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skelletors · 2 months
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game night part 2: gale’s revenge
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been doing these as warm ups and it’s been a lot of fun! i’m glad everyone else is enjoying them too lol
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skelletors · 3 months
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There's one charity that I haven't seen shared here personally, and that's Care for Gaza.
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They're shared a lot on twitter as a reputable on-the-ground relief source. You can donate to their gofundme to help their efforts here.
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skelletors · 4 months
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MCYT as D&D Characters 6 - Scar
Well. The ending of Secret Life sure was something, huh?
Hello one and all and welcome to this very strange series where I turn various MCYTs into playable D&D characters! This was originally going to be someone else, but in light of recent events I decided, hey, I should dedicate this to the S-Tier player himself, GoodTimesWithScar.
A few ground rules for this thing:
This will not be balanced and the builds may not be very good. This isn’t for the minmaxers (not that there's anything wrong with that), this is purely based on either stories these people have participated in or their overall persona on the internet
These characters will go up to level 20, but in no way do you have to play them to the max level to get all the mechanics that make up the character
There will be little to no homebrew in these builds, just for my own ease of use.
I will be using standard array for all of these characters (15, 14, 13, 12, 10, 8) when determining the stats for these characters, also for my own ease of use.
Character Traits to Emulate
Conman extraordinaire
Jellie
Somehow always a wizard???
No thoughts head empty
Race, Class, Background and Stats
Race: Half-Elf (There were a couple options for Scar, but I decided on half-elf as a sort of compromise between his depictions as an elf and the fact that Scar has the most “just a guy” energy.
Ability Score Increase: +2 to Charisma, +1 to two other stats (We’ll go Dexterity and Constitution)
Darkvision: You can see in the dark! Not super important for the character, but pretty useful
Fey Ancestry: Advantage against being charmed and you can’t be put magically to sleep
Skill Versatility: You can have proficiency in any two skills. (It doesn’t matter what you pick, but I’ll chose Persuasion and Intimidation)
Background: Charlatan (In nearly every server Scar has appeared on, he has been a liar or a con man or a salesman. This is perfect for him!)
Proficiencies: Deception, Sleight of Hand, Disguise kit, Forgery kit
Class: Bard 20 (I debated on Ranger or Bard, but I decided on Bard because Scar is not wise. I’m sorry, he is the least perceptive, least insightful man I’ve ever seen. Obviously said with love.)
Stats:
Strength: 13
Dexterity: 12 + 1 = 13
Constitution: 14 + 1 = 15
Intelligence: 10
Wisdom: 8
Charisma: 15 + 2 = 17
An important note: Considering that Scar is a disabled content creator and has shown positivity towards his disability being incorporated into fanart, I find it very important to add that this build works in tandem with the Combat Wheelchair by Sara Thomson. While I don’t normally go into homebrew, mostly for my own sanity, this is a well-made piece of homebrew and as such, I feel it’s important to link here while making a D&D character based off of a wheelchair user. I won’t be touching on this further, as any upgrades that can be made to the wheelchair are based on how much money a party has, rather than level.
Level 1: Bard
Bardic Inspiration! You can inspire your allies and give them an extra die a number of times equal to your Charisma Modifier
Spellcasting! I’m not really going to focus on this, but at the end I’ll list some key spells for Scar. If I remember lmao
Level 2:
Bardic Inspiration! You can inspire your allies and give them an extra die a number of times equal to your Charisma Modifier
Spellcasting! I’m not really going to focus on this, but at the end I’ll list some key spells for Wilbur
Level 3:
Subclass time! Potentially the best time. Or at least a good time. Regardless of the quality of the time, one thing that is undeniable is that it’s time for Scar’s subclass. The subclass, of course, being…
College of Glamour! Coming straight at you from Xanathar’s Guide to Everything, College of Glamour bards focus on deceiving and trickery and are as flamboyant as the Feywild, where they often originate. Sounds very much like Scar, and in previous characters, Grian did also originate from the Feywild…
Mantle of Inspiration - As a bonus action, you can use one of your Bardic Inspiration die to give a number of creatures equal to your Charisma modifier within 60ft who can see you 5 temporary hit points. They can also use their reaction to move without taking opportunity attacks.
Enthralling Performance - If you are able to perform for at least one minute (singing, performing a poem, dancing, etc) you can select a number of creatures equal to your Charisma Modifier within 60ft of you who paid attention to your performance. They make a Wisdom saving throw, and on a failed throw they are charmed by you after an hour. The creature is not aware of being charmed or you attempting to charm them.
Expertise! You get double proficiency with skills you are already proficient in. We’ll go with Deception and Persuasion
Level 4: Bard
Ability Score Improvement. Let’s add a +2 to Charisma, for hopefully obvious reasons, bringing Scar’s Charisma score up to 19
Level 5: Bard
Bardic Inspiration Improvement. The die you use is now a d8
Font of Inspiration: You regain all expended Bardic Inspiration after a short rest
Level 6: Bard
Countercharm: You can play a tune to give any allies within 30ft advantage against charm effects
Mantle of Majesty - As a bonus action, you can cast Command without expelling a spell slot and take on the appearance of someone beautiful for one minute or until concentration on your spell ends. A creature charmed by you automatically fails it’s saving throw against the spell and once you use this feature, you can’t use it until you finish a long rest.
Level 7: Bard
Nothing happens here, just more spell slots
Level 8: Bard
Ability Score Increase! We’re taking a Feat now, we’re gonna go with Fey Touched. This gives you a +1 to your Charisma, Wisdom or Intelligence, we’re going with Charisma bringing you to 20. You also learn Misty Step and another 1st level enchantment or divination spell.
Level 9: Bard
Song of Rest buff! It’s now a d8
Level 10: Bard
Bardic Inspiration buff! It’s now a d10
Expertise: You can get expertise in two more skills! I’m not sure what would be fitting, maybe Arcana and Sleight of Hand
Magical Secrets: Hey. Hey you. Sad that Bard doesn’t have Counterspell naturally? Now you can have it! You can choose two spells from any spellcaster. These spells count towards your known spell and have to be within your spell level, but aside from that, the world is your oyster! You could also get Find Familiar and get your very own Jellie familiar!
Level 11: Bard
Again, nothing happens here other than more spell slots. But who’s complaining about more spell slots?
Level 12: Bard
ASI Time babyyyyyyyy. We’re gonna grab another feat, this time the Actor feat. This gives you a +1 to Charisma as well as giving you advantage whenever you’re pretending to be someone you’re not. Like maybe a certain pirate on a certain pirate server. Also, your Charisma is now 21. Amazing.
Level 13: Bard
Song of Rest is now a d10!
Level 14: Bard
Remember what I said about Magical Secrets above? Yeah, do that again.
Unbreakable Majesty - Your appearance permanently gains an otherworldly appearance, like that of the fey. Along with this, as a bonus action, whenever a creature tries to attack you for the first time on a turn, they must make a Charisma saving throw vs your spell save DC. On a failed save, they cannot attack you and must attack someone else. On a successful save, it can attack you but has disadvantage on any saving throw against your spell next turn. This lasts for a minute and you can only use it once per long or short rest.
Level 15: Bard
Bardic Inspiration buff! It’s now the big, beefy d12. Oooooo. Ahhhhhh.
Level 16: Bard
ASI Time baby! We’re taking yet another feat, and this time it’s the Lucky feat! It’s undeniable that Scar is a very lucky person, and this feat gives you three free rerolls every long rest, either a roll you make or an attack made against you. I’m pretty sure since death saving throws are saving throws, this effectively gives you free rerolls to not perma-die. Pretty useful, considering how prone to death Scar tends to be.
Level 17: Bard
Song of Rest is now a d12
Level 18: Bard
Magical Secrets. See above Magical Secrets.
Level 19: Bard
Here we are, the final ability score improvement. We’re taking one last feat, and that’s the Shadow Touched feat. You can add a +1 to Charisma, Intelligence or Wisdom, obviously we’re going for Charisma. You also learn invisibility and another 1st level illusion or necromancy spell, and there are some fun ones out there. Even at higher levels, upcasting 1st level spells can be powerful. This also bring’s Scar’s Charisma to a monstrous 22. That’s a base +5 to every Charisma check you make, not factoring in proficiencies and expertise.
Level 20: Bard
Superior Inspiration: Whenever you roll initiative and you have no more Bardic Inspiration die, you regain one use. I still think this is a lame capstone ability, but whatever. The rest of this has been insane, we can be a bit lame.
Key Spells:
Cantrips
Vicious Mockery
Friends
1st Level
Disguise Self
Silvery Barbs
Speak With Animals
Find Familiar
Charm Person
2nd Level
Crown of Madness
Gift of Gab
3rd Level
Counterspell
Hypnotic Pattern
4th Level
Charm Monster
5th Level
Seeming
Modify Memory
Dominate Person
6th Level
Mass Suggestion
7th Level
Project Image
Mordenkainen’s Magnificent Mansion
8th Level
Mind Blank
Dominate Monster
9th Level
Wish
And with that, we conclude yet another one of these! Feel free to request more CCs to D&D-ify, and I truly hope that you enjoyed this. I put quite a bit of thought into this, and I got to look into both a subclass and a gamestyle that I don’t normally go for.
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skelletors · 4 months
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TOMORROW IS HALLOWEEN!!!
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skelletors · 5 months
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Thinking about Scar being the Earth.
Thinking about Grian being the Sun. The Sun that sheds light onto the Earth, but not always. Whose harsh rays scorch and burn as easily as they give life. Who dips past the horizon and leaves parts of the Earth in darkness, in the cold. Alone. Who holds major sway over its activities based on if it is in light.
Thinking about Pearl being the Moon. The Moon that is always there, even in the bright of the Sun. Who effects the Earth, but only in tandem with it. Who holds only minor sway, but when you look up and listen what a beautiful thing it is, to stand under the Moon.
Thinking about the Sun and Moon eclipsing each other, for good or bad, shaking the way the Earth sees the sky.
Thinking about the Stars, how they are everywhere. How they are like the Sun but so, so different from the Earth's perspective. The light Earth sees is fleeting, distant, but the wonderful stories you can make together.
Thinking about Mars, and how close Mars and the Earth are, but how different they are because of where they stand. How they could be the same, if given the same opportunities. How the Earth is what Mars used to be.
Thinking about how little the Earth interacts with either, and yet how profoundly they are shifted.
Scar being the Earth is so poetic, I dunno man
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skelletors · 5 months
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impulse, speaking plainly: Mommy..  don’t know daddy’s gettin hot, at the body shop doing something unholy. he sat back while she’s dropping it, she be poppin’ it, yeah, she put it down slowly
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skelletors · 5 months
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Reblog if you’d be okay if your friend came out as transgender
let’s see how many transphobics we can weed out
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skelletors · 5 months
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i had the stupidest idea that what if sunny needs glasses but hates the idea of wearing glasses so her sunglasses are actually perscription sunglasses
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skelletors · 5 months
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✨ Gem and the Scotts ✨
Inspired by The Hesitant Fiancé by Auguste Toulemouche
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skelletors · 5 months
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thinking about Lovejoy describing themselves in three words as 'Aromantic British Noises'
thinking about Lovejoy describing themselves in three words as 'Aromantic British Noises'
thinking about how the idea of aromanticism isn't nearly as widespread as it is on Tumblr/various other corners of the internet
thinking about how most people would probably assume the use of Aromantic as a descriptor would imply a lack of any kind of love or romance or close interpersonal relationships in their music which is INHERENTLY NOT TRUE
thinking about Lovejoy choosing Aromantic specifically, confident enough in understanding the actual concept/culture of aromanticism to describe their entire band
thinking about the potential for there to be someone(s) in Lovejoy who is either on the Aromantic spectrum or has considered it as a possibility and has researched it to understand it (and maybe themselves) better
thinking about hard about Lovejoys songs and realising that despite a few having vaguely romantic or implied romantic connotations, you could absolutely do an aro-spec reading of their whole discography
thinking about Lovejoy becoming part of Aro Culture in my heart
thinking about being aro-spec myself, and how id consider the term 'lovejoy' to still very much be my vibe despite that.
thinking about self described Aromantic British Noises, Lovejoy.
thinking about Lovejoy.
💚💚🤍🩶🖤
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skelletors · 6 months
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MCYT as D&D Characters Masterpost
Hello all! Here's the masterpost for my Dungeons and Dragons Minecraft Youtubers AU/project. All of these character builds are free to use in any project with proper credit, also feel free to request other Minecraft youtubers!
Tubbo! Wilbur! Technoblade! Grian! Philza! Scar!
Requests
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skelletors · 6 months
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Desertduo in a nutshell Based on this 
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skelletors · 6 months
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MCYT as D&D Characters 5 - Philza
Part 5 of me turning MCYTs into playable D&D characters! Today, as you might’ve guessed, I’m taking a crack at the man, the myth, the legend, Philza Minecraft. And, of course, before we begin, the ground rules.
This will not be balanced and the builds may not be very good. This isn’t for the minmaxers (not that there's anything wrong with that), this is purely based on either stories these people have participated in or their overall persona on the internet
These characters will go up to level 20, but in no way do you have to play them to the max level to get all the mechanics that make up the character
There will be no homebrew in this build.
I will be using standard array for all of these characters (15, 14, 13, 12, 10, 8) when determining the stats for these characters for my own ease of use.
Character Traits to Emulate:
Bird
Angel of Death
Old as hell
Anarchist
THE father figure
Race, Class, Background and Stats
Race: Protector Aasimar (There was a lot of debate on what race Phil would be, if he would be a full bird or more human, but I decided on Aasimar purely for the connection to celestials/gods in D&D canon. Plus, they live longer than the bird races and have some fun features!)
Ability Score Improvement: +2 to Charisma, +1 to Wisdom
Darkvision: You can see in the dark! Sick
Celestial Radiance: You’re resistant to necrotic and radiant damage
Healing Hands: You can heal people a number of hit points equal to your level once per long rest. Maybe use it on a particular pig to make sure he can keep standing…
Radiant Soul: Once per long rest, for a minute you gain the power of flight (a fly speed equal to your walking speed) and deal extra radiant damage on attacks.
Background: Far Traveler (I think this one fits the best with Phil and his connection to his hardcore world, where he’s generally implied to be from.)
Proficiencies: Insight, Perception, a musical instrument or game of your choice (let’s choose lute) and a language of your choice
Class: Ranger 11, Cleric 9 (This one may need some explanation, but the features Rangers get are just about getting knowledge about creatures quickly and fucking people up, which is a very Philza vibe. Cleric is for his connection to Mumza)
Stats
Strength: 10
Dexterity: 14
Constitution: 12
Intelligence: 13 
Wisdom: 15 + 1 = 16
Charisma: 8 + 2 = 10
The stat distribution is also somewhat self-explanatory, Phil isn’t really lacking in any stat but he’s definitely not the most charismatic and as a bird man, probably not the strongest. Not to worry, he definitely uses finesse weapons rather than heavy longbows.
Level 1: Ranger
Favored Enemy: You’re really good at tracking and know quite a bit about certain enemies. I’m not sure what Phil’s would be, maybe undead or something like that.
Deft Explorer: This is a more general replacement for the normal level 1 ability Natural Explorer. Natural Explorer makes you specialize in different areas but I think the more general expertise that comes with Deft Explorer makes more sense.
Expertise in one ability of your choice
Two more languages of your choice
Level 2: Ranger
Fighting Style: Dueling
You get a +2 to damage rolls with a weapon if you’re only holding that weapon
Spellcasting: You get some cool spells! Like Hunter’s Mark! To kill things better!
Level 3: Ranger
Primeval Awareness: You can expend a spell slot to become aware of the kind of creatures around you like abjurations, fiends, fey, undead, etc.
Sssssssssssssssssssssubclass time! The subclass being…
Monster Slayer! Fuck yeah, this subclass is exclusively about learning the weaknesses of your enemies and fucking shit up. It’s just better Hunter, I will not be taking criticism.
Hunter’s Sense: As an action, you can choose an enemy within 60ft of you and learn any immunities, resistances and vulnerabilities as long as they aren’t immune to divination. You can do this a number of times equal to your proficiency bonus
Slayer’s Prey: As a bonus action, you can designate a creature within 60ft to be your victim. The first time each turn you hit the creature, you deal an extra 1d6 damage
Level 4: Ranger
ASI Time baby!
Level 5: Ranger
Extra Attack! Not much, but hey, you can hit shit more often
Level 6: Cleric
Time to finally go into those Cleric levels! Clerics are pretty fun, especially since they get their subclass at level one. That subclass, of course, being…
Death Domain!! There was a bit of debate between this and Grave Cleric, especially with how the two synergize with other members of SBI (especially a certain pig), but I chose Death Domain because it really is just a Cleric class for people who want to fuck shit up. Also, Death, Mumza, pretty obvious.
Bonus Proficiency: You get proficiency in martial weapons. Unnecessary, since Rangers already have proficiency in martial weapons, but I’m mentioning it just so I’m not skipping any features
At first level, you learn a necromancy spell from any spell list. And, when you cast a necromancy spell that targets one creature, you can target two within range and within five feet of each other
Level 7: Cleric
Channel Divinity! This is one of Clerics more fun features, and there are two options open to you. You can do this once per long or short rest.
Turn Undead! As an action, any undead within 30ft of you must make a Wisdom saving throw. If it fails, it must take it’s entire action to either run away or, if it cannot run away, take the dodge action
Touch of Death. This is something exclusive to Death Domain Clerics, and it's pretty fun. Whenever you make a melee attack, you can add necrotic damage equal to 5 + double your Cleric level
Level 8: Cleric
ASI Time! This time we’re adding a +2 to his Wisdom, bringing it to 18
Level 9: Cleric
Nothing special here but you have more spells!
Level 10: Ranger
Back to ranger baby! Rangers are so cool, they are my favorite class and if I can put my favorite CCs in the ranger class, I will
Deft Explorer Improvement: Walking speed increases by 5 (that’s 45ft for those of you keeping track) and you have a climbing and swimming speed equal to your walking speed! That’s also a 45ft fly speed, so good luck to anyone trying to escape you.
Level 11: Ranger
Supernatural Defense: Whenever an enemy makes you make a saving throw or escape a grapple, add a 1d6 to the roll. Helpful, especially with the grapple. You have a +0 to Strength, you’re not escaping anything
Level 12: Cleric
Destroy Undead: Basically an improvement to Turn Undead, if the undead you’re targeting is under a certain challenge rating, they’re instantly destroyed
ASI Time! We’re going to be adding another +2 to Wisdom, bringing it to 20
Level 13: Cleric
Inescapable Destruction: Necrotic damage dealt by Cleric spells/abilities ignore resistance to necrotic damage
Level 14: Ranger
Land’s Stride: Moving through non-magical difficult terrain costs you no extra movement, as well as being able to move through non-magical plants without taking any damage from hazards. You also have advantage on magical plant spells meant to impede movement
Level 15: Ranger
Nothing special here, but you get more ranger spells!
Level 16: Cleric
ASI Time! Now, we’re taking another feat, and it’s going to be Observant! With the observant feat, you gain a +1 to Wisdom, can read lips as well as a +5 to passive perception and investigation. And if Phil is one thing, it’s perceptive. Seriously, he could tell his eggs were being played by different admins on the QSMP insanely quickly, this fits so well.
Level 17: Cleric
Divine Strike: Your weapon attacks are infused with necrotic energy. 1d8 until 14th level, so effectively 2d8. Pretty sweet, and it fits perfectly, thematically speaking!
Level 18: Cleric
Nothing special here, unfortunately
Level 19: Ranger
Nature’s Veil: Briefly, you can turn invisible until your next turn a number of times equal to your proficiency bonus and regain all expended uses with a long or short rest. Kinda redundant with invisibility, but hey, could also free up spell slots
ASI Time! We’re going for Shadow Touched. You can add a +1 to Charisma, Intelligence or Wisdom, obviously we’re going for Wisdom. You also learn invisibility and another 1st level illusion or necromancy spell, and there are some fun ones out there. Seriously, do not discount 1st level spells, some of those things are broken. Also, I think it’s fun that both Phil and Wilbur have this feat, since they’re both touched by death. Also, Phil now has a 22 in Wisdom, so a +6. Fucking christ.
Level 20: Ranger
Magic User’s Nemesis: If an enemy is casting a spell within 60ft of you, you can effectively counterspell them by making them make a Wisdom saving throw against your spell save DC. You can only use this once per short or long rest, but it’s pretty nice to be able to counterspell if your allies can’t!
And that's pretty much it! I hope you enjoyed reading and let me know any requests for future mcyts, I accept requests for pretty much everyone
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skelletors · 6 months
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minecraft youtubers are not real people to me. they're just like video game characters to me. i think if i saw someone like miss Taylor "geminitay" on the street i'd think i was sucked into a literary world without noticing it. the thought of them being real people who happen to do minecraft roleplay just doesn't want to stick in my head, and every time they talk about taxes or moving or exes on stream i feel like i'm reading a fanfic
except joe hills. i fully believe that there is a man called joe hills in nashville tennessee who has a sister named quinn and a fiancee named lauren and if i encountered him on a cold toronto street i'd just say "well hello there mr. joe hills of nashville tennessee, how do you do?" and then go about my day
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skelletors · 6 months
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Scar, doing his intro: Well, hello there! Grian, doing his intro: Hello, my name is Grian, and welcome back to another episode... Mumbo: He- Grian: OH MY GOSH LOOK AT HIM! Impulse, running from the distance: WHAT A LOSER! Jim and Martin, apearing through the rift: HE LOOKS SO WEIRD!!!
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skelletors · 7 months
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is the gaming channel back yet?
day 1: no
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skelletors · 8 months
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MCYT as D&D Characters 4 - Grian
Hello! In case you don’t know what this is, this is me making various MCYTs into playable D&D characters. Today's lucky person will be Grian! The grain man. Bread boy. Before we begin, here are the ground rules:
This will not be balanced and the builds may not be very good. This isn’t for the minmaxers (not that there's anything wrong with that), this is purely based on either stories these people have participated in or their overall persona on the internet
These characters will go up to level 20, but in no way do you have to play them to the max level to get all the mechanics that make up the character
There will be no homebrew in this build.
I will be using standard array for all of these characters (15, 14, 13, 12, 10, 8) when determining the stats for these characters for my own ease of use.
Character Traits to Emulate:
Ultimate prankster
Pesky bird man
Resistance leader/freedom fighter
Watchers?
Race, Class, Background and Stats
Race: Owlin ( I debated a lot, but ended up deciding this was the best fit. These bird-like beings have some pretty useful abilities, and being from the Feywild tend to have that trickster, chaotic personality we all know and love from Grian).
Ability Score Increase: +2 to one stat, +1 to another. Let’s go for +2 to Dexterity, +1 to Charisma.
Darkvision: You can see in the dark! Nifty.
Flight: You have a fly speed equal to your walking speed. Perfect for some Pesky Bird activities.
Silent Feathers: You have proficiency in the Stealth skill.
Background: Charlatan (There isn’t a perfect background, but I just think the skills provided by Charlatan plus the tools work best for Grian)
Proficiencies: Deception, Sleight of Hand, Disguise Kit, Forgery Kit
Class: Rogue 17 Warlock 3  (I think this one is pretty obvious, especially when it comes to subclass. I mean, rogues are just primed for complete chaos! Plus, warlocks and their patrons can have a similar vibe to the watchers and the players they watch.)
Stats
Strength - 12
Dexterity - 15 +2 = 17
Constitution - 10
Intelligence - 13
Wisdom - 8
Charisma - 14 +1 = 15
Now for once, I feel like I might actually have to explain the stat distribution, particularly with Strength, Wisdom and Intelligence. Intelligence is important for his subclass, so it was important that I keep it above average (even if Grian can be a silly little guy at times). Now the real thing is why I made Wisdom an 8 instead of Strength, and hear me out. Grian is the definition of high intelligence, low wisdom. What do I mean by that?
Well, high intelligence, low wisdom characters would see a swarm of rats and cast fireball on them, not taking into account that they are in a very flammable forest. They seek direct, smart ways of solving problems but aren’t always aware of their surroundings or all the consequences. Sound familiar?
Level 1: Rogue
Expertise - Rogues get a metric ton of proficiencies if you start with them (four out of a list of 11 very useful skills), so being able to double your proficiency bonus for TWO of them is incredible.
Sneak Attack - If you have advantage on an attack (usually from being hidden) or if you have an ally within 5ft of an enemy, you can add extra damage. This can get downright nasty at higher levels, especially if you factor in crits. This can only be done once per turn, but still. It can get insane.
Thieves Cant - This is just a coded way of speaking, and while I’m sure there’s some points where Grian speaks in code, it’s just funny for people to think that Grian’s speaking in thieves cant because they just don’t understand what he’s going on about.
Level 2: Rogue
Cunning Action - You can Dash, Disengage or Hide as a bonus action. It just makes it easier to get sneak attack damage.
Level 3: Rogue
Subclass time! Subclass time! Say it with me now, we all know it, we all love it, of course Grian’s subclass is going to be….
Arcane Trickster! It’s all in the name, I don’t even need to explain why he is that, but to summarize, you can use magic to cast illusions and be sneaky little guys. Just like a certain bird lad. You get access to a couple of nifty things right away as well, like…
Spellcasting! You can cast spells. You choose from the Wizard spell list and use Intelligence as your spellcasting modifier.
Mage Hand - You get an improved version of the mage hand cantrip. It’s invisible and you can use a cunning action to control it.
Level 4: Rogue
Ability Score Improvement. You get these every few levels and can either choose to improve your stats (either +1 to two or +2 to one) or take a feat. We’ll be taking the Mobile feat this time. You get a +10ft to movement, can move through difficult terrain easily and don’t provoke opportunity attacks. Grian’s a mobile little lad and also, frees up your bonus action so you don’t have to disengage ever again.
Level 5: Rogue
Uncanny Dodge - If you see an attack, you can half the attack’s damage. There are several points where Grian absolutely should’ve died, especially within the life series, this just feels fitting.
Level 6: Warlock
Now we’re jumping over to Warlock! And you get to choose your subclass immediately. 
We’re going with Great Old One, it’s the most Watcher-y, although none of the patron options are very good for the Watchers
Awakened Mind - You can speak telepathically to creatures within 30ft of you. This isn’t the most relevant, but it is kinda fun to think about with the whisper feature on the life series server.
Spellcasting! Your spellcasting ability for warlocks is Charisma, not Intelligence, and you have far fewer spell slots but the fun bit about warlocks is that they get their spell slots after a short rest and you always cast at the highest level you can. Plus, many, many cantrips
Level 7: Warlock
Eldritch Invocations - You can get some cool magic abilities, like being able to see perfectly in the dark, extend the reach of your eldritch blasts and many other fun things.
Level 8: Warlock
Pact Boon - You get something from your patron! I’d go for Pact of the Chain, since you can get a familiar. Along with being extremely useful (being able to see through their eyes, casting spells through them, etc), especially for rogues and acting as scouts, you can get a pesky bird for this pesky bird.
ASI time! We’re going to be adding a +2 to Dexterity, bringing it up to 19
Level 9: Rogue
Expertise - You get to choose two more proficiencies to have expertise in!
Level 10: Rogue
Evasion - You can half damage on area of effect spells or basically any effect that makes you roll a Dexterity saving throw
Level 11: Rogue
Nothing really here, just more spells known
Level 12: Rogue
Magical Ambush - If you’re hidden when you cast a spell and it has a saving throw, the creature has disadvantage on it.
It’s that time again, it’s ASI time! We’re going to be adding +1 to our Dex and +1 to our Intelligence.
Level 13: Rogue
More spell slots! Nothing else, though
Level 14: Rogue
Reliable Talent - Whenever you roll a skill check that you’re proficiency, anything under a 9, you treat as a 10, even natural 1s.
Level 15: Rogue
More cantrips!
Level 16: Rogue
Versatile Trickster - You can distract a creature with a mage hand and give yourself advantage.
ASI! We’re going to be improving our stats again, giving a +1 to Dex and a +1 to Intelligence
Level 17: Rogue
Blindsense - If you can hear, you can sense any invisible or hidden creatures within 10ft of you. Grian tends to be a bit more perceptive than people give him credit for, he susses out when people are hiding and stuff.
Level 18: Rogue
Slippery Mind - You have proficiency in Wisdom saving throws. These are usually against charm effects or spells trying to take control over creatures, so it seems fitting for Grian, despite his low Wisdom. He’s not one to listen to other people’s orders
Level 19: Rogue
ASI! We’re going for another feat, this time, Shadow Touched. We’re going to take the +1 to Charisma and you get some a spell from the illusion school of magic as well as invisibility. These don’t count against your spells known, too!
Level 20: Rogue
Spell Thief - Whenever a spell is cast that either targets you or hits you with an area of effect, you can reverse the spell and force the caster to make a spell saving throw with its spellcasting modifier. If it fails, you can cast the spell for eight hours using your spell slots. The creature also can’t use that spell for eight hours. You can use this once per long rest and really, what is a more chaotic ability for Grian? It may not be a capstone, but it might as well be.
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