Longsword dnd
20 part magic item based on Sung Jinwoo
2023.06.03 22:49 Dexushun32 20 part magic item based on Sung Jinwoo
Quick context: My friend who is new to dnd but have done some playing, asked me to create a character for him based of sung jinwoo from solo leveling. I said its going to be hard because while sung jinwoo controlling a millions of shadow soldiers in dnd you mostly can contorl like 20 in combat, then he said then do something and my adhd head started create the character(wizard) and this magic item that more likely a class in its self.
So this what i made its kinda like the beta version of it because its still missing stat blocks, etc.
So here it is:
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Seals of a Forgotten God
Category: Wondrous Item (Tattoo), Multipart magic item
Item Rarity: Artifact (Growing)
Attunement: To use the seals you need attune to it. Its takes up to 3 attunement slots(or 2 if the dm allow it)
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Growing magic item lvl:
1 seal = 1 lvl
5 seal's = 5 lvl
10 seal's = 10 lvl
15 seal's = 15 lvl
20 seal's = 20 lvl
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Major Seals:
- Seal of The Loyal Knight (Igris) / 5 charges / hit points: 1d10+con modifieper lvl / Ruler's Touch
- Seal of The Singing Zodaic (Tusk) / 5 charges / hit points: 1d6+con modifieper lvl / Hymn of the 12 zodaic
- Seal of The Craving King (Beru) / 5 charges / hit points: 1d12+con modifieper lvl / Gluttony
- Seal of The Snow Beast/Guardian (Tank / Snow Elf) / 5 charges / hit points: 1d12+con modifier or 1d8+con modifieper lvl / Guardian of the snow forest or Arrows of Hailstorm
- Seal of The Iron Blooded Shield (Iron) / 5 charges / hit points: 1d12+con modifieper lvl / Shield of Aegis
- Seal of The Rising Dragon (Kaisel) / 5 charges / hit points: 1d20+con modifieper lvl / Dragons Breath
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Major Seals are holds the most powerful abilities, and servants of the forgotten god:
Each Major seal have 5 charges.
Charges regained on short rest, long rest, expanding a spell slot (if the character have spell slots), and at a new day's dawn
Short rest = 1 charge
Long rest = 3 charges
Charges can be used for:
5 shadow soldier summon = 1 charge
1 special summon = 2 charge
1 feature = 3 charge
Each Major Seal have special summons, each special has is own stat block and abilites.
Special summons have conciseness and there own personality.
Every special summon have regenetive ability to regain hp. You can expand 1 charge of the seal or spell slots to regain 2d4+2. If you expand more charges or spell slots(maximum 4 times).
1 charge/spell slot = 2d4+2
2 charge/spell slot = 4d4+4
3 charge/spell slot = 8d4+8
4 charge/spell slot = 10d4+10
Each Major Seals also give the user ability. Example like Seal of the Loyal Knight gives mage hand cantrip and you can cast it at will without verbal or somatic components and without expanding as spell slot, and you can make the spectral hand invisible. Also lets you use it as a bonus action to shove one creature you can see within 30 feet of you. When you do so, the target must succeed on a Strength saving throw (DC 8 + your proficiency bonus + the highest ability score) or be moved 5 feet toward or away from you. A creature can willingly fail this save.
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Minor Seals:
- Seal of Unseen veil (Stealth / Invisbility) / 5 charges
- Seal of Storm Alacrity (+1 / +2 / +3 dex) / +10 movment speed / extra attack at lvl 10 or 15 / dash action as bonus action
- Seal of Knight (+1 / +2 / +3 str) / profiency with martial weapon's / When making an attack with a weapon, you use your highest stat modifier for the attack and damage rolls.
- Seal of Fortitude (+1 / +2 / +3 con) / hit die change to d10 if it was d10 then to d12 / +2 hp per lvl up
- Seal of Space (Invertory / Bag of holding) / at 5 lvl normal bag of holding / at lvl 10 double size of a normal bag of holding) /at 15 lvl triple size of a normal bag of holding
- Seal of Protection (Armor Creation / Mage Armor) / 5 charges / profiency to light, medium, and heavy armor's / Mage armor at will without expending spell slot / Reaction can be used expend 1 spell slot to cast Shield
- Seal of Venom Blade (Kasaka's Venom fang) / 3 charges / 1 dagger / can be arcane focus
- Seal of Knight's Bane (Knight slayer) / 3 charges / 1 dagger / can be arcane focus
- Seal of Presence (Bloodlust / Dragon's Fear) / 5 charges / 15 lvl Bloodlust change's to Dragon's Fear
- Seal of Dual Demons (Demon King's Longsword and daggers) / 3 charges / 1 long sword, 2 dagger's / can be arcane focus
- Seal of Dragon Fangs (Kamish's Wrath) / 3 charges / 2 dagger's / can be arcane focus
- Seal of Poison Purge (Detoxification) / Resistance to Poison and Acid damage
- Seal of Dancer's Sword (Cha Hae-In sword) / 3 charge / saber = rapier / can be arcane focus
- Seal of Frost Axe / Snowfall Bow (Cold damage weapon) / 3 charges / 1 axe or 1 bow / can be arcane focus
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Minor Seals are lesser power, abilities, and weapons of the forgotten god.
Minor Seals charges varies between 3 and 5 charges.
Weapons have 3 charges and can use spell slots
Abilities have 5 charges
Charges regained as Major seals regain there charges
Weapons can be summoned at will by the user(and others if they're attuned to the physical form of the weapon, or to servants). Seal that give weapon to the user those weapon can be attuned to others as well if the user allows it. When others attune to a weapon they gain the ability to summon it and use the weapon with the abilities the weapon has, but if the user summon the weapon first or the weapon is already summoned then the weapon goes to the user
Weapons can be wielded by others(or servants) if the user willing to. Weapons can't damage the user. If the user drops the weapons then the weapon disappear into the Seal of Space even if the user doesn't have the Seal of Space.
Every weapon have 1 ability or more. Each ability expand 1 charge or 1 spell slot
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I also posted this in
DnDHomebrew so if you see it there and wonder why the quick context is a little different.
Also im going to make this into a homebrew class because of that one comment it hit the motivation button so yeaaa when im finished with that im going to post it here
sooo bye next time
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2023.06.03 20:44 Dexushun32 A 20 part magic item based of Sung Jinwoo
Quick Contex: One of my friend new to dnd and wants to play as Sung Jinwoo from solo leveling. He asked me to help with his character soo my adhd head started making a character with a magic item that has 20 diffirent parts that he gains through the campaign.
And this have so far:
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Seals of a Forgotten God
Category: Wondrous Item (Tattoo), Multipart magic item
Item Rarity: Artifact (Growing)
Attunement: To use the seals you need attune to it. Its takes up to 3 attunement slots(or 2 if the dm allow it)
--------------------------------------------------
--------------------------------------------------
Growing magic item lvl:
1 seal = 1 lvl
5 seal's = 5 lvl
10 seal's = 10 lvl
15 seal's = 15 lvl
20 seal's = 20 lvl
--------------------------------------------------
--------------------------------------------------
Major Seals:
- Seal of The Loyal Knight (Igris) / 5 charges / hit points: 1d10+con modifieper lvl / Ruler's Touch
- Seal of The Singing Zodaic (Tusk) / 5 charges / hit points: 1d6+con modifieper lvl / Hymn of the 12 zodaic
- Seal of The Craving King (Beru) / 5 charges / hit points: 1d12+con modifieper lvl / Gluttony
- Seal of The Snow Beast/Guardian (Tank / Snow Elf) / 5 charges / hit points: 1d12+con modifier or 1d8+con modifieper lvl / Guardian of the snow forest or Arrows of Hailstorm
- Seal of The Iron Blooded Shield (Iron) / 5 charges / hit points: 1d12+con modifieper lvl / Shield of Aegis
- Seal of The Rising Dragon (Kaisel) / 5 charges / hit points: 1d20+con modifieper lvl / Dragon Breath
--------------------------------------------------
--------------------------------------------------
Major Seals are holds the most powerful abilities, and servants of the forgotten god:
Each Major seal have 5 charges.
Charges regained on short rest, long rest, expanding a spell slot (if the character have spell slots), and at a new day's dawn
Short rest = 1 charge
Long rest = 3 charges
Charges can be used for:
5 shadow soldier summon = 1 charge
1 special summon = 2 charge
1 feature = 3 charge
Each Major Seal have special summons, each special has is own stat block and abilites.
Special summons have conciseness and there own personality.
Every special summon have regenetive ability to regain hp. You can expand 1 charge of the seal or spell slots to regain 2d4+2. If you expand more charges or spell slots(maximum 4 times).
1 charge/spell slot = 2d4+2
2 charge/spell slot = 4d4+4
3 charge/spell slot = 8d4+8
4 charge/spell slot = 10d4+10
Each Major Seals also give the user ability. Example like Seal of the Loyal Knight gives mage hand cantrip and you can cast it at will without verbal or somatic components and without expanding as spell slot, and you can make the spectral hand invisible. Also lets you use it as a bonus action to shove one creature you can see within 30 feet of you. When you do so, the target must succeed on a Strength saving throw (DC 8 + your proficiency bonus + the highest ability score) or be moved 5 feet toward or away from you. A creature can willingly fail this save.
--------------------------------------------------
--------------------------------------------------
Minor Seals:
- Seal of Unseen veil (Stealth / Invisbility) / 5 charges
- Seal of Storm Alacrity (+1 / +2 / +3 dex) / +10 movment speed / extra attack at lvl 10 or 15 / dash action as bonus action
- Seal of Knight (+1 / +2 / +3 str) / profiency with martial weapon's / When making an attack with a weapon, you use your highest stat modifier for the attack and damage rolls.
- Seal of Fortitude (+1 / +2 / +3 con) / hit die change to d10 if it was d10 then to d12 / +2 hp per lvl up
- Seal of Space (Invertory / Bag of holding) / at 5 lvl normal bag of holding / at lvl 10 double size of a normal bag of holding) /at 15 lvl triple size of a normal bag of holding
- Seal of Protection (Armor Creation / Mage Armor) / 5 charges / profiency to light, medium, and heavy armor's / Mage armor at will without expending spell slot / Reaction can be used expend 1 spell slot to cast Shield
- Seal of Venom Blade (Kasaka's Venom fang) / 3 charges / 1 dagger / can be arcane focus
- Seal of Knight's Bane (Knight slayer) / 3 charges / 1 dagger / can be arcane focus
- Seal of Presence (Bloodlust / Dragon's Fear) / 5 charges / 15 lvl Bloodlust change's to Dragon's Fear
- Seal of Dual Demons (Demon King's Longsword and daggers) / 3 charges / 1 long sword, 2 dagger's / can be arcane focus
- Seal of Dragon Fangs (Kamish's Wrath) / 3 charges / 2 dagger's / can be arcane focus
- Seal of Poison Purge (Detoxification) / Resistance to Poison and Acid damage
- Seal of Dancer's Sword (Cha Hae-In sword) / 3 charge / saber = rapier / can be arcane focus
- Seal of Frost Axe / Snowfall Bow (Cold damage weapon) / 3 charges / 1 axe or 1 bow / can be arcane focus
--------------------------------------------------
--------------------------------------------------
Minor Seals are lesser power, abilities, and weapons of the forgotten god.
Minor Seals charges varies between 3 and 5 charges.
Weapons have 3 charges and can use spell slots
Abilities have 5 charges
Charges regained as Major seals regain there charges
Weapons can be summoned at will by the user(and others if they're attuned to the physical form of the weapon, or to servants). Seal that give weapon to the user those weapon can be attuned to others as well if the user allows it. When others attune to a weapon they gain the ability to summon it and use the weapon with the abilities the weapon has, but if the user summon the weapon first or the weapon is already summoned then the weapon goes to the user
Weapons can't damage the user. If the user drops the weapons then the weapon disappear into the Seal of Space even if the user doesn't have the Seal of Space.
Every weapon have 1 ability or more. Each ability expand 1 charge or 1 spell slot
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2023.06.02 13:25 AmrasVardamir DnD Beyond: Finesse like mechanic but with spellcasting ability
Trying to create a longsword for arcane students that once attuned grants the user with proficiency in longswords and uses the user's spellcasting ability as it's attack and damage modifier. The former I have it configured already but the latter is giving me trouble to do so in the DnD Beyond tool. Is this even possible within the current state of the tool?
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2023.06.02 09:57 Michaela_______ How to be a better fighter?
Tldr, I’m still somewhat new to Dnd and need some tips for being the best fighter I can be as a level 8 human champion! The full story: So I’ve played a couple Dnd campaigns but I’m still pretty new. Most of my experience was level 1 or 2, but in one current campaign I joined I started at level 6 I think (now I’m lv 8). The campaign has been going for a couple years before me so others have come and gone-most notably, a fighter. I didn’t know about him when I joined-I was gonna be a rogue, but they already had one, so I chose fighter and now I keep getting compared to him. After the last session, someone said that they wish the other guy was back because my fighter’s not holding up good. I WAS NOT TRYING TO REPLACE HIM, he was gone long before I came and I had no idea about him, but now I’m feeling pretty down. I’m doing my best to learn Dnd and I thought I was doing good. I know I should have a thicker skin, but it really got to me because 1, I’m REALLY pouring my heart and soul into this! I haven’t missed a session yet (joined just after Christmas). I research Dnd a lot and try to strike a balance between efficient combat and good roleplaying. 2, to be honest I don’t have a lot of friends so this group was high up there for me. To have someone I really liked wish they had a different fighter really hurt my feelings. I don’t think he meant it maliciously-he and that guy were really close it sounds like-but man, that hit me hard. So… where I’m at now. I’m a human fighter, level 8, Champion, Outlander, with archer fighting style and lucky and sharpshooter feats. (You don’t need to keep track of all this-but I’m just putting it all out there so that if anyone wants to give me specific tips, they have all the info.) I mainly fight with a longsword and a bow. Side gripe: One thing holding me back is I CANNOT, FOR THE LIFE OF ME, GET BETTER THAN STARTING GEAR. The one exception was a leftover corpse slayer bow from their bag of holding-which is nice, but their gear is so much better than mine that I’m a joke. I’m talking magic armor, magic weapons, magic ammunition-crazy high AC’s (his is 10 higher than mine---10!!!) and damage output to match. MONEY TOO, GOODNESS. I’m looting bodies furiously to get stuff but can’t find good weapons, or raise enough money to buy my way up any time soon. The DM hinted that he’d work something out eventually but I fear that he a, forgot, b, wants me to play for years like the veterans to “earn” good gear, or c, now that they gave me the bow thinks I’ve gotten enough handouts. Anyway, huge thanks to anyone who read all that, and please the more specific tips and advice I can get, the better! I’ve been trying to play my cards right but I need every edge I can get. This could be how I should build my fighter as I continue to level, combat tactics, ways to raise the damage I deal… I’m desperate! Ideally I want to be a good enough fighter that no one has to worry about replacing me/eventually like me enough that it’s no longer a concern, but if I can’t get that kind of respect, I’ll settle for the other kind---being so strong that they can’t hold anything against me and have to eat their words! Anything helps!!!
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2023.06.01 09:25 hellrocket [LFA] Shadar Kai echo knight
For our campaign I’m playing a female Shadar Kai named Civri Broe. (Dnd beyond suggestions I liked the pun sound.)
She has long but tied black hair, red eyes, and pale white ish blue or grey skin. Trying to meet that ethereal beauty and death look the lore describes. She wears medium armor and I’ve always pictured it closer to the classic lotr elf ranger then a full fighter in plate.
So far she’s got the basics, long bow and longsword, plus a few daggers. One “prized” weapon is a Greatsword with a hooked end she got in a haunted cave.
Part of the lore my group liked from the 5e Shadar Kai is the effects the shadow fell realm has on Shadar Kai. When art shows then in the material world they’re similar to other elves, inhumane Beauty and grace.
But when in the shadow fell they’re routinely drawn more scarred, worn down. Like a runner who has no excess fat.
I wanted to use that twist with Civri, so I tried to do it with her subclass.
her echo is a reflection of her other self. Like a living shadow, Instead of an exact copy of her material plane appearance for instance, it’s how she’d look in the shadowfell.
Edit for bad spelling sorry to anyone who read it before.
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2023.05.23 18:11 minivergur [Poll] What would it take for you to be happy with martials?
I've been thinking about Weapon Mastery and I've been trying to gage what this subs thinks about them and I want to compile some of the ideas but first I'd like talk about my issues with 2014 PHB weapons and martials and they are two (and a half) fold.
- Martials need more things to do during combat besides hitting creatures.
- Lack of weapon identity - short-swords/scimitars, longswords/warhammers/battleaxes, greatswords/mauls/greataxes and glaive/halberd/pike are as effectively exactly the same weapons since there are negligible cases where the damage type has any bearing on the combat. I want them to feel tangibly different or whats the point of having them.
- Damage Resistance to Bludgeoning, Piercing, and Slashing from Non-magical Attacks - not really an issue with the 2014 PHB as much as the monster design in following books. But it feels like these damage types are completely interchangeable, maybe if resistances or vulnerabilities to individual damage types was more common I'd feel differently about weapon identity.
I think everyone here agrees with me on the first issue but I feel like my second point is more contentious.
There is a block of people here who I don't think care about having the weapons feel different and even in a few cases view it negatively that weapons in a similar categories function differently since that would limit their options with their cool magic weapons or I should say, they don't want the magical weapon they got to get in the way of some options they want for their character. This group id focused on giving martials (fighters particularly) more options during combat and from what I gather they want something similar to the battle masters maneuvers to be more accessible to martials.
The OneDnD weapon Mastery
There are some concerns with the one dnd masteries besides balancing the properties.
Some people here have described it as a "golf-bag design" which initially (to me) sounds pretty neat in that you have a bunch of tools at your disposal and part of the combat encounter would be choosing the right tool for the job. But what they seem to actually mean is to be juggling a multitude of weapons in a single combat round by drawing/sheathing between swings to juice as much as they can from the weapon masteries (tangent: why use golf as a metaphor when juggling is right there, you don't swap golf-clubs mid swing). To me this sounds like there is an easy fix by just rewording of the attack action and how drawing/sheathing a weapon as part of each attack. I'm not worried about this, wotc should address this but I think that even if they didn't this shouldn't be an issue on any table with responsible players and DM's - they should fix it though!
Personally I'm mostly pretty pleased with the one dnd weapon masteries balancing aside - I'm not going to go in to the properties themselves, I think they need some rework. I would actually rather that you'd just have access to all these masteries as a martial character or maybe even just as a result of having proficiency with the weapon. I feel like there should be some cost involved with drawing/sheathing a weapon - provided there is a cost involved I don't see the point of limiting the number of weapon masteries but maybe I'm there is some interaction I'm not seeing.There is one aspect of the weapon masteries that sort of ruin it for me and that the 13th level fighter ability
Weapon Adept that allows you to add different weapon properties to a weapon you have mastery with. In a narrative sense, what on earth is going on here? I thought these properties were somehow intrinsic to the object, why can you suddenly use it as if it were a totally different object? How are you going to cleave with a lance? It ruins my immersion!
Then of course there is the issue that if a martial has a really good weapon then that weapon mastery might be considered the only option for that player so in that sense it's failed that player in providing more options during combat - in a sense.On that note I'm anticipating an issue with attunement if your playstyle will involve using a few powerful weapons.
Some Suggestions
- One interesting suggestion I've seen that focuses on giving martials more to do during combat is Weapon Techniques - It addresses the monotony of martial combat.
- Grouping weapons in to different categories and giving those weapon categories different characteristics - This addresses that weapons should feel tangibly different.
- Adding more general weapon properties and applying these properties differently to weapons - This link also has some interesting ideas about armors.
- I'm begging wotc to do away with resistance to bludgeoning, piercing and slashing from non-magical attacks and incorporate more weapon materials as a way around resistances or to exploit vulnerabilities - I yearn to pick up my side-arm cold-iron mace when fighting a hag or silvered spear when fighting a warewolf. After getting +1 sword this whole puzzlebox is out the window. Special materials might be: silver, mithril, adamantine, cold-iron, iron-wood, obsidian.
Maybe what we need is an amalgamation of these ideas. Categorize the weapons, give those categories some intrinsic characteristics and give martials (or maybe just fighters) some abilities that utilize these categories as requirements.
Anyway these are my thoughts, this got a bit longer than I was hoping.
Summary
I think weapon masteries was introduced to solve two things - weapon identity and martial combat options. I'm not sure how successful it was in that pursuit and maybe we need separate solutions to solve each of these issues.
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2023.05.11 06:40 ohokaysurewhynot Could anyone draw a longsword for me?
Could anyone draw a longsword for me?
I love swords, and I wanted one drawn for my character in a dnd campaign I'm writing, so here we are.
To start, the blade is about 110cm long and is flamberged, including the bits that jut out towards the base of the blade (look it up if unaware). The guard is also wavy in a flamberge esque way, and it curves up a little, like a 45 degree angle. The grip of the sword is a dark blue leather and large enough to be comfortably held in 2 hands. The pommel of the sword is a light blue glass-like orb that has blue lightning swirling inside. Lastly, although not necessary, if you could draw blue lightning around the blade, that'd be cool.
Thanks for listening, and I'm open to any questions you may have about the design.
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2023.05.11 05:34 JohnNewob Help needed for character class.
This is just a thought. I'm trying to create a character with these abilities below, but idk what class and route to go. My first thought is fight plus something else. Any ideas?
--Imagine the amaturas from Itachi from naruto. (I imagine it being more of a cosmetic change to fire bolt or something equivalent)
--Has a dagger the can change between dagger and longsword. (No additional damage how to switch would be dm discretion)
--Is a great fighter but can cast magic.
I briefly went through dnd beyond character creation, but haven't found anything that feels like my character. What's everyone's thoughts?
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2023.05.10 23:36 AustinTheOwl DnD New-ish player/new to reddit- trying to power build.
So I play RPGs and games of the like (including DnD several times), with the enjoyment of being the most ridiculously overpowered being possible. My number 1 serotonin inducing phrase is when the DM asks: "How do you wanna do this?" on a killing blow. My DM is completely fine with me power building as long as i live within the realm of their world (which is heavily dragon based). The rest of the table is excited to see me be the main melee dps since everyone else is a little squishy. We are about to level up next session to level 9, but I don't know what I want to do? I'm thinking of multiclassing now but should I wait til level 11 for the next extra attack? And what should I multiclass into? I've been eyeing rogue or barb. Both could work perfectly fine with my backstop. I need some help.
My current build is: Goliath Fighter lv 8 Str: 20 Dex: 16 Con: 18 Int: 13 Wis: 13 Cha: 12 Battlemaster Two Weapon fighting style Using 2 longswords Chain mail
Feats are: Athlete Great weapon master Slasher
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2023.05.10 17:18 Visual_Insurance Weapon length
Hi,
I'd like to add some simple tactics and credibility to combat without bogging down the system. One thing that always bothered me with dnd are variable damage dice to weapons. Whether you're struck with a knife or a greatsword, both are equally lethal. The tactical implications of melee weapons are mostly due to length, trying to keep an enemy at bay, maneuvering to stay outside the enemy's reach etc. So what about this...
Weapons have different length:
SHORT: unarmed, dagger
MEDIUM: longsword, axe, mace, club
LONG: greatsword, spear, staff
VERY LONG: polearm, lance
When in melee against a longer weapon, you suffer 1 bane to attack rolls per difference in weapon length, until you inflict a strike on that enemy. Once you inflict a strike, the longer weapon suffers 1 bane to attack rolls per difference in weapon length, until a weapon of equal length is drawn, or until a strike lands.
For ex: you hold a longsword (medium) and charge an entrenched enemy clinging to a pike (very long). You suffer 2 bane (+2d6, take the lowest dice). You happen to dodge the polearm, get inside the pikeman's reach and land a strike. On his turn, the pikeman suffers 2 bane and decides to drop the pike and draw a sword instead.
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2023.05.10 09:05 Szogipierogi Make the martial classes military prowess stand out.
Although ONE DnD seems to be trying to address the issue of martial-caster divide with weapon mastery it is unnecessarily restrictive (Why on earth would you need to spent 2h of your long rest on exercises to forget how to cleave and learn how to vex?) and rather underwhelming in my opinion.
Here I present to you my ideas that can be readily executed in your 5e games to enhance game for Fighters, Barbarians and Monks (i.e. Martial Classes) + some subclasses of Rogue (e.g. Swashbuckler). As to why I am excluding Paladins, Artificers, Rangers and most Rogues , that is to reflect that the core martial classes focus purely on their combat training as opposed to the rest whose precious training time is occupied by other pursuits.
1)Give [martial class] character Crusher, Slasher and Piercer feats' effects minus the ability score bonuses at 3rd level. This also frees up feats that normally would be spent on those on taking something useful out of combat like Skill Expert or Observant.
Note: Reducing speed of one creature (provided you hit) by 10 feet, pushing them by 5ft or re-rolling a single damage die are all mild enough that having those option doesn't break the game but at the same time adds a bit of tactical flavor to your Human Fighter with longsword. Then there are the Crit bonuses which make things fun for the martial class players without having to do something stupid like prevent spells from scoring crits to highlight warriors' combat.
and/or
2)Let your martial classes express themselves through their choice of Combat Philosophy at 6th and 15th level. Is your warrior cautiously defending himself waiting for an opportunity to strike? Trying to overwhelm his opponent? Fighting Style is cool and all but there is more to combat than the choice of weapon and rest of fighting styles isn't exactly thrilling with exception of Blind Fighting and maybe interception at very early levels IMHO. So here are some things you could give your martial players to spice up mid and late game when their caster friends are busy altering the fabric or reality or divine smiting enemies into oblivion.
a) Overwhelm: Any time on your turn you can choose to activate Overwhelm (no action required), if you do until the end of that turn whenever you make a weapon attack you can add a bonus to the roll equal to number of attacks you made against that target since declaring Overwhelm. You can use Overwhelm number of times equal to your CON modifier (minimum of once).
Note: Yes, it is basically opposite to how the combat works in Pathfinder, but it is how it works in real life. I have gone through more than one medieval fencing manuscript and I've had healed my share of bruises from HEMA (Historical European Martial Arts) training to say with fair degree of certainty that with each strike you get closer rather than further from landing a hit but unleashing a rapid sequence of strikes is taxing.
b) Reactive Defense: As an action on your turn you can grant yourself a bonus to your AC equal to 1/3 of your [martial class] level (rounded down) until start of your next turn. While Reactive Defense is active if an opponent within your melee range misses you with an attack you make one Attack of Opportunity against that opponent with advantages without using your reaction.
Note: 2~6 extra AC for a round at a price of a whole action might seem like a steep price, especially for high level monks or fighters but I think it is a good option to have in case you are swarmed with enemies or have to hold a chokepoint rather than cut your way out. Having one free attack of opportunity should sweeten the loss of 2~3 extra attacks or Flurry of Blows (especially since the latter can be replaced with bonus action Dodge for even more tank potential).
c) Take Cover: If a an object or terrain feature would grant you half cover it gives you 3/4 cover instead and if it would normally grant your 3/4 cover it grants you full cover instead. Additionally enemy attacks don't benefit from features that would normally allow them to ignore cover when targeting you.
Note: We all did 'step out of full cover, shoot, go back to full cover' dance but having option to better utilize less than full cover (i.e. not let the top of your head stick out) thanks to your experience and training is something I think should exist in the game.
d) Body over Mind: When forced to make INT/WIS/CHA saving throw you can use CON for that saving throw instead. You can do so number of times equal to 1/3 of your [martial class] levels rounded down but no more than number of times equal to your CON modifier.
Note: Having WIS/INT/CHA Resilience feat as mandatory for Barbarians and Fighters in some campaigns does not spark joy. Even if the main quest doesn't take you to fight off invasion of Illithids, having to focus on STDEX and CON to detriment of mental stats already is a big pill to swallow if you like to do things out of combat and being vulnerable to stun, charm or fear effects as a battle hardened warrior is just a cherry on top of a shit cake. Sure you have Indomitable, Mindless Rage but taking this Combat Philosophy lets you keep your Indomitable for STDEX/CON saving throws, gives you some safety for when you are not raging. Then there are Monks who already have good Wisdom and Stillness of Mind so they will likely favor other options anyway.
e) Utilize Advantage: When making an attack against a target with multiple sources of advantage (but no disadvantage) you can re-roll one of the d20 dice.
Note: The fact that attacking a blinded enemy gives you as much upper hand as attacking enemy who is blinded, affected by Guiding Bolt and Faerie Fire on top of being stunned, paralyzed and prone always rubbed me the wrong way. With this you get something extra without having to stack all the possible advantages against all disadvantages (what the 5e designers tried to avoid) just like with the Elvish Accuracy but you are not limited by race, attack modifier and need to use feat slot for it.
f) Constant Threat: Opponents that are aware of your presence and within your weapon's range (up to 30 ft) can't gain advantage against targets other than you. Additionally, you don't have to be on the opposite side of a creature to grant your allies flanking Advantage.
Note: If you consider ranged characters (including the omnipresent whip users /s) with this might be a problem then feel free to adjust the radius as you please. Secondly, some might argue the second half makes Wolf option from Totem Barbarian useless/redundant by comparison and I will reply that Bear totem makes all other totem options not worth even considering.
g) Measure Twice Strike Once: When making your first weapon attack as part of your Attack Action you can forgo attacks granted by Extra Attack feature on that turn to grant yourself a bonus to the attack and damage rolls equal to your To Hit bonus for each extra attack you would normally make. You can't use this feature if an effect prevents you from making more than one attack on a turn.
Note: Two swings with +8 To Hit and+4 to damage or one swing with +16 To Hit and +12 to damage? While odds and damage get even better for high level fighters who have more extra attacks to forgo, things like having advantage on all attacks against particular enemy or dealing with a large group of weak enemies or maybe having to cut through Mirror Image duplicates and more still make taking regular extra attacks a viable option)
Pick and take from it what you want, modify as you please, share your ideas if you feel like it.
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2023.05.09 03:54 CreepyCook Solaire Build
For my most recent campaign, I built a Eldritch Knight Solaire. It’s been the most fun I’ve had so far in DND. He’s great at range with “lightning spears”, while also being able tango with his sword and shield. Adding defensive spells into the mix makes him a force to be reckoned with. This is how I made him:
Character Creation Race Variant Human ASI: Str, Con
Skills: Religion. Praise the sun!
Racial Feat: Sharpshooter. Ignoring half cover and long range disadvantage allows you to use your javelins as a reliable poke option, attacking the oncoming enemies as they approach you and your backline.
IMPORTANT: Sharpshooter has a mechanic where you can sacrifice -5 to your attack roll to gain +10 to damage for
ranged attacks. This is a really neat feature, but it seems javelins are a melee weapon, not a ranged weapon. Ask your DM if they can make your javelin a ranged weapon. If not consider swapping this feat out for Shield Mastery instead.
Class Fighter: Eldritch Knight. Eldritch knight gives access to a limited pool of low level wizard spells. Relying on only a few spells for offense is risky, so use them for situational defense instead. At level 3 you get to bond to two weapons that you can recall as a bonus action. On melee builds this feature is practically useless. However, if you bond to a javelin, you get unlimited ranged attacks. Keep in mind recalling a weapon is a bonus action. This means if you chose to fight with only one javelin, you can do a maximum of two ranged attacks (attack, recall, attack), and then one on the turns after that (recall, attack). You’re better off getting more javelins, but it works for flavor or if you’re low on money.
Skills: Athletics, Acrobatics. Gotta put the fit in fighter.
Fighting Style: Dueling. Youre most likely going to be using a sword and shield for this build.
Abilities: 27 point buy * Strength: 15 * Dexterity: 8 * Constitution: 15 * Intelligence: 15 * Wisdom: 8 * Charisma: 8 As a frontline fighter, you need strength and constitution. Your spell-casting modifier uses intelligence, so you need points in that too. Everything else shouldn’t be a consideration. If you want to have 10 dexterity for initiative and saving throws, take some points out from intelligence.
Background: Folk Hero. Praise the jolly cooperation!
Starting Equipment - Chain mail
- Martial Weapon + Shield
- Crossbow + 20 bolts Pretty self explanatory. Try to get ahold of some javelins as soon as possible, or just ask your dm to swap the crossbow for javelins. When you get a hold of javelins, ask your dm if you can flavor them as lighting spears.
Progressing Equipment: Prioritize armor. It helps you frontline and cheese booming blade. Ask your DM pretty please to include the javelin of lightning, a magic weapon that does half the damage of a thunderbolt.
ASIs: Max strength as soon as possible. Your sword and javelins need it.
Spells: I’ll just list the important ones. You’re restricted to wizard abjuration/evocation spells (except at certain levels). You can learn up to 3 can trips and 13 spells. Under your restrictions, these are the important ones. Remember you can ask your dm to flavor anything of these as lightning themed. * Booming blade: This is your bread and butter. Thanks to war magic (7th level) and the fact the damage scales with level, booming blade stays fully competitive with multi-attack at most levels, so long as you get your target to voluntarily move afterwards. You can force the extra damage three ways: 1. Take a step back after using booming blade. This provokes an opportunity attack from the enemy, but you should be pretty tanky. If the hit goes through, cast shield to raise your AC. 2. Action Surge: Use your first action to cast booming blade then second to cast thunderwave. Feel free to cast this at a higher level to get the most out of the action surge. 3. Shield mastery: If there’s no room left to back up against or you’re low on health, try using your bonus action to push back your enemy instead of hitting them with your longsword. Depending on your level, the extra damage from booming blade might do more than a longsword strike. It’s the safer (but less cool) option. * Shield: Essential for tanking hits and cheesing booming blade. * Absorb elements: cuck wizards, dragons, and anything else without a physical weapon. * Shadow blade: Huge upgrade over the longsword, but it requires concentration, only lasts 1 minute (6 turns), takes up a 2nd level spell slot (you only get 2-3), and is outside your school of limitations, which means the soonest you can get it is lv 8. That being said, it’s worth it for 2d8 + Strength modifier. * Fireball: It’s fireball * Lightning bolt: Only if your DM doesn’t let you flavor fireball as lightning or for avoiding collateral damage. * Fire shield: Do damage by existing
Feats * War Caster. Get this ASAP. The advantage for concentration CON saves is nice, but you really need this for spell-casting. Using your weapons to spell cast and using booming blade as a reaction is essential to this build. * Piercer: Rounds up your STR and ensures good javelin damage. Way better than Slasher. * Tough: If you’re the only frontline on the team, you’ll need to delay your strength increase for durability. * Shield Master: Put that shield to good use! It makes you better at avoiding and negating attacks that require a dex save, and can also help you cheese booming blade. This utility comes at the cost of slowing strength progression.
Overall Strategy A.) Stick with the back line, tossing javelins at the approaching enemies. When they reach you, swap to melee and abuse booming blade as often as possible. Use defensive spells as necessary. B.) Chase ranged enemies down. If you hit them with booming blade once, they’re screwed.
That’s about it. Let me know if you decide to try this build out in the future. It’s been my favorite so far!
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2023.05.08 16:14 thenormaldude The Beginner Box: A DnD 5e GM's Experience, Part 2
This is part 2 of my experience running the Beginner Box. This encompasses 2.5 sessions, which brings us to the end of the Beginner Box. I meant to do one post for every session but then ~
~~mental health issues~
~~ got in the way 🙃
If you want to check out the first post, you can check it out here:
https://www.reddit.com/Pathfinder2e/comments/11wkg6l/the_beginner_box_a_dnd_5e_gms_experience_part_1/ I highly recommend checking out the comments to the first post. I got a lot of great feedback and there’s some wonderful ideas for running and improving the Beginner’s Box.
For the record, I’m running this with 2 players, so I’m re-balancing as best I can.
Having run the entire Beginner’s Box, I think it is a GREAT tutorial for how combat works. The final two battles really work as a test of this. The Kobold boss fight is tough. The Fighter immediately took a full-strength, 3-action magic missile to the face and was low on health. The rogue got pinned down by the two kobold scouts. They very smartly realized the Kobold boss was the biggest threat and targeted it with ranged attacks to take it out quick. They then cleaned up the Kobold scouts. It wasn’t an easy battle, but they immediately understood that they had to think tactically or else they could easily die. Nooot the kind of thinking you see in 5e play a lot.
The dragon fight is even harder, and just saying “dragon” made them scared and worried. Instead of running in and figuring things out, they came up with a PLAN! They decided to use the hat of disguise to pretend that the rogue (who is a halfling) was the kobold boss and the fighter and ranger (we added one person at the end) were prisoners. They also decided they would use the oil they got from the kobolds to douse the dragon then set it on fire with the smoking longsword. So their disguise lets them get closer to the dragon, they throw the oil and hit the dragon, then use the smoking sword to set it on fire! It has to waste actions putting the fire out, which also causes attacks of opportunity. They then SPLIT UP and USE COVER to hide from its breath attack and force it to focus on only one of them. It worked beautifully and while it was a tough fight, they won!
In only a few sessions, they’d gone from just using all 3 actions to attack to using resources, movement, positioning, cover, and strategy. This proves, to me at least, that the Beginner’s Box is a truly excellent tool for teaching PF2 combat.
I do think the Beginner Box does alright with exploration, but there’s honestly not a whole lot of exploration to be done. Aside from some checks to smell stinky Xulgaths and dismantle barricades and a few religion checks for the Gozreh and Abadar statues, there’s not much there. The rogue felt somewhat useful with her stealth and thievery checks, but the fighter was the one who shined the most. What would a ranger do out of combat in the Beginner Box? Or an investigator?
The part I think the Beginner Box does the worst is RP. There really isn’t much option for RP. If your players just do the dungeon, very little RP. And the logic of the dungeon itself, as I mentioned in the last post, really frustrated the fighter. We’re playing Age of Ashes next and he’s concerned the logic for the AP won’t make any sense because the Beginner’s Box dungeon was so nonsensical. That being said, the town of Otari provided a lot of RP opportunity. But I’d love for the dungeon to be a self-contained tutorial of the whole system.
When I run the Beginner’s Box again, and I’m sure I will, I would definitely add in some RP within the dungeon. I think I’d also alter the descriptions of the dungeon to make it seem more logically consistent. I’m thinking about making the majority of the dungeon a part of old Otari that sunk into the ocean. Maybe the town was more fishing and ocean focused than logging focused when it was first founded, and so the town hall was right on the ocean. Maybe the Gozreh and Abadar alters were made to help the town prosper with their fishing, and the elemental orbs were an attempt to tame the weather, to the same end? I’d have that history included in small clues that can be discovered via skill checks, which would allow knowledge- and exploration-focused characters to shine. What do y’all think?
All criticisms aside, I think the Beginner Box was a MASSIVE success. My players loved PF2 and we’re playing Age of Ashes next! My fighter is even thinking that he’d like to run an AP himself at some point! All in all, it honestly went better than I could have hoped.
Okay, like with last time, here’s a room-by-room rundown of my experience, in case anyone is interested.
Session 2: Room 11 - Kobolds and Traps (continued): We started at the top of the stairs, the party low on health. They’re a rogue and a fighter, so they could have just hung out and done heal checks, but they wanted to go back to town to rest up. Seems reasonable. I was actually really excited about this, because one of my main complaints of the Beginner’s Box is that there’s no real RP involved.
Otari - They wanted to sell some loot first, and the Fighter decided he was from Otari, so he asked who he’d know best. He’s a Tengu, so I said he’d definitely have a good relationship with Magiloy at Crow’s Cask. He really got a kick out of there being another Tengu, and I figured they could sell their loot to Magiloy, so that was fun. Also, the Fighter asked if he could sleep at Magiloy’s for free, and I figured since they know each other, sure, why not.
Next, they went to the Dawnflower Library. They REALLY wanted to learn more about the shrine to Gozreh in the dungeon. I think it really creeped them out. They also wanted to know more and the history of the area. I mentioned in the first post that the Fighter was REALLY put off by the lack of logic in the Beginner Box dungeon. It didn’t make sense to him how all this stuff was just under the town. They met Vandy Banderdash, and she told them that the shrine sounded like a shrine to Gozreh. I added that it sounded like it was in an old design and had her mention that Otari was old and much had been lost to time. They asked for books about the history of the town, and I gave them a couple books. One was on the history of the town and how it was founded by adventurers and then abandoned and used by kobolds and only recently revitalized. This satisfied the Fighter a little, and he reasoned that the Gozreh shrine and the Abadar statue make sense for a town that would survive off of the land and selling fish and lumber. They also found a book on The Rosegaurd. I didn’t give them much information, but I used it as a tease in case we progress to Abomination Vaults.
I had MEANT to ask them to Make an Impression with the NPCs they encountered, and I totally forgot to do that. So I missed my opportunity to show the social rules, BUT everyone had a good time, and that’s the most important part.
Room 5/7 – Forgotten Crypt/Abandoned Storeroom (revisited): I mentioned in the last post that they had avoided the barricade that leads to the Skeletons and Zombie. I wanted them to learn about damage resistance, so when they came back, the barricade was broken and they encountered the Skeletons and Zombie. (I know the Beginner Box says that nothing changes when they leave and come back, but I think this was worth it). That worked well, and they learned about damage resistance!
Room 12 - Kobolds and Traps: The first encounter in the second level went really well. One of the kobolds successfully hid, the other didn’t. They tried to range against the one they saw, but the cover caused issues, so they went around the cover. Cover successfully learned! Then they got sneak attacked by the kobold who hid, and then the kobold hid again. They went around so they could see the kobold. Hide successfully learned! All in all, a great little tutorial.
Room 13 - Soggy Crossroads: Not much to say here. They went to Room 14 next.
Room 14 - Elements of Chaos: The Cinder Rat was a HUGE FUCKING PROBLEM. I decreased the Cinder Rat’s AC and HP to account for only having two players. But the Cinder Rat did SO MUCH DAMAGE on its first hit against the Fighter AND set him on fire. Then it had another attack, and even with the minus 4, it hit the Rogue AND set her on fire. I had to basically tell them to run into the water to put themselves out or they would have died from the persistent damage. Of course, once they realized that the Cinder Rat couldn’t go in the water, they just stuck around the water and pelted it until it died. Has anyone had this experience with the Cinder Rat? I feel like even with 4 players, it still hits so hard plus the persistent damage AND concealment that if they don’t realize they can retreat into the water, it could be a TPK. What do y’all think?
Session 3: Room 15 - Xulgath Cave: In the comments of my last post,
Ellio45 suggested replacing the Xulgaths with a more social encounter. They suggested exiled or mutinous kobolds that didn’t like what the boss kobold was doing. I ran the Xulgath’s as-is to see how it would go, and I think
Ellio45 is spot on. The Xulgaths don’t teach the players much of anything – they already encountered saving throws with the spider – and the fight is pretty straight-forward. I think having a social encounter instead would be waaaaay better! The players could attempt to make an impression, use some knowledge skills, and hopefully get some intel or assistance from the kobolds.
Room 16 - Mermaid Fountain: I was really worried about the fountain trap because I’ve heard it can TPK a full party and was prepared to nerf it. But they rolled well and spotted it. The Fighter aaaaalmost triggered it anyway to see if there was any treasure in the fountain, but the Rogue convinced him it wasn’t worth it.
Room 17 - Kobold Warren: I totally messed up the Kobold Warren fight. I forgot about the food fight, the oil, cover, and as a result, the players just breezed through it. That’s on me. My bad.
Room 18 - Dragonkeeper: The Kobold boss fight was another story, though! I remembered tactics and had the kobolds, especially the kobold boss, focus on the fighter. I talked a bit about how this went in the main body of the post.
One thing I’ll add is the rogue took the Minor Magic rogue feat to get mage hand. She wanted to use it to pull the kobold boss’s robe over his head. She had the range for the spell, so I decided it would work like a ranged feint one time, since the kobold boss wasn’t expecting it. She still had to roll for feint. I felt like this was balanced enough, since mage hand is two actions, so two actions to make a feint ranged one time in the fight. She succeeded in the feint roll and was ecstatic that she got to use her new feat like that! So I think it was worth it. But what do y’all think? I know PF2 prioritizes balance and RAW, but I do like to reward my players for being creative.
Another thing that made this fight fun was the pit in the middle and the cliff up to the kobold boss. The fighter LOVED the hazards and terrain. He wanted to try and jump up the cliff at first to close on the kobold boss. He had juuuust enough movement, and in DnD 5e, since there aren’t clear rules, I probably would have said, sure, just make a DC 15 athletics check, or something. But PF2 has rules for everything! The DC to jump higher than 3 feet is fucking 30!!! And it’s 2 actions! Which seems crazy high and costly, but it made the fight so much more interesting. Instead of the fighter easily being able to close on the boss, he realized he’d almost definitely fail the check, he didn’t want to try and climb because that also would have made him not quite get to the kobold boss. So he and the rogue decided to range attack the kobold boss to death, which was a good call! I’m just adding this to point out how great it is to have rules for almost anything.
Room 19 - Mushroom Grotto: Even with adding a 3rd player as a ranger and decreasing the dragon’s AC by 2 and HP by 10, I was suuuuure we were going to have a TPK. But like I said above, they were smart and came up with a plan! It worked super well. Setting the dragon on fire, which I ran like how the Cinder Rat sets stuff on fire with persistent damage, made the dragon waste two actions, one to put out the fire by rolling on the ground – it succeeded on the flat check – and one to get back up from being prone. That also triggered an attack of opportunity from the fighter. Instead of attacking, with its one remaining action, I had. It fly to the top of a mushroom to get an angle on everyone to blast them with acid. The ranger and rogue shot it with crossbows from behind cover of other mushrooms, and the fighter had the idea to try and chop down the mushroom the dragon was sitting on. Not in the rules, but again, I like to reward creativity. I gave the mushroom 25 hp and zero hardness because it’s a mushroom, they’re not very hard. The fighter managed to cut it down in one turn. The party was so spread out that it could only get one person in its breath weapon cone, so I had it use it on the fighter, since he didn’t have cover. He nat 1’d the reflex save – the double-damage 5d6 definitely would have killed him – but he smartly used a hero point and made the save. Then the ranger crit the dragon for a crazy amount of damage, and the rogue finished the dragon off. They actually didn’t take much damage, but they felt like it was a tough fight because of how much damage they COULD have taken and how much thinking they had to do.
And that's the end! Thanks for reading and I appreciate any constructive criticism or feedback!
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2023.05.04 21:33 Mission_Row_8117 Hexblade Maul?
Been using DnD Beyond for years and can never make a maul my Hex weapon. In a homebrew campaign and can never find a way to get it to work. Was thinking about making it through homebrew but I have hit a dead end. For the homebrew tool, how would I go about making a maul that I could hex. I know that it works for Longswords, and I was thinking about just making a longsword that rolls 2d6 + your mod, and naming it maul.
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2023.05.03 05:50 StockSky4740 The Escape - ch2
“And so, that is why Marisa is best girl.”
“But reim-“
“Sayori, I told you, reimu doesn’t make funny comments.”
“U-um Monika? I forgot, what series are we talking about?”
“Touhou”
“Isn’t ToHo the company that made Godzilla movies?”
“Uh no different Touhou.”
“Ah ok.”
The other three were standing in Monika’s backyard waiting for natsuki to come with the shovel. Meanwhile Monika was telling the others touhou lore.
Suddenly, natsuki came running in stage left with a shovel in hand and out of breath.
“Wow nat! You came like you were in a marathon!” Chimed Sayori.
“Guys” natsuki puffed “there’s something REALLY Wrong here, my dad turned into…something and tried to kill me!”
“R-really? Are you hurt?” Yuri asked immediately.
“No, well not physically.”
“Yknow” Monika began “we have been seeing some strange things with people.”
“Yeah, they have been walking around kinda funny, and not the haha kind.” Sayori added.
“So who’s going to use the shovel? It can’t be me because I’m too ligh-“
“I’ll do it” yuri said almost immediately
“Alright, here you go”
*dig*
*dig*
“So what do you mean that people are acting funny?”
“Well, they walk like they forgot how to use their legs correctly, they’re eyes become pitch black but flicker green occasionally and make weird garbling sounds.”
“Yeah… that’s definitely not creepy at all. Why is this happening?”
“I have a theory that may sound a bit far fetched but really it’s all I got. I think it’s the game trying to stop us because of our conversation in the club room.”
“So what your saying is that the game is alive?” Asked Sayori
“Yea basically”
“That’s some freaky shit” nat replied
“Girls, I think you might want to see this” called yuri
When they came over, they briefly forgot about how strong yuri was considering how she dug a 7ft hole in like two minutes like damn girl what have you been eating.
After they got over that, they looked down to see what she found. The hole opened up a large cavernous space. Strangely, there was a bottom. But the depth wasn’t what scared them, rather it was the rabid snarling, growls and roars echoing out.
“Well then” Monika began “any ideas?” She asked, not knowing how to deal with this situation.
“I-I think the best way to confront this without directly a-avoiding it is to arm ourselves.”
“Wait, your saying that you actually WANT to go in there!?!”
“N-not really, but I don’t think we have a choice if we want to escape this place.”
“…I mean like, fair”
“Ok then we’ll go with yuri’s plan.” Said Monika. “What’s going to happen is that we’ll go home and search for weapons to defend ourselves, we’ll then meet back here in 20. If you see any “people” do not interact with them. Got it?”
“Got it.”
“Got it”
“Got it”
“Good. Team book dismissed.”
“Dafuq kind of a name is that?”
“Idk it just felt appropriate and now I just feel weird”
“Yea you should”
——————————————-
20 minutes later, Monika, natsuki and yuri arrived back at the hole, Monika brought a rope, natsuki brought a serrated cleaver with a curved handle and a slice of cooked steak, and yuri brought her two largest knives.
“Nat, what uh…what is that?” Asked Monika, pointing towards nats weapon of choice.
“Oh! It’s from a character i cosplayed as once when I went to an anime convention!”
“Oh! Cool. Uhhh has anyone seen sayoooo…”
Monika drawed on as she saw Sayori carrying a 14th century steel longsword
“Sayori what the
[email protected] is that!?!”
“It’s a sword. Are you telling me that you have never seen a sword before moni?”
“Yea I-I know what a sword is but, that’s like… a sword sword!! One that was used to behead people in medieval times!!”
“Really? Coooool…”
“Where did you even get one of those?”
“The store. You do know it’s October right?”
“YOU STOLE IT?!?!?! I thought you knew stealing is wrong!”
“Yea it is, but only from people…..real people.”
“YOU……actually make a decent point now that I think about it”
“Oh! I almost forgot, take these!”
Sayori then pulled out a trio of steel breastplates out of her pocket. She was wearing the fourth.
“HOW…..you know what, i give up.”
They then took it and put it on themselves
“Hey moni? Where’s your weapon?”
“Ooooh yeah about that, I uhh I couldn’t find find one but I could just use my whole deleting powers.”
“So you’re the “mage” of the group?” Nat claimed.
“I guess when you put it like that then yeah”
“Now that I think about it…” nat continued. “I’ve always wanted to play DND but this is ridiculous.”
“What’s DND?” Asked yuri
“Dungeons and Dragons.” Everyone else said
“Now what I’m going to do is put down this rope so that we can have a way back up”
“Wait Monika, can I throw this slice of cooked steak down to see our chances of survival?”
“Uh sure nat, go ahead.”
Natsuki throws the steak down the hole and watched it hit the bottom.
Then, they waited
And they waited
And they waited
And they waited
But nothing seemed to happen. After a couple minutes of silence, natsuki came up with an idea.
“Ok, to make sure that if whatever is down there is trying to trick us, Monika, go down first your the meatiest.”
“What? No I’m not. That’s yuri”
“I know, and yuri is my gf”
“What does…..ugh fine”
Monika then rappelled down the rope. When she was low enough, she looked for danger but didn’t find anything but a strange yet beautiful view.
“Oh my god. CLEAR!”
With that, the others came down shortly after and gazed at the view with her
“Woah”
“Wow”
“Holy sh*t”
The rope put them atop a grassy hill, with said grass being a deep red. The same went for the leaves on the yellow barked trees. Behind them was a field of red grass and trees, stretching infinitely with no end in sight, with an orange sun high in the night sky with stars. in front of them was a view of their school building that was doused with a red tint. Behind it were four uniquely colored residential areas. From left to right, there was a blue section, a pink section, a purple section and a green section. Each section had a beacon that glowed the colors respectively.
“What…is this place Monika?” Asked yuri
“I can’t believe you expect me to know everything” she replied
“Well you’re the one who showed us your ooga booga magic technology thingamajig” nat claimed.
“Well yea but how was i supposed to know that there was an entire BACKROOMS LEVEL beneath our world with that information?”
“The backrooms? Isn’t that the creepy image of the yellow walls that originally appeared on 4Chan?” Sayori said
“Yes, exactly that. Except in recent days people have been adding “levels” to that concept.”
“Ah, okay.”
“The fu%k are you two talking abo-“ natsuki asked before being shushed by both Monika and Sayori who then pointed at you.
“Anyways, I believe that each of those tall light things hold something that will help us escape this place.” Monika interpreted
“So what are we waiting for? Let’s go!” Nat complained
And so on they went.
ch3:
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2023.05.02 16:42 RX-HER0 Ocarina of Time Link in DnD 5e!
Before we start, I'd like to give a great thanks to the "DM Mentor's Guild" discord, for without them I wouldn't have been able to make this build at all! Make sure to check them out! This server has experienced DMs with a knack for helping others tell an immersive fantasy, balance encounters, and fix game related issues. If your question requires a personal touch, there's no one I'd refer you to over the good guys at the "DM Mentor's Guild" server!
I'm really proud of this build, so I hope you like it!
This is a guide for how to play Link from The Legend of Zelda: Ocarina of Time in DnD 5e.
“ However, thine is one boy who does not have a fairy…” Disclaimer. Ocarina of Time Link (any link, really) is an extremely powerful character, with multiple abilities we just won’t be able to replicate. There is no way for us to be able to time-travel or change the time from day to night. We won’t be able to lift entire pillars. Some things are just magic items that the DM would need to give. We’ll try our best, though!
Race. Hylians seem a lot like elves, but unlike elves they can sleep, so instead our Hero of Time will be a
Half-Elf. We gain darkvision, which helps us fight in the dark. We also get Fey Ancestry, which gives us advantage against being charmed, and we cannot be put to sleep via magic. We can read and write Common, Elvish, and one other language. Let’s grab
Celestial to converse with Sages and other divine creatures. As an elf, our Charisma increases by +2, which makes sense given that he’s got Saria, Zelda, Ruto, Malon, and Nabooru (?? She’s an adult though!) crushing on him. We may also choose two other stats to increase by
+1, so we’ll choose
Dexterity for acrobatic backflips and
Constitution to increase our Heart count! Finally, we get Half Elf Versatility, which allows us to choose features based off of our Hylean Lineage! Link was raised in the Kokiri Forest, so we’ll choose the Wood Elf heritage
Fleet of Foot, which gives us a base walking speed of 35ft. The extra 5ft comes from rolling.
Stat Array.
We’ll use
Point Buy, which gives us 27 points to put in our stats, which start at 8 as a default. Each increase above 13 will cost 2 points instead of 1.
9 points in
Constitution! If you’re like me, then you made sure to grab every single heart piece! Our Constitution will be a 15 + 1 =
16, with a
+3 modifier!
7 points in
Charisma! Link bears the Triforce of Courage, so it would be a shame to have any lower in this stat! Our Charisma will be a 14 + 2 =
16, with a
+3 modifier!
5 points in
Dexterity! In Master Quest, your dodge game has to be on point! Our Dexterity will be a 13 + 1 =
14, with a
+2 modifier!
2 points in
Strength. Link doesn’t have the Triforce of Power, but he had to have been pretty strong to make it all the way through the game. Our Strength will be a
10, with a
+0 modifier.
2 points in
Wisdom. Link doesn’t have the Triforce of Wisdom ( and he did forget to
close the door when he entered the Temple of Time ), but he’s not an airhead, so we won’t dump it. Our Wisdom will be a
10, with a
+0 modifier.
2 points in
Intelligence. He’s got to have at least
average Intelligence to have made it through the Water Temple. Our Intelligence will be a
10, with a
+0 modifier.
Background. Link was a Hylian who was raised by the Great Deku Tree as a Kokiri. Let’s grab
Animal Handling to get along with Epona and the livestock and
Performance to play our ocarina. Let’s call this the
Fairy Boy background. Make sure to grab
Ocarina proficiency and
Land Vehicle proficiency for your Ocarina and Epona.
Link is a formidable warrior, with a varied array of magical effects and magic items, but he’s also a resourceful and adaptive fellow who can always find the weak spot! For those reasons, we’ll kick off Link as a
Rogue 1!
For skills, let’s get
Acrobatics for flips,
Athletics for climbing and lifting boulders,
Perception to hear Gold Skulltulas, and
Investigation to solve puzzles in Dungeons.
We gain proficiency in Intelligence and Dexterity saving throws. We are also proficient in light armour, all simple weapons, hand crossbows, longswords, and shortswords, and thieve’s tools.
For now, we’ll wear Light Armour, which is your Kokiri tunic, and hold a short sword, which is your Kokiri sword. Our Boomerang is a boomerang, our Fairy Slingshot is a sling, and the attacking feature of our Hook/Longshot is a hand crossbow.
At 1st level, Rogues get Expertise, which allows us to double our proficiency bonus with two skills or one skill and thieve’s tools. We’ll choose
Athletics, which is one of our various strength-enhancing magic items, and
Performance, to play magical songs without messing up.
We also learn thieve’s cant’. Consider this to be how you get your word across without saying a word.
Finally, you get Sneak Attack, which is aiming for the weak point! You have 1d6 sneak attack dice at this level, and when you strike with a finesse or ranged weapon, you may add your Sneak Attack damage to the hit. You may only add Sneak Attack to an attack once per turn, and if you either have advantage on the attack, or have an ally within 5ft of the target.
From there, let’s get some more magical ability by multiclassing into . . .
Warlock 1! With how strong our Courage is, Charisma is our casting stat.
For Cantrips, we’ll pick . . .
Booming Blade, which is a thunderous slam with our Megaton Hammer!
Blade Ward, which is using one of the Great Fairies’ Blessings!
At this level, we know 2 first level spells. Let’s grab . . .
Shield, which is a momentary activation of Nayru’s Love!
Protection from Evil and Good, which will give us an edge against our foes! In particular, using this against Redeads is us abusing Sun’s Song!
For our Otherworldly Patron, we make a pact with the Master Sword itself! We’ll choose the
Hexblade patron.
We get Hexblade’s Curse, which is the Master Sword’s power! We can invoke it as a bonus action upon a target to gain many effects. We crit on 19s, deal extra damage equal to our proficiency bonus on each damage roll, and if the cursed target dies, we regain HP equal to our Warlock level + our Charisma modifier. Once we use this feature, we may not use it again until the end of a short or long rest.
We also get Hex Warrior! We gain medium armour, shield, and martial weapon proficiency.
From here on, we’ll wear half plates-. I know it’s a stretch, but call it the chainmail underneath your armor? We need the AC. Anyway, the Deku, Hylian, and Mirror shield are shields, the Master Sword is a rapier ( so we can apply Sneak Attack! ), the Biggoron Sword and Giant’s Knife are greatswords, our Fairy Bow is a longbow, and the Megaton Hammer is a warhammer.
Additionally, at the end of a long rest, we may choose one weapon that we are proficient in that lacks the two handed property and channel our will through it such that we may use Charisma for attack and damage rolls with that weapon. This benefit lasts until the end of the next long rest, and if you gain the Pact Magic feature, this benefit extends to every weapon conjured via that feature, regardless of its type.
This is great, because with Hex Warrior, we can be good with all types of weapons without splitting our ASIs between Strength and Dexterity! We even get to use the same modifier for our spells!
Warlock 2. All Warlocks of this level again 2 Eldritch Invocations, which are special Magical features. Let’s grab . . .
Eldritch Mind, which gives us advantage on all Constitution saving throws to maintain concentration on a spell.
Eldritch Sight, which allows us to cast Detect Magic at will. Consider this our Stone/Shard of Agony.
For our new spell, let’s grab
Hex, which is focusing on an enemy!
Warlock 3. At this level, we gain a Pact Boon, which is a small gift from the Sages! Let’s grab the
Pact of the Blade. As an action, we can create ( and by “create” I mean take out of your inventory ) a pact weapon in our hand, and the weapon counts as magical for the purposes of overcoming non magical resistance. We can also transform a magic weapon into our pact weapon with a ritual, and our bonded weapon can be shunted into an extradimensional space when not needed. Otherwise, our pact weapon disappears if it is more than 5ft away from us, if we create another weapon, or if we die. The great thing about this feature is that we can now use greatswords with Charisma!
Additionally, let’s swap out
Eldritch Sight for
Improved Pact Weapon, which gives our pact weapon a +1 bonus, and we can summon bows and crossbows with our pact weapon! We’ve got 2-handed, sword and board, and ranged combat covered!
For our new spell, let’s grab
Branding Smite, which is our Light Arrows!
Warlock 4. We gained our first ASI at this level! Since we’ve already gotten an accuracy bonus from Improved Pact Weapon, instead of taking the ASI, let’s swap it out for the
Great Weapon Master feat! Now, whenever we make an attack with our Biggoron’s Sword, we may take a -5 bonus to the attack roll, and if we hit, we deal an extra 10 damage! Additionally, when we kill a creature or crit on an attack, we may cleave and make another attack as a bonus action!
With this feat, we really are good at all playstyles. Shield and sword was good for the 19 AC, bows were good to stay out of melee, but 2-handed weapons were lacking because we had only a little more damage than sword and board but less AC, all while being in melee unlike with bows. Now, although we lose out on defenses, we can go all out and do a ton of damage with a great weapon!
For our new spell, let’s learn
Hold Person, which is a Deku Nut!
Finally, we gain a new cantrip. Let’s grab
Sword Burst, which is a spin attack!
Warlock 5. At the 5th level of Warlock, we gain one more Invocation! Let’s grab
Thirsting Blade, which allows us to attack twice whenever we take the attack action!
Let’s also swap out
Eldritch Mind for
Gift of the Depths, which gives us a swimming speed equal to our walking speed, and allows us to cast Water Breathing for free, once per long rest. This is our Golden Scale and our Blue Tunic.
For our new spell, let’s grab
Elemental Weapon, which covers both our Fire and Ice arrows!
Let’s also swap out
Hold Person for
Counterspell, which is reflecting a magical effect with our shield!
We’ve gotten some magical and martial abilities, but we need more! And Link plays the Ocarina after all, so we’ll multiclass into . . .
Bard 1!
For our extra skill, let’s grab
Survival, since Link grew up in the forest!
Given our skill with our magical songs, our casting stat is Charisma.
For Cantrips, let’s grab . . .
Dancing Lights, which is just the glow Navi gives off.
Thunderclap, which is an AOE slam from our Megaton Hammer!
For spells, let’s grab . . .
Faerie Fire, which is Navi helping us target!
Identify, which is Navi telling us what an item does ( actually on second thought . . maybe we should skip this spell for our sanity . . . )
Let’s relearn
Detect Magic. Thunderwave, which is a jump attack with our Megaton Hammer!
Finally, we gain Bardic Inspiration, which are d6s at the moment. We have a number of them equal to our Charisma modifier, and we regain all uses on a long rest. As a bonus action, we may give this die to an ally. They may then roll the die and add it to 1 attack roll, ability check, or saving throw they make within the next 10 minutes. Link travels alone, but I get the sense that he would be a team player in a party.
Bard 2. We gain Jack of All Trades at this level! We are now half proficient in all ability checks that we are not proficient in! Link’s an all-rounder.
We also get Song of Rest, which allows everyone to regain an extra 1d6 HP on a short rest.
Finally, for our new spell, let’s learn
Heroism, which is feeling heroic.
Bard 3. Bards of this level also get to choose a Bard College! I really wanted to choose Valor or Swords, but we have more or less everything those subclasses can offer us, so instead we’ll choose College of
Lore! Lore Bards gain 3 Bonus Proficiencies, so let’s grab
Intimidation, because using authority of rank to get your way falls under that and that’s what the Gerudo Token does,
Insight to be able to tell that Ganondorf was evil at first glance, and
Stealth, to get the jump on an enemy!
Lore Bards of this level also gain Cutting Words! When an enemy within 60ft of us makes an attack roll, damage roll, or ability check, we may use our reaction to roll our Bardic Inspiration die and subtract it from the roll, expending the Bardic Inspiration. An enemy is immune to this feature if they can’t hear us or are immune to charms. This is less us debilitating the enemy with our words, and more Navi annoying the enemy so much that they miss their attack.
We may gain 2 skills into Expertise, so let’s choose
Perception so we can find all 100 Gold Skulltulas, and
Animal Handling, to never fall off of Epona.
Finally, for our new spell, let’s relearn
Hold Person. Bard 4. We gain another ASI at this level! Let’s boost our
Charisma by
+2! Our Charisma is now 16 + 2 =
18, with a
+4 modifier.
For our new spell, let’s grab
See Invisibility, which is our Lense of Truth!
Finally, we gain a new Cantrip. Let’s grab
Light, which is reflecting a ray of light with our Mirror Shield.
Bard 5. At this level, our Bardic Inspiration is now a d8, and thanks to Font of Inspiration, we now regain all of our Bardic Inspiration on a short rest!
For our new spell, let’s grab
Plant Growth, which is using a Magic Bean.
Let’s also swap out
Hold Person for
Hypnotic Pattern, which is an AOE Deku Nut stun!
Bard 6. At this level, we gain Countercharm, which allows us to play our musical instrument as an Action, which grants all allies within 30ft of us who can hear us advantage on saving throws against being frightened or charmed. The holy song of Hyrule is sure to aid the party when in need.
Additionally, as a Lore Bard we gain a major boon in the form of Additional Magical Secrets! We can choose a spell from any class’s spell list, and learn it as a Bard spell! This is how we get some of our hard to reach spell necessities! We’ll pick . . .
Fireball, which is Din’s Fire, or sending a Bombchu to the location we explode!
Absorb Elements, which is the absorption of our Mirror Shield! We even get to return the elemental damage!
For our new spell, let’s grab
Sending to talk to Saria!
We’ve been able to cover the majority of Link’s abilities with spells, but let’s get some features to support our items that are
real times. To do that, let’s bounce back to . . .
Rogue 2! At the 2nd level of Rogue, we gain Cunning Action! As a bonus action, we may Hide, which isn’t too in character but useful, Dash, which is using our
Hook/Longshot, and Disengage, which is a backflip!
Rogue 3. At this level, Rogues get to choose a Roguish Archetype, and for this build we’ll choose the
Thief Archetype. Now, Link isn’t ( primarily ) a criminal, but he’s a resourceful character that can quickly change plans for the task at need!
All Thieves gain Fast Hands, which is what we’re here for! Fast Hands allows us to use our Cunning Action to make a slight of hand check, disarm a trap, pick a lock, or use an item! Use this with any neat rewards your DM gives you. Even if the DM gives us no extra stuff, we can use this for our potions, Iron Boots, Deku Sticks, Ocarina ( just to play a song, no magic ), or with bombs!
We also gain Second Story Work, which allows us to spend no extra movement when climbing! This is great because it doesn’t give us a full climbing speed ( that’s more of a Breath of the Wild thing ), but it still lets us be good at climbing when it comes to scalable surfaces!
Finally, our Sneak Attack goes up to 2d6.
Okay! That’s all we need from Rogue, so let’s jump back to . . .
Bard 7! For our new spell, let’s grab
Locate Creature, to find the Boss room.
Bard 8. We gain yet another ASI at this level! Let’s boost our
Charisma by
+2, capping it off at
20, with a
+5 modifier.
For our new spell, let’s grab
Speak with Dead to talk to the Sheikah stones with the Mask of Truth!
And finally, we’ll cap off this absolute blast of a build with . . .
Bard 9. Our Song of Rest bonus HP goes up to a d8.
In addition, we gain a final spell. Let’s grab
Teleportation Circle, which allows us to use Warps and Farore’s Wind.
Pros: - We’ve got amazing skills! 7 skills, 4 expertise, and half-proficient in everything else! We even add our half-proficiency to Initiative and our Counterspell check!
- We’re really flexible! Ranged and Sword and Board allow usage of Sneak Attack damage, and there is safety in avoiding melee and having high AC respectively! However, Ranged has low AC if we do get attacked, and Sword and Board is of course at more risk of being attacked, and unless we want to spend slots on Shield, 19 AC isn’t the greatest. Great Weapons allow us to abandon our defenses and go in melee with low AC, for the reward of way more damage! On top of that, we have abilities like Faerie Fire and Improved Pact Weapon to offset the Great Weapon Master penalty, and in a pinch we can use Shield to avoid hits!
- We have a ton of utility! Amazing Ocarina and Epona skills, protections like Shield and Absorb Elements, kiting punishment with Booming Blade, a swimming speed and water breathing, anti-invisibility with Branding Smite and See Invisibility, Counterspell, easy elemental damage with Elemental Weapon, movement control with Plant Growth, long distance communication with Sending, Teleportation, AOE damage, crowd shutdown with Hypnotic Pattern, good movement with Cunning Action, and party buff with Bardic Inspiration!
Cons - Loss of Focus. In trying to do everything good, we’ve missed the opportunity to do one thing in an absolutely busted way.
- Low(ish) HP due to having only d8 hit die with a +3 Constitution.
- No “gish” action economy. We must either cast or attack, we cannot do both at the same time.
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2023.05.02 16:40 RX-HER0 Vlov Arkhangel in DnD 5e!
Hey, all! I know this isn't exactly the typical post of this subreddit, but I figured that someone here might like it.
Before we start, I'd like to give a great thanks to the "DM Mentor's Guild" discord, for without them I wouldn't have been able to make this build at all! Make sure to check them out! This server has experienced DMs with a knack for helping others tell an immersive fantasy, balance encounters, and fix game related issues. If your question requires a personal touch, there's no one I'd refer you to over the good guys at the "DM Mentor's Guild" server!
This is a guide for how to play Vlov Arkhangel in DnD 5e.
“I don’t care who you or what you are, so long as your body can provide me with warmth.” Race. Vlov was once a human, but now he’s abandoned that, and has become a Dead Apostle, like
Roa. “Dead Apostles” are essentially vampires, so let’s make Vlov a
Dhampir! Let's make our Dhampir hunger both
Blood and
Heat, if your DM allows ( I wonder why Vlov doesn’t just carry a hot pocket or something? ). As a Dhampir, we can increase 3 ability scores by
+1. Let’s boost
Charisma,
Dexterity, and
Constitution! Our size is
Medium. We get Darkvision, we don’t need to breathe, and we can use our sharp vamperic nails to gain a climbing speed! As a Dhampir, we have Vampiric Bite! Our sharp bite is a simple melee weapon that we are proficient in, and we make attacks with it using Constitution instead of Strength! Furthermore, whenever we hit a creature with this bite and our target is not an undead or a construct, we may empower ourselves in 1 of 2 ways: We regain hit points equal to the hit points dealt by the bite, or we gain a bonus to our next skill check or attack roll, equal to the damage dealt by the bite. We can empower ourselves in this way a number of times equal to our proficiency bonus. Finally, we gain two skills. Let’s grab
History and
Perception, to know ancient lore and spot the Burial Agents from a mile away.
Stat Array.
We’ll use
Point Buy, which gives us 27 points to put in our stats, which start at 8 as a default. Each increase above 13 will cost 2 points instead of 1.
9 points in
Charisma! When it comes to intimidating or wooing his 8 wives, Vlov has a strong force of personality. Our Charisma will be a 15 + 1 =
16, with a
+3 modifier.
5 points in
Dexterity! As a Vampire, all of our physical abilities are enhanced 10-fold! Our Dexterity will be a 13 + 1 =
14, with a
+2 modifier.
5 points in
Constitution! Vlov can take a hit from
Arcuied! Our Constitution will be a 13 + 1 =
14, with a
+2 modifier.
4 points in
Wisdom. Vlov is honestly a very tranquil person for a Dead Apostle. Our Wisdom will be
12, with a
+1 modifier.
2 points in
Intelligence. Vlov isn’t necessarily stupid, so we won’t dump it. Our Intelligence will be a
10, with a
+0 modifier.
2 points in
Strength. We don’t need it, but Vlov’s superhuman abilities mean it would feel wrong to dump it, so our Strength will be a
10, with a
+0 modifier.
Background.
Before Vlov descended into vampirism, he was a noble knight, who was exiled for false charges. Let’s grab
Persuasion and
Athletics to reflect this, and we’ll call this the
Knight Errant background.
Vlov bears many occult and heretical magical abilities, so let’s kick him off as a
Warlock 1! We are proficient in Wisdom and Charisma saving throws, light armour, and simple weapons.
For skills, we’ll grab
Intimidation to terrify our food and
Arcana to understand heretical magic.
Charisma is our casting stat for our Warlock spells.
For Cantrips, we’ll pick . . .
Eldritch Blast, which is either our Ice or Fire hand projectiles. I felt this was the best way to do it, since you can do both and change at will.
Green-Flame Blade, which is a magical flaming blade!
At this level, we know 2 first level spells. Let’s grab . . .
Hex, which is cursing your target.
Armour of Agathys, which is coating yourself in a layer of frosted, spiked ice.
For our Patron, you make a pact with your mentor, Zaria Offenbaum, and so we’ll choose the
Hexblade Patron!
We get Hexblade’s Curse, which is heretical magic that we can impose as a bonus action upon a target to gain many effects. We crit on 19s, deal extra damage equal to our proficiency bonus on each damage roll, and if ( more like when! ) the cursed target dies, we regain HP equal to our Warlock level + our Charisma modifier. Once we use this feature, we may not use it again until the end of a short or long rest.
We also get Hex Warrior, which gives us proficiency in Medium armor and all weapons! Additionally, at the end of a long rest, we may choose one weapon that we are proficient in that lacks the two handed property and channel our will through it such that we may use Charisma for attack and damage rolls with that weapon. This benefit lasts until the end of the next long rest, and if you gain the Pact Magic feature, this benefit extends to every weapon conjured via that feature, regardless of its type.
We’ll wear half plate, and we’ll wield a longsword. Let’s also use Hex Warrior on our longsword. Now our weapons and our Ice/Fire hands use the same stat!
Warlock 2. All Warlocks gain 2 Invocations at level 2, which are secret, occult magics! Let’s grab . . .
Agonizing Blast, which allows us to add our Charisma modifier to the damage of each of our attacks with Eldritch Blast!
Lance of Lethargy, which allows us to reduce a creature’s movement by 10ft when we hit with Eldritch Blast, once per turn.
For our new spell, let’s grab
Hellish Rebuke, which is more heresy-basd magic that we use to harm those who attack us.
Warlock 3.
At this level, we gain a Pact Boon, which is a gift from our Patron. Let’s choose
Pact of the Blade. This allows us to summon a magical weapon weaved from shadow, which we can also use with Charisma, just like our longsword!
Let’s summon a lance.
For our new spell, let’s grab
Flock of Familiars, which is us creating undead familiars out of small animals.
Warlock 4. We gain our first ASI at this level! Let’s boost our
Charisma with
+2. Our Charisma is now 16 + 2 =
18, with a
+4 modifier!
For our new spell, let’s grab
Suggestion, which is vampiric hypnosis.
Warlock 5. At the 5th level of Warlock, we gain another Invocation! Let’s grab . . .
Thirsting Blade, which allows us to attack twice when we take the attack action!
Let’s also swap out
Eldritch Mind for
Improved Pact Weapons, which makes our pact weapon a +1 weapon, along with letting us use it as a focus and letting us summon ranged weapons.
For our new spell, let’s grab
Vampiric Touch, which needs no explanation.
Let’s also replace
Suggestion with
Hypnotic Pattern, which is mass hypnosis.
Okay, we’ve got his Ice/Fire hands and his martial ability! To get more magic, let’s multiclass into . . .
Sorcerer 1! As a Sorcerer, our exposure to dark magic has innately changed us! Due to this, our spellcasting ability is Charisma.
For Cantrips, we’ll pick . . .
Firebolt, which is pushing heat out of yourself.
Shape Water, which is absorbing the heat from the water.
Prestidigitation, which is minor magecraft.
Ray of Frost, which also is absorbing heat, but from your enemy.
At this level, we know 2 first level spells. We’ll take . . .
Shield, which is a Shield in
Melty Blood: Type Lumina.
Absorb Elements, which is absorbing or canceling out the energy, if it’s fire or cold damage.
For our Sorcerous Origin, let’s choose
Shadow Magic. You’ll see why.
As a Shadow Sorcerer, we gain Eyes of the Dark, which gives us 120ft Darkvision. In addition, we learn the Darkness spell, and when we reach the 3rd level of Sorcerer, we learn the Darkness spell and can cast it by expending 1 Sorcery point. If we cast Darkness in this way, we are able to see in our own Darkness.
We also gain Strength of the Grave! When we are reduced to 0HP, we may make a Charisma saving throw, with a DC equal to 5 + the Damage taken. On a success, our undead nature allows us to instead drop to 1HP instead! Once we succeed using this feature, we may not use it again until we complete a long rest. We cannot use this feature if we are reduced to 0HP via radiant damage or a critical hit.
Sorcerer 2. For our new spell, let’s grab
Chromatic Orb, only using fire or cold damage.
At this level, we also gain Font of Magic; an inner wellspring of magical ability that we can use to fuel our magecraft. We get Sorcery points equal to our Sorcerer level, and we can spend the points on many effects.
Flexible casting allows us to burn spell slots for Sorcery points and turn Sorcery points into spell slots. Check the Player Handbook to see the exact conversions.
Sorcerer 3. Right off the bat, we gain the Darkness spell via Shadow Magic.
For our new spell, let’s grab
Scorching Ray, which are more powerful Fire Hands.
Let’s also replace
Chromatic Orb with
Dragon’s Breath, also only using fire or cold damage.
At the 3rd level of Sorcerer, we get a new way to use Sorcery points, through Metamagic.
Metamagic gives us ways to bend spells to our needs. At this level, we get 2 metamagic options. We’ll take
Quickened Spell, which changes the casting time of a spell with the casting time of one action to one bonus action for two Sorcery points, and
Transmuted Spell, which allows us to change the damage type of a spell at the cost of 1 Sorcerery point!
Sorcerer 4. At this level, we gain a new Cantrip. Let’s grab
Dancing Lights, which is more heretical magic.
For our new spell, let’s grab
Misty Step, which is some occult teleportation.
We gain another ASI at this level! Let’s boost our
Charisma by
+2, capping our Charisma off at 18 + 2 =
20, with a
+5 modifier.
Sorcerer 5. For our new spell, let’s grab
Fireball, which is an explosion of flame!
Additionally, let’s swap out
Scorching Ray with
Sleet Storm, which is Vlov’s blizzard aura.
Sorcerer 6. For our new spell, let’s grab
Haste. Additionally, as a Shadow Sorcerer, we gain Hound of Ill Omen! As a bonus action, we may spend 3 Sorcery Points to summon our hellhound familiar, and command it to target a creature within 120ft of us. The hound uses the Dire Wolf stat block, but it is medium instead of large, it gains TEMP HP equal to half our Sorcerer level, and the hound can move through terrain and objects as difficult terrain.
The hound rolls initiative and takes its own turns. If the hound is within 5ft of it’s target, it has disadvantage on saving throws against any spell you cast.
Sorcerer 7. For our new spell, let’s grab
Wall of Fire. Sorcerer 8. For our new spell, let’s grab
Ice Storm. Additionally, we gain an ASI! Let’s boost our
Constitution by
+2. Our Constitution is now a 14 + 2 =
16, with a
+3 modifier.
Sorcerer 9. For our new spell, let’s grab
Synaptic Static, which is a greater vampiric hypnosis.
Sorcerer 10. For the new spell, let’s grab
Fire Shield, which is either a coat of flame or ice.
For our new Metamagic, let’s grab
Empowered Spell, which allows us to reroll damage dice for a spell, up to a number of dice equal to our Charisma modifier, at the cost of 1 Sorcery point. We can use this Metamagic with other Metamagics.
Sorcerer 11. For our new spell, let’s grab
Investiture of Ice, which is self-explanatory.
Sorcerer 12. At this level, we gain an ASI! Let’s boost
Constitution by
+2. Our Constitution is now a 16 + 2 =
18, with a
+4 modifier.
Sorcerer 13. For our new spell, let’s grab
Fire Storm, which easily becomes Ice Storm using Transmuted Spell ( wait, that spell already exists. “Cold Storm”? )
Sorcerer 14. At this level, we gain our final Shadow Sorcerer feature; Shadow Walk, which allows us to use a bonus action to teleport into an area of dim light or darkness up to 120ft away, provide we are already in an area of dim light or darkness!
And finally, we’ll cap off Vlov with . . .
Sorcerer 15! We gain one final spell! Let’s grab
Incendiary Cloud, which is a sudden burst of flaming embers ( or frigid ice )!
Pros - Thanks to Hexblade, we’re effective in Melee and in Range! We didn’t even have to sacrifice one for the other, as both our weapons and our spells are both based off of Charisma!
- Amazing action economy due to Quicken Spell! We can drop a mass debuff, buff, control, or fire/cold blast as a bonus action, and then attack with weapons as our action or attack with our Eldritch Blast, all for 2 Sorcery points! We even use our recharging Pact slots to gain a total of 30 extra sorcery points ( assuming 2 short rests )!
- In particular, we can emulate a build known as an “Eldritch Cannon”! By quickening Eldritch Blast and then casting Eldritch Blast again as our action, we can make a total of 8 attacks, for 84 damage, or 112 damage with Hex, or 160 damage with Hex and Hexblade’s curse! Every round! At the cost of 2 Sorcery points! Vlov sure is a zoner . . .
Cons - We aren’t really incentivized to attack with our weapons in melee. We’re much better at casting spells.
- Low AC, and shields will eat through slots quickly.
- We’ve mostly specialized into blasting, so we’ve got little utility.
submitted by
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2023.05.02 16:38 RX-HER0 Vlov Arkhangel in DnD 5e ( Tsukihime Build )!
Before we start, I'd like to give a great thanks to the "DM Mentor's Guild" discord, for without them I wouldn't have been able to make this build at all! Make sure to check them out! This server has experienced DMs with a knack for helping others tell an immersive fantasy, balance encounters, and fix game related issues. If your question requires a personal touch, there's no one I'd refer you to over the good guys at the "DM Mentor's Guild" server!
This is a guide for how to play Vlov Arkhangel in DnD 5e.
“I don’t care who you or what you are, so long as your body can provide me with warmth.” Race. Vlov was once a human, but now he’s abandoned that, and has become a Dead Apostle, like
Roa. “Dead Apostles” are essentially vampires, so let’s make Vlov a
Dhampir! Let's make our Dhampir hunger both
Blood and
Heat, if your DM allows ( I wonder why Vlov doesn’t just carry a hot pocket or something? ). As a Dhampir, we can increase 3 ability scores by
+1. Let’s boost
Charisma,
Dexterity, and
Constitution! Our size is
Medium. We get Darkvision, we don’t need to breathe, and we can use our sharp vamperic nails to gain a climbing speed! As a Dhampir, we have Vampiric Bite! Our sharp bite is a simple melee weapon that we are proficient in, and we make attacks with it using Constitution instead of Strength! Furthermore, whenever we hit a creature with this bite and our target is not an undead or a construct, we may empower ourselves in 1 of 2 ways: We regain hit points equal to the hit points dealt by the bite, or we gain a bonus to our next skill check or attack roll, equal to the damage dealt by the bite. We can empower ourselves in this way a number of times equal to our proficiency bonus. Finally, we gain two skills. Let’s grab
History and
Perception, to know ancient lore and spot the Burial Agents from a mile away.
Stat Array.
We’ll use
Point Buy, which gives us 27 points to put in our stats, which start at 8 as a default. Each increase above 13 will cost 2 points instead of 1.
9 points in
Charisma! When it comes to intimidating or wooing his 8 wives, Vlov has a strong force of personality. Our Charisma will be a 15 + 1 =
16, with a
+3 modifier.
5 points in
Dexterity! As a Vampire, all of our physical abilities are enhanced 10-fold! Our Dexterity will be a 13 + 1 =
14, with a
+2 modifier.
5 points in
Constitution! Vlov can take a hit from
Arcuied! Our Constitution will be a 13 + 1 =
14, with a
+2 modifier.
4 points in
Wisdom. Vlov is honestly a very tranquil person for a Dead Apostle. Our Wisdom will be
12, with a
+1 modifier.
2 points in
Intelligence. Vlov isn’t necessarily stupid, so we won’t dump it. Our Intelligence will be a
10, with a
+0 modifier.
2 points in
Strength. We don’t need it, but Vlov’s superhuman abilities mean it would feel wrong to dump it, so our Strength will be a
10, with a
+0 modifier.
Background.
Before Vlov descended into vampirism, he was a noble knight, who was exiled for false charges. Let’s grab
Persuasion and
Athletics to reflect this, and we’ll call this the
Knight Errant background.
Vlov bears many occult and heretical magical abilities, so let’s kick him off as a
Warlock 1! We are proficient in Wisdom and Charisma saving throws, light armour, and simple weapons.
For skills, we’ll grab
Intimidation to terrify our food and
Arcana to understand heretical magic.
Charisma is our casting stat for our Warlock spells.
For Cantrips, we’ll pick . . .
Eldritch Blast, which is either our Ice or Fire hand projectiles. I felt this was the best way to do it, since you can do both and change at will.
Green-Flame Blade, which is a magical flaming blade!
At this level, we know 2 first level spells. Let’s grab . . .
Hex, which is cursing your target.
Armour of Agathys, which is coating yourself in a layer of frosted, spiked ice.
For our Patron, you make a pact with your mentor, Zaria Offenbaum, and so we’ll choose the
Hexblade Patron!
We get Hexblade’s Curse, which is heretical magic that we can impose as a bonus action upon a target to gain many effects. We crit on 19s, deal extra damage equal to our proficiency bonus on each damage roll, and if ( more like when! ) the cursed target dies, we regain HP equal to our Warlock level + our Charisma modifier. Once we use this feature, we may not use it again until the end of a short or long rest.
We also get Hex Warrior, which gives us proficiency in Medium armor and all weapons! Additionally, at the end of a long rest, we may choose one weapon that we are proficient in that lacks the two handed property and channel our will through it such that we may use Charisma for attack and damage rolls with that weapon. This benefit lasts until the end of the next long rest, and if you gain the Pact Magic feature, this benefit extends to every weapon conjured via that feature, regardless of its type.
We’ll wear half plate, and we’ll wield a longsword. Let’s also use Hex Warrior on our longsword. Now our weapons and our Ice/Fire hands use the same stat!
Warlock 2. All Warlocks gain 2 Invocations at level 2, which are secret, occult magics! Let’s grab . . .
Agonizing Blast, which allows us to add our Charisma modifier to the damage of each of our attacks with Eldritch Blast!
Lance of Lethargy, which allows us to reduce a creature’s movement by 10ft when we hit with Eldritch Blast, once per turn.
For our new spell, let’s grab
Hellish Rebuke, which is more heresy-basd magic that we use to harm those who attack us.
Warlock 3.
At this level, we gain a Pact Boon, which is a gift from our Patron. Let’s choose
Pact of the Blade. This allows us to summon a magical weapon weaved from shadow, which we can also use with Charisma, just like our longsword!
Let’s summon a lance.
For our new spell, let’s grab
Flock of Familiars, which is us creating undead familiars out of small animals.
Warlock 4. We gain our first ASI at this level! Let’s boost our
Charisma with
+2. Our Charisma is now 16 + 2 =
18, with a
+4 modifier!
For our new spell, let’s grab
Suggestion, which is vampiric hypnosis.
Warlock 5. At the 5th level of Warlock, we gain another Invocation! Let’s grab . . .
Thirsting Blade, which allows us to attack twice when we take the attack action!
Let’s also swap out
Eldritch Mind for
Improved Pact Weapons, which makes our pact weapon a +1 weapon, along with letting us use it as a focus and letting us summon ranged weapons.
For our new spell, let’s grab
Vampiric Touch, which needs no explanation.
Let’s also replace
Suggestion with
Hypnotic Pattern, which is mass hypnosis.
Okay, we’ve got his Ice/Fire hands and his martial ability! To get more magic, let’s multiclass into . . .
Sorcerer 1! As a Sorcerer, our exposure to dark magic has innately changed us! Due to this, our spellcasting ability is Charisma.
For Cantrips, we’ll pick . . .
Firebolt, which is pushing heat out of yourself.
Shape Water, which is absorbing the heat from the water.
Prestidigitation, which is minor magecraft.
Ray of Frost, which also is absorbing heat, but from your enemy.
At this level, we know 2 first level spells. We’ll take . . .
Shield, which is a Shield in
Melty Blood: Type Lumina.
Absorb Elements, which is absorbing or canceling out the energy, if it’s fire or cold damage.
For our Sorcerous Origin, let’s choose
Shadow Magic. You’ll see why.
As a Shadow Sorcerer, we gain Eyes of the Dark, which gives us 120ft Darkvision. In addition, we learn the Darkness spell, and when we reach the 3rd level of Sorcerer, we learn the Darkness spell and can cast it by expending 1 Sorcery point. If we cast Darkness in this way, we are able to see in our own Darkness.
We also gain Strength of the Grave! When we are reduced to 0HP, we may make a Charisma saving throw, with a DC equal to 5 + the Damage taken. On a success, our undead nature allows us to instead drop to 1HP instead! Once we succeed using this feature, we may not use it again until we complete a long rest. We cannot use this feature if we are reduced to 0HP via radiant damage or a critical hit.
Sorcerer 2. For our new spell, let’s grab
Chromatic Orb, only using fire or cold damage.
At this level, we also gain Font of Magic; an inner wellspring of magical ability that we can use to fuel our magecraft. We get Sorcery points equal to our Sorcerer level, and we can spend the points on many effects.
Flexible casting allows us to burn spell slots for Sorcery points and turn Sorcery points into spell slots. Check the Player Handbook to see the exact conversions.
Sorcerer 3. Right off the bat, we gain the Darkness spell via Shadow Magic.
For our new spell, let’s grab
Scorching Ray, which are more powerful Fire Hands.
Let’s also replace
Chromatic Orb with
Dragon’s Breath, also only using fire or cold damage.
At the 3rd level of Sorcerer, we get a new way to use Sorcery points, through Metamagic.
Metamagic gives us ways to bend spells to our needs. At this level, we get 2 metamagic options. We’ll take
Quickened Spell, which changes the casting time of a spell with the casting time of one action to one bonus action for two Sorcery points, and
Transmuted Spell, which allows us to change the damage type of a spell at the cost of 1 Sorcerery point!
Sorcerer 4. At this level, we gain a new Cantrip. Let’s grab
Dancing Lights, which is more heretical magic.
For our new spell, let’s grab
Misty Step, which is some occult teleportation.
We gain another ASI at this level! Let’s boost our
Charisma by
+2, capping our Charisma off at 18 + 2 =
20, with a
+5 modifier.
Sorcerer 5. For our new spell, let’s grab
Fireball, which is an explosion of flame!
Additionally, let’s swap out
Scorching Ray with
Sleet Storm, which is Vlov’s blizzard aura.
Sorcerer 6. For our new spell, let’s grab
Haste. Additionally, as a Shadow Sorcerer, we gain Hound of Ill Omen! As a bonus action, we may spend 3 Sorcery Points to summon our hellhound familiar, and command it to target a creature within 120ft of us. The hound uses the Dire Wolf stat block, but it is medium instead of large, it gains TEMP HP equal to half our Sorcerer level, and the hound can move through terrain and objects as difficult terrain.
The hound rolls initiative and takes its own turns. If the hound is within 5ft of it’s target, it has disadvantage on saving throws against any spell you cast.
Sorcerer 7. For our new spell, let’s grab
Wall of Fire. Sorcerer 8. For our new spell, let’s grab
Ice Storm. Additionally, we gain an ASI! Let’s boost our
Constitution by
+2. Our Constitution is now a 14 + 2 =
16, with a
+3 modifier.
Sorcerer 9. For our new spell, let’s grab
Synaptic Static, which is a greater vampiric hypnosis.
Sorcerer 10. For the new spell, let’s grab
Fire Shield, which is either a coat of flame or ice.
For our new Metamagic, let’s grab
Empowered Spell, which allows us to reroll damage dice for a spell, up to a number of dice equal to our Charisma modifier, at the cost of 1 Sorcery point. We can use this Metamagic with other Metamagics.
Sorcerer 11. For our new spell, let’s grab
Investiture of Ice, which is self-explanatory.
Sorcerer 12. At this level, we gain an ASI! Let’s boost
Constitution by
+2. Our Constitution is now a 16 + 2 =
18, with a
+4 modifier.
Sorcerer 13. For our new spell, let’s grab
Fire Storm, which easily becomes Ice Storm using Transmuted Spell ( wait, that spell already exists. “Cold Storm”? )
Sorcerer 14. At this level, we gain our final Shadow Sorcerer feature; Shadow Walk, which allows us to use a bonus action to teleport into an area of dim light or darkness up to 120ft away, provide we are already in an area of dim light or darkness!
And finally, we’ll cap off Vlov with . . .
Sorcerer 15! We gain one final spell! Let’s grab
Incendiary Cloud, which is a sudden burst of flaming embers ( or frigid ice )!
Pros - Thanks to Hexblade, we’re effective in Melee and in Range! We didn’t even have to sacrifice one for the other, as both our weapons and our spells are both based off of Charisma!
- Amazing action economy due to Quicken Spell! We can drop a mass debuff, buff, control, or fire/cold blast as a bonus action, and then attack with weapons as our action or attack with our Eldritch Blast, all for 2 Sorcery points! We even use our recharging Pact slots to gain a total of 30 extra sorcery points ( assuming 2 short rests )!
- In particular, we can emulate a build known as an “Eldritch Cannon”! By quickening Eldritch Blast and then casting Eldritch Blast again as our action, we can make a total of 8 attacks, for 84 damage, or 112 damage with Hex, or 160 damage with Hex and Hexblade’s curse! Every round! At the cost of 2 Sorcery points! Vlov sure is a zoner . . .
Cons - We aren’t really incentivized to attack with our weapons in melee. We’re much better at casting spells.
- Low AC, and shields will eat through slots quickly.
- We’ve mostly specialized into blasting, so we’ve got little utility.
submitted by
RX-HER0 to
3d6 [link] [comments]
2023.04.30 02:45 RX-HER0 Noel in DnD 5e!
Hey, all! I know this isn't exactly the typical post of this subreddit, but I figured that someone here might like it.
Before we start, I'd like to give a great thanks to the "DM Mentor's Guild" discord, for without them I wouldn't have been able to make this build at all! Make sure to check them out! This server has experienced DMs with a knack for helping others tell an immersive fantasy, balance encounters, and fix game related issues. If your question requires a personal touch, there's no one I'd refer you to over the good guys at the "DM Mentor's Guild" server!
This is a guide for how to play Noel in DnD 5e.
“You didn’t think I’d let you off the hook, did you? Finding a heathen worthy of pity is harder than finding marriage material at a speed dating event.” Race.
Unlike everyone else, Noel’s just a measly human. Let’s make her a little less pathetic and go with
Variant Human. Variant humans get a feat, and to make the most of her lightened polearm by taking the
Revenant Blade feat ( Ask your DM if he can waive race restrictions. Otherwise, change your race to
Wood Elf, with the movement and hiding abilities being Noel’s cowardice, and trance being explained by her being insane. Use a rapier for now and grab the Revenant Blade feat as soon as you can. )! This allows us to apply the finesse property to a double-bladed scimitar, which lets us attack with Dexterity. In addition, we may make a bonus action attack with a double-bladed scimitar, swinging with its other end. This attack uses a d4 for damage. Finally, we get a +1 to Dexterity, and a +1 to AC while wielding this weapon.
Variant humans get to increase 2 stats by
+1. We’ll choose
Dexterity and
Constitution.
For our extra skill, let’s pick up
Performance, for teasing
Shiki. Stat Array we’ll be using
Point Buy, which gives us 27 points to put in our stats, that start at 8 as a default. Each increase above 13 will cost 2 points instead of 1.
9 points in
Dexterity! Noel is weak by her own admission, but she can still cleave a commoner in two ( provided the enchantment on her weapon to make it lighter )! Our Dexterity will be a 15 + 2 =
17, with a
+3 modifier.
9 points in
Constitution! Again, she’s not tough at all compared to the threats of Tsukihime, but she definitely can take more blows than the normal person. Our Constitution will be a 15 + 1 =
16, with a
+3 modifier.
4 points in
Charisma! For all her flaws, she can be charming at times, and she’s decently pretty well ( I think just the ‘I can fix her’ crowd on their own show that Noel has her own appeal ). Our Charisma will be a
12 with a
+1 modifier.
5 points in
Strength. Noel isn’t necessarily weak, so we won’t dump it. Our Strength will be a
13, with a
+1 modifier.
0 point in
Intelligence. Noel’s at least average intelligence given that she’s a teacher, but we need the points elsewhere. Our Intelligence will be a
8, with a
-1 modifier.
0 points in
Wisdom. Noel’s proper insane. Our Wisdom will be an 8
, with a
-1 modifier.
Background. Noel was forced into the job after
Noel’s ( or should I say
Roa’s? ) actions, but nonetheless -she’s a Church Executioner; a member of a secret sect of the Church, dedicated to purging the world of heresies that should not exist. Let’s grab
Religion and
History as skills. We’ll call this background the
Church Executioner background.
Noel prefers to target the weak instead of fighting someone her own size, so we’ll kick her off as a
Rogue 1! Let’s grab
Acrobatics and
Intimidation to terrify our prey before we end them in a sweeping flourish! Then let’s get
Perception and
Stealth, to spot an enemy before you die and hide in the shadows like a little bitch when someone stronger than you rolls up.
We gain proficiency in Intelligence and Dexterity saving throws. We are also proficient in light armour, all simple weapons, hand crossbows, longswords, and shortswords, and thieve’s tools.
We’ll wear studded leather armor underneath our Nun’s habit, and carry 10 daggers, which will be your
black keys. At 1st level, Rogues get Expertise, which allows us to double our proficiency bonus with two skills or one skill and thieve’s tools. We’ll choose
Intimidation and
Stealth to terrify all those weaker than us and wait for Ciel to arrive when fighting anyone stronger than us.
We also learn thieve’s cant’. Let’s just say this is Latin. No one knows how to speak it these days anyway.
Finally, you get Sneak Attack; a sudden strike, exploiting your enemy’s weaknesses. You have 1d6 sneak attack dice at this level, and when you strike with a finesse or ranged weapon, you may add your Sneak Attack damage to the hit. You may only add Sneak Attack to an attack once per turn, and if you either have advantage on the attack, or have an ally within 5ft of the target.
We’ve got a little bit of unfairness, so from here let’s multiclass into . . .
Fighter 1!
We are proficient with all weapons.
We’ll use a double bladed scimitar as our great halberd, which I think works perfectly, as it’s a polearm-like weapon that uses Dexterity, almost as if it’s been magically lightened!
All Fighters get a fighting style, and for Noel, we’ll grab the
Great Weapon Fighting style, which allows us to reroll 1s or 2s on damage dice.
Secondly, we get Second Wind, which allows us to regain 1d10 + Fighter Level in HP as a bonus action. Flavor this as your seagull-ass scream giving you some motivation to fight for your life.
Fighter 2.
At this level, we gain a major boon in the form of Action Surge! This feature gives us an extra action on our turn, once per short rest. That extra action can be used for anything, and works with Extra Attack, when we get that ( spoilers! ). Use those combo extenders!
Fighter 3.
At this level, All Fighters get their Martial Archetype! Noel doesn’t have any magic and isn’t very tactically skilled, so we’ll take the
Champion archetype, with her crits being lucky hits.
As a Champion, when we roll a 19 or 20 on an attack roll, it counts as a crit!
Fighter 4.
At the 4th level of Fighter, we gain our first ASI! Let’s swap it out for the
Slasher feat! Aside from the name invoking the insane blade-swinging that’s fitting for Noel, we gain 2 abilities. When we deal slashing damage to a creature, we may reduce its movement by 10f, once per turn. Additionally, when we score a critical hit, we terribly mutilate our enemy, and until the start of our next turn, all of its attacks have disadvantage. This type of wounding, that debilitates the target and allows us to play with our food before we go in for the kill, is exactly the type of tactic Noel would appreciate. It’s even better that our increased crit range means we’ll apply the second Slasher ability more often!
Finally, we may increase our Strength or Dexterity by
+1. Let’s choose
Dexterity, which is now a 17 + 1 =
18, with a
+4 modifier.
Fighter 5. At this level, we gain another boost in power in the form of Extra attack! This allows us to attack twice when we take the attack action! I swear, Noel’s combos in
Melty Blood: Type Lumina feel like they last forever . . .
Fighter 6. Another ASI! We’ll swap this one out for the
Defensive Duelist feat! With how worried Noel would be of being hit, this will help out! As a reaction, when we are hit with an attack, we may attempt to use our finesse weapon to intercept it, adding our proficiency bonus to our AC for that attack! Consider this
Shielding in
Melty Blood.
Okay, we’ve got the basics! From here, let’s get the ability to do some more dishonest tactics by multiclassing back into . . .
Rogue 2! At this level, we get Cunning Action, which allows us to dash, disengage, or hide as a bonus action! This allows us to dart away from the fight and hide away from the fight!
Rogue 3. We get a Roguish Archetype, and for Noel the best choice for someone who puts no value in honor is the
Assassin archetype!
All Assassins get Assassinate. On the first round of initiative, we have advantage on attacks against enemies who have not taken a turn yet. In addition, when we attack a surprised creature, we automatically score a critical hit! This is great because it means mode dice to reroll and we can automatically apply the second slasher effect!
Finally, our Sneak Attack is now 2d6.
We’ve got guerrilla tactics under lockdown, but Noel is a agent of the church, so we need a bit of holy power. To do that, let’s take levels in . . .
Paladin 1! We gain Divine Sense as a Paladin, which lets us sense the presence of celestials, fiends, and undead! We may do this a number of times equal to our Charisma modifier, and regain all uses at the end of a long rest. With this, we’ll be able to sniff out Dead Apostles ( to run away from ).
We also get Lay on Hands, with is some holy power. We have a pool of HP equal to our Paladin level times 5, and may expend a number of points to heal an ally by the same amount as an action. We regain all points in our Lay on Hands pool at the end of a long rest.
Paladin 2. Paladins gain a Fighting Style at 2nd level, and we’ll grab
Defense, which gives us +1 AC while wearing armour.
We also gain Spellcasting! Our spellcasting is the result of our ( admittingly weak ) belief in the LORD, so our spellcasting ability is Charisma.
For spells, we’ll prepare . . .
Bless, to give everyone better frame data.
Protection from Good and Evil, in case you run into
Vlov! Finally, we gain Divine Smite! When we hit with an attack, we may expend one spell slot to deal an extra amount of radiant damage! For a first level slot, we deal an extra 2d8 radiant damage ( or 3d8 if attacking a fiend or undead ), and spending higher level slot increases the damage, capping out at 5d8 ( or 6d8 if attacking a fiend or undead )! Use this on a crit, or on your black keys!
This isn’t stated directly in the Paladin class, but we can also create holy water by expending a 1st level spell slot and 25gp of powdered silver. Let’s soak our boots in this, so we can tell if someone's a Dead Apostle by stepping on them ( yes, this is a cannon thing ).
Okay! That’s all we need from Paladin, so let’s bounce back to . . .
Fighter 7! At this level, we gain Remarkable Athletes! We are now half-proficient in all Dexterity, Strength, and Constitution checks that we are not proficient in! This is great, as not only does it give us more power with skills, but we can also add this to initiative, and we want to go first to use Assassinate.
Fighter 8! Yet another ASI! Let’s boost
Dexterity by
+2, to cap off our Dexterity at 18 + 2 =
20, with a
+5 modifier.
Fighter 9. 9th level Fighters gain Indomitable, which allows us to reroll a failed saving throw, once per long rest. Consider this activating
Moon Drive to get a couple extra seconds to react.
Fighter 10. At this level, we gain Additional Fighting Style as a Champion Fighter ( at this point, we have 3 Fighting Styles )! Let’s grab
Thrown Weapon Fighting to enhance our black keys (
Defense would be more optimal, but I want to make thrown weapons with daggers more viable for us ).
Fighter 11. We gain another stable feature at this level; Extra Attack (2)! We now may make 3 attacks when we take the Attack Action, or 6 with Action Surge ( 7 with the BA attack )!
Fighter 12. The ASIs keep coming. Let’s use this one to boost
Constitution by
+2. Our Constitution is now 16 + 2 =
18, with a
+4 modifier.
Fighter 13. At this level, we gain 2 uses of Indomitable, per long rest!
Fighter 14. We gain our final ASI at this level. We could boost Constitution, but instead I think we’ll grab
Mobile, to even further improve our kiting ability. We gain a +10ft bonus to movement speed, and when we attack a creature, we do not provoke attacks of opportunity from that creature.
And finally, we’ll cap off this build with . . .
Fighter 15! Our final feature comes from our Champion Archetype; Superior Critical! We now score a critical hit on a 18, 19, or a 20!
Pros - We’re a Surprisingly great crit fisher! We have a 15% base crit chance, 30% with advantage, which we can easily get due to Assassinate. Due to needing to only crit once for Slasher, we can apply our critical Slasher ability with a 45% ( 3 attacks ), 60% ( 4 attacks ), or 105% ( 7 attacks - Action Surge ) chance ( Advantage - 90%, 120%, and 210% )! On top of that, Assassin gives us crits on all attacks if we get a surprise round, which ends up being 24d4 + 4d6 + 6d8 ( assuming attacking a fiend or undead ) + 35 damage, or 136 damage!
- Thanks to our Defense and Revenant Blade bonuses, we have decently high AC ( 19 )!
- We’ve got pretty decent skills! 7 skills, half-proficiency with Strength, Dexterity, and Constitution checks, and 2 Expertise skills.
Cons - We gain very little from our Paladin dip, mechanically.
- A Revenant blade does low damage for a 2-handed weapon.
- We have terrible Wisdom Saves.
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Tsukihime [link] [comments]
2023.04.30 02:43 RX-HER0 Noel in DnD 5e ( Tsukihime Build )!
Before we start, I'd like to give a great thanks to the "DM Mentor's Guild" discord, for without them I wouldn't have been able to make this build at all! Make sure to check them out! This server has experienced DMs with a knack for helping others tell an immersive fantasy, balance encounters, and fix game related issues. If your question requires a personal touch, there's no one I'd refer you to over the good guys at the "DM Mentor's Guild" server!
This is a guide for how to play Noel in DnD 5e.
“You didn’t think I’d let you off the hook, did you? Finding a heathen worthy of pity is harder than finding marriage material at a speed dating event.” Race.
Unlike everyone else, Noel’s just a measly human. Let’s make her a little less pathetic and go with
Variant Human. Variant humans get a feat, and to make the most of her lightened polearm by taking the
Revenant Blade feat ( Ask your DM if he can waive race restrictions. Otherwise, change your race to
Wood Elf, with the movement and hiding abilities being Noel’s cowardice, and trance being explained by her being insane. Use a rapier for now and grab the Revenant Blade feat as soon as you can. )! This allows us to apply the finesse property to a double-bladed scimitar, which lets us attack with Dexterity. In addition, we may make a bonus action attack with a double-bladed scimitar, swinging with its other end. This attack uses a d4 for damage. Finally, we get a +1 to Dexterity, and a +1 to AC while wielding this weapon.
Variant humans get to increase 2 stats by
+1. We’ll choose
Dexterity and
Constitution.
For our extra skill, let’s pick up
Performance, for teasing
Shiki. Stat Array we’ll be using
Point Buy, which gives us 27 points to put in our stats, that start at 8 as a default. Each increase above 13 will cost 2 points instead of 1.
9 points in
Dexterity! Noel is weak by her own admission, but she can still cleave a commoner in two ( provided the enchantment on her weapon to make it lighter )! Our Dexterity will be a 15 + 2 =
17, with a
+3 modifier.
9 points in
Constitution! Again, she’s not tough at all compared to the threats of Tsukihime, but she definitely can take more blows than the normal person. Our Constitution will be a 15 + 1 =
16, with a
+3 modifier.
4 points in
Charisma! For all her flaws, she can be charming at times, and she’s decently pretty well ( I think just the ‘I can fix her’ crowd on their own show that Noel has her own appeal ). Our Charisma will be a
12 with a
+1 modifier.
5 points in
Strength. Noel isn’t necessarily weak, so we won’t dump it. Our Strength will be a
13, with a
+1 modifier.
0 point in
Intelligence. Noel’s at least average intelligence given that she’s a teacher, but we need the points elsewhere. Our Intelligence will be a
8, with a
-1 modifier.
0 points in
Wisdom. Noel’s proper insane. Our Wisdom will be an 8
, with a
-1 modifier.
Background. Noel was forced into the job after
Noel’s ( or should I say
Roa’s? ) actions, but nonetheless -she’s a Church Executioner; a member of a secret sect of the Church, dedicated to purging the world of heresies that should not exist. Let’s grab
Religion and
History as skills. We’ll call this background the
Church Executioner background.
Noel prefers to target the weak instead of fighting someone her own size, so we’ll kick her off as a
Rogue 1! Let’s grab
Acrobatics and
Intimidation to terrify our prey before we end them in a sweeping flourish! Then let’s get
Perception and
Stealth, to spot an enemy before you die and hide in the shadows like a little bitch when someone stronger than you rolls up.
We gain proficiency in Intelligence and Dexterity saving throws. We are also proficient in light armour, all simple weapons, hand crossbows, longswords, and shortswords, and thieve’s tools.
We’ll wear studded leather armor underneath our Nun’s habit, and carry 10 daggers, which will be your
black keys. At 1st level, Rogues get Expertise, which allows us to double our proficiency bonus with two skills or one skill and thieve’s tools. We’ll choose
Intimidation and
Stealth to terrify all those weaker than us and wait for Ciel to arrive when fighting anyone stronger than us.
We also learn thieve’s cant’. Let’s just say this is Latin. No one knows how to speak it these days anyway.
Finally, you get Sneak Attack; a sudden strike, exploiting your enemy’s weaknesses. You have 1d6 sneak attack dice at this level, and when you strike with a finesse or ranged weapon, you may add your Sneak Attack damage to the hit. You may only add Sneak Attack to an attack once per turn, and if you either have advantage on the attack, or have an ally within 5ft of the target.
We’ve got a little bit of unfairness, so from here let’s multiclass into . . .
Fighter 1!
We are proficient with all weapons.
We’ll use a double bladed scimitar as our great halberd, which I think works perfectly, as it’s a polearm-like weapon that uses Dexterity, almost as if it’s been magically lightened!
All Fighters get a fighting style, and for Noel, we’ll grab the
Great Weapon Fighting style, which allows us to reroll 1s or 2s on damage dice.
Secondly, we get Second Wind, which allows us to regain 1d10 + Fighter Level in HP as a bonus action. Flavor this as your seagull-ass scream giving you some motivation to fight for your life.
Fighter 2.
At this level, we gain a major boon in the form of Action Surge! This feature gives us an extra action on our turn, once per short rest. That extra action can be used for anything, and works with Extra Attack, when we get that ( spoilers! ). Use those combo extenders!
Fighter 3.
At this level, All Fighters get their Martial Archetype! Noel doesn’t have any magic and isn’t very tactically skilled, so we’ll take the
Champion archetype, with her crits being lucky hits.
As a Champion, when we roll a 19 or 20 on an attack roll, it counts as a crit!
Fighter 4.
At the 4th level of Fighter, we gain our first ASI! Let’s swap it out for the
Slasher feat! Aside from the name invoking the insane blade-swinging that’s fitting for Noel, we gain 2 abilities. When we deal slashing damage to a creature, we may reduce its movement by 10f, once per turn. Additionally, when we score a critical hit, we terribly mutilate our enemy, and until the start of our next turn, all of its attacks have disadvantage. This type of wounding, that debilitates the target and allows us to play with our food before we go in for the kill, is exactly the type of tactic Noel would appreciate. It’s even better that our increased crit range means we’ll apply the second Slasher ability more often!
Finally, we may increase our Strength or Dexterity by
+1. Let’s choose
Dexterity, which is now a 17 + 1 =
18, with a
+4 modifier.
Fighter 5. At this level, we gain another boost in power in the form of Extra attack! This allows us to attack twice when we take the attack action! I swear, Noel’s combos in
Melty Blood: Type Lumina feel like they last forever . . .
Fighter 6. Another ASI! We’ll swap this one out for the
Defensive Duelist feat! With how worried Noel would be of being hit, this will help out! As a reaction, when we are hit with an attack, we may attempt to use our finesse weapon to intercept it, adding our proficiency bonus to our AC for that attack! Consider this
Shielding in
Melty Blood.
Okay, we’ve got the basics! From here, let’s get the ability to do some more dishonest tactics by multiclassing back into . . .
Rogue 2! At this level, we get Cunning Action, which allows us to dash, disengage, or hide as a bonus action! This allows us to dart away from the fight and hide away from the fight!
Rogue 3. We get a Roguish Archetype, and for Noel the best choice for someone who puts no value in honor is the
Assassin archetype!
All Assassins get Assassinate. On the first round of initiative, we have advantage on attacks against enemies who have not taken a turn yet. In addition, when we attack a surprised creature, we automatically score a critical hit! This is great because it means mode dice to reroll and we can automatically apply the second slasher effect!
Finally, our Sneak Attack is now 2d6.
We’ve got guerrilla tactics under lockdown, but Noel is a agent of the church, so we need a bit of holy power. To do that, let’s take levels in . . .
Paladin 1! We gain Divine Sense as a Paladin, which lets us sense the presence of celestials, fiends, and undead! We may do this a number of times equal to our Charisma modifier, and regain all uses at the end of a long rest. With this, we’ll be able to sniff out Dead Apostles ( to run away from ).
We also get Lay on Hands, with is some holy power. We have a pool of HP equal to our Paladin level times 5, and may expend a number of points to heal an ally by the same amount as an action. We regain all points in our Lay on Hands pool at the end of a long rest.
Paladin 2. Paladins gain a Fighting Style at 2nd level, and we’ll grab
Defense, which gives us +1 AC while wearing armour.
We also gain Spellcasting! Our spellcasting is the result of our ( admittingly weak ) belief in the LORD, so our spellcasting ability is Charisma.
For spells, we’ll prepare . . .
Bless, to give everyone better frame data.
Protection from Good and Evil, in case you run into
Vlov! Finally, we gain Divine Smite! When we hit with an attack, we may expend one spell slot to deal an extra amount of radiant damage! For a first level slot, we deal an extra 2d8 radiant damage ( or 3d8 if attacking a fiend or undead ), and spending higher level slot increases the damage, capping out at 5d8 ( or 6d8 if attacking a fiend or undead )! Use this on a crit, or on your black keys!
This isn’t stated directly in the Paladin class, but we can also create holy water by expending a 1st level spell slot and 25gp of powdered silver. Let’s soak our boots in this, so we can tell if someone's a Dead Apostle by stepping on them ( yes, this is a cannon thing ).
Okay! That’s all we need from Paladin, so let’s bounce back to . . .
Fighter 7! At this level, we gain Remarkable Athletes! We are now half-proficient in all Dexterity, Strength, and Constitution checks that we are not proficient in! This is great, as not only does it give us more power with skills, but we can also add this to initiative, and we want to go first to use Assassinate.
Fighter 8! Yet another ASI! Let’s boost
Dexterity by
+2, to cap off our Dexterity at 18 + 2 =
20, with a
+5 modifier.
Fighter 9. 9th level Fighters gain Indomitable, which allows us to reroll a failed saving throw, once per long rest. Consider this activating
Moon Drive to get a couple extra seconds to react.
Fighter 10. At this level, we gain Additional Fighting Style as a Champion Fighter ( at this point, we have 3 Fighting Styles )! Let’s grab
Thrown Weapon Fighting to enhance our black keys (
Defense would be more optimal, but I want to make thrown weapons with daggers more viable for us ).
Fighter 11. We gain another stable feature at this level; Extra Attack (2)! We now may make 3 attacks when we take the Attack Action, or 6 with Action Surge ( 7 with the BA attack )!
Fighter 12. The ASIs keep coming. Let’s use this one to boost
Constitution by
+2. Our Constitution is now 16 + 2 =
18, with a
+4 modifier.
Fighter 13. At this level, we gain 2 uses of Indomitable, per long rest!
Fighter 14. We gain our final ASI at this level. We could boost Constitution, but instead I think we’ll grab
Mobile, to even further improve our kiting ability. We gain a +10ft bonus to movement speed, and when we attack a creature, we do not provoke attacks of opportunity from that creature.
And finally, we’ll cap off this build with . . .
Fighter 15! Our final feature comes from our Champion Archetype; Superior Critical! We now score a critical hit on a 18, 19, or a 20!
Pros - We’re a Surprisingly great crit fisher! We have a 15% base crit chance, 30% with advantage, which we can easily get due to Assassinate. Due to needing to only crit once for Slasher, we can apply our critical Slasher ability with a 45% ( 3 attacks ), 60% ( 4 attacks ), or 105% ( 7 attacks - Action Surge ) chance ( Advantage - 90%, 120%, and 210% )! On top of that, Assassin gives us crits on all attacks if we get a surprise round, which ends up being 24d4 + 4d6 + 6d8 ( assuming attacking a fiend or undead ) + 35 damage, or 136 damage!
- Thanks to our Defense and Revenant Blade bonuses, we have decently high AC ( 19 )!
- We’ve got pretty decent skills! 7 skills, half-proficiency with Strength, Dexterity, and Constitution checks, and 2 Expertise skills.
Cons - We gain very little from our Paladin dip, mechanically.
- A Revenant blade does low damage for a 2-handed weapon.
- We have terrible Wisdom Saves.
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2023.04.29 09:36 AdrianFallout4 [LFA] Request
I am not exactly the best at drawing and was wondering if someone could make my new DnD character, he is a rogue-fighter daywalker vampire who is wearing studded leather armour (or noble attire, your choice) has a longsword and a small metal shield, if you want he can be in his black horse. He is based on Batman so please put is emblem on his amour (or noble outfit) sword and shield.
Edit: if in armor please add cape.
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2023.04.29 00:00 Royal-Emu8927 UA Fighter and 5e double-bladed scimitar
So I was reading the new mastery rules and the lv7 feature of the new one DND fighter and suddenly my mind went to the double-bladed scimitar. For the ones who do not know, a double-bladed scimitar is a weapon introduced in eberron: rising from the last war, for the purpose of this discussion you need to know that it has the "two-handed" and "special" properties and, if you pick a feat, it gains the "finesse" property. So a Fighter who pick a mastery in double-bladed scimitar, at lv7, can change it with every mastery which requires a "two-handed" weapon, but, after picking the right feat, the double-bladed scimitar can gain the masteries with the "finesse" property. Am I the only one who think that is a cool way to use the extra feats and the lv7 fighter feature? Using feats to give weapons new properties and unlocking new masteries seems fun to me. Think about a fighter who trained to use longswords in the more elegant way possible, gaining the "finesse" property and now can get the "vex" mastery with it or one who fights using a morning star with two hands, gaining the "versatile" property and then swap "sap" for "topple". What do you thing of this idea? (I know it needs specific rules and restrictions)
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