#lorehold command
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mtg-cards-hourly · 4 months ago
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Lorehold Command
Artist: Jason Rainville TCG Player Link Scryfall Link EDHREC Link
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incorrect-mtg · 10 months ago
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Flavor Text Highlights - Strixhaven: School of Mages + Commander 2021
<- Previous Set | Next Set ->
Cool - Sudden Breakthrough
Rootha created constantly, passionately, in hopes of impressing her greatest critic: herself.
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Funny - Wake the Past
“Belong in a museum? I think we should let relics belong wherever they please!” —Quintorius, Lorehold mage-student
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Worldbuilding - Confront the Past
“Why, Gideon? Of all people, why save me?”
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Emotional - Go Blank
The only feeling worse than not knowing the answer is the certainty that you once did.
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<- Previous Set | Next Set ->
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chornayadrakoshig · 7 months ago
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Not a Wednesday but a WIP! lol
I wanted to share some writing for a while but with my main projects I'm on a strict "no snippets, no spoilers, no sharing publicly" until approximately February next year, so I can't share that 3 complete oneshots I wrote for CL fandom. But I've been working on fics for other fandoms too — less successfully but it is what it is.
So, this one is Greatmage in Strixhaven AU. I have very mixed feelings about this, to be completely honest, so any early reviews/critique are extremely appreciated.
I intend to make it a oneshot collection where each fic it's a separate story but all of them are in continuous timeline. Don't have final title yet, the beta versions are "The Paladin. The Sorcerer." and "The weave keeps bringing us together".
This one was intended as a 2nd or 3rd oneshot in a series, where Gareth and El have already met in passing, but haven't really interacted before. However I haven't introduced El in this snippet yet (it's more focused on Gareth and a bit less on Eddie).
About 1.2k words under the cut:
When Gareth heard that they got a scheduled practicum in the infirmary as part of their class, he was excited at first. He was always ready to give a helping hand to someone who needed it (except for Carver and his goonies didn't count — they were a menace to the whole university), and healers, who worked on Strixhaven grounds, fascinated him since his first year, when (…. some accident). Of course, his upbringing was mostly focused on combat — but how good is the paladin who can't heal an injured teammate in the battle? So after their Life Auras and Necrosis professor,… said they'll spend a few hours per tenday volunteering at the infirmary and helping with the patients, he was thrilled. It was a great practice for the future of slaying real monsters — or, at the very least, a good practice for their Live-Action Roleplaying Guild meetings. Unsurprising amounts of younger students were getting minor injuries while hanging out in Segemoor outside of limiting passageways and bridges of the Witherbloom campus; a surprising amount of older students from their club didn't have any first aid skills, let alone any healing spells in their arsenal. And, apparently, they had a surprisingly absent sense of self-preservation too.
Gravelly boring and quiet shift in the infirmary — following the assigned healer around, helping to restock the supplies, updating some medical charts by controlling a quill with a spell while his hands were full of other stuff — was abruptly cut when sickly pale Eddie, supported by some Lorehold student from his year, came to see the healers.
When they explained what happene­d, Gareth was not impressed, to say the least.
“And you just drank it?!” hissed Gareth. “Eddie, you can't be that stu… No, cross this out” he mumbled, giving directions to the mage hand spell. The quill, which was floating above the paper in the grip of an invisible hand, crossed out the last sentence. Gareth hoped he wouldn't get in trouble for corrections on the medical card he was instructed to fill in. He cleared his throat and continued — Despite the signs of an incorrectly brewed potion, such as wrong shade and consistency, the patient drank it anyway. Observed symptoms: pale skin, nausea, vomiting…
“Oh Gareth Arthur, the son of Emmer, will you show mercy to the humble bard…” dramatically proclaimed Eddie, stopped abruptly, and puked in the bucket. Gareth was glad that he thought about setting it up as he saw his sick friend cross the threshold of the infirmary. If he had to clean up this mess, he would choose much stronger expressions, that's for sure.
“Stop writing,” he commanded to the quill and sighted. “I have no idea how you managed to mess up a simple flu concoction, Edward Munson,” he teased his friend and smiled a tiny bit as he saw his best friend wincing (Eddie hated his full name with passion), “but you're clearly not dying, so…”
“Gareth, you can't be that grudgy after I killed your character in the last game! I was playing the owlbear, I couldn't just mercy you because we're friends!”
“But you didn't have to push me face down into the mud,” said Gareth, though he was smiling. “Hold on here, I need to consult with the professor before I can treat any patients.”
“Oh come on, I know you've learned that spell that,” Eddie stopped and vomited into the bucket again. Gareth politely waited, “that helps with the poisoning! You helped Jeff when that strange scorpion bit him during the game.”
“I do,” confirmed Gareth, ready to leave Eddie on the hospital bed behind the curtains, “but it's not our game club session, it's part of my class practicum and I have a protocol to follow. I don't want to get a lower mark just because you're puking farther than you can see. I am going to help you, just… Maybe think about your life choices for a minute?”
He quickly left, searching for the healer he was assigned to. Technically, Gareth's shift was almost over — it was early morning, and he was supposed to go to classes, — but he couldn't leave his friend behind without making sure he was okay (even if Gareth was, a tiny bit, mad at Eddie). However, he wasn't sure if his mentor was still working, or if she went to instruct the next apprentice. Maybe she took a break? Once again, he was disappointed that he didn't get a spot at a different infirmary on campus. Not every college had one locally — Witherbloom had one, since animals and beasts wandered on campus territory, located in the middle of the forest, and Lorehold college opened a small infirmary since they resumed the excavation near the campus, as many artifacts they found wasn't necessarily safe. The one on the central campus, however, was the largest, with multiple healers working in shifts day and night, unlike other infirmaries, that were normally opened while classes were in session, or if some major event was going on. Originally Gareth was a bit disappointed that he didn't get his training assignment in the Witherbloom's infirmary, mostly because they normally had to deal with more dangerous — and therefore more interesting — injuries. And, of course, because they had more convenient working hours, unlike the infirmary on the central campus, where he was assigned to an early morning shift, just before classes started. Luckily, his club meetings and band performances didn't interfere with his practicum yet: staying up late and waking up at dawn would be too much. But right now Gareth was annoyed at the sheer size of that infirmary — it was a giant wide hall with a dome-like ceiling, made of light stone, with multiple smaller chambers attached to the main area: alchemists workstations, storage rooms, healers' breakrooms and what not. Finding a specific person here wasn't quick.
“Maybe I should've helped Eddie first, and fuck the protocol,” thought Gareth grimly. He even mastered the courage to look into some rooms and distract those few people he found working, but they either didn't know where the healer DeSantos went or just shooed him away. He wondered if she just left for breakfast — the tavern on central campus should've opened for the day, — and forgot to tell Gareth what he's supposed to do. After all, it was his first day helping at the infirmary. And despite his sharp tongue, Gareth knew when to be observant and quiet (if he wanted, of course) — unlike Eddie, who in four years here got more detention hours than all the other guys from his club, combined. Faculty even wanted to remove him from the position of club's head, but everybody protested and said they wouldn't accept anybody else in this position. But maybe today Gareth was too quiet, silently following healer DeSantos and doing all the tasks. He wanted to make the best impression — Gareth liked the idea of this practicum after all, — but maybe releasing a bunch of pests (these voracious caterpillar-like tiny chunky monstrosities, that were, for whatever reason, the Witherbloom's college mascots) would be more… memorable. At least he wouldn't end up in this situation, where the person who was supposed to boss him around just, apparently, forgot about his existence and left.
Maybe most of the staff left for breakfast, actually. The building was surprisingly quiet — in fact, significantly quieter than a mere hour ago.
“Hey! Somebody? Anybody?” called a vaguely familiar voice from the infirmary's entrance, sounding more and more annoyed with each word.
...
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safetyvalve116 · 11 months ago
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Y'ever look at one of your favorite commanders and think "What do you DO?"
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I mean, reading the card explains the card obviously. But what do those effects mean within the fantasy of Magic: the Gathering?
Laelia, for example. We know from the small amounts of lore available for her that she's the spirit of a long-dead warrior, resurrected by Lorehold students and housed in a statue of herself to teach combat. How does this play into her abilities as a card?
Exiling a playable card from your library whenever she attacks can sort of be seen as a quick, fleeting lesson from her, but I'm not really buying it. What I think is happening here has more to do with the meta fantasy of a game of Magic than what Laelia does in her daily life at Strixhaven.
I think when Laelia is summoned in a duel between two Planeswalkers (players), it's a chaotic mess of creatures and spells and planes from all over the multiverse. And to someone that is mainly made up of spiritual red lightning animating a statue, this chaos must be intoxicating. Laelia isn't teaching you, she's riding this wave of magic and chaos that comes from you as a Planeswalker. It's making her more powerful, and in exchange you're able to more quickly, albeit impulsively, sift through your own memories. This is how she gets absolutely massive when you cascade, for instance.
What's your headcanon about your own favorite commanders?
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thelorehold · 9 months ago
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In the annals of our greatest epics, their names are etched in legend—heroines of unmatched strength and grace, whose mastery in battle is the stuff of myth. Behold the protectors, whose shields are as unyielding as their hearts, standing resolute against the darkness with courage that echoes through the ages. Witness the sorceresses, who command the elements with a mere whisper, weaving spells that dance with the wild power of nature itself. And the pathfinders, those silent shadows who tread unseen, their arrows striking true in the deepest mysteries of the world. These are the champions of our time, their armor gleaming like the first light of dawn, their eyes aflame with the fierce determination that drives them onward. Fearless and unyielding, they navigate the vast realms of our shared lore, their every step a testament to the indomitable spirit that defines them. Legends in life as in story, they are the embodiment of all that is heroic and noble in our world.
[ko-fi.com/lorehold]
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nights-in-knightswall · 10 months ago
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In the annals of our greatest epics, their names are etched in legend—heroines of unmatched strength and grace, whose mastery in battle is the stuff of myth. Behold the protectors, whose shields are as unyielding as their hearts, standing resolute against the darkness with courage that echoes through the ages. Witness the sorceresses, who command the elements with a mere whisper, weaving spells that dance with the wild power of nature itself. And the pathfinders, those silent shadows who tread unseen, their arrows striking true in the deepest mysteries of the world. These are the champions of our time, their armor gleaming like the first light of dawn, their eyes aflame with the fierce determination that drives them onward. Fearless and unyielding, they navigate the vast realms of our shared lore, their every step a testament to the indomitable spirit that defines them. Legends in life as in story, they are the embodiment of all that is heroic and noble in our world.
[ko-fi.com/lorehold]
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starlight-snarl · 1 year ago
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so, i first saw this post about an hour or two ago, and i realize that you might've been convinced to eschew this commander for another one, but i've been trying to bounce around ideas for how to make it work in my head for a while and i wanted to write it all out?
i think that the commander is kinda neat because it's a spell deck that wants to cast from exile (instead of graveyard) and it anti-synergizes with big x-spells. regrowth effects get better, because you can continue to recur value after the first suspend is spent
the trickle of value every turn is neat but small, so in thinking about ways to squeeze more value from it, part of me turns to, like. copy effects? things like double vision; chandra, hope's beacon; lithoform engine, which i guess can also help cards come down one turn sooner; the new jin-gitaxias; etc.
there's enough modal counterspells to sate my itch, and modal cards in general seem really strong because what you want now might not be the same as what you want in three turns? i'd want a lot of drawing cards, ramping with treasures, and making tokens. big score, elminster's simulacrum, ojutai's command, archmage's charm, sublime epiphany, magma opus, prismari and lorehold commands, burn down the house, commence the endgame...
i think this gandalf doesn't suspend things quickly enough that most of the suspend synergy pieces aren't very good here. i think i'd be at most tempted by sphinx of the second sun, paradox haze, clockspinning? i haven't looked into how much 'casting spells from exile' synergy there is, but that feels slightly more promising to me? maybe that's just because vega, the water exists and for no other reason admittedly
i'm sorry if you've already thought of all these things already, but it was a fun thought exercise, i guess? whatever you end up going with, i hope that the resulting deck is good and fun~!
i tried so fucking hard to build a commander deck for jeskai gandalf and i am telling you. that card actively resists synergy. its like they tried to design a card with worst possible amount of text to actual effect ratio possible. theres a different UW card that does nearly the same thing as gandalf but better for the same amount of mana and its not even a mythic
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Lorehold Command by Jason Rainville
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markrosewater · 3 years ago
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I'm surprised Lorehold didn't utilize the "historic" mechanic at all, not even in the new non-Standard Commander precon cards. Personally i like batching mechanics like that, was a fan of it in Dominaria but wish i could've seen new cards pushing it, and assumed it would've been a slam dunk return for Lorehold!
It’s tough in a instant and sorcery matters set to mechanically care about artifacts and enchantments.
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ravnicacardsconverted · 4 years ago
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Mascot Exhibition
7th-level Conjuration Casting Time: 1 minute (Ritual) Range: Self Components: V,S,M (A Vile of ink, A chunk of stone carved into a humanoid shape, A fire, and A handful of dead insects (all consumed in the process) Duration: 1 hour. Classes: Bard, Cleric, Druid, Warlock, Wizard
Description: You focus on each school of the Strixhaven collage invoking the power of each of their mascots. The ink then begins to worm its way out of the vile and form into a Silverquill Inkling, The stone then shatters and forms itself into a stone humanoid, known as a Lorehold Spirit, the fire explodes launching a Prismari Elemental, The Insects morph into a Witherbloom Pest, and finally a  Quandrix Fractal forms itself out of a mathematical vortex. The creatures are an ally to you and your companions. In combat, the creatures shares your initiative count, but it takes its turn immediately after yours. It obeys your verbal commands (no action required by you). If you don’t issue any, it takes the Dodge action and uses its move to avoid danger.  
These creatures will be uploaded parodically throughout the week.
Join the Ravnica Cards Converted Discord and come hang out here https://discord.gg/PydYEEY     (SERVER LINK)
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mtg-realm · 4 years ago
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Magic: the Gathering - Strixhaven School of Mages
Command Cycle - Each of these rare modal spells has four modes each and allows you to choose two different modes rather than merely one. Modeled after the command cycle originally printed in Lorwyn.
• Silverquill Command, illustrated by Bryan Sola
• Witherbloom Command, illustrated by Dmitry Burmak
• Lorehold Command, illustrated by Jason Rainville
• Quandrix Command, illustrated by Viktor Titov
• Prismari Command, illustrated by Johannes Voss
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mtlmrk · 4 years ago
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This is why am I mad about Odric. Like this is what we should be talking about. from its preview, the Rick card just looked like a reskinned Odric Design. It plays well with the two first Odric. So I thought they were just going to show something super close to the Rick card and everybody would be happy and move on and maybe the secret lord w.king died would been seen as being as devisive in hind sight. Instead we get another weird creative character move that isn’t quite as bad as some of the phyrexiaized mirrodin characters or the sheer amount of fridging the weatherlight saga had… and nobody seems to be talking like this but it looks like he got sacrificed for the walking dead card.
At the same time though this Odric has potential as a commander… angels like all the Akroma stuff have a bunch of key words, things that care about a lot of artifacts which lorehold and other Boris commanders try to do , because he can potentially make a bunch and then be flickered out to make some more. He seems like he might be fun to build around.
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thelorehold · 10 months ago
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In the annals of our greatest epics, their names are etched in legend—heroines of unmatched strength and grace, whose mastery in battle is the stuff of myth. Behold the protectors, whose shields are as unyielding as their hearts, standing resolute against the darkness with courage that echoes through the ages. Witness the sorceresses, who command the elements with a mere whisper, weaving spells that dance with the wild power of nature itself. And the pathfinders, those silent shadows who tread unseen, their arrows striking true in the deepest mysteries of the world. These are the champions of our time, their armor gleaming like the first light of dawn, their eyes aflame with the fierce determination that drives them onward. Fearless and unyielding, they navigate the vast realms of our shared lore, their every step a testament to the indomitable spirit that defines them. Legends in life as in story, they are the embodiment of all that is heroic and noble in our world.
[ko-fi.com/lorehold]
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nights-in-knightswall · 10 months ago
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Behold the noble heroines of epic tales, masters of skill and champions of battle! Before you stand the revered guardians, their courage as renowned as their calm, the sorceresses who command the untamed forces of magic, and the stealthy pathfinders whose arrows pierce the shroud of the unknown. These are the fearless adventurers who traverse the vast landscapes of our shared legends, their armor gleaming and their eyes burning with an unyielding fire of determination and bravery.
[ko-fi.com/lorehold]
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twoscoopsblog · 4 years ago
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Strixhaven Previews
Oh boy oh boy. I cannot begin to tell you how happy I am for Strixhaven to be coming. As someone who grew up reading two main book series, Harry Potter and the Forgotten Realms novels (mostly Drizzt and the books where Kelemvor became a god), I am totally stoked for Strixhaven and the D&D set.
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So let’s look at what we know about Strixhaven, shall we? This is the Multiverse’s best wizarding school (take that, Tolarian Academy!) and it had five colleges. 
Lorehold is in Red and White, and is focused on history, artifacts and understanding the magic of artifice. 
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Just look at that artwork. An owl student shooting magic. A dwarf student with a GATLING SCROLL!? And those effects - Make a 3/2 token? Make all creatures stronger and indestructible and fast? A lightning helix? A blood divination? And I get TWO OF THEM!? A 3/2 with a free Blood Divination is totally worth 5 mana! And it’s even more modular! I love it!
Then we have the college of dirt, decay and life, Witherbloom.
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I love the tusky troll dude. I love the green miasma. Land recursion with mill? Permanent removal? Creature debuffing? Life drain? It’s pretty nice.
Prismari is the art college, full of elemental magics, song and dance. So my wife’s school and my best friend’s school, but not my college.
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Look at this. Burn. Rummaging. Treasures. Artifact destruction. This is the school of heavy metal and rock opera, the school of drumlines and dance troops, the school that’ll make you know you just got served. Amazing.
But if you’re more into STEM, maybe Quandrix is where you’ll be.
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For only 3 mana, you get two of - a bounce, a counter, a permanent buff, or mill insurance? Yes please, I’ll do math for that! (This would be my sister’s college, btw). 
This one we even know an associated teacher - Kasmina! Remember her, the wizard teacher planeswalker from War of the Spark? We all knew she was from Strixhaven, and it sure is good to be right.
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So much cooler than Professor Trelawney, Kasmina can summon fractal owls, and just her being there makes your other planeswalkers have more abilities because she’s a wizard teacher, and she teaches them how. She even lets you tutor and free cast a spell of any color of a sufficiently loyal planeswalker you control. You can keep your Uncommon Walkers from WAR around longer now! I would totally be that guy to use Teyo to Wrath of God you or Angrath to pull a Star of Extinction. It’s just how I am. (Don’t use it with X spells though, because it’ll set X to 0.)
And finally, my college of choice, Silverquill. I wasn’t sure about them at first - they came off like the Slytherins to me, but their black mana isn’t from “Wizard Supremacy” or being literal wizard Nazis, but instead from healthy competition. Compete within the group to get stronger, and your group itself is now stronger. Then you are all better to face your enemies. They’re the school of constructive criticisms and biting witticisms. The writers. And they have ink magic they’re so cool!
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Their Command gives you so much fun. An angel buff! Graveyard draw! A deal with the devil! Forcing a death! And the ink! Look at the ink!!!
Man they’re so cool. And we’re pretty sure we know one of their teachers now.
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Look, I haven’t had a 2D crush since Sailor Mercury when I was 11, but hot damn. I think I’m hot for teacher. Like I never got the “step on me” jokes, but like, I get it now. As I said on Twitter when someone said “Everyone thirsting for Professor Onyx  is a bottom,” - even if you’re a top, sometimes you have to make an exception. 
Like, Liliana was always attractive. She traded her soul for eternal youth and beauty. But now that’s she’s trying to be good, and on a redemption arc, she’s got a certain je ne sais quoi.
And in that outfit, I suddenly have a lot of feelings I’m not used to, and I don’t want them to stop. 
Like I shipped Lili and Gideon hard for a while, but to quote the sketch Ice Cream Parade “Oh... he’s dead now. Welp, here we go!” Like there’s people on Magic TikTok thirsting for Gids, and I suddenly get it. 
Just... holy fuck, I started this post to try to convince people to play Strixhaven, and now I’m just ready to turn this page into a 100% Liliana Thirst Blog. 
Anyway, I’m going to not shut up about Strixhaven. Come for the non-transphobic wizarding school, stay for the insanely attractive faculty, like holy fuck is this allowed, how in the name of Ugin is this allowed.
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grailfinders · 4 years ago
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Fate and Phantasms #180
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Coming in fourth is Team Satisfaction H ∴ T ∴ E, led by Helena Blavatsky (Archer) and her Sanat Kumara Wheel! Since most of her goodies come from a generous loan via historic spirits, she’s a Lorehold Warlock for NYARF, the wheel itself, and the explosions that come with it. She also dips into Artillerist Artificer to dump some more tech into your gun and get a doll, as well as Fighter for a couple more spins on the barrel. That last bit is, admittedly, powerbuilding, but Helena made her new spirit origin with help from two of histories greatest inventive minds, so she did it first.
Check out her build breakdown below the cut, or her character sheet over here!
Next up: The final racers: Team Prefect of Public Decency and Monk Sanzang!
Race and Background
Like we said in her first appearance, Helena’s a human. But she’s also really small and smart, so we’ll make her a Rock Gnome instead. This gives her +2 Charisma and +1 Intelligence, Darkvision to dunk on dumb human eyes, Gnome Cunning for advantage on all soft stat saves against magic, Artificer’s Lore which doubles your History proficiency when figuring out how items work, and lastly you can Tinker to create small clockwork items. The Clockwork Toy is a simple Colonel Olcott, but we’ll get fancier models as we go through the build.
She’s still a Cloistered Scholar, giving her proficiency with History and Arcana.
Ability Scores
This is exactly the same as her first time around, so if you want justifications just check that one out. From top to bottom: Intelligence, Charisma, Dexterity, Constitution, Wisdom, Strength.
Class Levels
1. Warlock 1: Now for something that’s actually new. Starting off as a warlock is not new, but the School of Lorehold you get your magic from certainly is. When you join the class, you get some extra Spells to complement the ones you can already cast using your Charisma, as well as an Ancient Companion. When you finish a short or long rest, you can shove a spirit into a medium statue nearby, creating one of three Ancient Companions: the Healer, the Sage, or the Warrior. You have to use your bonus action to command it in combat, otherwise it will just dodge. You can have one companion at a time, and you can heal existing companions by channeling magic into them as an action, spending a spell slot.
Warriors get extra AC and can throw themselves between allies and danger as a reaction thanks to Warrior’s Protection, adding a d4 to an ally’s strength or dexterity saving throw.
Sages give their Sage’s Counsel to nearby allies, adding +2 to all their intelligence and wisdom checks.
Healers can grant a Healer’s Light to a creature as an action, granting it temporary HP.
There’s also some abilities they all have, but this bit’s already running long, so check the character sheet for all the details.
Here’s another bit that’ll take ages, Pact Magic! It uses your Charisma, and it recharges on short rests. You get the cantrips Eldritch Blast for your big water cannon, as well as Blade Ward for a short lived Ultraman transformation, giving you resistance to physical damage. We’ll get better stuff later.
For first level spells, grab Expeditious Retreat to speed yourself up and Witch Bolt for a little electricity Tesla snuck into the design. You also get Sacred Flame and Comprehend Languages from being a lorehold mage. You’ll need a lot more fire for your NP, but it’s a start.
Finishing off this massive first level is your proficiencies. You get Wisdom and Charisma saves, as well as Religion to tell people the glory of the Mahatmas and Intimidation to help you break up fights between a modern thunder god and a man-sized lion.
2. Artificer 1: Bouncing over to artificer gets you Magical Tinkering, so you can slap a bunch of minor effects onto tiny objects. I’m sure a fantasy tape recorder in a feather will help your studies greatly.
You also get another Spell list, this time you cast and prepare your spells with your Intelligence. Also, while you are multiclassing here, pact magic and normal magic doesn’t mix your spell slots together, so just use the spell slots listed for each class at whatever level you are.
You get two cantrips, so grab Mending to patch up your wheel on the road (they don’t actually say you can heal an Ancient Companion with mending, but it’s a statue, I’m sure it’s fine.), as well as Light to spruce up your designs a bit. I’m pretty sure we made Tesla a human before, so that’d make him the only member of the team without darkvision. I’m sure he’ll appreciate it.
As far as first level spells go, I’d make sure you pick up Longstrider. Making yourself faster is okay, but you should make your ride faster too.
3. Warlock 2: Moving back to warlock for a bit so you can get Eldritch Invocations, boons from your teammates for extra special powers. Armor of Shadows makes fighting in a bikini a slightly better idea thanks to your free casts of Mage Armor, making your AC 13 plus your dexterity modifier. You also get Agonizing Blast to up the pressure on NYARF, adding your charisma modifier to the damage of your eldritch blast.
It looks like your Sanat Kumara Wheel also comes with a bit of an automated defense system, or at least that’s the justification we’re using to justify grabbing Hellish Rebuke. Blast fire at people as a reaction if they hit you, it’s fun for the whole family!
4. Warlock 3: Third level warlocks get their pact boon. An obvious option here would be pact of the blade, but we’re already using eldritch blast for that one, so instead we’ll shore up your dolls with Pact of the Chain. Summon an imp, give it clockwork armor, there ya go.
To get your doll count up even higher, grab Flock of Familiars for some extra help, summoning up to three dolls (or two if you’ve already got one from Find Familiar). You can also blast down a door with Knock or stick a GPS chip on an item with Locate Object, both courtesy of the good people at Lorehold.
5. Warlock 4: Use your first Ability Score Improvement to become a Metamagic Adept, giving you two metamagic options and two sorcery points per long rest to use them with. I say you get two, but we’re really only here for Quickened Spell so you can cast eldritch blast as a bonus action. Since you also get a second beam per cast at level five, we just quadrupled your firepower in a single level. Not bad for a feat.
You also learn one more Edison goody attached to your wheel, Lightning Lure. Deals lightning damage, and drags enemies closer to the vehicle. It’s a shame it doesn’t last long enough to drag enemies around while you drive, but at that point I’m sure you can just use regular rope. On top of that, you learn Shatter for another kind of explosion to line your path as you run people over.
6. Artificer 2: Second level artificers can Infuse Items, up to two at a time. This adds major magical effects to existing items on your person, like Enhanced Arcane Focus making NYARF even deadlier with a +1 to its accuracy and damage, Homunculus Servant for another Olcott doll, Sending Stones to keep in touch with your pit crew, and a Bag of Holding just because it’s useful. You have to swap items between long rests, and you can only keep two in your head at any one time. I have no idea how this makes sense either, but it’s extra versatility, I guess?
7. Fighter 1: We’re dipping into fighter entirely for Action Surge, but we do get other stuff too. The Mariner fighting style gives you +1 to your armor when it’s not heavy, and you get a climbing and swimming speed to boot. You also get a Second Wind to heal yourself as a bonus action. It’s summer, make sure you take breaks so you can avoid heat syncope.
8. Fighter 2: Second level fighters get what we came for, Action Surge! Now you get a limitation free second action once per short rest, so you can shove three castings of Eldritch Blast into a single turn for six attacks. This is a little powerbuildy, but Helena did it first when she bought a gun from two genius-level inventors.
9. Artificer 3: NYARF’s getting pretty good, but if you want another kind of gun look no further than the Eldritch Cannon you get as part of being an Artillerist. This small or tiny guy takes an action to build, but afterwards, you can carry it in one hand for a sort of living gun. You can also just leave it on the ground and let it plod around. In either case, it’ll use your bonus action to command, and lasts 1 hour. It can be a Flamethrower, Force Ballista, or Protector, dealing fire damage, force damage, or temporary HP respectively.
You also get artillerist spells, like Shield and Thunderwave for more protection in an inappropriate combat outfit and more explosions for your NP.
You can always make The Right Tool for the Job over a short rest, creating a set of tools you need. They last until you make another set of tools.
10. Artificer 4: Use this ASI to bump up your Charisma for stronger and more accurate NYARF blasts.
11. Warlock 5: Fifth level warlocks get third level spells, like Tongues. You’re talking to ancient spirits from beyond our mortal ken, you’ll really want a translator, trust me. Speaking of, you also learn how to Speak with Dead and you can summon Spirit Guardians, all thanks to your Lorehold college grants. You also get an Eldritch Mind, giving you advantage on concentration saves.
In NYARF news, your Eldritch Blast deals three beams now for up to nine attacks in a single turn. This is why people don’t allow machine guns in their DND games.
12. Warlock 6: At sixth level, Lorehold Mages learn Lessons of the Past, giving you extra bonuses based on what version of the Sanat Kumara Wheel you’re riding. While you have a Healer bike, your HP maximum increases by your Warlock level, and you gain an extra 1d8 HP when you’re healed by a spell. If you’re riding a Sage, you get advantage on Arcana, History, Nature, and Religion checks, and once per turn you can add 1d8 force damage to a leveled spell. If you picked a Warrior, you can attack as part of your action if you cast a cantrip, and the attack deals an extra 1d8 radiant damage.
Finally, as an Archer class servant you gain some magic resistance thanks to Counterspell. You only have like, two third level spell slots, so don’t go too wild here.
13. Warlock 7: Seventh level warlocks get fourth level spells, like Dimension Door. Making an entrance has never been easier! Why awkwardly dismount your bike when you can teleport off instead? You can also create an Arcane Eye to keep an eye on your bike, and if it ever gets stolen you can use Stone Shape to make a new one, courtesy of Lorehold College.
Your last goody this level is the evocation Gift of the Ever-Living Ones, making your little bits of healing extra powerful. If your familiar is within 100 feet of you, any dice rolled to heal you always count as their maximum value for you. With any army of dolls grabbing drinks for you, your second winds are always pretty powerful.
14. Warlock 8: Use this ASI to become a bit more Resilient in your Dexterity saves. This bumps up your score by 1, and you get proficiency with dex saves. Somehow you can drive through a bunch of explosions and not die, so your dexterity saves have to be pretty good.
You also learn the spell Raulothim’s Psychic Lance to create a big shiny laser for your Ultraman reference.
15. Warlock 9: Ninth level warlocks get fifth level spells, like Contact Other Plane so you can finally talk to the Mahatma directly. You also get a Destructive Wave for one more explosive ride and Legend Lore. You’re a nerd, you know stuff. For your invocation, grab Repelling Blast to launch people backwards with the power of water!
16. Warlock 10: Tenth level Lorehold warlock is where things get extra spicy. Once per turn, Proficiency times per long rest, you can use your reaction to force a wisdom save against a creature you hit with an attack roll. If they fail, they become vulnerable to one damage type in that attack’s damage roll, doubling its damage until the end of its next turn. This includes the triggering attack.
This means, if you’re up against a particularly unwise opponent, there’s a pretty good chance you can double all those eldritch blast attacks, effectively attacking 18 times in a single turn. And it only gets sillier next level.
You also learn True Strike. I hope you’re aiming that thing, at least...
17. Warlock 11: Eleventh level warlocks get a Mystic Arcanum. Instead of letting you cast a sixth level spell each short rest, you get this, which limits you to casting a sixth level spell once per long rest without using a slot.
Conjure Fey lets you bring the Mahatmas back to earth with you, bringing in a Fey or Beast creature of CR 6 or lower for up to an hour. If you lose concentration though, it’ll be hostile and might attack you. Meddling with forces beyond your control isn’t a great strategy.
18. Warlock 12: Use your last ASI to bump up your Charisma for a bigger NYARF. Your watergun also makes your enemies all soggy and gross thanks to becoming a Lance of Lethargy, slowing them down once a turn. I mean you’re using eldritch blast anyways, might as well make it fancy.
19. Warlock 13: Your first and last seventh level Mystic Arcanum is going towards Crown of Stars for some long turn explosive fun. For an hour after casting,you can use a bonus action to throw small stars at enemies, dealing radiant damage on a hit.
20. Warlock 14: Your capstone level tunes you into History’s Whims, which kind of turns you into Ultraman. For up to a minute after you start it as a bonus action, you can pick one of three benefits to last until your next turn, as long as you don’t pick the same one twice in a row.
You can gain some Luck, adding a d6 to all incoming saving throws against damage for the round, Resistance for resistance to physical attacks, or Swiftness for more movement speed and no opportunity attacks.
You can transform yourself this way once per long rest, or by spending a fourth level spell slot.
Pros:
Remember how we were all “Sanson can do sooo much damage” when he got vulnerability strats, even if they were super awkward? Yeah, Helena’s Eldritch Blasts blow him out of the water, and they’re way easier to use. With twelve eldritch blasts in a single turn from Action Surge and Quickened Spell, plus vulnerability from War Echoes, Helena can pump out 2*(12d10+60) Force damage in a single turn, assuming all hit. (with an enhanced arcane focus that jumps to 2*(12d10+72)) On the low end, that’s 144 damage, which can down or seriously injure most builds. On the upper end, that’s over 360 damage, enough to take down a max constitution barbarian with the tough feat in a single turn. And the best part is, if they make their save you can just hold off on everything else for a round, you don’t have to commit unless it’ll work. It really is NYARF or nothing.
While we have made plenty of builds recently that ride around on stuff, but yours is the only one where your ride doubles as a built-in medic. With a healer Ancient Companion, your HP gets bumped up to a more reasonable amount, and it can heal you with your bonus action every turn. And if you’re fine, it can help out party members as well.
Speaking of, as an Artificer you can make plenty of gifts for your party as well, ranging from little trinkets to magical items for stronger attacks. On top of that, your bevy of familiars can be handed out to party members so you’re always within range if they need some healing.
Cons:
A lot of your stuff requires your bonus action to use; You can use your eldritch cannon for more damage without spending sorcery points, your Second Wind for healing, or your Ancient Companion to move around and provide support, but you can’t do all of those at the same time.
Since almost all of your magic is coming from your warlock levels, you don’t have many spells ready at any one time. You have three 1st level slots from Artfiicer, three 5th level slots from Warlock, and two Mystic Arcanums. Similarly, you can only really go ham with NYARF once a day. I’m not saying you can’t make a serious impact with what you’ve got, I’m just saying you’ll have to be careful with how you use it.
Without your ride you’re pretty Squishy, with slightly over 100 HP and an AC of 16. Normally that wouldn’t be that much of a problem for a mobility focused spellcaster, but destroying a boss in one round tends to draw a lot of attention. Be ready for that.
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