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#i have bonuses in deception performance and persuasion
animentality · 7 months
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You posted a while back (I think it was you, the post is buried in your durgetash brainrot archives) that you're vulnerable to psychic damage but gives advantage on wisdom saves. I think I'm the opposite, I'm resistant to psychic damage like a necromancy wizard is resistant to necrotic, but I have disadvantage on wisdom saves and the only action I can use is "Perform a Task" where I have to succeed on a wisdom save or take 1d4 psychic damage and end my turn.
I have disadvantage on all intelligence saving throws, if that makes you feel better.
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prismbearer · 1 year
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Finally got around to doing this for Fe even though I got lazy. This was a really fun PSD! Additional musings under the cut for my own good.
[ Template ] @arcandoria (Thank you!)
This was actually a little difficult for me. I decided not to include her item bonuses on stats, but otherwise her LVL12 set up. I am not a min-max sort of player, the higher WIS was intended to potentially multi-class her into druid maybe, but I ended up just committing full warlock and embracing the necromancer/charm thing since it felt very Autumn/Fey Necromancy vibes.
Technically speaking, she was born to a sun elven house in Evermeet just after the Spellplague when it slipped in the Feywilds where she was born, however she has spent the majority of this life within or about her Archfey Patron's demiplane. Her experience time-wise is a little warped from the perception of the PMP for years since the Spellplague so I went roughly 200 for now. Despite that time she is essentially laughably sheltered in certain concepts and is very much faking it til she makes it in Faerun.
This translates more to her being more quasi eladrin and locked in an autumnal phase, which is intentional due to the patron being the Lord of Leaves, who is an archfey with a locked demiplane that is ensnared in similar magics as Mithrendain, through frankly it is their version/an imitation of that magic that is imperfect and requires care. (I refer to the demiplane as the Lair of Leaves or Lar'Doris.) The whole aspect of harvest/decay, the transition between seasons of life and death... Bread and butter of the character concept and the demiplane is technically imbalanced for lore/history reasons and requires "feeding". So lifedrinker and collecting life essence... very in theme. Fiadh being on the template is kinda lore-spoilers.
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IDK how she got the Tharchiate Vigour tbh because Astarion has the associated summon -- I think I initially had my character read the Codex because I was running around in the vault for it alone on accident, and then passed reading the actual book later as Astarion? Anyway, that only solidified the embracing necromancy tidbits for her character, and it fits with the lore i have built for the Archfey Demiplane/Autumnal Heart.
Fe in EA originally just had the all dark sclera with none of the eye white heterochromia, but that is meant to reflect that the grasp of the autumnal heart is tenuous to non-existent due to the distance from the demiplane as well as the whole tadpole thing. The dormant infernal curse is also... leaking due to her lack of connection to the heart. Original concept it was suppose to be more of a shadow effect in duress, but that tattoo was close enough in full release and I just committed. (I do plan to maybe mod it. Maybe.)
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One of my favorite little tidbits is Fe presents as diplomatic lead/persuasion but she is in-fact, technically more at home in performance and deception. Her background is chaotic neutral, but potentially leaning evil depending on your perspective, especially in the later part of the lore pre-abduction.
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"Noble" background is technically the origin point of her current life but tbh Charlatan is probably more accurate for her internal life -- there is a good amount of overlap I feel however for the two backgrounds in terms of what you get inspiration for. Still got the roleplayer achievement IG so it must be close enough to accurate in her motivations. She would like to be perceived that way mostly I suppose regardless.
Corellon is a place-holder technically. There is aspects of his influence in their lore, but that history predates the creation of the demiplane. Fe does not actively worship any entities, throughout this life she has if anything almost worshiped the Autumnal Heart (a magical construct that powers the demiplane that is technically a soul cage that once required two souls but no only technically has one so it needs additional feeding to be sustained) SO.bg
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kanohirren · 1 year
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How to Make GoodTimesWithScar in DnD
This is part 2 of my guide on building Life Series members in dnd 5e.
I’ll go level by level and explain the reasoning behind my decisions and how I think it fits them in character. This build assumes starting at level 8 but includes notes on differences if you start at level 1 and progress to 8. This is not intended as a guide on how to play dnd, just how to build this character. I also don't explain every feature but I may briefly touch on it and explain my reasoning for taking it.
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Class: Bard (College of Whispers) 3, Rogue (Assassin) 5
Race: Half-elf
Base Ability Scores: (uses Tasha's Cauldron of Everything rule that allows for reallocating racial stat bonuses)
Str 12 (+1)
Dex 14, (+2) +2 from race = 16 (+3)
Con 14 (+2)
Int 8 (-1)
Wis 8 (-1)
Cha 15 (+2) +1 from race = 16 (+3)
Background: Faceless
Scar is one of the smoothest talkers I have ever had to joy (and horror) of witnessing. His ability to sweet talk you into giving him your boots or buy a magical crystal that’s more than likely a scam is unmatched. Also, he is Hot Guy. Naturally, he leans into bard with his natural ability to just tell stories, and all around be a likable person, but he is also good with a bow and sneaking up on people to shoot them (sorry, Hot Guy them) is one of the most iconic things about him to me. Without further ado, let’s get into it!
Before classes, here’s the half-elf features:
Darkvision 60 ft.
Fey Ancestry (advantage on saving throws vs being charmed)
Two extra skill proficiencies: athletics and sleight of hand
And the Faceless background features:
Proficiency in deception and intimidation
Proficiency with Disguise Kits
Faceless Persona: Hot Guy
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At 1st level, we take a level in Bard. This grants us:
Proficiency in light armour
Proficiency in simple weapons, hand crossbows, longswords, rapiers, shortswords
Proficiency in three musical instruments: at least one should be a horn.
Proficiency in dexterity and charisma saving throws
Proficiency in three skills: Persuasion, Performance and Animal Handling
Bardic Inspiration: A pool of dice that you can grant yourself or party members to increase their rolls to help them succeed. With a 16 (+3) in charisma, we get three uses.
Two Cantrips: Mage Hand (you never know when you might need an extra hand) and Friends (That cheeky smooth talker, the funny part about this spell is that they know you conned them afterwards which is very accurate)
Four 1st lvl spells: Speak with Animals (Be quiet Jellie!), Tasha’s Hideous Laughter (he casts this on me a lot), Illusory Script (get people to sign some totally legit contracts) and Healing Word (just standard to take on a bard)
Scar will start off as much more of a utility-based party member. Without any damaging cantrips or spells, he’ll rely on his bow and party members in combat, but he’ll dominate social aspects of the game.
Unfortunately, bards can’t cast Find Familiar so there’s no Jellie summon at this level, but that will come later! Also, if you really don’t want Illusory Script (infamously useless spell) then you can take Charm Person instead.
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At 2nd level, we take our second level in Bard. This grants us:
Jack of All Trades: adds half your proficiency bonus to all your skill checks. Now you’ll be useful in all situations.
Song of Rest: Extra healing during a short rest
One new spell:Faerie Fire (useful way to get advantage on lots of targets)
Scar really is good at a lot of aspects of the game, even if his goofy personality tends to make people forget. These features are all helpful different ways.
At 3rd level, we take our third level in Bard. This grants us:
Expertise in two skills: Choose Deception and Persuasion (you’ll have a ridiculously easy time convincing NPCs)
One new spell & access to 2nd level spells: Phantasmal Force (funny trickery spell)
Subclass: College of Whispers
College of Whispers grants:
Psychic Blades: expend bardic inspiration to deal extra 2d6 psychic damage on your weapon attacks. (This will go well with sneak attack later)
Words of Terror: You can attempt to frighten an isolated creature by talking to them for a minute. (Oh Maaaaartynnnnnn)
At 4th level, we start multiclassing by taking a level of Rogue. This grants us:
Proficiency in thieves’ tools
One skill proficiency: Choose Acrobatics
Expertise in two more skills: Choose Performance and Animal Handling
Sneak Attack: extra damage if you have advantage on your attack or an enemy of your target is next to them.
Thieves’ Cant: Secret language (perhaps Scar is too used to speaking this and that’s why he keeps mixing up his words like gongs and axolotls)
Now we get to the especially trickstery side of Scar. The side of Scar that will murder you. He doesn’t need stealth as a rogue because he’s going to get on your good side before he shoots you in the back.
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At 5th level, we take a second level of Rogue. This grants us:
Cunning Action: Dash, disengage or hide as a bonus action.
Not much to say here either, cunning action is just useful. A bonus action disengage or dash helps with running away from people you’ve conned.
At 6th level, we take a third level of Rogue. This grants us:
Sneak Attack Upgrade (2d6)
Subclass: Assassin
Assassin grants:
Assassinate: You gain automatic critical hits on surprised targets and have advantage on attacks against anyone who hasn’t had a turn in initiative yet.
Bonus Proficiencies: Poisoner’s Kit and Disguise Kit* (overlaps with Background proficiency, talk to your DM about swapping out for a different proficiency)
The reasoning for this combo is that Scar can sweet talk people into a false sense of security, having them believe that he’s on their side. It will be much easier to get a surprise attack on them this way, and with the automatic crits you get big sneak attack damage that you can also stack Psychic Blades onto, which would also have its damage dice doubled. Assassins don’t have a lot going for them after the first round of combat, though, and this only works if you make the first move (getting snuck up on means you lose out on your biggest combo).
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At 7th level, we take a fourth level of Rogue. This grants us:
Ability Score Improvement OR Feat. Take the Magic Initiate feat and choose the Wizard spell list to get two cantrips and a 1st lvl spell. For cantrips, choose Minor Illusion and Message. For the 1st lvl spell, take Find Familiar so you can finally summon your Jellie!
Realistically, Scar would never send Jellie into battle (or maybe he would if she starts meowing too loud) but Jellie can provide sneak attack. Just be careful with her! Outside of combat, she can be a kitty doing kitty cat things.
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At 8th level, we take a fifth level of Rogue. This grants us:
Uncanny Dodge: Use a reaction to take half damage from an attack (that luck crystal sure comes in handy).
Sneak Attack Upgrade (3d6)
Uncanny Dodge greatly improves Scar’s survivability in a way only Scar would understand.
Summary:
Final Stats:
Str 12 (+1)
Dex 16 (+3)
Con 14 (+2)
Int 8 (-1)
Wis 8 (-1)
Cha 16 (+3)
Attack with a shortbow: +3 (dex) +3 (prof. bonus) = +6 to hit, 1d6 + 3 piercing dmg
Sneak attack: 3d6
Psychic Blades: 2d6 psychic dmg
Crit damage: 2d6 piercing (short bow) + 6d6 piercing (sneak attack) + 4d6 psychic dmg (psychic blades) +3 (dex) = 12 – 75 dmg
Cantrips: Mage Hand, Friends, Minor Illusion, Message
1st lvl spells: Speak with Animals, Tasha’s Hideous Laughter, Illusory Script, Healing Word, Faerie Fire
2nd lvl spells: Phantasmal Force
And that’s it for Scar! He seems like a really fun character to play in social scenarios with the ridiculous rolls you’ll get with your deception and persuasion. He may not be optimized for combat, but dnd isn’t all about combat and I think this build’s greatest strength is roleplay. If anyone has any feedback or suggestions, I would love to read them! ^^
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too-many-blorbos · 1 year
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I built a tabletop Dating Sim RPG based on "Baldur's Gate 3"
Do I play a lot of dating sims? No. Has it been play-tested? Not once! Have I even finished playing the original game? NOPE!!! But I was bored at work and this is the result. Have a go if you care to try it out.
BALDUR’S CAFE
This RPG is set in a local cafe. The love interests are regular customers or employees that you can interact with. The goal is to romance one or more person. Your conversations earn XP, which improves your relationship with them as well as your own stats. PLAYER CHARACTERS To make a character, pick one of the standard D&D races. Your character has standard D&D stats and race modifiers.
Instead of “Class,” you have a “Profession" which grants you Proficiency (+2) in three Skills of your choice. Any real-life profession is acceptable, at the GM's discretion. You may also choose two additional Skills to have Proficiency in (these can be explained by background or hobbies). 
Skills are used in interactions to impress/persuade/help your target. You roll to determine your success. In addition to mechanical bonuses, there may be situational bonuses if you say or do something that appeals to the target. 
Note: This game uses the same standard Skills as D&D, except that Science replaces Arcana. There are eighteen standard skills. Your bonus to any skill is Proficiency + Stat Modifier for the corresponding stat.
Strength (STR): Athletics 
Dexterity (DEX): Acrobatics, Sleight of Hand, Stealth
Intelligence (INT): Science, History, Investigation, Nature, Religion     
Wisdom (WIS): Animal Handling, Insight, Medicine, Perception, Survival  
Charisma (CHA): Deception, Intimidation, Performance, Persuasion  
MECHANICS To Level Up your character, you need a certain amount of Personal XP (PXP)  total. To Level Up your relationship with a target, you need Relationship XP (RXP) with that specific target. 
XP is earned by interacting with targets. The amount of XP is based on the trickiness of your interaction. Normal interactions that go well are Easy and award 25 XP per interaction. Trying to make your target laugh would be Medium (or even Deadly, depending on the target). Navigating a tense social situation could be Hard or Deadly. 
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Personal XP (PXP) represents your social skills and experience in talking with people. It is not possible to lose PXP; every interaction teaches you something about how to talk to people, and helps you get used to doing so. Thus, even negative interactions earn PXP. Your character level is determined by the accumulated XP of all your interactions. For instance, if you have normal Easy conversations with three targets, you will have 25 RXP with each target and 75 PXP. Earning PXP gives you better stats and more skills and abilities.
PERSONAL LEVEL
Level 2: 300 PXP. May reroll one (1) skill check per game session
Level 3: 900 PXP. Additional reroll, +2 to one Skill of your choice
Level 4: 2,700 PXP. Additional reroll, +2 to two Skills of your choice
Relationship XP (RXP) represents your closeness with a specific target. Only positive or neutral interactions will result in RXP; hostile interactions will reduce your RXP with the target. The more hostile, the more RXP you lose. Because some targets are enemies with others, it is possible to gain RXP with one target and lose RXP with another target in the same conversation. You cannot please everyone. You must consider how your actions affect other relationships.
RELATIONSHIP LEVEL
Level 2: 300 RXP. Close friendship
Level 3: 900 RXP. Possibility of romance
Level 4: 2,700 RXP. Possibility of marriage
GAMEPLAY Every time you enter the cafe, the Game Master (GM) will set up a different scenario, deciding who’s in the cafe and what they’re doing. You can then have your character do whatever you think fitting. The GM will have the targets respond, tell you which Skill Checks to make for your actions, and award PXP and RXP based on how you handled the interaction. While this game is largely based on improv–a social situation simulator–the play style may change depending on the GM and players. For instance, instead of giving free reign, the GM might present the player with a limited set of options as video game RPGs do. The GM may also plan dynamic encounters: not every day in the cafe is going to be peaceful. You might walk into a fight, or a table having a party, or employees dealing with a grease fire. There are many things you can do to instigate conflict and interaction. The main goal is to have fun. After reaching Level 2 with a target, they may invite you to activities or plan hangouts. You may also meet them by chance in other areas of your daily routine. Once this happens, you can work with your GM and plan specific interactions with the target: Say, you want to meet them at a music festival and bring a picnic basket and play guitar for them. Simply tell the GM what you have planned, and the GM will have you roll and roleplay to pull it off. Be careful: even if you’ve planned an interaction carefully, the target may not react the way you expect, and the scene may get disrupted by outside forces. This is all part of the fun of the game: there will be unexpected challenges to overcome.
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geraskier · 5 months
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caprice is now a level 6 bard/level 2 monk, with the helldusk gloves that add necrotic damage on unarmed attacks (along with a chance to inflict bleeding), as well as boots that give lightning charge upon dashing, and the jolty vest thing that shocks melee attackers using lightning charges. still dual-wielding hand crossbows for long range combat, and i took the dual wielding perk that increases AC. im dying a lot less partially bc ive learned how to better economize combat actions also.
gave karlach the dual wielding perk to increase her AC, and conversely am having lae'zel use two-handed weapons this time. kinda evens things out that way too, cause lae'zel has the extra action skill so she doesn't really need the offhand weapon attack. astarion kicks ass with the shrieking sword and the AOE saving throw penalty is extemely useful for bard spells.
(side note: the intimidation bonus from the durge origin pairs very well with performance/deception/persuasion bard bonuses.)
OH. something i noticed: caprice can't melee dual-wield with anything larger than shortswords, scimitars, or daggers. i suspect this is connected to being "small" instead of "medium" sized, as astarion does not have this problem and he has the same strength score (8). i don't care either way bc of my focus on unarmed strikes but that's still interesting. edit: wait nvm it's bc i didn't take the dual-wielding perk.
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nazitty56 · 1 year
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Hello! TTRPG enthusiast (I've played one and learned about at least three others to some degree).
I'm highly into DnD (5e??) and I'm highly addicted to creating characters and half-made solo campaigns.
I recently bought a PathFinder Core Rulebook, and OH, MY GOD, I LOVE IT SO MUCH.
So what is Pathfinder, and why is it so different from the DnD experience?
They are basically the same, just slightly different.
Let's start with 5e Dnd. There are 9 races, 12 classes, and 13 backgrounds.
Stats are found by rolling dice.
The races are just there to help you "see" the character you're making. They have their advantages and their disadvantages. Common traits, etc.
Now, to get the best character you can, you'll need to pair a race with a complentary class, with the class's suggested background.
Also, each class has different subclasses to get a character you want. There is also multiclasssing at the second level.
Now, what about Pathfinder?
Pathfinder (2e) has only 6 races, but 12 classes and around 35 backgrounds (not as in-depth as the ones in DnD 5e, granted).
Stats, on the other hand, start off on a neutral 10, and you add bonuses and flaws according to race, class, and background.
But what Pathfinder has that DnD doesn't is *heritages*, which acts like a subclass, but for the various races.
Each heritage offers additional advantages to the player as well as helps shape their character. Each race also offers "ancestry feats," things your character was taught at a young age by their community.
Each class has its own features, feats, and paths you can choose from to help shape the kind of character you want to play.
Plus, each background has additional skills and feats that you can gain.
To create the best character, you'll have to pair a race, heritage, ancestry feat, class, class feat, class path (if one), and background.
The best example of the difference between the two? Let's take my first Pathfinder character, unnamed as of rn, and compare it to how the same character would look like in DnD.
This character is a Whisper Elf with the Nimble Elf Ancestry feat. He has a criminal background, and he's a Scoundrel Rouge.
Ended up with 14 HP.
Strength = 10
Dexterity = 16
Constitution = 10
Intelligence = 16
Wisdom = 12
Charisma = 12
Expert (+4) in Perception, Reflex, and Will.
Trained (+2) in Acrobatics, Arcana, Athletics, Crafting, Deception, Diplomacy, Underworld Lore, Nature, Occultism, Performance, Religion, Society, Survival, Thievery, Stealth, Intimidation, Fortitude, simple weapons, rapier, sap, shortbread, shortsword, unarmed attack, light armor, unamored defense, Rouge class DC.
Has the Experienced Smuggler Skill feat from his background as a criminal.
Now, let's make the same kind of character from DnD.
He's a Wood Elf. He has a criminal background -- highway robber specialty. He's now a Thief Rouge.
Mask of the Wild, Fey Ancesty, and Trance race traits/feats.
Sneak Attack, Thieves' Cant class traits/feats.
9 HP.
Strength = 11
Dexterity = 18
Constitution = 12
Intelligence = 16
Wisdom = 7
Charisma = 12
Expert (double profeciency) in stealth, perception.
Proficient in longsword, shortsword, shortbow, longbow, light armor, simple weapons, hand crossbow, rapier, thieves' tools, acrobatics, deception, intimidation, insight, persuasion, dice gaming set.
So, they're different, yet the same.
Tdlr: A comparison between Pathfinder and DnD
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grailfinders · 3 years
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Fate and Phantasms #257
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Today on Fate and Phantasms we're building Salaza- I mean, Bartholomew Roberts, dread pirate and lover of dreads the world over. He is a Thief Rogue to prove that not every pirate has to be a swashbuckler and a Bladesinger Wizard to seriously buckle some swashes when he summons his cannons.
Check out his build breakdown below the cut, or his character sheet over here!
Next up: 'Cuz baby you're a firework! Come on let your body burst!
Race and Background
No surprises here, Roberts is a Human Pirate. That's a +1 to Dexterity and Intelligence, plus proficiency in Athletics, Perception, and Investigation. You also start off with the Inspiring Leader skill to empower your shipmates. If you spend 10 minutes (in-game) inspiring your allies, up to six of them (possibly including yourself) gain temporary HP equal to your level plus your charisma modifier. an extra 3 HP now isn't bad, and even at level 20 it's nothing to sneeze at. Creatures can get thp from this once per short rest.
Ability Scores
Your Intelligence should be the first score you focus on- dumb pirates don't last long. Unless they have guts, I guess. After that is Charisma. It might not be your casting ability, but you're still pretty charming. Dexterity comes later, though it's still important. You're using guns and wear leather armor at best. Your Constitution is also above average so you don't get seasick. This means your Wisdom is pretty low. You're not that wishy-washy, but there is one thing that auto-charms you without a save, that's not good. That being said, we're dumping Strength. Bringing excess weight onto a ship for workouts probably isn't a good idea.
Class Levels
Rogue 1: Starting out as a rogue beats the hell out of level one of wizard. You get more health and two extra skill proficiencies. That means you're proficient in Dexterity and Intelligence saves plus Acrobatics, Deception, Persuasion, and Sleight of Hand. All great skills for a pirate to have. Even better, you have Expertise in two skills for double the proficiency bonus. Bump up that Persuasion to get the best deals while in port, and Sleight of Hand for when that doesn't work. You also get a Sneak Attack, letting you add 1d6 to an attack's damage roll if you're using a ranged/finesse weapon and you either have advantage or an ally next to the target. It'll grow as you level up. You also know Thieves' Cant. It's a language.
Rogue 2: Second level rogues have a Cunning Action they can use as a bonus action to dash, disengage, or hide. Most ship to ship combat is done with cannons, so yeah. Avoiding that entirely is the best option.
Rogue 3: At third level rogues can sacrifice their speed for some Steady Aim, spending a bonus action and all their movement for the turn for guaranteed advantage on your next attack. It work great with your sneak attack, but you know what else works great with your sneak attack? Having more of it. You deal 2d6 damage per sneak attack now. Your subclass bonuses do nothing to help with sneak attacks, but Fast Hands and Second-Story Work still have their uses. The former lets you add Sleight of Hand checks, thieves' tools checks, and Using an object to your Cunning Action for even more to do on your bonus action. The latter gives you a climbing speed equal to your movement speed, and you can add your dexterity modifier to a running jump. Perfect for climbing around a ship and boarding.
Rogue 4: Use your first Ability Score Improvement to bump up your Dexterity for a better AC and more accurate attacks. Then get comfy, it's the last stat increase you have for a good long while.
Rogue 5: Fifth level rogues can perform an Uncanny Dodge when they're about to get hit by an attack, taking half damage instead. Cannons deal a lot of damage, but now they deal a lot less. Hopefully. On the plus side, you deal a lot more damage with a 3d6 sneak attack.
Wizard 1: Once again: wizards get a lot of Spells, which you prepare and cast with your Intelligence, so we won't go over every single one here. You get six spells now, but you can only cast spells you've prepared, and you can prepare a total number of spells equal to your wizard level plus your intelligence modifier. The rest get kept in your spellbook, which you can add spells to outside of leveling up if you find them. For cantrips, pick up Create Bonfire and Fire Bolt for some small grenades and Friends to turn up the charm if any hidden-eye beauties cross your path. (God that felt dirty just writing it.) For first level spells, pick up Identify to learn more about the battlefield to come up with strategies, Distort Value for pirate chicanery, and if things get dangerous, give them a taste of cannonfire with Magic Missile and Thunderwave.
Wizard 2: At second level you become a Bladesinger, which will make you both a little more jaunty and deadly, a dangerous combination. You receive a Training in War and Song, giving you proficiency with performance and one kind of one-handed melee weapon. While personally I think a Scimitar is closer to a cutlass than a short-sword is, it's really up to you. If you want to power-build, you've already got rapier proficiency. More importantly, you can perform a Bladesong for up to a minute, starting it as a bonus action. While singing, you add your intelligence modifier to your AC and Concentration saves. You also increase your speed by ten feet, and have advantage on dexterity checks. The song ends early if you're incapacitated, use medium or heavy armor, or make a two-handed attack, but you can sing it Proficiency times a day. You can also cast Longstrider to speed yourself up even more. With longstrider and a bladesong you can travel 50' per turn, or more with dashes. Using your cunning action means you can cover 150' in a turn, more than enough to get to any point on a ship you need to be.
Wizard 3: Third level wizards get second level spells like Locate Object. If you're trying to smash and grab, instantly knowing the nearest stash of gold within 1,000 feet of you is pretty useful.
Wizard 4: At fourth level wizards get their first ASI. You've got a real doozy here: not only are we trying to wield a sword and crossbow, we're doing it all while casting spells. The War Caster feat will help with that a bit, letting you cast spells with both hands full. It also gives you advantage on concentration saves, and you can use spells as attacks of opportunity if the spell only hits them. For example, while Scorching Ray can hit multiple people, you can just throw all three rays at the one person for a very painful burn. Alternatively, Shatter gives you some cannonfire options that doesn't force you close to your enemies to use.
Wizard 5: Fifth level wizards get third level spells. Fireball. Moving on.
Wizard 6: Sixth level bladesingers get an Extra Attack, with the added bonus that you can replace one of those attacks with a cantrip. If you don't get your sneak attack on the first hit? You've got another. If you do? Set them on fire for added insult. This is also the level all your cantrips get more deadly, which is a nice combo. Also, grab Tongues. Apparently Roberts doesn't care if the objects of his affections are even human or not, so this will help with the Harkness Test.
Rogue 6: Now that consent has been established we can head back to rogue for a bit. At sixth level you get another round of Expertise. Double down on Perception to find more treasure and Athletics to keep your sea legs from downgrading to D legs.
Rogue 7: Seventh level rogues have Evasion, so your dexterity saves are supercharged. If you're making a dexterity save to half damage, you'll take half damage on a failure and zero damage on a success. That'll really help save your concentration saves, since not taking damage in the first place is the best way to pass one. Speaking of damage, your sneak attack deals 4d6 points of it now, which is no small feat.
Rogue 8: Your eighth level of rogue nets you another ASI, so pick up Crossbow Expert so you can actually use that Extra Attack with your crossbow since you ignore loading. You can also properly dual-wield now, using your bonus action to attack with a hand crossbow after using your action for another weapon. On top of all that, your ranged attacks aren't at disadvantage if you've got someone in melee range too.
Wizard 7: At seventh level wizards learn fourth level spells. Leomund's Tiny Hut will help keep your most precious treasures safe, while Locate Creature will help you hunt down any nobles on the ship you've boarded- they tend to keep the best stuff to themselves.
Wizard 8: With your last wizard level you get another ASI to finally bump your Dexterity up a bit for more accurate gunfire. you also learn Divination to find treasures from a distance, and Conjure Minor Elementals to create some cannons that will fire for you. That's 1 cannon of CR 2, two of CR 1, four of CR 1/2, or eight of CR 1/4. For the most cannon-y of elementals, I'd suggest grabbing four Magma Mephits. They spew fire everywhere and they explode on death. Or summon a bunch of Chwinga for free charms. Cannons or treasure, sounds pirate-y to me.
Rogue 9: Ninth level thieves are Supreme Sneaks, giving you advantage on stealth checks if you're only moving half your speed. Your sneak attacks are now 5d6, and your cantrips hit max power. Basically, you're dealing a ton of damage now.
Rogue 10: Use this ASI to bump up your Intelligence for better bladesongs and harder to avoid spells.
Rogue 11: Eleventh level rogues have Reliable Talent, so you always roll at least a 10 on every skill check you're proficient in. Even though we didn't invest in wisdom at all, you've now got a minimum of 22 on every perception check. I'm sure your DM will have fun dealing with that.
Rogue 12: Your last level also gives you your last ASI, so let's pick up the Tough feat for an extra 40 HP. Wizards are cool, but their hit dice aren't the best.
Pros and Cons
Pros:
You've got amazing perception checks and plenty of spells to detect treasure, all the skills you need to rob people blind as quickly as possible. Add in your speed and mobility thanks to Second-Story Work and Bladesong and your getaway is looking pretty good as well.
Even if you get cornered you're tough to hit, with Mage Armor and Bladesong combining to give you an AC of 21 without any sort of armor. Add on evasion from being a rogue, and odds are you'll be getting away scott free more often than not.
If being a gentleman thief is more your style, your sleight of hand and persuasion checks have you covered on that angle too. You can lift items off of people without them ever realizing a thing.
Cons:
You're almost doing too much per turn. If you're focused on attacking, you can use a sword, a cantrip, and a crossbow in one go, but then you also have to balance in your leveled spells plus all that stuff you can do with your cunning action. Having options is never bad, but it does mean you'll have to think a lot more than say, the Heracles player.
You also need a lot of feats to run at peak efficiency, since you're a dual-wielding spellcaster with a crossbow. That means it takes a long, long time to focus on your stats, so we never got a chance to max out dexterity or intelligence.
Even if your wisdom checks are good, your wisdom saves aren't. You tend to get charmed easily, is what I'm saying.
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raeynbowboi · 5 years
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The Character Forge: How to Play as Link in DnD 5e
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Link is without a doubt one of the most iconic heroes in fiction, which is why I’m excited to work on this build of Link. Now, of course Link has a long history of games where he’s had a wide variety of skills and abilities. So, for this build, I wanted to focus on his most recurring skills and items, and try to find DnD items with similar effects, if possible, to fill out his arsenal. Link is a multi-talented young man who has a talent for many skills, weapons, and items. He’s extremely flexible in what he can work with, and that was a primary focus of this build: to broaden his abilities as much as I could.
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The Makings of a Hero
Hylians are clearly some kind of elf. You could make Link a Human or Variant Human if you want, but if it looks like an elf and it hyaas like an elf, chances are it’s an elf. There are a lot of kinds of elf he could be. Hylians are closely connected to the gods and think highly of themselves, so High Elf is a strong possibility. But Link is also something of a wilderness expert, so he could be a Wood Elf too.
Link is clearly good, but where on the goodness scale is a little less clear. He is a champion for goodness and light, so he could be Lawful Good, but he’s also jokingly famous for breaking into random houses and smashing random pots to steal people’s hidden money, so he could fall under Chaotic Good. And that divide could also make him Neutral Good.
As for background, that also tends to differ between game. Sometimes he’s a simple villager, a rancher, a farmer, a knight, an amnesiac foreigner. He’s so inconsistent that it’s better to just give him a background that covers the skills he doesn’t pick up from his build. Top contenders for Link’s background would be Outlander, Knight of the Order, Soldier, Far Traveler, and Folk Hero.
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Skills, Abilities, & Items
Weapons      -Longsword      -Shield      -Bow and Arrows      -Bombs      -Slingshot      -Boomerang      -Greatsword      -Club      -Spear      -Magical Rods Skills      -Horse Riding      -Mounted Combat      -Dungeon Crawler      -Puzzle-solving      -Weapon proficiency      -Fighting Maneuvers Famous Items      -Triforce of Courage      -Master Sword      -Hylian Shield/Mirror Shield      -Hero Bow      -Ocarina of Time      -Power Bracelet/Golden Gauntlets      -Zora Tunic/Mermaid Suit/Zora Flippers      -Roc’s Feather/Feather Cape/Hover Boots/Glider      -Hookshot/Longshot      -Gale Boomerang      -Wind Waker      -Pegasus Boots/Pegasus Seeds      -Biggoron’s Sword      -Fire Rod      -Fire Arrow/Lightning Arrow/Ice Arrow/Light Arrow      -Ball and Chain      -Fierce Deity Mask
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Get to Class
Fighter     Arcane Archer     Battle Master     Cavalier/Knight     Champion     Monster Hunter     Scout     Sharpshooter
Paladin     Ancients     Crown     Devotion     Heroism
Ranger     Hunter     Monster Hunter
Rogue     Inquisitive     Scout     Swashbuckler
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Stats & Proficiencies
Honestly, Link was hard to stat balance at first. I figured his best stat should be Constitution to correlate with a late-game number of heart containers. Link needs to be able to take a serious hit, and he spends most of the game getting a bigger health bar for just that very reason. Aside from Constitution, nothing really stood out as more important, though Intelligence and Charisma can get the shaft a bit, as Intelligence covers mostly book-learning which Link isn’t really known for, and largely in part to being a mute, aside from dancing in the Subrosia dance hall or playing his Ocarina, Link isn’t exactly great with Charisma-based skills. That’s not to say he’s really bad at anything, though. Link is a real Renaissance Man, as he’s good pretty much everything. Which means he shouldn’t have any negative modifiers. But Link is also not the pinnacle of strength, durability, or insightfulness. He needs items to perform feats of great strength, speed, or stamina, and wouldn’t get very far without them, so he’s also not going to be the max in any of his stats either. Rather, he’s going to be competent in Intelligence and Charisma, and fairly good at everything else.
Proficiencies:      Acrobatics      Animal Handling      Athletics      Insight      Investigation      Nature      Perception      Stealth      Survival
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Link’s New Toys
    -Bag of Holding     -Triforce of Courage (Banner of the Krig Rune)     -Mastersword (Dawnbringer)     -Hylian Shield (Shield of the Hidden Lord, Shield +3)     -Mirror Shield (Repulsion Shield)     -Hero’s Bow (Oathbow)     -Golden Gauntlets (Gauntlets of Ogre Power)     -Zora Tunic/Mermaid Suit (Cap of Water Breathing, Cloak of the Manta Ray)     -Gale Boomerang (Storm Boomerang)     -Hover Boots (Boots of Levitation)     -Pegasus Boots (Boots of Speed, Boots of Striding and Springing)     -Fire Rod (Necklace of Fireball)*     -Fierce Deity Mask (Mask of the Dragon Queen) *There are items like the Wand of Fireball and the Staff of Fire, but both items require the holder to be a magic user, which Link is not.
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Name: Link Race: High Elf Background: Outlander Alignment: Neutral Good Class: Monster Slayer Ranger (6)             Battle Master Fighter (10)             Inquisitive Rogue (4) Base Stats:      Strength: 16 (+3)      Dexterity: 14 (+2)      Constitution: 18 (+4)      Intelligence: 10 (0)      Wisdom: 16 (+3)      Charisma: 10 (0) Saving Throws:      Strength: +9      Dexterity: +8      Constitution: +3      Intelligence: 0      Wisdom: +3      Charisma: 0 Combat Stats:      HP: 200      AC: 15      Speed: 30      Initiative: +2      Number of Attacks: 2      Proficiency Bonus: +6      Passive Perception: 19      Dark Vision: 60 feet Proficiencies and Expertise:      Acrobatics (Rogue)      Animal Handling (Ranger)      Athletics (Outlander)      Insight (Ranger)      Investigation (Ranger)      Perception (Elf)      Survival (Outlander) Skills:      Acrobatics: +8                 Medicine: +3      Animal Handling: +9        Nature: +6      Arcana: 0                         Perception: +9      Athletics: +15                   Performance: 0      Deception: 0                    Persuasion: 0      History: 0                         Religion:0      Insight: +9                        Sleight of Hand: +2      Intimidation: 0                  Stealth: +8      Investigation: +6              Survival: +15 Condition Resistances:        Charmed Immunities:        Sleep Racial Feature: Elf        Elven Weapon Training: Proficiency with Shortsword, Longsword, Shortbow, and Longbow. Ranger Feature: Fighting Style      Archery: Add +2 to attack rolls for ranged weapons. Ranger Feature: Favored Terrain      Forest     Grassland Ranger Feature: Favored Enemy      Monstrosity      Fiend Fighter Feature: Fighting Style      Dueling: Add +2 to melee damage rolls when using 1 one-handed weapon. Fighter Feature: Superiority Die      5 (1d10s) Fighter Feature: Maneuvers      Disarming Attack: spend a superiority die to force your target to make a Strength saving throw. On a failed roll, it drops 1 item of your choosing.      Feinting Attack: spend a superiority die as a bonus action, and select a target. You gain advantage against that creature and add the roll of your superiority die to your attack damage if you hit the target creature.      Parry: As a reaction, reduce melee damage you take by your dex modifier + the roll of a superiority die.      Precision Attack: add the roll of a superiority die to the damage roll of a melee attack you made.      Riposte: When an enemy’s attack misses you, you can make a counter attack, and add the roll of a superiority die.      Sweeping Attack: Use a superiority die to cause your melee attack to hit a second creature within 5 feet of your first target. Add your superiority dice roll.      Trip Attack: Use a superiority die to force a large or smaller creature to make a Strength saving throw. on a failed save, that creature is knocked prone. Spell Slots:      1st (4)      2nd (2) Link’s Spellbook      Cantrips True Strike      1st Level Cure Wounds Hunter’s Mark Wild Cunning Protection from Good and Evil      2nd Level Find Traps Actions:      Action Surge: take an extra action once per rest.      Primeval Awareness: Spend a spell slot. For 1 or 2 minutes, you sense the kinds of creatures within 1 mile of you, or 6 miles in forests and grasslands. Bonus Actions:      Cunning Action: Dash, Disengage, or Hide once per turn.      Second Wind: Regain 1d10+10 HP once per rest. Features, Traits, and Feats:      Archery Fighting Style: Gain +2 on attack rolls with ranged weapons.      Dueling Fighting Style: Gain +2 on damage rolls when armed with a single one-handed melee weapon.      Ear for Deceit: Any roll of 7 or lower on an Insight check against lying becomes an 8.      Extra Attack: You get two Attack actions.      Eye for Detail: Perform an Insight or Investigation check as a bonus action.      Favored Enemy: Deal +2 bonus damage to Monstrosities and Fiends. Gain advantage on Survival checks to track Monstrosities and Fiends, and Intelligence checks to remember information about them.      Fey Ancestry: Resistance to Charmed effects, immunity to magical sleep.      Hunter’s Sense: As an action, choose a creature within 60 feet. You learn the creature’s damage immunities, resistances, and vulnerabilities. Can be used 3 times per long rest.      Improved Combat Superiority: Your superiority die become 1d10s.      Indomitable: Reroll a failed save once per long rest.      Insightful Fighting: As a bonus action, make an Insight check against another creature’s Deception check. If you succeed, you can use Sneak Attack against the creature even without advantage for up to a minute. Doesn’t work if you’re disadvantaged. Wears off if you target a new creature with this feature.      Know Your Enemy: If you spend at least 1 minute outside of battle observing a creature, the DM will tell you whether the creature is superior, inferior, or equal to you in any 2 of the following stats: Strength, Dexterity, Constitution, AC, Current HP, Total Class Levels, or Fighter Class Levels.      Natural Explorer: Favored Terrains are Grasslands and Forests. While in your favored terrains: double proficiency bonuses for INT and WIS checks you’re proficient in, difficult terrain doesn’t slow your party down, always alert for danger, can move stealthily at a normal pace when traveling alone, find double food when foraging, and when tracking anything, you can tell how big they were, how many there were, and how long ago they passed through.      Sharpshooter: Attacking from long range doesn’t disadvantage ranged attack rolls, ranged weapon attacks ignore half and 3/4 cover, and you can -5 on a ranged weapon attack roll to add +10 to the damage roll on a successful hit.      Slayer’s Prey: As a bonus action, pick a creature within 60 feet of you. Add 1d6 damage to the first attack you make against that creature.      Sneak Attack: Add 2d6 to damage roll when you have advantage, or another enemy of the target is within 5 feet of it.      Thieves’ Cant: You can articulate covert messages in casual conversations.      Trance: Trance for 4 hours instead of sleeping for 8.      Wanderer: You have an excellent memory for terrain and don’t need a map. You can remember where to find settlements, foraging spots, and geographical landmarks. You can always find enough food and water to sustain yourself and up to 5 more people provided the land can provide food and drinkable water.
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I’m sure there’s some who will disagree with my picks, but I optimized a build around looking for enemy weaknesses, having a ton of proficiencies, and having a wide and varied arsenal of weapons at Link’s disposal. If you’d build Link another way, tell me what you’d do different. Who do you want to see me make next? And as always, I look forward to seeing you again at the Character Forge, where heroes are made.
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velkynkarma · 4 years
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I was procrastinating at work today and started toying with the hilarious idea of a Leverage-inspired D&D campaign. 
Five players are characters who don’t necessarily have to be Sophie, Hardison, Parker, Eliott and Nate, but are nods to them. Each character is/was some kind of former specialized thief, but now they help people by stealing from assholes. Each mission starts with an NPC asking for help of some kind and involves cleverly finding a way to make the big bad of the mission pay for what they did to the NPC in some way.
Some ideas for character stats:
Grifter Bard
Maxed out charisma
Maxed out deception and persuasion. Can basically convince you she’s family, take everything you own, and walk out the door without you suspecting at any point that something might be wrong.
Disadvantage on Performance rolls unless the Performance is very specifically used for stealing something
Good Arcana and History skills for identifying precious, precious artifacts and art
Has Disguise Self and Comprehend Languages spells for maximum griftability
Best at support, build is not ideal for combat 
Hacker Artificer
Maxed intelligence
High investigation and perception skills. Can figure out loads about targets with a little bit of research before they even get started
High charisma, good at deception and performance rolls, but can flub them if over-performing
Best at support, build is not ideal for combat 
Will also function as the team’s treasurer for all rewards on missions
Will also provide item upgrades for the rest of the team for armor, magical items, etc. 
Also maintains whatever magical/technological process is used for instant communication.
Also maintains whatever security measures keep the team from being noticed by local authorities 
Basically the backbone of the team and required for a functioning operation.
Rogue Thief 
I mean really what else would the thief be?
Maxed out dexterity
Absurdly high proficiency with sleight of hand, stealth and acrobatics. Like, basically will never fail to steal anything. Has to actually try in order to get caught.
A lower charisma score means occasional stumbles with deception, performance and persuasion rolls.
The bard makes it a point to boost this when possible in order to succeed on cons
Actually the second most useful character to have in a fight. Will not hesitate to stab when uncomfortable.
Daggers do additional Lightning damage for maximum ouch
Fighter Hitter
(Man, that looks really funny)
Absurdly high HP and AC, meaning it’s hard to hit him and when he does get hit, it takes a lot of hits to even come close to bringing him down
Surprisingly high charisma makes him good with deception and performance rolls. Plays instruments better than the bard.
High charisma also means great intimidation rolls. Really. Great. Intimidation rolls.
Insight is through the roof which allows him to ID classes, monsters, fighting styles, etc before engaging because they are ‘very distinctive’
Seems to have proficiency with pretty much every weapon somehow. But dislikes guns, if they’re in the campaign.
Which is not to say he can’t use them. But encounters will be over very quickly if he does.
If there is a fight, point the fighter at it, the fight will not last much longer. This guy pretty much carries encounters and functions as a solid tank for the team.
Mastermind Paladin
The One Good Man who is no longer so good...now something of a fallen paladin who’s lost faith in faith and is very good at putting bad skills to good use
Will constantly insist he isn’t a thief, even while leading a con to steal things
Curiously low charisma for a paladin, but has strangely good charisma based skills (deception, performance, persuasion)
Has surprisingly, but frighteningly, high intimidation rolls in certain instances
Very high intelligence
Has bonuses to every skill, strangely knowledgable about all kinds of topics. 
Gets a bonus on all Intelligence and Wisdom-based rolls when drinking alcohol, and has a high chance to discover opponent weaknesses. But takes a loss on Charisma and Dexterity based rolls as a consequence.
Doesn’t seem like he would be good in a fight but turns out to be strangely useful in certain situations
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muddy roads and foxgloves ❃ character d&d stats
disclaimer: i am still very new to the world of dungeoning and dragoning and am still learning how this works. also i bent the rules a bit to make them fit my wip.
transcription and other notes below.
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❃ Petra (class: ranger)
STR: 10
DEX: 12
CON: 12
INT: 17
WIS: 11
CHA: 7
skills: nature, investigation, survival
Petra’s high intelligence and absolutely abysmal charisma are so funny to me. the girl has a skyrocketing GPA and can memorize and apply all kinds of complicated facts but she can’t tell a lie to save her life, and put her in front of someone she needs to impress for whatever reason and she turns into a bumbling mess.
the nature skill mostly encompasses her extensive knowledge of plants. her survival skill comes from her years at summer camp, where she idolized this one counsellor who was really into wilderness survival.
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❃ Finneas (class: rogue / druid)
STR: 12
DEX: 14
CON: 12
INT: 10
WIS: 13
CHA: 14
skills: deception, sleight of hand, medicine, religion
Finn double classes because i couldn’t decide whether his conning and thieving for survival, or his magical plant powers were more important, so i went with both :’) 
the medicine skills accounts for his healing powers, and the religion is because although he was born and spent all his life in the country of Sayntagnesia, he’s ethnically Ghillairdan and was raised as such, and the Ghillairdans are known for being super religious so he just has all this background religion knowledge that comes in useful sometimes.
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❃ Azami (class: warlock)
STR: 9
DEX: 12
CON: 9
INT: 8
WIS: 16
CHA: 14
skills: insight, perception, history
to be honest i’m still iffy about Azami’s class but it seems to be the one that fits best. let’s just say she has one spell called “her father’s credit card” KJGFKJDF. (also i’ve been told it’s the gayest class? and she’s probably the gayest of the squad lmao.) 
what she lacks in conventional book smarts she makes up for in unconventional thinking--she can spot clues that no one else would have seen and is always thinking outside the box.
her history skill also includes general knowledge of other cultures and languages, since growing up she travelled a lot with her mom (an international diplomat) and was exposed to a lot of different cultures.
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❃ Valyan (class: bard)
STR: 9
DEX: 14
CON: 8
INT: 10
WIS: 13
CHA: 16
skills: performance, persuasion, acrobatics
Val’s stats are pretty straightforward i think? what else can i say, the kid loves to sing and dance, they’re small and agile and cute and can win over the hardest of hearts lol.
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all of this is very useful because sometimes when i’m stuck on the details of a scene (usually details that don’t have a big impact on the bigger plot), i roll dice to determine what happens and can add their modifiers and bonuses. also just because it’s super fun to think of my wip as a dnd campaign lmao.
anyways this got really long so if you’ve somehow read all of this, i applaud you.
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thefools-journey · 4 years
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Here’s my alternate take on Julian and Portia’s D&D character sheets!
The original sheets from Arcana devs... I didn’t really agree with a lot of their choices. Why was Portia given the mastermind archetype? Why tiefling for Julian, or the criminal background? There were a lot of options that’d work better for them, imho.
Therefore: presenting Portia the Arcane Trickster with Folk Hero background, and Julian the swashbuckler sailor!
Julian I didn’t like tiefling Julian, so I swapped that for half-elf. Don’t ask me how it’d work with him and Portia being siblings, I’ve no idea. Maybe they’re half-sibs? He’s a swashbuckler, because he deserves to be. Thief? Really? And that Criminal background... nah. First of all: he didn’t even commit the crime he was accused of! And he only lived as such for three years of his life, whereas he was essentially a sailor and a traveler for the vast majority. Second: I think the only thing he ever steals in the game is that one book from the shop? Is this really enough to justify this archetype??
Now, he has proficiency with Navigator’s Tools and Water Vehicles, and, apart from Common and Elvish, he can speak Halfling, because Portia. His main weapon is a rapier, to fit the swashbuckler image (and also because it’s exactly what he’d choose: elegant and dramatic). Despite low WIS (because let’s face it... this boy does not have lots of common sense), he’s good at Medicine, because of expertise. Actually, he should probably have even lower WIS, in favour of INT, but Medicine is a WIS skill, so... (His special ability should be making Medicine checks with INT.) His other expertise skills are Performance, Persuasion, and Sleight of Hand.
In terms of feats: he gets Medic, obviously, which gives him a (sorely needed) additional WIS point. The others are Actor (advantage on Deception and Performance when pretending to be someone else, and ability to mimic sounds and voices), and Everybody’s Friend (+1 CHA, and proficiency in Deception and Persuasion).
Portia Arcane Trickster was a no-brainer for Portia: she wants to be able to do magic so badly. This allows her to! I think she’d love it. As is the case with Julian, her stats are just the slightest bit OOC, so that she works better as a D&D character. Originally I planned lower INT for her, in exchange for higher WIS, which would fit her better... but INT is her spellcasting ability, so up it goes. The background swap was an obvious one for me, too: Portia definitely doesn’t fit as a Noble. She’s only been working at the palace for two years, and she clearly doesn’t have common topics with nobles. She’s there as a servant; she neither knows how to interact with nobility as an equal, nor she wants to. The people she does have a way with, though? The common folk! She’s well liked among other servants and across town, and I feel she’d be able to fit in with the working class wherever she went.
(To be fair, Folk Hero would fit Julian nicely as well, but I wanted something different for him, and I think Sailor is a good fit.)
She has proficiency with Cook’s Utensils thanks to Mazelinka, and her best skills are Investigation and Stealth: perfect for solving mysteries! She fights with a bow and a shortsword, for a mix of ranged and melee, and her spells (listed below) are entirely utility - I feel she’d rather use magic for fun and as nifty helpful tricks, not offensively. Stabbing is more satisfying, anyway.
Her feats: Investigator (+1 INT, Investigation proficiency), Observant (ability to lip read, bonuses to passive Perception and Investigation), and Skulker (bonuses to hiding, and dim light doesn’t impose disadvantage on sight-based Perception checks). With such a partner, you’d be able to get to the bottom of any secret.
Under the cut: Portia’s spell list. Enjoy!
- Auva
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Cantrips:
Mage Hand
Mending
Message
Prestidigitation
1st level:
Alarm
Comprehend Languages
Disguise Self
Illusory Script
2nd level:
Alter Self
Hold Person
Invisibility
Misty Step
3rd level:
Catnap
Incite Greed
Major Image
4th level:
Greater Invisibility
Hallucinatory Terrain
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dungeonmaster36 · 5 years
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Prismo, the lich of the House of Mirrors
Medium Undead, any chaotic alignment
Armor Class 17 (natural armor) 
Hit Points 135 (18d8 + 54)
Speed 30 ft.
STR 9 (-1) DEX 16 (+3) CON 16 (+3) INT 14 (+2) WIS 16 (+3) CHA 20 (+5)
Saving Throws Dex +10, Con +10, Cha +12
Skills Acrobatics +6, Animal Handling +6, Arcana +16, Athletics +2, Deception +19, History +5, Insight +6, Intimidation +8, Investigation +5, Medicine +6, Nature +5, Perception +6, Performance +8, Persuasion +19, Religon +5, Sleight of Hand +6, Stealth +17, Survival +6
Damage Resistance cold, lightning, necrotic
Damage Immunities poison; bludgeoning, piercing, and slashing from nonmagical attacks
Condition Immunities charmed, exhaustion, frightened, paralyzed, poisoned
Senses truesight 120 ft., passive Perception 20
Languages Common, Elvish, Dwarvish, Deep Speech, Draconic, Infernal
Challenge 21 (33,000 XP)
Legendary Resistance (3/Day). If Prismo fails a saving throw, it can choose to succeed instead.
Rejuvenation. If it has a phylactery, a destroyed lich gains a new body in 1d10 days, regaining all its hit points and becoming active again. The new body appears within 5 feet of the phylactery.
Spellcasting. Prismo is an 18th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 20, +12 to hit with spell attacks). The lich has the following spells prepared:
Cantrips (at will) friends, mage hand, minor illusion, viscous mockery
1st level (4 slots): bane, hideous laughter, chaos bolt, shield
2nd level (3 slots): blindness/deafness, invisibility, shatter, melf’s acid arrow, mind spike
3rd level (3 slots): bestow curse, fear, major image, counterspell
4th level (3 slots): dimension door, hallucinatory terrain
5th level (3 slots): cloudkill, mislead
6th level (1 slot): eyebite, mental prison
7th level (1 slot): forcecage, prismatic spray
8th level (1 slot): feeblemind, demiplane
9th level (1 slot): power word kill
Turn Resistance. Prismo has advantage on saving throws against any effect that turns undead. 
I’m Where I Need To Be, And You’re Where You Need To Be. So long as Prismo is in his House of Mirrors, he can not be located or viewed through magical means. All divination spells fail to locate him or his possessions in his House of Mirrors. Additionally, Prismo always has a general idea where someone is located in his House of Mirrors, but never their exact location. Prismo can still be surprised.
Actions
Paralyzing Touch. Melee Spell Attack: +12 to hit, reach of 5 ft., one creature. Hit: 10 (3d6) cold damage. The target must succeed on a DC 18 Constitution saving throw or be paralyzed for 1 minute. The target can repeat the saving throw at the end of each of his turns, ending the effect on itself on a success.
Legendary Actions
Prismo 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. Prismo regains spent legendary actions at the start of its turn.
Cantrip. Prismo casts a cantrip.
Paralyzing Touch (Costs 2 Actions). Prismo uses its Paralyzing Touch.
Look Inside Yourself Detective (Costs 2 Actions). Prismo fixes his gaze on a creature within 10 feet of him. The target must succeed on a DC 18 Wisdom saving throw against this magic or spend be incapacitated for one minute, spending that time being incredibly introspective. The target may repeat the save at the end of each of their turns, ending the effect on a success. If the target’s saving throw is successful on ending the effect on itself, it becomes immune to Prismo’s gaze for 24 hours.
Did You Get The Scalpel, Detective?. Prismo forces keys into the bodies of all living victims of his house of mirrors. Each non-undead creature within 20 feet of Prismo must make a DC 18 Constitution saving throw against this magic, taking 3d6 necrotic and 3d6 piercing damage on a failed save, or half as much damage on a success.
Prismo’s Lair
Little is known about Prismo’s House of Mirrors. A place where the eye can not be trusted, the clown-lich will taunt and toy with his guests when ever they enter the House. Often times in this place, illusions may become much more than their intention. Whenever a spell that creates an illusion is cast, there is a 20% chance the illusion becomes real. It does not hold any loyalty to its caster and acts according to its own nature. This does not include spells that effect the caster, such as invisibility. If Prismo is fought in his lair, his CR increases to 22 (41,000 XP)
Liar Actions
On initiative count 20 (losing initiative ties), Prismo can take a liar action to cause one of the following magical effects. Prismo can not use the same magical effect two rounds in a row.
* Prismo rolls a d8 and regains a spell slot of the level or lower. If he has no spent spell slots of the level or lower, nothing happens.
* Prismo summons many glass shards, hurling them at a target within 60 feet of him. The target must make a DC 18 Dexterity saving throw, taking 52 (20d4) slashing damage on a failed save, or half as much on a successful one. The shards of glass clean themselves up after the attack is complete.
* Prismo targets one creature that is adjacent to one of his carnival mirrors. They must make a DC 18 Constitution saving throw or become the warped reflection they see. Roll 1d100 and consult the table below to determine the creatures morphed state. The flesh warping condition can be ended by a greater restoration spell or something similar.
01-05 The targets hair grows obscenely long, blinding them.
06-10 The target grows a small face on their shoulder. The target has advantage on saving throws against being charmed, stunned, or frightened. This face will speak rudely of the target consistently.
11-15 The creature grows crab claws for hands. These claws cannot hold normal weapons but can function as daggers. Somatic spell components aren’t possible with the claws.
16-20 One of the targets legs grow twice as long as the other, reducing their walking speed by 10 feet.
20-25 The targets grow fins and gills, gaining a swim speed of 30 feet and the ability to breath water. They can survive 30 minutes out of water.
26-30 The targets eyes begin crawling around, acting as tiny creatures with a movement speed of 15 feet. The target can command their eyes as a bonus action and see through them as normal. The eyes share initiative with their owner and are unable to take any actions that are not the Dash action. The eyes have 1 hit point each and an AC of 8. If they eyes are destroyed, the target is blinded until they get new eyes.
31-35 The targets ears tear off and scurry around the targets body. The target is now deafened.
36-40 The targets teeth double in size. They can not use spells requiring verbal components.
41-45 The targets skin becomes stretched and flabby, granting advantage on grapple checks but halved movement speed.
46-50 The targets legs and arms switch places, forcing them to crawl.
51-55 The targets arms begin dragging on the floor, increasing their weapon range by 5 feet.
56-60 The targets legs double in size, increasing its movement speed by 10 feet.
61-65 The targets head doubles in size. They have disadvantage on ranged attacks of any kind.
66-70 The targets eyes disappear and reappear on the back of their head. They can now see behind them, but not in front of them.
71-75 The target swells, tripling its weight.
76-80 The targets body broadens substantially. They look like a square.
81-85 The targets feet and hands double in size, making fine manipulation difficult.
86-90 The targets ears become wings, giving them a fly speed of 5 feet. The target is deafened
91-95 The targets body becomes brittle, giving them vulnerability to bludgeoning, slashing, and piercing damage.
96-00 The target must flip a coin. On heads, they are reduced in a way similar to the Reduce spell. On tails, they are enlarged as if under the effects of the Enlarge spell. This effect lasts indefinitely until a greater restoration spell ends the effect.
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@paper-mario-wiki and @snapscube are absolutely hilarious. I don’t do fan content often, but after seeing this video I had to get some of that good good Prismo content. So have him in your game! Fight Prismo! Be Friends with Prismo! Enjoy his House of Mirrors! he’s got like all skill bonuses cause I made him a bard so y’all can enjoy that if you so please
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nilmerg-ecid · 4 years
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updated ideas
One piece inspired pirate rpg Basic stuff and ideas: Instead of 6 stats, instead only have 3: body, mind, and spirit Have different skills, based on combinations of body mind and spirit as well as just normal skills “Saves”: wisdom (mind and spirit), endurance (body and spirit), focus(mind and body) Speed and strength also important stats that feed into dodge and block respectively, as well as movement for speed Skill list: persuasion (mind/spirit), deception (mind/spirit), history (mind), animal handling (spirit), insight (mind), intimidation (body/spirit), perception (mind/spirit), performance(body/spirit), nature (mind), stealth (body), sleight of hand (body/mind), constitution (body), athletics (body), investigation (mind) Combined skills are the average of both unless you get a feat Instead of simple ac, have dodge skills and block skills that act like saves to physical attacks Get to take special skills, basically feats, either 1 major or 2 minor and a skill proficiency, at start Each class/subclass gets extra special skill and boost to stat + proficiency in something related Initiative is somehow body, mind and spirit; If subtracting for any mod, it is a 1:1 ratio, body is always 1:1 for initiative, mind is 0.5x mind mod, rounded down, and spirit is 1.5x spirit mod, rounded up Add all together after calculating +1 to mind is +0 to initiative, +2 to mind is +1 to initiative, +3 to mind is +1, etc. +1 to spirit is +2 to initiative, +2 to spirit is +3 to initiative, +3 spirit is +4, + 4 spirit is +6, etc Ex: +1 mind, +2 body, +3 spirit would be 0 for mind, 1 for body, and 4 for spirit, so a total of a +5 initiative Armor and weapons give bonuses to block, depending on weapons and armor, might detract from dodge Basically a feat in any given crew for “captain” that gives them bonus to initiative, bonus to persuasion to own crew and bonus to intimidation for others (or vice versa if you're a crappy captain/ maybe a marine) Design your own ship? Upgrade it during rests, have lots of fun weapons? Everyone has a swim speed, but tritons and mermaids have more, plus certain classes and feats might make it faster? Movement speed: every 10ft walking spd is +1 to dodge  (round up), so 25ft is +3, etc. Stats?? Roll 5d6 drop the lowest or just standard 4d6 drop the lowest….. Point buy so total of mods is +7 or total points for body mind spirit is 42?? idk
Classes: Fighter (with altered subclasses based on monk, ranger/gunslinger, and fighter/barbarian) Sniper- ranger/gunslinger Fighter- what it says on the tin Monk- idk if there's a better name Spellcasters Archaelogist- (ok this one is just straight up only robin) basically a wizard, good at languages?? And history and stuff navigator - combination sorcerer +divination powers? Weather related mostly musician - basically a bard doctor - basically a cleric with hints of druid? Or maybe thats just chopper Other: shipwright - can control ship, gets to choose upgrades?, kinda like artificer, cook - paladin ish and can give buffs during/after rests, thief - just a rogue bc nami is both navigator and thief so i made a separate role, hmmm maybe warlocks could just be devil fruit users tho that would be complicated
Races: Humans - basically just variant humans with a way wider range of size and can have fun stuff like horns and teeth Three eyed people - divination powers? Long arm and long leg - bonus to attack and speed respectively or something Skypeople - useless wings and have primitive observation haki aka super high perception and passive perception snakeneck - honestly idk man but why not Cyborg - halfway between warforged and human Modified humans - humans but physically better and not nice Minks- furries aka shifters but they have an animal form and an even more animal form Fishmen- tritons basically Merfolk- what it says on the tin\ Giants?- idk how that would work in a dnd inspired world bc they too big Dwarfs- like pixies/halflings Celestial dragons- worse and more stuck up than elves but otherwise humans Hybrids: Centaurs, satyrs, harpies, zombies?, skeletons, clones, idk everything
Skills: Major skillz Uhh captain First mate - gets basically telepathy w captain, same but lesser skills plus attack bonus coward - gives you bonus action disengage/hide/dodge/dash Heckin skilled mate - lets you use the full combined total for 3 skills and 1 save Swimmer - underwater combat, higher swim speed, dont need to breathe for like 15 min idk, can get like sneak attack if they come up from the water Minor skills Artist - honestly mostly an aesthetic but also possibly can give bonuses to the ship for stealth, intimidation, plus can make money on the side or something Liar - prof in deception, exceptionally good at distracting and granting advantage Good with animals idk - proficiency in animal handling plus get to have basically a familiar? Built in weapons Language expert idk this is becoming very straw hat specific Helmsman - idk what this one would do if you already have a shipwright i guess allows you to also control the ship bc someone has to be manning the ship unless somehow they get autopilot Blocking - bonus to blocks Coward but cheap - bonus to dodge Like,, calligrapher or forgery artist or something that gives adv on persuasion and deception when through a written message
Fighter Class features: HP: 1d12 per fighter level Proficiencies: all armor, shields, simple and martial weapons Saves: Endurance, strength or speed Bonus to body Fighting style: Evasive: bonus to speed and dodge, get bonus action disengage Just straight up dueling: +2 to damage rolls with that one weapon, goes up to +3 at level 5 Two weapon fighting: goes up to 3 weapon fighting at level 5 Protection: when someone attacks an ally within 5ft of you, can use reaction to give their attack disadv and attempt to block it, at lvl 5 can attack back if you successfully block their attack Second wind (1d12 instead) Action surge Reckless attack
Sniper Class features: HP: 1d10 per sniper level Proficiencies: all ranged weapons and simple weapons, light and medium armor, and shields Saves: the focus one, maybe also wisdom Bonus to mind or body Fighting style: Rifle: long range bonus, adv if use action to aim last turn Pistol: closer range bonus, no disadv on melee range ranged attacks Slingshot: multiple types of shots Bow: bonus to something idk, prolly somewhere between slingshot and rifle Can do dif types of shots, like fire dmg, pierc, ice, basically cast entangle, but unless rifle and pistol get to choose 2 types outside of standard, bow gets 3, slingshot gets 5 Second wind Action surge
Monk is basically exactly the same as 5e so far
Archaeologist/wizard Class Features: HP: 1d8 per archeologist lvl Proficiencies: 4 simple weapons of your choice, 2 mind based skill of your choice, idk some sort of archaeologist kit Saves: wisdom Bonus to mind Spells!!! - mind based Ritual Casting the wizard way Learn spells by spending time during a long rest 1hr/spell Arcane recovery School: - get history related bonuses for each of these? Conjuration Illusion Enchantment Invention
Navigator Class features: HP: 1d8 per navigator lvl Proficiencies: 5 simple weapons of your choice, two skills of your choice, navigator’s tools Saves: wisdom Bonus to mind Spellssss No ritual casting but more cantrips i guess “Navigator points” aka sorcery points also metamagic but i need a better name Style: Weather manipulation/prediction - divination and weather magic mostly Playing field control- move other people/extra charismatic, illusions
Bard is basically the same as 5e so far
Doctor Class features: HP: 1d8 per doctor level Proficiencies: light, med armor, shields, simple weapons, medical kit Saves: focus one, blocks Bonus to mind Speellllss; more healing spells and buff spells, less ranged spells -- mind based Ritual casting,, the cleric way Style: An actual doctor ^™: bonus to healing spells, prof. With heavy armor and more weapons Animal doctor: talk to animals, wildshape basically but still appear weird and sentient and only have like 3 forms and limited uses until later levels War: what it says on the tin again Surgeon of death: hey its trafalgar law and he's here to steal your heart (literally) - confusion powers, plus bonus to dodge and more weapons
Shipwright Class Features: HP: 1d10 per shipwright level Proficiencies: any weapon used in building a ship as well as guns and unarmed attacks, carpenters’ tools, alchemist supplies, woodcarver’s supplies, tinkers tools, smiths tools, leather workers tools, steering the ship, shields, light and medium armor Saves: endurance idk Bonus to body “Magical tinkering” its just cola but sure Infusions Cannons Style: Artillerist- extra cannon options and damage, plus can eventually add them to the ship Armorer- more personal focuses, can idk have extra attacks Battle smith - yeet a companion (or a tank if you want) also eventually get extra attacks
Cook/chef Class Features: HP: 1d10 per cook level Proficiencies: cooks supplies, all weapons, shields, light and medium armor Saves: endurance? Probably Bonus to spirit Essentially casts spells only during rests and as rituals, but has cantrips?? Basically divine sense except its chef’s instincts and specializes in if something is edible or a threat or neither Can essentially craft potions that give buffs and health and use them during battle if necessary, can make like 5x chef level in common “potions”, increase rarity costs more Fighting style: No weapons fighting, no hands, aka the sanji: feet are weapons and boy are they good ones Knives: common weapon, extra damage and bonus to attack rolls Literally any other weapon: idk same as above??
Rogue Literally a swashbuckler rogue,,, idk what else to say, except all rogue ac bonus goes to dodge
Warlocks Required to multiclass into warlock, have 3 basic types: -can turn into animal (aka a zoan) - animal related powers -control/produce element (aka logia) -other (aka paramecia) idk how to do this one tho
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Backgrounds Instead of Race
Some people don’t think that fantasy races have a place in their games. Some games replace the concept with bonuses from their native region. I think it’s more in line with D&D 5e to expand backgrounds.
Acolyte
Attribute Bonus: +1 Int, +2 Wis
Bonus Languages: Any 2
Bonus Tools: None
Bonus Skills: Insight (WIS) , History (INT) , Religion (INT)
Equipment: A prayer book, a holy symbol, 5 sticks of incense, vestments, a set of common clothes, a belt pouch which is containing 15 gp.
Liturgy Training
You have learned a number of spells that you can cast easily.
Add detect magic and purify food and drink to your spells known. You can cast them without expending a spell slot.
At 3rd level, add prayer of healing and dispel magic to your spells known. Once a day, you can cast them without spending a spell slot.
Shelter Of The Faithful
As an Acolyte, you need to command the respect of others those who’re share your faith and also you can perform all the religious ceremonies of your personnel deity.
Free healing, care at a temple, shrine, or any other established presence of your faith and though you must have to provide any material components which are highly needed for spells these are can be expected to receive by you and your adventuring companions.
At a modest life style, those who share your religion will support only you.
To a specific temple you might have a ties which are dedicated to your chosen deity or pantheon and residence also you have there, so this could be a temple where you have found a new home or where you used to serve.
To get assistance you can call upon the priests and provided the assistance which you ask should not for the hazardous and also you have to remain in the good standing with your temple.
Criminal
Attribute Bonus: +1 Str, +2 Dex
Bonus Languages: None
Bonus Tools: One type of gaming set, thieves’ tools
Bonus Skills: Acrobatics (DEX), Deception (CHA), Stealth (DEX)
Equipment: A set of fine clothes, a disguise kit, tools of the con of your choice (ten stoppered bottles filled with colored liquid, a set of weighted dice, a deck of marked cards, or a signet ring of an imaginary duke), and also a belt pouch which is containing 15 gp.
Burglar
You instead add twice your proficiency modifier to checks made with thieves’ tools.
Criminal Contact
You have a reliable and trustworthy contact who acts as your liaison to a network of other criminals. You know how to get messages to and from your contact, even over great distances; specifically, you know the local messengers, corrupt caravan masters, and seedy sailors who can deliver messages for you.
Folk Hero
Attribute Bonus: +2 Con, +1 Cha
Bonus Languages: None
Bonus Tools: One type of artisan’s tools, vehicles (land)
Bonus Skills: Animal Handling (WIS), Athletics (INT), Survival (WIS)
Equipment: A set of artisan’s tools (one of your choice), a shovel, an iron pot, a set of common clothes, and a pouch containing 10 gp
Folk Resilience
Whenever you take the Dodge action in combat, you can spend one Hit Die to heal yourself. Roll the die, add your Constitution modifier, and regain a number of hit points equal to the total (minimum of 1).
Rustic Hospitality
Since you come from the ranks of the common folk, you fit in among them with ease. You can find a place to hide, rest, or recuperate among other commoners, unless you have shown yourself to be a danger to them. They will shield you from the law or anyone else searching for you, though they will not risk their lives for you.
Noble
Attribute Bonus: +2 Cha, +1 Dex
Bonus Languages: Any One
Bonus Tools: One type of gaming set
Bonus Skills: History (INT), Intimidation (CHA), Persuasion (CHA)
Equipment: A set of fine clothes, a signet ring, a scroll of pedigree, and a purse containing 25 gp
Diplomatic
You add double your proficiency bonus to Persuasion checks you make.
If you spend 1 minute talking to someone who can understand what you say, you can make a Charisma (Persuasion) check contested by the creature's Wisdom (Insight) check. If you or your companions are fighting the creature, your check automatically fails. If your check succeeds, the target is charmed by you as long as it remains within 60 feet of you and for 1 minute thereafter.
Position of Privilege
Thanks to your noble birth, people are inclined to think the best of you. You are welcome in high society, and people assume you have the right to be wherever you are. The common folk make every effort to accommodate you and avoid your displeasure, and other people of high birth treat you as a member of the same social sphere. You can secure an audience with a local noble if you need to.
Sage
Attribute Bonus: +2 Int, +1 Wis
Bonus Languages: Any Three
Bonus Tools: Any One
Bonus Skills: Arcana (INT), History (INT), plus any two more
Equipment: A bottle of black ink, a quill, a small knife, a letter from a dead colleague posing a question you have not yet been able to answer, a set of common clothes, and a pouch containing 10 gp
Researcher
When you attempt to learn or recall a piece of lore, if you do not know that information, you often know where and from whom you can obtain it. Usually, this information comes from a library, scriptorium, university, or a sage or other learned person or creature. Your DM might rule that the knowledge you seek is secreted away in an almost inaccessible place, or that it simply cannot be found. Unearthing the deepest secrets of the multiverse can require an adventure or even a whole campaign.
Soldier
Attribute Bonus: +1 Con, +2 Str
Bonus Languages: None
Bonus Tools: One type of gaming set, vehicles (land)
Bonus Skills: Athletics (STR), Intimidation (CHA), Medicine (WIS)
Equipment: An insignia of rank, a trophy taken from a fallen enemy (a dagger, broken blade, or piece of a banner), a set of bone dice or deck of cards, a set of common clothes, and a pouch containing 10 gp
Determination
When you make an attack roll, an ability check, or a saving throw, you can do so with advantage. Once you use this ability, you can't use it again until you finish a short or long rest.
Military Rank
You have a military rank from your career as a soldier. Soldiers loyal to your former military organization still recognize your authority and influence, and they defer to you if they are of a lower rank. You can invoke your rank to exert influence over other soldiers and requisition simple equipment or horses for temporary use. You can also usually gain access to friendly military encampments and fortresses where your rank is recognized.
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morathor · 5 years
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D&D OCs
You know what's fun, for me, sometimes?  Making D&D characters.  Sometimes I make character sheets for my various OCs.  I do that for funsies sometimes, and today I was in the mood so I thought about who I should do?  And the answer was "All of them."  But that's too ambitious so I settled on the slightly less absurd "all 22 I used for that tarot thing I did a while back."
I'll probably be doing them five or six at a time, here's my deal: --These are D&D 5E characters.  For their stats, I'm using the standard array of 8, 10, 12, 13, 14, and 15 (before racial bonuses and increases for level-up). --I'm building them in D&D Beyond, so I'm only using sources I have there.  I am using playtest and Critical Role content, as well as some optional rules like feats, multiclassing, and custom backgrounds for some characters. --Character levels are based on the character's strength/competence within their original setting and narrative.  Levels 1-5 are characters who really shouldn't be going on adventures.  Levels 6-10 are reasonably capable, but there are still threats in their setting that are distinctly out of their league.  Levels 11-15 are ready for the most serious threats their narratives have to offer.  I don't have any planned, but levels 16-20 are for larger-than-life deus ex characters that exist in stories that don't threaten or challenge them.
Fiera Evenshine Half-Elf Cloistered Agent (Custom Sage) Rogue 6 (Inquisitive)/Monk 5 (Way of Shadows) STR 10 DEX 18 CON 12 INT 14 WIS 14 CHA 10 Feats: Alert Proficiencies: Acrobatics, Athletics, History, Insight, Investigation (Expertise), Perception (Expertise), Sleight of Hand, Stealth (Expertise), Thieves' Tools Race and Class Features (Highlights): Darkvision, Sneak Attack, Cunning Action (Disengage), Uncanny Dodge, Slow Fall, Unarmored Movement Spells (Highlights): Darkness, Pass without Trace
Clarent Changeling Charlatan Bard 4 (College of Glamour) STR 10 DEX 12 CON 8 INT 16 WIS 13 CHA 18 Feats: None Proficiencies: Acrobatics, Deception (Expertise), History, Insight, Performance (Expertise), Persuasion, Sleight of Hand, Cook's Utensils, Disguise Kit, Forgery Kit, Drum, Dulcimer, Pan Flute Race and Class Features (Highlights): Change Appearance, Jack of All Trades, Mantle of Inspiration, Enthralling Performance Spells (Highlights): Vicious Mockery, Silent Image, Faerie Fire, Charm Person, Enthrall
Isabelle Pham Human Latchkey Kid (Custom Urchin) Warlock 8 (Hexblade, Pact of the Blade) STR 8 DEX 14 CON 12 INT 10 WIS 14 CHA 18 Feats: Spell Sniper, War Caster Proficiencies: Acrobatics, Arcana, Deception, Insight, Intimidation, Perception, Persuasion Race and Class Features (Highlights): Hex Warrior Spells (Highlights): Eldritch Blast, Detect Magic, Dispel Magic, Counterspell, Hex, Elemental Weapon
Chloe Sonnier Water Genasi Outlander Wizard 4 (Necromancer) STR 8 DEX 10 CON 14 INT 17 WIS 14 CHA 14 Feats: None Proficiencies: Arcana, Athletics, Medicine, Survival, Flute Race and Class Features (Highlights): Amphibious, Grim Harvest Spells (Highlights): Shape Water, Chill Touch, Witch Bolt, Create/Destroy Water, Gentle Repose
Iematsu Temmeji Air Genasi Street Thug (Custom Urchin) Monk 15 (Way of the Four Elements) STR 12 DEX 18 CON 15 INT 8 WIS 18 CHA 10 Feats: None Proficiencies: Acrobatics, Athletics, Intimidation, Perception, Cook's Utensils Race and Class Features (Highlights): Unending Breath, Martial Arts, Flurry of Blows, Deflect Missiles, Fist of Unbroken Air, Evasion, Purity of Body, Diamond Soul, Unarmored Movement Spells (Highlights): Thunderwave, Gust of Wind, Levitate, Fly
Remy Owens Wildhunt Shifter Sage Rogue 13 (Assassin) STR 8 DEX 18 CON 12 INT 16 WIS 16 CHA 10 Feats: Alert, Observant Proficiencies: Arcana, Deception (Expertise), History, Insight (Expertise), Perception, Sleight of Hand (Expertise), Stealth (Expertise), Survival, Disguise Kit, Poisoners Kit, Thieves Tools Race and Class Features (Highlights): Darkvision, Shifting, Mark the Scent, Sneak Attack, Assassinate, Uncanny Dodge, Reliable Talent Spells (Highlights): None
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monstrous races
Presenting: options for a very specific illithid, vampire, and skeleton as playable PC races in 5e DnD. No subclasses, because these were written for specific characters.
VAMPIRE
Ages ago, Cisylvanian sorcerers summoned and married the devil-king Zagan, and bore dynasties of children with tainted blood. The result are the Cisylvanian vampires, who differ from other vampires as several ways. First, they are born into vampirism, and organize themselves as families rather than masters and thralls. Second, they lack many powers of other vampires but also many weaknesses. Strong lotion will shield them from the sun, and they can abide running water without much trouble. Cisylvanian vampires rarely stray from their dark forests, as they face stigma from both vampires and regular people who are not used to their peculiarities.
Ability Score Increase: Your Dexterity, Strength and Constitution scores each increase by 1.
Size: Medium.
Speed: 30 feet.
Darkvision: You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.
Bite Attack: Your unarmed attacks do 1d4 damage.
Empty Veins: You are immune to diseases and the poisoned condition, and resistant to poison damage.
Sunburn: You are vulnerable to fire and radiant damage.
Feeding: When you take a long or short rest, you may feed on the blood of a living creature, who takes a level of exhaustion for the next day. At any time in the next day, you may use this blood to gain advantage on an ability check or save. Feeding during a short rest refreshes this ability. For each week you go without feeding, you take a level of exhaustion.
Languages: You can speak, read, and write English and Infernal.
Shapechange: Starting at 3rd level, once per day, you may transform into a bat, rat, or cat. This animal form is clearly identifiable as you: it shares the shape of your hair or perhaps a distinguishing scar. If you take damage in this form, you revert to normal. At 5th level you gain the option to instead turn into a wolf or a spider.
SKELETON
If you ever knew where you came from, you have forgotten it by now: some wizard or priest animated you long ago, and by now all the flesh has rotted from your bones. You are a walking skeleton, brought to life by dark magic and given intelligence through some fluke of reanimation.
Ability Score Increase: Your Constitution increases by 2, and your Strength increases by 1.
Languages: You speak English and one other of your choice.
Darkvision: Technically you don't see with your eyes, so you can see in darkness.
Dry Bones: You are resistant to piercing and slashing damage, but vulnerable to bludgeoning and thunder damage.
Empty Veins: You are immune to diseases and the poisoned condition, and resistant to poison damage.
Undead Appearance: The living treat you as a monster, but undead will not immediately attack you.
Play Dead: When you take damage, you may use your reaction to fall apart into a pile of bones. In this state you are resistant to all damage except bludgeoning and thunder damage, but you cannot see or hear what is going on around you.
Rest In Pieces: You can detach limbs as a bonus action and continue to control them from up to 10ft away. Reattaching a limb is an action. You are your skull.
ILLITHID
Sometimes, an illithid escapes the grasp of the elder brain and gains a taste for free will, even independence. Sometimes an illithid escapes the Underdark and decides to become a pirate. It happens!
Ability Score Increase: Your Intelligence score increases by 2, and your Wisdom score increases by 1.
Languages: You speak Undercommon and Deep Speech.
Telepathy: You can telepathically communicate with willing creatures within 30ft. At 5th level this increases to 60ft, and at 10th level it increases to 120ft. At 15th level you can telepathically communicate with any being you can perceive. Telepathy does not require a shared language.
Darkvision:  You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.
Tentacles: You may use Intelligence with unarmed attacks. If you grapple a creature, it must make a DC (8+prof bonus+Int mod) Intelligence save or be stunned until the grapple ends.
Mind Blast: You project piercing psionic energy in a 15ft cone in front of yourself. Each creature in this cone must make a DC (8+prof bonus+Int mod) or take 1d8 psychic damage and be stunned for a turn. On a successful save they take half damage and are not stunned. The damage increases to 2d8 at 6th level, 3d8 at 11th level, and 4d8 at 16th level. You may use this ability once per short rest.
Brain Eater: You must eat the brain of an intelligent being at least once per week. You gain some of the memories eaten this way, allowing you to speak a language or gain a proficiency bonus possessed by your victim until you eat a new brain. If you eat the brain of someone with a Intelligence of 15 or higher, you may gain two such bonuses. You may also attempt an Intelligence check to access their other memories, at scaling DC depending on how secretive they were about it. For each week you go without fresh brains, you take a level of exhaustion.
Proficiencies (roll 2d10):
(blank)
Brewer
Calligraphers
Carpenter's
Cooks
Jewelers
Masons
Painters
Smiths
Tinkers
Tailors
Instrument
Athletics
Acrobatics
Sleight of Hand
Stealth
Arcana
History
Investigation
Religion
Animal Handling
Insight
Perception
Survival
Deception
Intimidation
Persuasion
Performance
Alchemist
Navigators
Thieves tools
Land vehicles
Water vehicles
Osmani
Coral (choose one)
Dragon
Jewel (choose one)
Norden
Marukani
Rathess
the skeleton doesnt actually have poison resistance but my skeleton player gave me endless grief about it so im putting it in here. not giving it to him though fuck that
took me like a month to realize i stole the mindflayer thing from izombie
my vampire players one specific request was to turn into a bat with swim shorts on
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