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nateismagic · 4 months
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MtG Custom Christmas Cards: Niklaus vs Krampus
Themes: Niklaus vs Krampus
To give this mini-set both a Christmas AND fantasy theme, I decided to go with rivaled themes. Niklaus (i.e. Santa) themed cards are Red, Green, and White with an emphasis on token creation and mana fixing for ability costs and artifact spells. Krampus themed cards are blue and black with an emphasis on snow themes and lockdown/destruction mechanics (cards below).
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Mechanic: Colorless Hybrid Mana on artifacts
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New Keyword Action: Getting a Gift
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New Token: Coal
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New Keyword: Frigid
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Niklaus's Cohort
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Krampus's Crew
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nateismagic · 1 year
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Cause who doesn’t want a a spear-wielding holy warrior riding a frog monster in their campaign
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nateismagic · 2 years
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Someone hold him back! This wizard is about to get in a fight with his own spellbook! ✨📘
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nateismagic · 2 years
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The amazing birthday cake my brother made for me this year. I was totally blown away 👀👁👀
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nateismagic · 2 years
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Inspired by the Dungeons & Dragons: Honor Among Thieves movie trailer.
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nateismagic · 2 years
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Speed Warrior
Medium humanoid, any alignment
Armor Class 16 (natural armor)
Hit Points 27 (6d8)
Speed 50 ft.
Str 12 (+1), Dex 15 (+2), Con 10 (+0), Int 11 (+1), Wis 13 (+1), Cha 10 (+0)
Saving Throws Dex +6
Skills Acrobatics +6, Athletics +5
Senses passive Perception 10
Languages any one language (usually Common)
Proficiency Bonus +2
Challenge 1 (200 XP)
Rev it Up! The speed warrior has advantage on initiative rolls. Additionally, during its first turn in combat, the speed warrior has advantage on attack rolls, and the speed warrior can make an unarmed strike as a bonus action.
Evasion. If the speed warrior is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, the speed warrior instead takes no damage if it succeeds on the saving throw, and only half damage if it fails.
Actions
Multiattack. The speed warrior makes two melee attacks.
Unarmed Strike. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) bludgeoning damage.
Speed Warrior
The suit of armor integrated into the speed warrior’s body allows it to move at incredible speeds and gives it lightning fast reflexes.
https://yugioh.fandom.com/wiki/Speed_Warrior
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nateismagic · 2 years
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Flyfang
Large beast, unaligned
Armor Class 13 (natural armor)
Hit Points 45 (6d10 + 12)
Speed 5 ft., swim 40 ft., fly 40 ft.
Str 19 (+4), Dex 14 (+2), Con 15 (+2), Int 2 (-4), Wis 10 (+0), Cha 4 (-3)
Skills Perception +2
Senses blindsight 30 ft., passive Perception 12
Languages -
Proficiency Bonus +2
Challenge 2 (450 XP)
Blood Frenzy. The shark has advantage on melee attack rolls against any creature that doesn't have all its hit points.
Limited Amphibiousness. The shark can breathe air and water, but it needs to be submerged for at least 5 minutes every 4 hours to avoid suffocating.
Actions
Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) piercing damage, and the target is grappled (escape DC 14)(see “Grappling” in Chapter 9 of the Basic Rules). Until this grapple ends, the creature is restrained, and the shark can't bite another target.
Flyfang
https://yugioh.fandom.com/wiki/Flyfang
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nateismagic · 2 years
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Mirror Force
3rd level abjuration
Casting Time: 1 reaction which you take when you are hit by an attack made by a creature you can see
Range: Self
Components: V, S, M (a mirror shard)
Duration: Instantaneous
Classes: Bard, Sorcerer, Warlock, Wizard
A reflective shield appears in front of you, redirecting the incoming attack. Make an ability check using your spell attack bonus. The DC equals the attacking creature’s AC. On a success, you cause that attack to hit the attacking creature instead of you. On a failure, the attack misses you.
Mirror Force
Drawing on the power of the mirror dimension, mirror force can redirect any incoming attacks, making it a staple of any mirror mage.
https://yugioh.fandom.com/wiki/Mirror_Force
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https://yugioh.fandom.com/wiki/Mirror_Force
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nateismagic · 2 years
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Slime Toad
Tiny ooze, unaligned
Armor Class 8 
Hit Points 22 (5d4 + 10)
Speed 10 ft., climb 10 ft., swim 10 ft.
Str 3 (-4), Dex 6 (-2), Con 14 (+2), Int 3 (-4), Wis 8 (-1), Cha 4 (-3)
Damage Immunities thunder; bludgeoning from falling
Condition Immunities prone
Senses passive Perception 9
Languages understands Grung but can't speak, slime toads can communicate basic ideas to each other using croaks
Proficiency Bonus +2
Challenge 1/4 (100 XP)
Amphibious. The slime toad can breathe air and water.
Amorphous. The slime toad can move through a space as narrow as 1 inch wide without squeezing.
Spider Climb. The slime toad can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
Standing Leap. The slime toad's long jump is up to 10 feet and its high jump is up to 10 feet, with or without a running start.
Actions
Croak. The slime toad croaks loudly sending destructive vibrations through nearby creatures and objects. The croak can be heard from out to 100 feet. Each creature in a 15-foot cone must succeed on a DC 10 Constitution saving throw or take 7 (2d6) thunder damage on a failed save, or half as much damage on a successful one. A nonmagical object in the cone that is made of inorganic material other than metal, such as stone, crystal, or glass, also takes the damage if it isn't being worn or carried.
Slime Toad
Slime toads are frog-like oozes created by grung shamans. Although destructive when provoked, slime toads are very easy to train, and can often be found as pets of spellcasting grung and grung of higher standing.
https://yugioh.fandom.com/wiki/Slime_Toad
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nateismagic · 2 years
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Summoned Skull
Large fiend (demon), chaotic evil
Armor Class 17 (Natural Armor)
Hit Points 168 (16d10 + 80)
Speed 40 ft., fly 60 ft.
Str 21 (+5), Dex 16 (+3), Con 20 (+5), Int 19 (+4), Wis 18 (+4), Cha 17 (+3)
Saving Throws Str +9, Con +9, Wis +8, Cha +7
Damage Resistances Cold, Fire; Bludgeoning, Piercing, and Slashing from nonmagical attacks
Damage Immunities Lightning, Poison
Condition Immunities Poisoned
Senses Truesight 120 ft., Passive Perception 13
Languages Abyssal, Telepathy 120 ft.
Proficiency Bonus +4
Challenge 10 (5,900 XP)
Legendary Resistance (3/Day). If the summoned skull fails a saving throw, it can choose to succeed instead.
Innate Spellcasting. The summoned skull's spellcasting ability is Intelligence (spell save DC 16, + 8 to hit with spell attacks). The summoned skull can innately cast the following spells, requiring no material components:
At will: call lightning, darkness, enemies abound (XGE)
1/day each: confusion, scatter (XGE)
1/week: mirage arcane (the summoned skull can end the spell as a bonus action)
Magic Resistance. The summoned skull has advantage on saving throws against spells and other magical effects.
Actions
Multiattack. The summoned skull makes three attacks: two with its claws and one with its battering horns.
Claws. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) slashing damage plus 5 (1d10) lightning damage.
Battering Horns. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) bludgeoning damage. If the target is a Medium or smaller creature, it must succeed on a DC 17 Strength saving throw or be pushed straight back 10 feet and knocked prone.
Lightning Strike (Recharge 5-6). The summoned skull releases lightning in a 60-foot line that is 5 feet wide. Each creature in that line must make a DC 16 Dexterity saving throw, taking 28 (8d6) lightning damage on a failed save, or half as much damage on a successful one. The lightning ignites flammable objects in the area that aren't being worn or carried.
Legendary Actions
The summoned skull can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. The summoned skull regains spent legendary actions at the start of its turn.
Shift. The summoned skull moves up to half its speed without provoking opportunity attacks.
Attack. The summoned skull makes one melee weapon attack.
Cast a Spell (Costs 3 Actions). The summoned skull casts a spell with a casting time of 1 action using its innate spellcasting trait.
Summoned Skull
Summoned Skulls are the greatest mercenaries from Pandemonium, using their disorienting magic, powerful physical strikes, and lightning to lethal effect. Though a contracted summoned skull is sure to complete any task it’s hired for, the cost of such contracts is usually far beyond what most creatures are willing to pay.
https://yugioh.fandom.com/wiki/Summoned_Skull
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nateismagic · 3 years
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Magician of Faith
Medium humanoid (any race), any alignment
Armor Class 12
Hit Points 18 (4d8)
Speed 30 ft.
Str 8 (-1), Dex 14 (+2), Con 10 (+0), Int 14 (+2), Wis 15 (+2), Cha 12 (+1)
Skills Arcana +4, Religion +4
Senses passive Perception 12
Languages Any One Language (usually Common)
Proficiency Bonus +2
Challenge 1/2 (100 XP)
Spellcasting. The magician of faith is a 1st-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 12, +4 to hit with spell attacks). The magician of faith has following cleric spells prepared:
Cantrips (at will): light, sacred flame, thaumaturgy
1st level (3 slots): bless, cure wounds, sanctuary
Actions
Quarterstaff. Melee Weapon Attack: +1 to hit, reach 5 ft., one target. Hit: 2 (1d6 - 1) bludgeoning damage, or 3 (1d8 - 1) bludgeoning damage if used with two hands. 
Spell Recovery (1/Day). The magician of faith recovers one of its expended spell slots or an expended spell slot of a creature that it is touching. The magician of faith can recover a 1st level spell slot or a spell slot with a level that is equal to or less than half of the target’s challenge rating, rounded up (or half its level, rounded up, if the target doesn't have a challenge rating).
Magician of Faith
Magicians of faith study both arcane and divine magic in order to help maintain the balance of magical energies across the planes. Becoming a master of both magical forms can take centuries, and many young magicians of faith are not able to complete their training in their lifetime.
Variant Trait: Arcane Casting. The magician of faith can use and attune to magical items as if it were a wizard.
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https://yugioh.fandom.com/wiki/Magician_of_Faith
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nateismagic · 3 years
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Flute of Summoning Kuribohs
Wonderous Item (Uncommon, requires attunement)
While attuned to these pipes, you are proficient with them.
Kuribohs and winged kuribohs that can hear you playing the pipes are charmed by you for as long as you continue to play the pipes each round as an action. If you or one of your companions within 60 feet of you harm any kuriboids while you are attuned to the pipes, the pipes lose their magic and fall apart.
Summon Kuribohs. The pipes have 3 charges and regain 1d3 expended charges daily at dawn. As an action, you can play the pipes and expend one charge to summon a kuriboh or a winged kuriboh. If you are using the hovering kuriboh variant in your game, your DM may choose to allow you to summon a hovering kuriboh. A summoned creature appears in an unoccupied space within 10 feet of you, obeys all of your commands, and is friendly to you and your companions. Summoned creatures vanish at the next dawn, when they are reduced to 0 hit points, or when you summon any more creatures with the pipes. Summoned creatures with the detonate trait that are reduced to 0 hit points detonate before vanishing.
Kuribohs (Part 4)
Crafted by ancient fey that lived in harmony with the kuriboids, these pipes  instill feelings of safety and familiarity in kuribohs and winged kuribohs that can hear their magical melody. Flutes of summoning kuribohs were created as a means to foster peace with kuriboids, and any act to the contrary will leaves the pipes in ruins.
Musical Memory. These pipes are magically infused with the emotional memories of the fey and kuriboids that enjoyed its music in the past, carrying the memory of their songs within the pipes, and allowing their player to summon up the spirits of those kuriboids. Though a creature playing them cannot remember specific memories, they may at times feel connected to those past experiences.
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https://yugioh.fandom.com/wiki/The_Flute_of_Summoning_Kuriboh
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nateismagic · 3 years
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Swarm of Kuribohs
Medium swarm of Tiny monstrosities (kuriboid), any alignment
Armor Class 10
Hit Points 14 (4d8-4)
Speed 20 ft.
Str 2 (-4), Dex 11 (+0), Con 9 (-1), Int 5 (-3), Wis 7 (-2), Cha 10 (+0)
Damage Resistances Bludgeoning, Piercing, Slashing
Condition Immunities Charmed, Frightened, Grappled, Paralyzed, Petrified, Prone, Restrained, Stunned
Senses passive Perception 8
Languages Kuriboh, may understand one other language but can’t speak it (usually Elvish or Sylvan)
Proficiency Bonus +2
Challenge 1/2 (100 XP)
Swarm. The swarm can occupy another creature's space and vice versa, and the swarm can move through any opening large enough for a Tiny kuriboh. The swarm can't regain hit points or gain temporary hit points.
Detonate. When the swarm takes damage, dies, or touches another creature other than a kuriboid, it explodes in a violent burst. The swarm is destroyed, leaving behind no physical remains, and each creature within 10 feet of it must make a DC 11 Dexterity saving throw, being knocked prone and taking 14 (4d6) Force damage on a failed save, or 7 (2d6) Force damage on a failed save if the swarm has half of its hit points or fewer. On a successful save, a creature takes half as much damage and isn’t knocked prone.
Actions
Slam. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 4 (2d4-1) bludgeoning damage, or 1 (1d4-1) bludgeoning damage if the swarm has half of its hit points or fewer.
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Variant: Hovering Kuriboh Template This template can be applied to a Kuriboh or a Swarm of Kuribohs. Hovering kuribohs have the following additional traits:
Hovering kuribohs have a flying speed of 15 feet and can hover.
Damage Immunities. Hovering kuribohs are immune to damage from falling.
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Kuribohs (Part 3)
With their sociable nature, it’s no surprise that kuribohs would congregate in close proximity with each other. Kuriboh nests sometimes boast five to ten swarms of kuribohs, along with more individualistic kuribohs that may flit from swarm to swarm or even adventure out on their own.
Big (Bada) Boom! While one detonating kuriboh can mean trouble, a detonating swarm of kuribohs can mean disaster. The destructive force of a detonating swarm can easily take out a small group of townsfolk or guards, and it is best to just make room for a swarm that decides to move through your town.
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https://yugioh.fandom.com/wiki/Multiply
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https://yugioh.fandom.com/wiki/Detonate
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nateismagic · 3 years
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Winged Kuriboh
Tiny monstrosity (kuriboid), neutral good
Armor Class 10
Hit Points 1 (1d4-1)
Speed 20 ft., fly 30 ft. (hover)
Str 2 (-4), Dex 11 (+0), Con 9 (-1), Int 5 (-3), Wis 7 (-2), Cha 10 (+0)
Senses passive Perception 8
Languages Kuriboh, may understand one other language but can’t speak it (usually Elvish or Sylvan)
Proficiency Bonus +2
Challenge 0 (10 XP)
Flyby. The winged kuriboh doesn't provoke opportunity attacks when it flies out of an enemy's reach.
Actions
Slam. Melee Weapon Attack: +0 to hit, reach 5 ft., one target. Hit: 1 bludgeoning damage.
Reactions
Self Sacrifice. When one of the winged kuriboh’s allies within 5 feet of it is hit by an attack, the winged kuriboh causes itself to be hit instead.
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Thanks for making it this far! Enjoy a little extra content!!
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Variant: Winged Kuriboh Familiar
Some winged kuribohs can serve other creatures as familiars:
Familiar. A good-aligned creature that can cast the find familiar spell may be able to convince a winged kuriboh to serve as their familiar. If they do, they form a bond with the winged kuriboh and can choose to summon it as their familiar whenever they cast the find familiar spell (even if the winged kuriboh dies). The winged kuriboh can choose to end this bond at any time.
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Kuribohs (Part 2)
Winged kuribohs are the paragon of altruism, willing to lay down their lives for their family, friends, and allies. These tiny creatures often think themselves much more powerful than their forms would suggest, but maybe there’s some hidden strength inside of them, waiting to be unleashed.
Affable Nature. Unlike some of their kuriboid kin, winged kuribohs are not at risk of detonating, and so are able to express their social nature with both kuriboids and non-kuriboids alike; some may even take to becoming familiars of those they deem worthy.
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https://yugioh.fandom.com/wiki/Winged_Kuriboh
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nateismagic · 3 years
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Kuriboh
Tiny monstrosity (kuriboid), any alignment
Armor Class 10
Hit Points 1 (1d4-1)
Speed 20 ft.
Str 2 (-4), Dex 11 (+0), Con 9 (-1), Int 5 (-3), Wis 7 (-2), Cha 10 (+0)
Senses passive Perception 8
Languages Kuriboh, may understand one other language but can’t speak it (usually Elvish or Sylvan)
Proficiency Bonus +2
Challenge 1/4 (50 XP)
Detonate. When the kuriboh dies or touches another creature other than a kuriboid, it explodes in a violent burst. The kuriboh is destroyed, leaving behind no physical remains, and each creature within 5 feet of it must make a DC 11 Dexterity saving throw, taking 7 (2d6) Force damage on a failed save, or half as much damage on a successful one.
Actions
Slam. Melee Weapon Attack: +0 to hit, reach 5 ft., one target. Hit: 1 bludgeoning damage.
Kuribohs (Part 1)
Gentle but deadly, kuribohs are highly social with their own kind, but are often wary with non-kuriboids, as a single touch from one could cause the kuriboh to explode.
Multiplicitous. Kuribohs multiply at an alarming rate, and where one can be found, several more are sure to be nearby. Despite their prolific numbers, kuriboh nests are not a common sight, since one detonating kuriboh can lead to a cascade of explosions that take out the rest.
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https://yugioh.fandom.com/wiki/Kuriboh
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nateismagic · 4 years
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I made 30 Nerd and Jock episodes in 2018. Here’s few of my favorites!
Twitter   Instagram   Patreon
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nateismagic · 5 years
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millenials fucked it up again!!
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