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#dnd character builds
sesillee · 4 months
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Building Jean Grey in DnD 5e
All images featured are credited to the user that edited and posted them, not me.
The idea of a Character Forge is shamelessly taken from @raeynbowboi​, whose posts I love, and drew a ton of inspiration from.
Jean Grey has always been one of my favorite Marvel characters, ever since I saw her for the first time in the 2000 X-Men movie, portrayed by Famke Janssen. I hope I did her justice, haha.
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I contemplated making her a Kalashtar for free telepathy, but Variant Human fits better, and with this build we end up getting telepathy from multiple sources anyway. I feel like something a lot of portrayals of Jean don't do is her original origin story.
At ten years old, her best friend died traumatically in front of her, and Jean's newly awakened powers gave her a front row seat to the emotions and thoughts of a dying girl. Professor Xavier then suppressed her telepathic abilities.
WTF??? That's a lot for anybody, let alone a ten year old.
So I think her background is 100% Haunted One.
"You are haunted by something so terrible that you dare not speak of it. You’ve tried to bury it and run away from it, to no avail. Whatever this thing is that haunts you can’t be slain with a sword or banished with a spell. It might come to you as a shadow on the wall, a bloodcurdling nightmare, a memory that refuses to die, or a demonic whisper in the dark. The burden has taken its toll, isolating you from most people and making you question your sanity. You must find a way to overcome it before it destroys you."
Unfortunately I think that's a great descriptor for Jean.
Through the Haunted One background, we're going to take Arcana and Religion proficiences, as well as two free languages. It really depends on the campaign which language would work best, but I took Dwarvish and Infernal.
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Aberrant Mind Sorcerer
I immediately thought of Aberrant Mind Sorcerer for her base class. Sorcerer fits any mutant with spellcasting-like abilities, and Jean's main powers are her telepathy and telekinesis. Aberrant Mind sorcerers get telepathy at first level, but they don't have any inherent telekinesis baked in. As a Variant Human though we can pick a free feat, so we'll naturally go with Telekinetic.
This feat gives us access to the mage hand cantrip and a telekinetic shove ability that's perfect for Jean.
You could definitely go all 20 levels with Sorcerer, but I think it leaves out a very important part of Jean's character: the Phoenix Force. It was obvious to me the best way to represent the Phoenix Force was with the Warlock class.
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Great Old One Warlock
I think it's also no question that the Great Old One patron is the best fit for the Phoenix Force. In its first appearance in 1976, its described as one of the oldest known cosmic entities in the universe. Its origin, capabilities, and motives are a mystery. Sure sounds like a "mysterious entity whose nature is utterly foreign to the fabric of reality" to me.
What level split you do is up to you, but I did 8 in Sorcerer and 12 in Warlock, just because Warlock gets more in the 9-12 levels than Sorcerer. Aberrant Mind Sorcerer's don't get any subclass features whatsoever between levels 6 and 14, whereas Great Old One Warlocks get Thought Shield at level 10.
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Stats and Proficiences
Her highest stat should be Charisma, and from there it's really up to you. A high Constitution is always good and can represent that extra durability from the Phoenix Force. Her Dexterity should be kept in mind too, since she won't be wearing any armor. Technically she can wear light armor, but it isn't super necessary, since I took the eldritch invocation that gives unlimited mage armor.
Proficiencies: arcana, deception, insight, intimidation, perception, persuasion, religion, light armor, and simple weapons
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Spellbook
You're obviously going to want as many psoinic style spells as possible for Jean. Her main source of damage is going to be her magic, since Jean is never really depicted using weapons. She's going to be relying mainly on her cantrips to do damage in this build, since I wanted to pick up as many "utility" spells as possible.
As an Aberrant Mind Sorcerer, she automatically learns several Psion Spells.
Mind Sliver (Cantrip) Arms of Hadar (1st) Dissonant Whispers (1st) Calm Emotions (2nd) Detect Thoughts (2nd) Hunger of Hadar (3rd) Sending (3rd) Evard’s Black Tentacles (4th) Summon Aberration (4th)
Through Warlock invocations, she can cast False Life, Jump, and Mage Armor on herself at will. She can also cast Confusion once per day via the Dreadful Word invocation.
Almost all of the invocations I chose were ones that give her more spells for less, since as a Sorcerer/Warlock she is more limited in spell slots than another spellcaster might be.
A few other spells that I would say are absolutely essential for Jean are Fly, Psychic Lance, Telekinesis, and Dream.
As her Mystic Arcanum, the Warlock feature that lets her have 1 use of a sixth level spell, I chose Investiture of Flame. It definitely feels like a Dark Phoenix moment to me.
See the rest of her statistics and spell list below the cut.
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Name: Jean Elaine Grey-Summers, Marvel Girl/Phoenix
Race: Variant Human
Background: Haunted One
Alignment: Neutral Good
Class: Aberrant Mind Sorcerer 8
Great Old One Warlock 12
Base Stats:
Strength: 8 -1 Dexterity: 14 +2 Constitution: 16 +3 Intelligence: 10 +0 Wisdom: 15 +2 Charisma: 19 +4
Saving Throws:   
Strength: -1    Dexterity: +2 Constitution: +9   Intelligence: +0 Wisdom: +2 Charisma: +10
Combat Stats:
HP: 8d6 + 12d8 or 154 total AC: 12 (unarmored), 15 (mage armor) Speed: 30 Initiative: +2 Proficiency Bonus: +6    Passive Perception: 8  Dark Vision: 120 feet
Languages:
Common Elvish Infernal Dwarvish
Proficiencies: 
Arcana (Haunted One) Religion (Haunted One) Deception (Beguiling Influence Warlock Invocation) Insight (Sorcerer) Intimidation (Sorcerer) Perception (Sorcerer) Persuasion (Beguiling Influence Warlock Invocation)
Damage Resistances: 
Psychic
Damage Immunities:   
None
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Feats
Telekinetic. (TCoE, pg. 81)
You learn to move things with your mind, granting you the following benefits:
Increase your Intelligence, Wisdom, or Charisma score by 1, to a maximum of 20.
You learn the mage hand cantrip. You can cast it without verbal or somatic components, and you can make the spectral hand invisible. If you already know this spell, its range increases by 30 feet when you cast it. Its spellcasting ability is the ability increased by this feat.
As a bonus action, you can try to telekinetically shove one creature you can see within 30 feet of you. When you do so, the target must succeed on a Strength saving throw (DC 8 + your proficiency bonus + the ability modifier of the score increased by this feat) or be moved 5 feet toward you or away from you. A creature can willingly fail this save.
War Caster. (PHB, pg. 170) Prerequisite: The ability to cast at least one spell
You have practiced casting spells in the midst of combat, learning techniques that grant you the following benefits:
You have advantage on Constitution saving throws that you make to maintain your concentration on a spell when you take damage.
You can perform the somatic components of spells even when you have weapons or a shield in one or both hands.
When a hostile creature's movement provokes an opportunity attack from you, you can use your reaction to cast a spell at the creature, rather than making an opportunity attack. The spell must have a casting time of 1 action and must target only that creature.
Metamagic Adept. (TCoE, pg. 80) Prerequisite: Spellcasting or Pact Magic feature
You’ve learned how to exert your will on your spells to alter how they function:
You learn two Metamagic options of your choice from the sorcerer class. You can use only one Metamagic option on a spell when you cast it, unless the option says otherwise. Whenever you reach a level that grants the Ability Score Improvement feature, you can replace one of these Metamagic options with another one from the sorcerer class.
You gain 2 sorcery points to spend on Metamagic (these points are added to any sorcery points you have from another source but can be used only on Metamagic). You regain all spent sorcery points when you finish a long rest.
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In all my campaigns I've played we've allowed a free feat at level 1. I would chose War Caster or Survivor for Jean in that case.
Survivor.
You are well-versed in surviving in hostile environments, even thriving where others are sure to perish. You gain the following benefits:
Increase your Constitution or Wisdom score by 1, to a maximum of 20.
You require only half of the food and water normally required for a creature of your size.
You can withstand extreme temperatures indefinitely, and you automatically pass saving throws made against extreme heat and cold for a number of days equal to your Constitution or Wisdom modifier, whichever is lower. After this time, you must make saving throws as normal until you spend 24 hours in a comfortable temperature.
Level Choices: 
Level 4: Ability Score Increase. +1 Charisma, +1 Wisdom
Level 8: War Caster Feat.
Level 12: Ability Score Increase. +1 Dexterity, +1 Charisma
Level 16: Ability Score Increase. +1 Charisma, +1 Constitution
Level 19: Metamagic Adept Feat.
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Jean’s Spellbook
Cantrips: Dancing Lights, Eldritch Blast, Friends, Gust, Lightning Lure, Mage Hand, Mending, Message, Mind Sliver, Minor Illusion, Prestidigitation
1st level: Arms of Hadar, Dissonant Whispers, False Life (at will), Feather Fall, Hellish REbuke, Jump (at will), Mage Armor (at will), Magic Missile, Shield
2nd level: Calm Emotions, Detect Thoughts, Hold Person, Invisbility, Mind Spike, Shatter
3rd level: Clairvoyance, Counterspell, Dispel Magic, Fly, Hunger of Hadar, Lightning Bolt, Sending, Slow
4th level: Evard’s Black Tentacles, Hallucinatory Terrain, Raulothim's Psychic Lance, Shadow of Moil, Sickening Radiance, Summon Aberration
5th level: Telekinesis, Dream, Wall of Light
6th level: Investiture of Flame
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Features:
I decided not to paste them all haha. But if you want to see all of the features she has an more, you can follow this link to her character sheet in DnD Beyond, which I used to facilitate this build.
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theplotmage · 16 days
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Principles and Laws of Magic for Fantasy Writers
Fundamental Laws
1. Law of Conservation of Magic- Magic cannot be created or destroyed, only transformed.
3. Law of Equivalent Exchange- To gain something, an equal value must be given.
5. Law of Magical Exhaustion- Using magic drains the user’s energy or life force.
Interaction and Interference
4. Law of Magical Interference- Magic can interfere with other magical effects.
6. Law of Magical Contamination- Magic can have unintended side effects.
8. Law of Magical Inertia- Magical effects continue until stopped by an equal or greater force.
Resonance and Conditions
7. Law of Magical Resonance- Magic resonates with certain materials, places, or times.
9. Law of Magical Secrecy- Magic must be kept secret from the non-magical world.
11. Law of Magical Hierarchy- Different types of magic have different levels of power and difficulty.
Balance and Consequences
10. Law of Magical Balance- Every positive magical effect has a negative consequence.
12. Law of Magical Limitation- Magic has limits and cannot solve every problem.
14. Law of Magical Rebound- Misused magic can backfire on the user.
Special Conditions
13. Law of Magical Conduits- Certain objects or beings can channel magic more effectively.
15. Law of Magical Cycles- Magic may be stronger or weaker depending on cycles (e.g., lunar phases).
17. Law of Magical Awareness- Some beings are more attuned to magic and can sense its presence.
Ethical and Moral Laws
16. Law of Magical Ethics- Magic should be used responsibly and ethically.
18. Law of Magical Consent- Magic should not be used on others without their consent.
20. Law of Magical Oaths- Magical promises or oaths are binding and have severe consequences if broken.
Advanced and Rare Laws
19. Law of Magical Evolution- Magic can evolve and change over time.
20. Law of Magical Singularities- Unique, one-of-a-kind magical phenomena exist and are unpredictable.
Unique and Imaginative Magical Laws
- Law of Temporal Magic- Magic can manipulate time, but with severe consequences. Altering the past can create paradoxes, and using time magic ages the caster rapidly.
- Law of Emotional Resonance- Magic is amplified or diminished by the caster’s emotions. Strong emotions like love or anger can make spells more powerful but harder to control.
- Law of Elemental Harmony- Magic is tied to natural elements (fire, water, earth, air). Using one element excessively can disrupt the balance and cause natural disasters.
- Law of Dream Magic- Magic can be accessed through dreams. Dreamwalkers can enter others’ dreams, but they risk getting trapped in the dream world.
- Law of Ancestral Magic- Magic is inherited through bloodlines. The strength and type of magic depend on the caster’s ancestry, and ancient family feuds can influence magical abilities.
- Law of Symbiotic Magic- Magic requires a symbiotic relationship with magical creatures. The caster and creature share power, but harming one affects the other.
- Law of Forgotten Magic- Ancient spells and rituals are lost to time. Discovering and using forgotten magic can yield great power but also unknown dangers.
- Law of Magical Echoes- Spells leave behind echoes that can be sensed or traced. Powerful spells create stronger echoes that linger longer.
- Law of Arcane Geometry- Magic follows geometric patterns. Spells must be cast within specific shapes or alignments to work correctly.
- Law of Celestial Magic- Magic is influenced by celestial bodies. Spells are stronger during certain astronomical events like eclipses or planetary alignments.
- Law of Sentient Magic- Magic has a will of its own. It can choose to aid or hinder the caster based on its own mysterious motives.
- Law of Shadow Magic- Magic can manipulate shadows and darkness. Shadowcasters can travel through shadows but are vulnerable to light.
- Law of Sympathetic Magic- Magic works through connections. A spell cast on a representation of a person (like a doll or portrait) affects the actual person.
- Law of Magical Artifacts- Certain objects hold immense magical power. These artifacts can only be used by those deemed worthy or who possess specific traits.
- Law of Arcane Paradoxes- Some spells create paradoxes that defy logic. These paradoxes can have unpredictable and often dangerous outcomes.
- Law of Elemental Fusion- Combining different elemental magics creates new, hybrid spells with unique properties and effects.
- Law of Ethereal Magic- Magic can interact with the spirit world. Ethereal mages can communicate with spirits, but prolonged contact can blur the line between life and death.
- Law of Arcane Symbiosis- Magic can bond with technology, creating magical machines or enchanted devices with extraordinary capabilities.
- Law of Dimensional Magic- Magic can open portals to other dimensions. Dimensional travelers can explore alternate realities but risk getting lost or encountering hostile beings.
- Law of Arcane Sacrifice- Powerful spells require a sacrifice, such as a cherished memory, a personal item, or even a part of the caster’s soul.
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heybiji · 4 months
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"Ghosts, isn't it?"
the session my human bard Clarette (who can hear ghosts) became an apologist for the tiefling paladin Resolve because she noticed a ghost was following Resolve, and thought maybe she could hear them too, so she approached her about it. and Resolve lied and implied she could hear them even though she can't. and what Clarette was hearing Resolve's ghost say was, well... a sad thing to not want to hear.
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garnetdawn · 5 days
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Some time ago I started working on a lineart base for a sword. I like swords, thought it'd be fun, and hopefully folks who like to give their characters unique fantasy blades would enjoy it as well!!
Just like my bases for characters, this one is a bunch of interchangeable pieces that you will be able to slap together n create a sword. It has some simple metal rendering on each part too as an optional overlay layer, so you can still color it however you want under that metallic filter, but there are some limitations on how nice it looks depending on what colors you use.
Sharing some combinations as I'm almost done with the bulk of it! I just want to add some optional tassels n decorations, and maybe magic effects.
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raeofgayshine · 1 year
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Thinking again about the fact that when Eddie and Dustin finally convince Steve to play DnD with the party, all of them, but especially Eddie, quickly become exasperated with Steve who has extremely high charisma, and decides that he can fix almost any situation by flirting with whoever they were in conflict with. Especially the fucking monsters, this man is bound and determined to himself a monster boyfriend and until it happens, he will make every single person they come across fall in love with him. So naturally, this happens a lot:
Steve: I’m going to flirt with them
Eddie, exasperated: Steve, you can’t date this monster, he’s trying to kill you-
Steve: Hot.
Steve: I’ll flirt with them harder then
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ultimateinferno · 1 year
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Brennan Lee Mulligan MinMaxing yet another PC that will very likely make me cry while also bodying his opponents.
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daftpatience · 24 days
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dnd session 0 went great here's a drawing I did of it
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saffron-rays · 2 years
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*More* World Building Clothing Concepts
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Inspiration from Chinese, Korean, (slight) Indian, (heavily) Russian, and French clothing!!
The writing on the shawl is from a written language I made! It’s basically a protection citation of their religion.
From (your) right to left, the races are Amph, Reprin (Perpin), and Hididi (Nid). The models aren’t accurate to body proportion or anatomy… since the Nidden peoples are inspired by spiders and have three pairs of arms.
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tiredbread · 4 months
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Im here representing the weeds and the wildflowers
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mizomei · 2 years
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WIP of the snurch I’m designing for class!
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dungeonmalcontent · 1 year
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Normalize telling your players to make up their own curses, swears, and oaths that originate from their character's background. Have your dwarf players come up with something like "diamond head" which is a big insult for dwarves because diamonds are extremely common, extremely basic (as far as mineral complexity goes), and extremely dense. Have woodland elves call people they dislike and consider promiscuous "mints" because they reproduce everywhere and smell very strongly.
Player characters are allowed to be (and imo should be) little vulgar bastards. But swearing like everyone is speaking normal English is boring and lacks entertainment value.
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symbioticsimplicity · 2 years
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Okay so I know we all headcanon Steve as tolerating DND because his loved ones are into it, but he’s not into it himself when they all but strong arm him into trying it.
But I would like to submit the idea that he get stuck playing the wrong class the first time.
Dustin designs him a paladin for his first run. It seems like the obvious choice, plus who doesn’t need a paladin in their party?? Steve is their literal knight in shinning armor, it tracks.
He hates it.
He doesn’t get most of the mechanics, trying to keep track of spell slots is a pain, remembering to do all the shit with his patron is annoying, the character themselves is kinda basic (no offense Dustin), and playing strictly Lawful Good is just so fucking boring. He figures he just doesn’t like DND, and resolves to play this campaign out with them but never do it again.
Then his character gets killed unexpectedly during a boss fight, so he has to make a new one.
Eddie, who’s a great DM and also has been paying attention to Steve because of course he has, suggests Steve build this one himself. Steve is of course unsure about this and argues that he’d have no idea how to do that, so Eddie offers to help walk him through it. Steve stays a little later that night and they work on making him a character he’ll actually enjoy playing.
Thus is born Riot the Rad, the most self indulgent bard to grace their humble party.
The difference is immediate. There’s less to keep track of, and Eddie made sure to explain the things he did need to keep an eye on. Steve actually finds himself engaging the story, trying things he wouldn’t have before and getting into his character. Especially the flirtiness, which flusters the shit out of Eddie though he does his best to seem like it doesn’t. Eddie wants to be mad that Steve just seduced one of the villains but he just can’t quite muster it, especially when Steve is improving a song about the villain’s “Big pretty brown eyes”.
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bleakbarrows · 1 year
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Happy Skeleton Sunday
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gavamont · 1 year
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A wizard that enlarged a Lego set to make their wizard tower. It’s pretty convenient, highly modular, easy to add on new features, and comes with some with fun plastic goblets. An annoying aspect though is that someone pried up one of the flat topped pieces in the floor of his alchemy room, so a stud is poking out as an easy point to trip on.
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blujayonthewing · 2 years
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#I've played with irl atheists and catholics and everything in between#but it rarely feels like faith is a real factor for anyone-- DM or player#outside of‚ again‚ divine spellcasters and Big Epic Plot Things#I mean there are a couple of 'RAAAHGH FUCK THE GODS >:C' edgy backstory types but#no one is just Normally Culturally Religious and it's WEIRD#like it's not even a matter of faith in dnd! the gods are LITERALLY OBJECTIVELY PROVABLY REAL#so what does that MEAN for the average person! how does it shape language? business? culture?#where are the people wearing holy symbols like amulets-- or the way modern christians very casually wear crosses?#blessings over meals? prayers before bed? burnt offerings?#and like I enjoy thinking about world and culture building but I know that's A Whole Thing but even just like...#it doesn't feel like anyone believes in gods at all except clerics and paladins#like they DO because they factually exist but in the same way I 'believe in' like. the president of france.#like yeah he exists and is important to some people but has no bearing on my life whatsoever#that's such a fucking weird approach to the DIVINE in a polytheist world where those gods are YOUR CULTURE'S GODS??#I am bad at this myself but I'm not religious so it's harder for me to remember what Being Religious All The Time Casually is like lol#funny enough my character with the most intentionally religious background in this sense#is one of my ones who's ended up wrapped up in Big Plot God Things lmao#'aubree starts the campaign with a holy symbol of yondalla because of course she does why wouldn't she'#'oh okay well she's gonna get deeply and personally entangled with a bunch of death gods immediately' fdkjghkdf oh!! welp#you don't really pray to urogalan unless you're breaking ground for a new building or someone just died so it's STILL weird for her lol#but at least I had the framework there of 'oh yeah the gods exist and matter to me and my everyday life and culture' in general#about me#posts from twitter
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okthatsgreat · 11 days
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i’m realizing that one of my favorite ways to create a character is by first establishing a major flaw of theirs and then examining how that will inevitably fuck them up a bit. then fleshing them out from there
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