's rivals to lovers WITH fake dating. Their personalities mesh in such fun way. Outboxer is a smug piece of shit but Yellow Tempest just smashes past it. Either he outwits her or she bullies him into doing what she wants. They're a riot.
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William G. Maryblood (The Faraway Paladin): A boy is reborn into a city of the dead. With a skeleton, a ghost, and a mummy as caretakers, Will must prepare for the day he makes an oath to his chosen god and leaves into a world that forgot his home.
Why I like this dude: The faraway paladin is so. it's so. goddamn. It's an earnest, positive depiction of religion in a fantasy setting. Will's devotion to his parents and his god is so heartfelt. He wants to do good and live life to the fullest and help everyone he can. Death comes for all, but it can be gentle. I cried at the end of the first novel when Mary and Blood (see where his surname comes from) choose to pass on from the world after centuries of undead living because they've left behind someone they're proud of. And he will take that pride and honor their legacy. Inheritance and religion and faith that are portrayed as positive forces in MY iseka? It's more likely than you'd think.
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littledrawsandwritesstuff · 10 months ago
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The next sickfic for @sicktember is ready, this time a Dark Souls Modern AU with Stormstein. Please enjoy!
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mrslittletall · 9 months ago
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OC lore fact of the day: Tempest always dreamed of opening a tavern at the roadside, a place for weary travellers to get rest and a nice meal. Ornstein couldn't bring it over himself to tell Tempest that this dream would never come true.
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crimsonlocks · 4 years ago
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I found this supercute picrew and decided to create two of my ships. First one is Stormstein, Ornstein shipped with my Chosen Undead OC, Tempest. Second one is LauLu, Laurence with my version of Ludwig. Who has violet eyes because no brown eyes option for some reason!
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dnd5a · 4 years ago
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Patch 2.8 - Divine Transformation
Taking a break from full class revisions, this patch focuses on minor changes and subclass-reworkings of the cleric and sorcerer classes. Both have had many additional subclasses added to them, and this patch aims to sift and refine those additions, whilst making some more subtle changes to the classes as a whole than I would usually.
Additionally, minor changes have been made to other classes as a part of this patch.
CLASSES
BLOODHUNTER
Rework - Crimson Rites Bloodhunters now prepare one primal rite and one esoteric rite (if they have them) from the list of options daily. Far more flexible than simply ‘knowing’ a small handful of them.
BARD
Rework - College of Choreography In line with some recent changes made by Joe, the following has been changed about the college:
Encore now allows creatures with a bardic inspiration to use a bonus action once per long rest to gain a hasted action that turn.
Lead and Follow now expends the affected creature’s bardic inspiration
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CLERIC Cleric is the class I have played most in 5e (I don’t get to play much, so it’s only twice), and it’s one with strong, consistent themes. These changes seek to refine the additions I made to the class years ago, carving out the fat, whilst refining what’s already there.
Buff - Channel Divinity Now at 3rd level, you may choose one of the three Channel Divinity options:
Harness Divine Power. Regain a 1st-level spell slot a set number of times per day.
Turn Foe. A rework of turn undead, turn foe allows you to choose an otherworldly creature type as your divine nemesis, instead of being limited only to undead creatures.
Ward of Faith. Grant allies a brief, but powerful shield against damage.
At 5th level, the chosen option improves as follows:
Harness Divine Power. Regain higher levelled spell slots more frequently.
Turn Foe. Identical to the old Destroy Undead, except now it works on your divine foe instead.
Ward of Faith. Grant other allies a weaker shield as well.
Nerf - Divine Intervention Added a penalty to prevent daily spam
Buffed - Divine Domains Divine Domains now grant features at 1st, 2nd, 6th, 10th, 14th, and 18th level. Divine Strike and Potent Spellcasting have been removed. 
Certain subclasses: Death, Destruction, Light, Storm, and War, gain a new Blessed Strikes feature that works with all spells, using a damage type based on the subclass.
Removed - Certain Divine Domains The following divine domains have been outright removed from the class entirely:
Air
Charm
Craft
Darkness
Earth
Madness
Moon
Protection
Revenge
Slumber
Suffering
Time
Trade
Travel
Water
New - Divine Domain: Chaos The inversion of order domain. Make enemies fight each other, create exploding dice, and roll on a Chaos Table a lot
Rework - Divine Domain: Fire Now called Destruction Domain, this domain now focuses on raw damage-dealing through spellcasting. You also deal double damage to objects, so that’s fun.
New - Divine Domain: Forge Replacing Craft Domain is Xanathar’s Guide to Everything’s Forge Domain, a dedicated Tank Cleric subclass.
Buff - Divine Domain: Knowledge Read Thoughts is now more effective, you may grant your Knowledge of the Ages to other creatures when you reach 10th, and you become the only class in the game that is proficient in all skills at 18th level.
Rework - Divine Domain: Nature Nature domain has always been somewhat pointless. Why be a nature cleric, when you can just be a druid instead. Now, there’s an actual reason.
Nature Clerics can command nature to create tendrils of earth and vine to protect them, provide flanking, take opportunity attacks and slap enemies a bunch.
Nerf - Divine Domain: Order Voice of Authority has a set number of uses. Embodiment of the Law pushed back to 10th level. New 6th level Channel Divinity: Perfect Control, creates a shorter duration dominate person though, so that’s fun.
New - Divine Domain: Peace Replacing Protection Domain is Tasha’s Cauldron of Everything’s Peace Domain, a full-support cleric subclass.
Buff - Divine Domain: Tempest Stormcaller now granted at 14th level, and no longer is lost when indoors or underground, because that’s fucking stupid.
Buff - Divine Domain: Trickery Invoke Duplicity is no longer concentration, the duplicate can talk, and at higher levels, you can swap places with it. Cloak of Shadows now lasts for 10 minutes and is a bonus action, increasing to an hour at 14th level. 
New - Divine Domain: Twilight From Tasha’s Cauldron of Everything, Twilight domain is a support-oriented cleric subclass that shields allies and doesn’t care about the dark.
Rework - Divine Domain: War War was a fucking joke. It is now no longer one of those.
War Priest can now be used without the Attack action from 6th level onwards and at 14th level, can be used infinitely. The two identical channel divinities have been merged into one, creating a new 6th level Channel Divinity: Knowledge of War, which grants a fighting style for 8 hours.
ROGUE The rogue’s core abilities are confusingly worded to the degree that they mislead new players.
Sneak Attack and Cunning Action have been reworded to more effectively reflect game mechanics and remove the confusion they instill.
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SORCERER Sorcerer has historically been the weakest of the full-casters in base 5e, largely due to its lack of overall spells and reliance on defensive tools. These changes grant the class more options of metamagic, improve overall subclass quality, and vastly increase the class’ flexibility.
Buff - Spellcasting Sorcerers now start with one additional spell, with their overall scaling remaining functionally very similar to before.
Buff - Metamagic Additional metamagics beyond the first two chosen are now gained at 5th, 9th, 13th, and 17th level, resulting in a total of six known metamagics.
Additionally, the following metamagic has been added to the sorcerer list:
– Seeking Spell: Reroll a failed spell attack roll at the cost of 1 sorcery point. Can be used alongside other metamagics.
New - Focused Sorcery Regain a small number of sorcery points during a short rest, repeatably.
Buff - Sorcerous Origin Each subclass option now has one new feature at 10th level. Some have their 14th level features moved down to 10th level.
Rework - Sorcerous Origin: Entwined Each entwined art has been partially reworked. They can only be used once each, or by spending 2 sorcery points after sixth level.
Font of Sorcery now gives 1-1 sorcery point to spell slot returns.
Their 18th level feature now allows for you to spend sorcery points to cast wish once per day, but only to replicate spells.
New - Sorcerous Origin: Machine Mind Cancel and store advantage and disadvantage. Do some other machiney things.
Buff - Sorcerous Origin: Ocean Heart Curse of the Sea now affects any spell you cast, targeting one creature per casting.
Nerf - Sorcerous Origin: Wild Magic Bend Luck now starts as a d4, but scales up to a d8 by 14th level.
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burkesguidetodnd · 5 years ago
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Cleric
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Clerics are intermediaries between the mortal world and the distant planes of the gods. As varied as the gods they serve, clerics strive to embody the handiwork of their deities. No ordinary priest, a cleric is imbued with divine magic.
Divine magic, as the name suggests, is the power of the gods, flowing from them into the world. Clerics are conduits for that power, manifesting it as miraculous effects. The gods don’t grant this power to everyone who seeks it, but only to those chosen to fulfil a high calling. Harnessing divine magic doesn’t rely on study or training. A cleric might learn formulaic prayers and ancient rites, but the ability to cast cleric spells relies on devotion and an intuitive sense of a deity’s wishes. Clerics combine the helpful magic of healing and inspiring their allies with spells that harm and hinder foes. They can provoke awe and dread, lay curses of plague or poison, and even call down flames from heaven to consume their enemies. For those evildoers who will benefit most from a mace to the head, clerics depend on their combat training to let them wade into melee with the power of the gods on their side.
As you create a cleric, the most important question to consider is which deity to serve and what principles you want your character to embody. The Gods of the Multiverse section includes lists of many of the gods of the multiverse. Check with your DM to learn which deities are in your campaign. Once you’ve chosen a deity, consider your cleric’s relationship to that god. Did you enter this service willingly? Or did the god choose you, impelling you into service with no regard for your wishes? How do the temple priests of your faith regard you: as a champion or a troublemaker? What are your ultimate goals? Does your deity have a special task in mind for you? Or are you striving to prove yourself worthy of a great quest?
HIT POINTS: 1d8 Per Cleric Level
HIT POINTS AT 1st LEVEL: 1d8 + CON
PROFICIENCIES
ARMOUR: Light, Medium, Shields
WEAPONS: Simple
TOOLS: None
SAVING THROWS: Wisdom, Charisma
SKILLS: History, Insight, Medicine, Persuasion, and Religion (Choose 2)
STARING EQUIPMENT
1. Mace OR Warhammer (if proficient)
2. Scale mail OR Leather armour OR Chain mail (if proficient)
3. Light crossbow (20 bolts) OR Any simple weapon
4. A priest’s pack OR An explorer’s pack
5. A shield AND a holy symbol
FEATURES
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SPELLCASTING
As a conduit for divine power, you can cast cleric spells. See Spells Rules for the general rules of spellcasting and the Spells Listing for the cleric spell list.
Cantrips
At 1st level, you know three cantrips of your choice from the cleric spell list. You learn additional cleric cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Cleric table.
Preparing and Casting Spells
The Cleric table shows how many spell slots you have to cast your cleric spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest. You prepare the list of cleric spells that are available for you to cast, choosing from the cleric spell list. When you do so, choose a number of cleric spells equal to your Wisdom modifier + your cleric level (minimum of one spell). The spells must be of a level for which you have spell slots. For example, if you are a 3rd-level cleric, you have four 1st-level and two 2nd-level spell slots. With a Wisdom of 16, your list of prepared spells can include six spells of 1st or 2nd level, in any combination. If you prepare the 1st-level spell cure wounds, you can cast it using a 1st-level or 2nd-level slot. Casting the spell doesn’t remove it from your list of prepared spells. You can change your list of prepared spells when you finish a long rest. Preparing a new list of cleric spells requires time spent in prayer and meditation: at least 1 minute per spell level for each spell on your list.
Spellcasting Ability
Wisdom is your spellcasting ability for your cleric spells. The power of your spells comes from your devotion to your deity. You use your Wisdom whenever a cleric spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a cleric spell you cast and when making an attack roll with one.
Spell save DC = 8 + your proficiency bonus + your Wisdom modifier
Spell attack modifier = your proficiency bonus + your Wisdom modifier
Ritual Casting
You can cast a cleric spell as a ritual if that spell has the ritual tag and you have the spell prepared.
Spellcasting Focus
You can use a holy symbol (see the Adventuring Gear section) as a spellcasting focus for your cleric spells.
DIVINE DOMAIN
Choose one domain related to your deity: Knowledge, Life, Light, Nature, Tempest, Trickery, or War. The Life domain is detailed at the end of the class description and provides examples of gods associated with it. Your choice grants you domain spells and other features when you choose it at 1st level. It also grants you additional ways to use Channel Divinity when you gain that feature at 2nd level, and additional benefits at 6th, 8th, and 17th levels.
Domain Spells
Each domain has a list of spells — its domain spells — that you gain at the cleric levels noted in the domain description. Once you gain a domain spell, you always have it prepared, and it doesn’t count against the number of spells you can prepare each day. If you have a domain spell that doesn’t appear on the cleric spell list, the spell is nonetheless a cleric spell for you.
CHANNEL DIVINITY
At 2nd level, you gain the ability to channel divine energy directly from your deity, using that energy to fuel magical effects. You start with two such effects: Turn Undead and an effect determined by your domain. Some domains grant you additional effects as you advance in levels, as noted in the domain description. When you use your Channel Divinity, you choose which effect to create. You must then finish a short or long rest to use your Channel Divinity again. Some Channel Divinity effects require saving throws. When you use such an effect from this class, the DC equals your cleric spell save DC. Beginning at 6th level, you can use your Channel Divinity twice between rests, and beginning at 18th level, you can use it three times between rests. When you finish a short or long rest, you regain your expended uses.
Channel Divinity: Turn Undead
As an action, you present your holy symbol and speak a prayer censuring the undead. Each undead that can see or hear you within 30 feet of you must make a Wisdom saving throw. If the creature fails its saving throw, it is turned for 1 minute or until it takes any damage. A turned creature must spend its turns trying to move as far away from you as it can, and it can’t willingly move to a space within 30 feet of you. It also can’t take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If there’s nowhere to move, the creature can use the Dodge action.
ABILITY SCORE IMPROVEMENT
When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature.
DESTROY UNDEAD
Starting at 5th level, when an undead fails its saving throw against your Turn Undead feature, the creature is instantly destroyed if its challenge rating is at or below a certain threshold, as shown in the Destroy Undead table.
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DIVINE INTERVENTION
Beginning at 10th level, you can call on your deity to intervene on your behalf when your need is great. Imploring your deity’s aid requires you to use your action. Describe the assistance you seek, and roll percentile dice. If you roll a number equal to or lower than your cleric level, your deity intervenes. The DM chooses the nature of the intervention; the effect of any cleric spell or cleric domain spell would be appropriate. If your deity intervenes, you can’t use this feature again for 7 days. Otherwise, you can use it again after you finish a long rest. At 20th level, your call for intervention succeeds automatically, no roll required.
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DIVINE DOMAINS
In a pantheon, every deity has influence over different aspects of mortal life and civilization, called a deity’s domain. All the domains over which a deity has influence are called the deity’s portfolio. For example, the portfolio of the Greek god Apollo includes the domains of Knowledge, Life, and Light. As a cleric, you choose one aspect of your deity’s portfolio to emphasize, and you are granted powers related to that domain. Your choice might correspond to a particular sect dedicated to your deity. Apollo, for example, could be worshipped in one region as Phoebus (“radiant”) Apollo, emphasizing his influence over the Light domain, and in a different place as Apollo Acesius (“healing”), emphasizing his association with the Life domain. Alternatively, your choice of domain could simply be a matter of personal preference, the aspect of the deity that appeals to you most. Each domain’s description gives examples of deities who have influence over that domain. Gods are included from the worlds of the Forgotten Realms, Greyhawk, Dragonlance, and Eberron campaign settings, as well as from the Celtic, Greek, Norse, and Egyptian pantheons of antiquity.
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LIFE DOMAIN
The Life domain focuses on the vibrant positive energy — one of the fundamental forces of the universe — that sustains all life. The gods of life promote vitality and health through healing the sick and wounded, caring for those in need, and driving away the forces of death and undeath. Almost any non-evil deity can claim influence over this domain, particularly agricultural deities (such as Chauntea, Arawai, and Demeter), sun gods (such as Lathander, Pelor, and Re-Horakhty), gods of healing or endurance (such as Ilmater, Mishakal, Apollo, and Diancecht), and gods of home and community (such as Hestia, Hathor, and Boldrei).
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1st LEVEL – BONUS PROFICIENCY
When you choose this domain at 1st level, you gain proficiency with heavy armour.
1st LEVEL – DISCIPLE OF LIFE
Also starting at 1st level, your healing spells are more effective. Whenever you use a spell of 1st level or higher to restore hit points to a creature, the creature regains additional hit points equal to 2 + the spell’s level.
2nd LEVEL – CHANNEL DIVINITY: PRESERVE LIFE
Starting at 2nd level, you can use your Channel Divinity to heal the badly injured. As an action, you present your holy symbol and evoke healing energy that can restore a number of hit points equal to five times your cleric level. Choose any creatures within 30 feet of you, and divide those hit points among them. This feature can restore a creature to no more than half of its hit point maximum. You can’t use this feature on an undead or a construct.
6th LEVEL – BLESSED HEALER
Beginning at 6th level, the healing spells you cast on others heal you as well. When you cast a spell of 1st level or higher that restores hit points to a creature other than you, you regain hit points equal to 2 + the spell’s level.
8th LEVEL – DIVINE STRIKE
At 8th level, you gain the ability to infuse your weapon strikes with divine energy. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 radiant damage to the target. When you reach 14th level, the extra damage increases to 2d8.
17th LEVEL – SUPREME HEALING
Starting at 17th level, when you would normally roll one or more dice to restore hit points with a spell, you instead use the highest number possible for each die. For example, instead of restoring 2d6 hit points to a creature, you restore 12.
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TWILIGHT DOMAIN
The Twilight Domain governs the transition and blending of light into darkness. It is a time of rest and comfort, but also the threshold between safety and the unknown. Deities of healing or respite (such as Boldre, Hestia, Mishakal, or Pelor), bravery or protection (such as Dol Arrah, Hajama, Helm, or Ilmater), travel or transition (such as Fharlanghn, Hermes, the Raven Queen, or the Traveller), or the night and dreams (such as Celestian, Morpheus, Nut, or Selûne) might grant their clerics the Twilight Domain. Clerics who serve these deities tend to be brave, delving into the dark to hold its dangers at bay and to bring comfort to those lost far from the light.
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1st LEVEL – BONUS PROFICIENCIES
You gain proficiency with martial weapons and heavy armour.
1st LEVEL – EYES OF NIGHT
Your eyes are blessed, allowing you to see through the deepest gloom. You have darkvision with no maximum range; you can see in dim light as if it were bright light and in darkness as if it were dim light. As an action, you can magically give the benefit of this feature to any number of creatures you can see within 10 feet of you. The shared benefit lasts for 10 minutes. You can extend this benefit a number of times equal to your Wisdom modifier (a minimum of once), and you regain all expended uses when you finish a long rest.
1st LEVEL – VIGILANT BLESSING
The night has taught you to be vigilant. As an action, you give one creature you touch (including possibly yourself) advantage on the next initiative roll the creature makes. This benefit ends immediately after the roll or if you use this feature again.
2nd LEVEL – CHANNEL DIVINITY: TWILIGHT SANCTUARY
You can use your Channel Divinity to refresh your allies with soothing twilight. As an action, you present your holy symbol, and a sphere of twilight emanates from you. The sphere is centred on you, has a 30-foot radius, and is filled with dim light. The sphere moves with you, and it lasts for 1 minute or until you are incapacitated or die. Whenever a creature (including you) ends its turn in the sphere, you can grant that creature one of these benefits:
Give it 1d8 temporary hit points.
End one effect causing it to be charmed or frightened.
6th LEVEL – STEPS OF THE BRAVE
You draw strength from your connection to twilight and find yourself at home within its dark embrace, gaining two benefits:
You have advantage on saving throws against being frightened.
If you are in dim light or darkness, you can use a bonus action to magically give yourself a flying speed equal to your walking speed until the end of your next turn.
8th LEVEL – DIVINE STRIKE
You gain the ability to infuse your weapon strikes with divine energy. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 psychic damage. When you reach 14th level, the extra damage increases to 2d8.
17th LEVEL – MIDNIGHT SHROUD
You can harness the shrouding power of night to protect your allies and stymie your foes. Whenever you cast the darkness spell using a spell slot, you can choose a number of creatures that you can see (including yourself) equal to your Wisdom modifier (minimum of one). The chosen creatures can see through the darkness.
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UNITY DOMAIN
A sense of oneness shines at the heart of healthy communities, whether bound together by friendship, blood, faith, or some other uniting force. The gods of unity deepen such bonds and delight in their strength. Clerics of these gods preside over marriages and other familial bonding customs, but they also nurture the emotional bonds of friendship and camaraderie. Their divine blessings bolster and protect allies in battle through these deep bonds and turn aside malign influences.
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1st LEVEL – EMBOLDENING BOND
You can forge an empowering bond between allies. As an action, you can choose two willing creatures you can see within 30 feet of you (this can include yourself) and create a magical bond between them. While either bonded creature is within 30 feet of the other, the creature can roll a d4 and add the number rolled to an attack roll, an ability check, or a saving throw it makes. Each creature can add the d4 no more than once per turn. The bond lasts for 1 hour or until you use this feature again. You can use this feature once, and you regain the ability to do so when you finish a long rest. You can also expend a spell slot to use the feature again.
2nd LEVEL – CHANNEL DIVINITY: SHARED BURDEN
When a creature you can see within 30 feet of you takes damage, you can use your reaction to choose a number of other willing creatures you can see, up to a number of creatures equal to your Wisdom modifier (minimum of one creature). Distribute the damage taken between the original target and the chosen creatures. Each creature must take at least 1 damage. Apply any damage resistance or vulnerability of the creatures involved after you distribute the damage.
6th LEVEL – PROTECTIVE BOND
The bond you forge between people shields them from harm. While either creature chosen for your Emboldening Bond feature is within 30 feet of the other, the creature can use its reaction to grant resistance to all damage to the other creature when that other creature takes damage. This resistance lasts until the end of the current turn.
8th LEVEL – POTENT SPELLCASTING
You add your Wisdom modifier to the damage you deal with any cleric cantrip.
17th LEVEL – ENDURING UNITY
The bonds you create endure across vast distances. Creatures affected by your Emboldening Bond feature gain its benefits, as well as those of your Protective Bond feature, while they are on the same plane of existence as each other. Additionally, when a creature chosen for your Emboldening Bond is reduced to 0 hit points, their bonded partner gains the following benefits for 1 minute, or until the creature regains at least 1 hit point:
The creature has advantage on attack rolls, ability checks, and saving throws
The creature gains resistance to all damage
As an action, the creature can touch their bonded partner to expend and roll any number of Hit Dice. Their bonded partner regains a number of hit points equal to the total rolled.
Cleric Spell List
https://burkesguidetodnd.tumblr.com/post/611582281206906880/cleric-spell-list
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hellyeahheroes · 6 years ago
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Building Virgil Hawkins in D&D
I need to distract myself from this X-Men melodrama shit so I’m doing another D&D build. This time how about we try to build one of Dwayne’s McDuffie’s greatest creation, electric nerd from Dakota, who may be known to you as Static or
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First, let us consider the goals of this build. We need to accurately reflect Virgil’s wide array of powers, including electric and magnetic abilities, some sort of healing and resistance to mind control and telepaths and few of Static’s iconic moves. And second, we need to get him his floating disc.
For Abilities, we will be using standard point array (15, 14, 13, 12, 10, 8). As always I follow some of the guidelines from Tulok the Barbarian who inspired the creation of these builds. If you want or your DM tells you to roll or use point buy, go ahead and use this is a guideline. Remember that even numbers are better. We will prioritize Intelligence, Virgil is a textbook superhero with a textbook in each hand. Constitution will follow as de facto one of the most important stats in the game, then Dexterity and Wisdom, our lowest stats being Charisma and Strength. The base should look like this STR: 8 CON: 14 DEX: 13 INT: 15 WIS: 12 CHA: 10
Now for D&D outdated term for species, Race. As a Boom Baby Virgil is a Human of the Variant kind. Variant Human gets +1 to two Ability scores, I suggest rounding up numbers for Intelligence and Dexterity. You also get a bonus skill, choose Acrobatics
Variant Humans also get a feat. We will pick Magic Initiate, letting us grab two Cantrips and one 1st level spell from Cleric spell list - we can cast Cantrips as much as we want but we can cast 1st level spell only once per long lest and only on the lowest level. 
Sacred Flame forces a single target to make a Dexterity saving throw or take 1d8 radiant damage - this scales with your total level to 2d8 at 5th, 3d8 at 11th and 4d8 at 17th level - you can easily say it is one of Static’s bolts of electricity since radiant damage is basically light and light is s form of energy. 
Speaking of which, our second Cantrip will be Light. Upon touching an object, not larger than 10 feet in any dimension, you make it emanate bright light in a 20-foot radius and dim light in the next 20 feet. It lasts for one hour, until you cast it again or take an action to dismiss it.
For 1st level spell, we will pick Cure Wounds, which allows us to regain 1d8+ your wisdom modifier of hit points. This is one way to give Static his, admittingly minor, healing powers.
For the Background, we will customize one. Pick up two skills - Perception and Athletics. The former is one of the most important skills in the game and the latter is only skill tied to Strength - meaning that if your DM asks to have you roll a Strength save or check you can likely argue it should be Athletics check instead. Take proficiency with Herbalism Kit to make yourself healing potions and a free language of your choice, pick something campaign relevant. And Watcher’s Eye feature from City Watch’s background, which allows you to recognize easier secret hideouts of local law enforcement and criminal organizations.
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Now for the Class. While he received his powers through a freak accident, Virgil is known from his creative and intelligent approach to his abilities, he clearly studied them and related physics to do what he can do. As such, we will make him a Wizard. Besides, this is an RPG nerd, I bet you he played enough D&D to know Wizard is Tier 1 class across the editions.
We get proficiencies with daggers, darts, slings, light crossbows and quarterstaffs (which is close to a weapon Static used in one of the incarnations but useless for the build), Intelligence and Wisdom saving throws and two skills, pick Investigation and Arcana, which is closest D&D fantasy setting has to science.
Wizard’s main powers are spells. You get a spellbook to which you copy spells, each new spell copied takes 2 hours and costs 50 gp. Each day during long rest you choose which spells to prepare for next day, equal in number and level to the numbers show in Spell Slots Per Day part of Wizard table plus your Intelligence modifier. They cannot be of a higher level than that of which you have available spell slots. I see it as Virgil having a notebook to which he writes down his new ideas how to use his powers and keeping notes on how they work.
If a spell asks you to make an attack roll it is with your proficiency modifier + your Intelligence modifier. If it asks for a saving throw, the difficulty of the save is those two modifiers plus eight. 
First, we learn Cantrips, small spells that Static can cas as many times as he wants. We start with 3 of them and my suggestions are:
Lightning Lure - the target must make a Strength saving throw of be pulled 10 feet towards you and take lightning damage - which scales up with your total level just like Sacred Flame above - if it ends 5 feet or less away from you.
Prestidigitation - just a number of minor utility effects that are fun to have and can easily be portrayed as you using your electric powers to make them happen.
Shocking Grasp - you make a melee attack, with an advantage if the target is wearing metal armor, on a hit you deal 18d lightning damage (see the mentions of scaling above, same deal here) and cannot take reactions until the start of its next turn. Virgil has a different name for it, obviously
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We also start having six 1st-level spells in the Spellbook. I’ll list my suggestions and then will list spells for higher levels whenever you get new spell slots for it but remember, you can add any number of spells you come across as long as you have the money for it so if you see something that feels especially Static-like or just good to have, go ahead and get it. 
Shield is cast as a reaction to upcoming attack or an enemy casting Magic Missle, it lasts one round and gives you +5 to Armor Class and protects from Magic Missle
Absorb Elements is also a reaction spell letting you gain resistance to upcoming damage of any elemental type, and then deliver 1d6 damage of that type to the first person who hits you. I see it as some of Static’s resistance to other electric powers.
Witch Bolt deals the target 1d12 lightning damage AND you can then stay and concentrate for up to one minute, to make it take another 1d12 damage on each turn as long as you won’t do anything else, target doesn’t move from the area or won’t hide behind a cover, making you lose the sight of it. And it scales if you cast it from a higher spell slot, adding extra d12 for a level.
Feather Fall lets you slow the fall of up to five targets for one minute, if they land in this time they take no damage and land on their feet. Explain it as Virgil using some of his magnetic powers.
Chromatic Orb is another offensive spell, it allows you to make a ranged spell attack for 3d8 (+1d8 for each additonal level of a slot from which you cast it) damage of chosen type. Since this is Static you’ll be likely choosing lightning or thunder or maybe fire (as with any spell dealing fire damage I’ll bring up, just say the target got burned by lightning) as lighting ball, but acid, cold and poison are also available in a pinch.
Mage Armor increases your armor class to 13 + your Dexterity modifier, which may go a long way since you do not wear armor. Write it off as Static wrapping his body in a protective magnetic forcefield. Also, it stacks with Shield since it changes how your AC functions and Shield is a bonus to your AC, just saying for incoming conflict with the DM.
EXTRA: Tenser's Floating Disk lets you create a disc that can follow you and carry up to 500 pounds of weight but you cannot ride it as it has no power to move on its own. It is a poor substitute for Static’s disc but if you have a generous DM you might talk about it and work something out, maybe agree to combine it with your flying spells. If not, ignore this bullet point
Finally, you get Arcane Recovery, allowing you to regain some of your expended spell slots every short rest. These spell slots cannot be of level higher than 6th and their combined level cannot be higher than half of your wizard level rounded up.
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On 2nd level Wizard gets to choose Arcane Tradition and we’ll pick School of Theurgy. it allows us to choose one of the Cleric domains and gain a limited number of benefits from it. We will explain it as Virgil trying to study nature of his powers from all angles, both Arcane and the Divine since we’re treating magic as replacement science for this build. We will choose Tempest Domain. From now on you whenever you can advance in levels you can replace one of the spells in your spellbook with Cleric Domain spell of a level you have spell slots for. If one of the spells I suggested isn’t working out for you or you picked a spare spell to replace (or just stumbled across it because it is also a Wizard spell), grab Thunderwave - it forces every creature in 15-feet radius from you to make a Constitution saving throw or take 2d8 thunder damage and be pushed 10 feet away from you.
You also get Channel Arcana, allowing you to copy effects of Cleric Channel Divinity feature, you can do it once per short or long rest (twice from 6th level and three times from 18th) and choose one of two options. Destructive Wrath lets you not roll damage on a spell dealing lightning or thunder damage - you just declare it deals maximum damage. Divine Arcana lets you add +2 to an attack roll or saving throw difficulty of a next spell you cast if it requires one.
The third option is Turn Undead, which basically frightens undead creatures that see you - everyone must make a Wisdom saving throw at your spell save difficulty or be turned for 1 minute or until it takes damage. It forces them to spend its turn moving away from you, makes them unable to willingly move closer than 30 feet towards you and is prevented all actions or reactions other than dash to get out of what doesn’t let it move or dodge if it cannot move. I guess we all know now why Static wasn’t in Blackest Night as he would make Nekron and all Black Lanterns run back where they came from.
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And 3rd level you get 2 2nd level spell slots so I think it’s time we get you your Static Cling. We will need two spells for it. Spider Climb is a concentration spell that allows you to walk on walls up for one hour. Hold Person forces a Wisdom Saving throw to a forced target, making it paralyzed as long as you maintain concentration, up to one minute, with additional saving throws at the end of each of its turns. If cast from a higher-level spell slot it can affect an extra target for each level.
On 4th level, you get an ability score improvement, boost your Intelligence. For your next 3rd level spell pick Levitate, it lets you make yourself or another target float in the air and control on what height it is. Living creatures can move with speed as if they were climbing. If your DM is generous, convince them to let you combine it into one spell with Tenser’s Floating Disc. If not, cas it at a metal disc tied to your feet and move with your other leg like a skateboard or just try other tricks to get that effect, something may get past the DM.
You also learn a new Cantrip, Booming Blade lets you make a weapon melee attack. On a hit, the target is coated energy until your next turn and if it willingly moves, it will take 1d8 Thunder Damage, scaling to 2d8 once you reach 5th level, 3d8 on 11th and 4d8 on 17th, from 5th level the attack itself also deals extra 1d8 lightning damage and an additional 1d8 from levels 11th and 17th
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5th level Wizard learns two 3rd level spells and you get a 3rd one on 6th level.
Protection from Energy grants you or someone else up to 1 hour of resistance to the chosen type of damage and lighting and thunder are both on the list of options
Lightning Bolt lets you deal to each creatures in 100 feet long and 5 feet wide line 8d6 lightning damage (+1d6 for each additional level from which you cast the spell) and a half on a Dexterity saving throw. 
Fly lets you give a target a flying speed of 60 feet for the duration but it is a concentration spell so be careful. Also, unlike Levitate if you are still in the air when it ends you fall on your face.
On 6th level, you also get your Arcane Tradition Feature. Arcane Acolyte lets you grab Tempest Cleric’s Wrath of the Storm, which you can use as a reaction when hit by a melee attack from a creature you can see to deal 2d8 lightning or thunder damage to it or half on a successful Dexterity saving throw.
On 7th and 8th Level you gain 1 4th level spell each. 
Elemental Bane lets you remove resistance from a target that fails its constitution save and take additional 2d6 damage each time it is dealt damage of chosen type. It is sadly concentration so you may need to cooperate with someone else on it. Consider it for a Black Lightning team-up. 
Storm Sphere creates a 20-foot radius sphere of whirring air that forces creatures inside to make a Strength saving throw or take 2d6 bludgeoning damage, turns area inside into difficult terrain and allows you to, while maintaining concentration on it, on each turn take a bonus action to make a ranged spell attack with an advantage against a target inside for 4d6 lightning damage.
On 8th level, you get an ability score improvement, but we will take a feat. Elemental Adept lets you ignore resistance to lightning damage and whenever you roll damage for them, you treat any 1 on the dice as a 2.
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9th Level Wizard gets 5th level spells 
We will grab one from Tempest Domain - Call Lightning. It works only outside and creates storm clouds above you in 60-foot radius, then choose a spot and made it hit by lightning, dealing 3d10 lightning damage to all creatures within 5 feet from that point, half on a successful DEX save. You can maintain concentration up to 10 minutes to make this continue and make another lighting strike on each of your turns. It deals extra 1d10 damage when cast from a higher level and an extra 1d10 if there was already stormy weather when you cast it. I’m sure there is a scientific explanation on Virgil suddenly stepping on Storm’s territory but I sucked at physics.
We also get an extra 4th Level Spell. Fire Shield surrounds your body in thin flames for 10 minutes, no concentration, that provide you light and either a) resistance to cold damage and 2d8 fire damage to a creature that hit you or b) resistance to fire damage and 2d8 cold damage. Explain it as Virgil using electricity and it burning whoever touched him.
10th Level wizard gets a new Cantrip and a new 5th Level Spell
Our Cantrip will be Mage Hand, it creates an invisible hand that can do minor things for you up to 30 feet away. It cannot attack or activate magic items or carry more than 10 pounds but it is a good way to show Virgil’s magnetic powers performing minor tasks. 
Our 5th Level Spell is gonna be Wall of Force, it summons a, maintained by concentration up to 10 minutes, invisible wall through which nothing can pass, be it enemies, projectiles, spells or even ghosts (no, seriously) and it cannot be dispelled by Dispel Magic. The only way to destroy it is a Disintegrate spell.
On 10th level we get a new Arcane Tradition feature and School of Theurgy grants us Thunderous Strike from a Tempest Domain. Thunderous strike lets you push a Large or smaller creature up to 10 feet away from you whenever you deal it thunder or lightning damage.
11th Level Wizard opens for us 6th Level Spells. Chain Lighting hits a single target and then up to 3 other targets (+1 extra if you cast it from higher levels) within 30 feet from it and deals them 10d8 Lightning Damage, half on a successful Dexterity saving throw.
12th level wizard gets an Ability Score Improvement, cap your Intelligence as your most important stat.
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13th Level Wizard gets 7th Level Spells. Forcecage traps creatures within 20 feet radius inside an invisible force-field that they cannot leave through nonmagical means, can’t be dispelled by Dispel Magic and traps even ghosts. It lasts up to 1 hour. Attempts at teleporting out of it are successful on Charisma saving throw so it’s a good thing we just maxed out our Save Difficulty.
14th Level gives us our last School of Theurgy Arcane Feature, Tempest Cleric’s Stormborn. You now have a flying speed equal your walking speed as long as you’re outside. Honestly, at this point, you can forgo other flying means and grab a disc and just say you use it to surf in the air, DM should understand.
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15th Level means 8th Level Spells. Mind Blank for 24 hours, no concentration needed, gives immunity to psychic damage, sensing emotions, reading thoughts, frightened and charmed conditions through magical means and divination spells, even up to including freaking Wish. Cast one on you each morning to never fear you may get kidnapped and exposed to Anti-Life Equation
16th Level Wizard gets Ability Score Improvement, I suggest adding +2 to Constitution - many of your spells are concentration so you don’t want to blow that check and extra hit points (and remember, upgrading your Constitution grants you extra his points retroactively as well).
17th Level allows us to pick a 9th level spell. We will reach our last gift from Tempest Cleric - Destructive Wave. This spell deals every creature within a 30-foot radius from you 5d6 thunder damage and 5d6 radiant or necrotic damage or half of it on successful Dexterity saving throw. Amusingly enough it is a paladin spell that Cleric only gets as a bonus from Tempest Domain and we got it on a Wizard due to School of Theurgy. No one can say Virgil hasn’t studied his powers thoughtfully.
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18th level grants us Spell Mastery, allowing us to pick a single 1st level spell and a single 2nd level spell. From now on when Virgil has them prepared he can cast them as Cantrips, as many times as he wants without spending a spell slot, but only at their lowest level, higher ones still require a spent spell slot. Don’t worry about your picks, if they don’t work changing them costs you only 8 hours of study.
We also get a 5th level spell slot and my recommendation is Hold Monster - it basically works like Hold Person but is not limited in who can it be used against. See it as Virgil improving his Static Cling power.
19th Level Wizard gets the last Ability Score Improvement but we will once again take a feat. Even better we will take the same feat as before - Elemental Adept, now granting its bonuses to another type of damage we’re dealing, thunder.
We get a new spell slot for 6th level spells. Globe of Invulnerability surrounds you with a 10-foot radius force field that can be upheld with Concentration up to 1 minute. No 5th level spell cast outside the globe can affect the area within it and vice-versa and this effect blocks one additional level of spells for each level of spell slot above 6th that you cast it from.
20th Level Wizard allows us to choose 3 3rd-level spells as Signature Spells. It basically works like Spell Mastery described above plus these spells are always prepared and do not count against our limit of spells prepared. They don’t even have to be spells we were discussing here, as that level has some fan-favorite utility spells like Counterspell, Dispel Magic or Haste.
We also get a new 7th level spell slot. Reverse Gravity causes everyone in a 50-foot radius to fly upwards for 100 feet and if they hit something on their way they take damage as if they feel on the ground from above.
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And so we have it, Static as a 20th level Wizard. How playable it is? I mean, it’s a 20th level wizard, so a very much. You have several means to fly, can dish out a lot of damage and overcome resistance and have enough means to protect yourself and control the battlefield. On the downside you’re squishy and if Power Word: Kill won’t get you instantly, one or two hits should likely bring you down within the range. We didn’t cap Constitution which is means concentration is not as good as it should be, lack of armor and low Dexterity means we’re easy to hit and forces us to rely on all these protective spells and stay away from the first line. Finally, even with Elemental Adept Lightning and Thunder are things a lot of enemies will be resistant or even immune to. But unlike his comic book, D&D is a team effort so join forces with someone more durable, who can take a hit. And in a pinch remember you can pick up more spells than the ones I listed. Say what you want about him, but Static has shown he can think on his feet.
You have any suggestions or criticism about the build? Be sure to share them, And check out my previous Cassandra Cain and Nico Minoru builds.
- Admin
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mrslittletall · 11 months ago
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I know you already showed me in Discord but I am still so THRILLED you made a gif of Tempest. For me! I am so glad and he's adorable and I love it and that song is too cute!
I am re-reading the novel by @mrslittletall and I like it a lot. Tempest is very adorable.
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littledrawsandwritesstuff · 2 years ago
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Title: Taste Testing (Chapter 1) Fandom: Dark Souls (Modern AU) Characters: Chosen Undead/Dragon Slayer Ornstein Word Count: 2.310 AO3-Link: https://archiveofourown.org/works/48577789/chapters/122533648
Summary: Tempest always tries and experiments with new dishes for the Hurricane, his family's restaurant. Ornstein enjoys trying new tastes. He is the perfect candidate to be Tempest's taste tester.
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mrslittletall · 8 months ago
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OC lore fact of the day: Tempest has an incredibly high pain tolerance. It doesn't even come from the fact the is undead and died over and over again, he already had it when he was alive. Because Tempest always was a little Storm and fell over his own feet so often that he got constantly hurt and eventually, he just got up and continued to work even though he was bleeding like crazy or had a large bruise.
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