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#LIFEDRINK
t4rtarus · 4 months
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sooooo... that new episode, huh?
(iii 18 spoilers)
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genrecrossover · 11 months
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ZAO SODA体験記:私がハマったLIFEDRINKの無糖強炭酸水の魅力を紹介します!
目次 イントロダクション ZAO SODAとは? 2-1. ZAO SODAの特徴 2-2. ZAO SODAのフレーバー 2-3. ZAO SODAの栄養成分 LIFEDRINKオンラインストアとは? 3-1. LIFEDRINKのサービス 3-2. LIFEDRINKの商品ラインナップ 3-3. LIFEDRINKのお客様の声 私の体験談 Q&A まとめ   イントロダクション 最近、私がハマっているものがあります。それは、LIFEDRINKオンラインストアで販売されているZAO SODAという炭酸水です。この炭酸水は、蔵王の水を使用した無糖の強炭酸水で、その美味しさと健康への配慮が私を引きつけました。今回は、このZAO SODAについて詳しく説明し、私の体験談を共有したいと思います。 ZAO SODAとは? ZAO…
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yasha-chainbreaker · 2 years
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just built a mean hexadin
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psylcve · 2 months
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𝐊𝐈𝐍𝐍 𝐌𝐀𝐘𝐔𝐑𝐈𝐍 𝐍𝐀𝐑𝐈𝐍𝐑𝐀𝐊, ela é filha de 𝐀𝐍𝐓𝐄𝐑𝐎𝐒 do chalé 𝟑𝟗 e tem 𝐕𝐈𝐍𝐓𝐄 𝐄 𝐎𝐈𝐓𝐎 𝐀𝐍𝐎𝐒. a tv hefesto informa no guia de programação que ela está no 𝐍𝐈́𝐕𝐄𝐋 𝐈𝐈𝐈 por estar no acampamento há 𝐕𝐈𝐍𝐓𝐄 𝐄 𝐎𝐈𝐓𝐎 𝐀𝐍𝐎𝐒, sabia? e se lá estiver certo, 𝐋𝐎𝐕𝐄/𝐊𝐈𝐍𝐍 é bastante 𝐄𝐌𝐏𝐀́𝐓𝐈𝐂𝐀 mas também dizem que ela é 𝐕𝐈𝐍𝐆𝐀𝐓𝐈𝐕𝐀. mas você sabe como hefesto é, sempre inventando fake news pra atrair audiência.
͏ ͏ ͏ ͏⠀ ͏ ͏ ͏ ͏⠀ ͏ ͏ ͏⠀ ͏͏ ͏ ͏ ͏ ◜ ⠀connections,  task, aesthetic,  playlist  &  tags ⠀◞
&.   ━━  𝐒𝐔𝐌𝐌𝐀𝐑𝐘: Love-Kinn é um legado de Nêmesis e filha de Anteros. Sua mãe morreu antes que ela pudesse conhece-la e foi criada dentro do acampamento desde bebê. A razão? Ela tem asas desde pitica! Por isso ganhou o apelido de Love. Apenas quando fez dez anos é que foi reclamada e descobriu sobre suas origens, e que tinha uma família na Tailândia pronta pra recebê-la. A família recebeu ela bem porque já conheciam a vida de um semideus, e ela acabou manifestando os poderes de absorção de poderes (bem vampira) com quinze anos, então precisou voltar pro acampamento. Ela ficou lá até a guerra contra Gaia terminar e após isso decidiu passar um tempo longe. Love virou terapeuta, mas as origens vingativas falaram mais alto e com tantos casos de mulheres sofrendo desilusões amorosas, ela passou a caçar homens que quebravam coração de suas pacientes e de suas amigas. Isso acabou atraindo atenção de monstros e uma prima sua foi morta, ela se culpou horrores mesmo que a família diga que não, e decidiu um dia só sumir pro acampamento onde está até hoje! Ela é instrutora de furtividade e espionagem e faz parte do clube de teatro. Tem um par de leques como arma de ouro imperial chamando de Breaker of Chains and Bonds que se transformam num par de brincos.
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&.   ━━  𝐁𝐀𝐒𝐈𝐂𝐒.
Instrutora de furtividade e espionagem.
Membro individual do arco e flecha
Parte do clube de teatro.
Aniversário: 15 de agosto. (Apenas considera, não se sabe a verdadeira data)
Local de nascimento: Desconhecido.
MBTI: ENTJ.
Temperamento: Colérico.
Alinhamento moral: Neutral Evil.
+ Paciente, sincera, mente aberta, amorosa e imaginativa.
- Manipuladora, atrevida, exigente, dramática e fatal.
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&.   ━━  𝐏𝐎𝐖𝐄𝐑𝐒 & 𝐖𝐄𝐀𝐏𝐎𝐍.
Absorção Intuitiva: Assim como Anteros é Deus do Amor Correspondido, uma vez que Love tem o contato físico retribuído, ela absorve habilidades físicas e mentais, isso em mortais. Em semideuses, o poder é capaz de absorver os poderes da vítima por um determinado tempo. Num uso desenfreado, isso ocasiona perda de consciência de ambos os lados, principalmente se for feito propositalmente.
HABILIDADES: Vigor sobre-humano & Agilidade sobre-humana.
ARMAS:
Breaker of Chains and Bonds ou apenas BCB são um par de leques de ouro imperial. Os leques são de aparência normal de seda endurecida, mas contêm uma certa quantidade de lâminas super afiadas que cortam o inimigo facilmente. Fechado pode ser usado como defesa e aberto como arma e sendo projétil que pode ser usado para ferir o oponente. Eles se tornam um par de brincos.
Lifedrinkers são um par de sais feitos de bronze celestial, com lâminas afiadas. Estas armas são capazes de cortar através das sombras e desferir golpes que drenam a energia dos inimigos.
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&.   ━━  𝐇𝐄𝐀𝐃𝐂𝐀𝐍𝐎𝐍𝐒.
Sua mãe não convivia com sua família já fazia uns bons anos, por isso, todos são apegados e mimam Love como uma princesa. Ela é a lembrança constante da mãe e a falta que faz na vida deles. É realmente a princesinha, principalmente para os avós.
Claramente não tem um pai presente, mas após sua reclamação, chega a vê-lo com uma frequência fora do usual para um semideus. Gosta de acreditar que é porque ele não tem tantos filhos por ai e consegue dar uma atenção maior para si.
Love sempre foi uma boa terapeuta e gosta de exercer a função até hoje no acampamento, mas tende a não se apegar demais nessa ajuda para não acabar caçando outros semideus problemáticos sem querer.
Você sempre vai ver ela envolvida com os filhos de Apolo ou Atena, ou qualquer outro que curta artes! Gosta de pintar, decorar, desenhar, cantar e tudo que for lúdico e artesanal ela estará no meio e será bem vindo na vida dela.
Sua família é influente no ramo da hotelaria e apesar de seus primeiros anos após sair do acampamento terem sido passados na Tailândia, Love já morou em diversos locais e viajou para diversos países diferentes.
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&. ━━ 𝐏𝐄𝐑𝐒𝐎𝐍𝐀𝐋𝐈𝐓𝐘.
Love é paciente, capaz de esperar pelo tempo certo para agir e resolver problemas. Sua sinceridade é uma característica marcante até demais porque não sabe a hora de parar de falar, sendo honesta consigo mesma e com os outros, mesmo que isso às vezes a coloque em situações constrangedoras ou difíceis. Assim como seu apelido, é genuinamente amorosa e apegada as pessoas que ama, demonstrando cuidado e afeto, e também por aqueles que estão ao seu redor, sendo bastante acolhedora.
Sua mente aberta a torna receptiva a novas ideias, experiências e pessoas, o que a torna uma excelente companhia e uma terapeuta genuinamente empática. Talvez até demais. Detesta injustiças, especialmente as que envolvem o sentimento de amor. No entanto pode não ser a melhor para lidar nessa perspectiva. Love pode ser manipuladora quando se trata de descobrir algo ou alcançar seus objetivos. Ela também pode ser atrevida e exigente, especialmente quando sente que suas necessidades não estão sendo atendidas. A famosa birrenta mimada. Sua natureza dramática pode levá-la a exagerar em suas reações, mas num geral ela é alguém que você gostaria de ter por perto.
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&.   ━━  𝐇𝐈𝐒𝐓𝐎𝐑𝐘.
Quíron não entendeu muito bem quando a cesta com um bebê chegou ao acampamento meio-sangue. Na cesta, apenas um nome: Kinn Mayurin Narinrak. Com o tempo, o motivo era óbvio: seria impossível criar um bebê com asas perto dos olhos humanos, mesmo com a névoa existindo. A criança foi muito bem acolhida, cuidada e conforme crescia as penas brancas foram ganhando um tom rosado que trouxeram o apelido de Love para a mocinha. Sem qualquer sinal de algum deus ou deusa para reclamá-la como filha, seus dias no acampamento eram resultado de viver entre os filhos de Hermes e treinar conforme crescia. O treinamento de suas asas também foi necessário para praticar vôo e naquela idade, já conseguia recolher e esconder, mesmo que gostasse de exibi-las por aí. Foi no ano em que completou dez anos que sua reclamação veio: Filha de Anteros, e junto duas revelações através de sonhos com ele: sua mãe era uma legado de Nêmesis e havia falecido logo depois que ela chegou ao acampamento, perseguida por monstros enquanto a levava para lá. No entanto, Anteros se certificou de que a filha chegasse ao destino. A segunda revelação é que havia uma família na Tailândia esperando por ela caso fosse do interesse dela conhecê-los. Sem qualquer manifestação de poderes, Kinn decidiu que queria conhecer o mundo e, principalmente, a família de sua mãe. 
Seus avós e tios certamente foram as pessoas mais amorosas e mente aberta que poderia encontrar no mundo. Love foi muito bem acolhida pela família, mesmo na idade que possuía e com a outra parte sendo divina. Tudo por conta da sua mãe ser um legado e eles compreenderem a situação muito antes dela nascer. Houveram apenas dois momentos em que acabou sendo atacada por monstros, mas mesmo se livrando deles e sabendo do perigo que corria longe, Kinn quis continuar vivendo sua vida com a família que tanto lhe acolheu. Ia apenas aos verões no acampamento para matar a saudade de sua família também, afinal foram os primeiros que lhe acolheram. Lutou na guerra contra Cronos, participou de missões, mas sempre voltava para casa. Foi no auge dos seus quinze anos e com seu primeiro namorado que as coisas se complicaram e a primeira manifestação de seus poderes aconteceu. 
Love absorveu os poderes de seu namorado, descobrindo duas coisas naquele dia: seus poderes e que seu namorado também era um semideus, mesmo sem saber. Com a noção de que poderia ser um problema, ela mesma tomou a decisão de que precisaria passar um tempo no acampamento além das férias de verão para controlar e dominar sua habilidade. Junto levou esse garoto que nem fazia ideia de suas origens. As primeiras vezes com treinos foram péssimas e que acarretaram em desmaios tanto de sua parte quanto a de outros, e com a necessidade de muito treinamento, Love se viu no acampamento por muitos anos. Nesse período, as asas ganharam a tonalidade oficial: vermelho vinho. Longe dos olhos mortais, as usava o tempo todo, aprendeu a ter facilidade e gostar delas, mesmo que para alguns parecesse algo diferente demais até para um semideus.
Quando tomou a decisão de retornar para casa e que estava tudo sob controle, a guerra contra Gaia aconteceu e Kinn se viu na obrigação de ajudar seu lar, e consequentemente salvar sua família na Tailândia de dias piores. Quando tudo finalmente acabou, Love decidiu que agora iria viver sua vida longe do acampamento, apenas com visitas esporádicas e focar no seu crescimento pessoal dentro do que podia na vida mortal. A carreira como terapeuta começou bem, mas o que mais recebia eram mulheres desoladas com seus amores desafortunados. Love passou a entender que homens só eram legais, fiéis e correspondentes em histórias e filmes. O que começou apenas como uma brincadeira entre primas, se tornou uma verdade quando Kinn se viu caçando homens e os punindo por machucar suas pacientes e/ou amigas. 
Mesmo com ciência de que era um uso irresponsável de aprendizado no acampamento, Love surfou na onda. Gostava de punir, de se vingar e mais ainda de ver ajudar as abandonadas e solitárias. Até que a atenção voltou para si. Com sua prima, foi inevitável salvá-la quando lestrigões apareceram e um deles ceifou a vida da garota. Love conseguiu sair da situação, mas sentiu que havia focado em usar seus poderes como uma forma errada e muito menos pensou na possibilidade de monstros aparecerem. Apesar de uma perda terrível, a família nunca culpou Kinn, embora ela mesma fizesse isso. Então um dia simplesmente sumiu e voltou para o acampamento dois anos antes do chamado do Sr. D, permanecendo lá até hoje. Love ficou bastante apreensiva no jantar presenciando a profecia, esperando por outra guerra, afinal essa era a vida de um semideus no fim das contas. 
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revvethasmythh · 6 months
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gave wyll the duelists prerogative rapier (because obviously I did) and holy hell is he a BEAST with that thing. three attacks per turn with extra necrotic damage from the sword itself, and lifedrinker invocation, and hex? insanely effective
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cantripwilltrip · 8 months
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Eldritch Blast
1d10 force damage. Plus CHA if you take agonizing blast which you should. Pushes an enemy away 10 feet on hit if you take repelling blast which is funny so you should. Eldritch smite brings the range up to 300 which is really cool but honestly it's the weakest of the invocations. Hexblade is more fun anyways and you want lifedrinker and thirsting blade instead, take relentless hex. wait we were talking about cantrips
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raeynbowboi · 1 year
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Fixing the Assassin Rogue in DnD 5e
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Let’s face it, the Assassin Rogue sucks in DnD 5e. Half the features are pure flavor and roleplay, and the only actual combat mechanics only work on the first turn. So, let’s fix it.
FATAL BLOW
When you choose this subclass at 3rd level, any attack roll you make is a critical hit on a roll of 19 or 20 on the d20.
At 17th level, any attack roll becomes a critical hit on a roll of 18, 19, or 20 on the d20.
ASSASSINATE
Starting at 3rd level, you are at your deadliest when you get the drop on your enemies. You have advantage on attack rolls against any creature that hasn't taken a turn in the combat yet. In addition, any hit you score against a creature that is surprised is a critical hit.
LIFEDRINKER
Starting at 9th level, when you reduce a hostile creature to 0 hit points, you gain temporary hit points equal to your Charisma modifier + your rogue level (minimum of 1).
DEADLY ACCURACY
At 13th level, your knowledge of anatomy and your precision with your weapons has become so fine-tuned that weapons become more deadly in your hands. When you make an attack roll using a finesse weapon or ranged weapons, you can add your Charisma modifier to the attack roll and the damage roll.
DEATH STRIKE
Starting at 17th level, you become a master of instant death. When you attack and hit a creature that is surprised, it must make a Constitution saving throw (DC 8 + your Dexterity modifier + your proficiency bonus). On a failed save, double the damage of your attack against the creature.
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In doing this, I asked myself simply “What does an assassin hope to do?” and the answer was simple: take lives, and deal tons of damage. Thus, one of the easiest ways I felt was to ensure that the Assassin rogue is the only other subclass with the same crit box as a Champion Fighter, though they don’t get four attacks per round to try. An Assassin though is still going to be landing critical hits more often than any other roguish archetype. I do wish Lifedrinker was another 3rd level feature, but at that point, you’re getting 3 3rd level features, and pushing Assassinate to 9th level on an Assassin felt absurd. Now, why did I include lifedrinker in the first place? Because Assassins are all about getting the kill. So of course, killing should make the assassin stronger. Deadly Accuracy adds on to the Assassin Rogue’s emphasis on damage output. Because the Assassin only gets 1 attack per turn (or two with dual-wielding), the Assassin needs more tricks up its sleeve to really bring to light the fantasy of the assassin. They’re supposed to be the best killers around, so they should emphasize damage output more than any other rogue. But ironically, the Inquisitive Rogue is actually better than the Assassin because they can give themselves advantage for a full minute even in a 1v1 encounter, and their maximum sneak attack is 13d10. Giving the Assassin the Critical Hit Ratio of the Champion, the health generation of the Hexblade and Fiend warlocks, and the 12th level eldritch invocation ensures that the Assassin won’t just be a good dealer of damage, but that they’ll be keeping up with Champions, Barbarians, and Paladins as some of the best damage dealers in the party.
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clericofsune · 4 months
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How would you build a bard that's basically "So anyway I started blastin'!"
Simple. Bard with 2-4 level multiclass in Warlock. Fiend is preferable. Take Agonizing Blast, and make sure you get blasty spells like magic missile, Scorching Ray, Fireball, Crown of Stars, and of course Eldritch Blast. Then take the feat Metamagic Adept to pick up Twinned Spell and Quickened Spell from the Metamagic effects. Being able to cast a leveled spell and follow it up immediately with Eldritch Blast (or even just two EBs in one turn) turns your charming bard into a rapid fire machine g@n of damage output.
If you're talking more about using a bow and doing weapon damage, you want to dual wield hand crossbows, go Valor or Swords for Extra Attack. Probably a good idea to multiclass Fighter for Action Surge and Archery Fighting Style, or invest 3-5 levels in Gloomstalker Ranger to get a fighting style, Dreadful Ambush, and possibly Extra Attack (if not from your Bard subclass). If you are investing 5 or more levels in Fighter or Ranger, then you can use ANY Bard subclass because you don't benefit from two level 5-6 Extra Attack features. Hexblade Warlocks can also make their pact weapon a single hand crossbow, but it doesn't really cover dual-wielding without DM approval. But you can use Eldritch Smite, which is the only way to smite in DnD with a ranged weapon. But between Eldritch Smite, Sharpshooter, Thirsting Blade, and Lifedrinker, a ranged Hexblade Warlock with a single two-handed crossbow "riffle" can be a good multiclass for a Bard that wants to "just start blasting"
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hiddentrails7 · 4 months
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So... I made Weiss and Nero DnD sheets because I was bored. Here they are, maybe I'll make more. DnD is a long time passion of mine, so maybe this'll become an au
Class: Arcane Archery Archetype Fighter (Reflavored to his blade-guns)
Weiss
Fighting Style: Two Weapon Fighting
Arcane Shots: Beguiling Arrow, Bursting Arrow, Unfeeling Arrow, Piercing Arrow, Seeking Arrow, Shadow Arrow.
(Spells)
Cantrip-
Prestidigitation (From Archetype: he uses it sometimes to clean up Nero :])
Nero
Class: Hexblade Patron Warlock
Pact of the Blade, reflavored to his wings/guns
Invocations: Devil's Sight, Eldritch Mind, Eldritch Smite, Improved Pact Weapon, Lifedrinker, Relentless Hex, Shroud of Shadow, Thirsting Blade.
(Spells) 15
Cantrips- 4
Eldritch Blast
Lightning Lure
Mind Sliver
Toll the Dead
1st-
Arms of Hadar
Hex
Shield
2nd-
Darkness
Spider Climb (Wing [Background] perk)
3rd-
Counterspell
Dispel Magic
Hunger of Hadar
Major Image
Summon Shadowspawn
Thunder Step
4th-
Dimension Door
Phantasmal Killer
Shadow of Moil
5th-
Danse Macabre
Negative Energy Flood
(Mystic Arcanum)
6th-
Soul Cage
7th-
Power Word: Pain
8th-
Maddening Darkness
9th-
Psychic Scream
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dungeonmastertyrant · 4 months
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Eldritch Invocations
If an Eldritch Invocation has prerequisites you must meet them to learn it. You can learn the invocation at the same time that you meet its prerequisites. A level prerequisite refers to your level in this class. In ABC order the invocations are:
Agonizing Blast (Requires you to know the cantrip Eldritch Blast): When you cast Eldritch Blast, add your Charisma modifier to the damage it deals on a hit.
Armor of Shadows: You can cast the spell Mage Armor on yourself at will without expending a spell slot or material components.
Ascendent Step (Requires you to be Level 9): You can cast the spell Levitate on yourself at will without expending a spell slot or material components.
Beast Speech: You can cast the spell Speak with Animals at will without expending a spell slot.
Beguiling Influence: You gain proficiency in the skills Deception and Persuasion (Both Charisma.
Bewitching Whispers (Requires you to be Level 7): You can cast the spell Compulsion once using a warlock spell slot. You can't do so again until you finish a long rest.
Book of Ancient Secrets (Requires Pact of the Tome): You can now inscribe magical rituals in your Book of Shadows. Choose 2 1st-level spells that have the ritual tag from any class's spell list (the 2 needn't be from the same list). The spells appear in the book and don't count against the number of spells you know. With your Book of Shadows in hand you can cast the chosen spells as rituals. You can't cast the spells except as rituals unless you've learned them by some other means. You can also cast a warlock spell you know as a ritual if it has the ritual tag. On your adventures you can add other ritual spells to your Book of Shadows. When you find such a spell you can add it to the book if the spell's level is equal to or less than half your warlock level (rounded up) and if you can spare the time to transcribe the spell. For each level of the spell the transcription process takes 2 hours and costs 50 gp for the rare inks needed to inscribe it.
Chains of Carceri (Requires you to be level 15 and have Pact of the Chain): You can cast the spell Hold Monster at will (targeting a Celestial Fiend or Elemental) without expending a spell slot or material components. You must finish a long rest before you can use this invocation on the same creature again.
Devil's Sight: You can see normally in darkness both magical and nonmagical to a distance of 120 feet.
Dreadful Word (Requires you to be level 7): You can cast the spell Confusion once using a warlock spell slot. You can't do so again until you finish a long rest.
Eldritch Sight: You can cast the spell Detect Magic at will without expending a spell slot.
Eldritch Spear (Requires you to know the cantrip Eldritch Blast): When you cast the Cantrip Eldritch Blast its range is 300 feet instead of 120 feet.
Eyes of the Rune Keeper: You can read all writing.
Fiendish Vigor: You can cast the spell False Life on yourself at will as a 1st-level spell without expending a spell slot or material components.
Gaze of Two Minds: You can use your action to touch a willing humanoid and perceive through its senses until the end of your next turn. As long as the creature is on the same plane of existence as you, you can use your action on subsequent turns to maintain this connection, extending the duration until the end of your next turn. While perceiving through the other creature's senses you benefit from any special senses possessed by that creature and you are blinded and deafened to your own surroundings.
Lifedrinker (Requires you to be level 12 and Pact of the blade): When you hit a creature with your pact weapon the creature takes extra necrotic damage equal to your Charisma modifier (minimum 1).
Mask of Many Faces: You can cast the spell Disguise Self at will without expending a spell slot.
Master of Myriad Forms: (Requires you to be Level 15): You can cast the spell Alter Self at will without expending a spell slot.
Minions of Chaos (Requires you to be Level 9): You can cast the spell Conjure Elemental once using a warlock spell slot. You can't do so again until you finish a long rest.
Mire the Mind (Requires you to be Level 5): You can cast the spell Slow once using a warlock spell slot. You can't do so again until you finish a long rest.
Misty Visions: You can cast the spell Silent Image at will without expending a spell slot or material components.
One with Shadows (Requires you to be Level 5): When you are in area of dim light or darkness you can use your action to become invisible until you move or take an action or a reaction.
Otherworldly Leap (Requires you to be Level 9): You can cast the spell Jump on yourself at will without expending a spell slot or material components.
Repelling Blast (Requires you to know the cantrip Eldritch Blast): When you hit a creature with Eldritch Blast you can push the creature up to 10 feet away from you in a straight line.
Sculptor of Flesh (Requires you to be Level 7): You can cast the spell Polymorph once using a Warlock spell slot. You can't do so again until you finish a long rest.
Sign of Ill Omen (Requires you to be Level 5): You can cast the spell Bestow Curse once using a warlock spell slot. You can't do so again until you finish a long rest.
Thief of Five Fates: You can cast the spell Bane once using a warlock spell slot. You can't do so again until you finish a long rest.
Thirsting Blade (Requires you to be Level 5 and Pact of the Blade): You can attack with your pact weapon twice, instead of once whenever you take the Attack action on your turn.
Visions of Distant Realms (Requires you to be Level 15: You can cast the spell Arcane Eye at will without expending a spell slot.
Voice of the Chain Master (Requires Pact of the Chain): You can communicate telepathically with your familiar and perceive through your familiar's senses as long as you are on the same plane of existence. Additionally while perceiving through your familiar's senses you can also speak through your familiar in your own voice even if your familiar is normally incapable of speech.
Whispers of the Grave (Requires you to be level 9): You can cast the spell Speak with Dead at will without expending a spell slot.
Witch Sight (Requires you to be Level 15): You can see the true form of any shapechanger or creature concealed by illusion or transmutation magic while the creature is within 30 feet of you and within line of sight.
Source: Player's Handbook
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t4rtarus · 4 months
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I NEED FOR OF LIFERING X DR FIZZ IM GONNA HAVE A SEIZURE AHSJFBSHDBFGDJDBDJDBD
FEAST MY CHILD!
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Me making these
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thecreaturecodex · 2 years
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Demon, Balor Lord, Ndulu
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“Nefarox, Overlord of Grixus” © Wizards of the Coast, by Aleksi Briclot. Accessed at the GameLore Wiki here.
[Commissioned by @tar-baphon​, the second of four monsters revolving around Demon Lord Eltab. In the original Forgotten Realms lore, Ndulu was just the most powerful of the rivals to Eltab’s throne, but I wanted to build a little more frisson into their relationship (and explain how the Moaning Crown was broken without going into its thousand year backstory; see the Eltab entry for information on the Moaning Crown). Choosing to give Ndulu a polearm was solely due to this amazing artwork; I was uninspired by the various bits of balor art I could find, and looked slightly further afield.]
Demon, Balor Lord, Ndulu CR 23 CE Outsider (extraplanar) This mighty demonic figure is wreathed in flames and crowned with horns. It carries a massive polearm with a hooked blade.
Ndulu the Ghost Eater is a balor lord of great power and greater ambition. He is both servant to and enemy of Eltab, Lord of the Hidden Layer, who has coerced his service through layers of magical curses and mundane threats. Ndulu currently acts as a regent, occupying Eltab’s abandoned fortress and fighting other Abyssal powers that seek to rule his territory. Ndulu’s current plans involve finding a way to stop Eltab from making demoncysts and siphoning Abyssal power. If Ndulu succeeds, Eltab will be stripped of power and rank, becoming a nascent demon lord and therefore a much easier target for the Ghost Eater’s physical violence.
Unlike most balors, Ndulu disdains fighting with two weapons at once. He keeps a flaming whip as a back up weapon, but his primary armament is a massive polearm, which he wields with both power and finesse. His tactics involve dominating the battlefield with reach and mobility, and he can and has slain entire armies single-handedly. His epithet comes from his conquest of undead monsters; he can strike incorporeal creatures effortlessly, and can heal his wounds by slaying the living and undead both.
Ndulu’s forces include both powerful combatants such as vavakia and mariliths, and more subtle agents such as glabrezu and succubi. The latter he has sent into the camps of enemy demons and to work among mortals, both leads pursuing a way to cut off the power of the demoncysts. An adventuring party of good aligned characters might find themselves working for the Ghost Eater at several layers of remove, their mentors corrupted by a demon working for Ndulu to clean out demoncysts and sever their connection to the Abyss. Although referring to the creature as an ally may be a stretch, a nightwave nightshade keeps counsel with Ndulu, and elite units of nightwalkers and nightwings have fought for Ndulu’s cause.
Ndulu     CR 23 XP 820,000 CE Large outsider (chaotic, demon, evil, extraplanar) Init +13; Senses darkvision 60 ft., low-light vision, Perception +38, true seeing Aura flaming body, unholy aura (DC 27) Defense AC 40, touch 22, flat-footed 31 (+4 deflection, +9 Dex, +18 natural, –1 size) hp 492 (24d10+360) Fort +33, Ref +21, Will +29 DR 20/cold iron and good; Immune electricity, fire, poison; Resist acid 10, cold 10; SR 34 Defensive Abilities lifedrinker, negative energy affinity Offense Speed 40 ft., fly 90 ft. (good) Melee +2 vorpal unholy bill +39/+34/+29/+24 (2d6+23/19-20x3) plus 2d6 unholy) or +1 vorpal flaming  whip +38/+33/+28/+23 (1d4+15 plus 1d6 fire and entangle) or 2 slams +37 (1d10+14) Space 10 ft.; Reach 10 ft. (20 ft. with bill or whip) Spell-Like Abilities CL 20th, concentration +29 (+33 casting defensively) Constant—true seeing, unholy aura (DC 27) At will—dominate monster (DC 28), enervation, greater dispel magic, greater teleport (self plus 50 lbs. of objects only), haste, heroism, inflict critical wounds (DC 23), power word stun, telekinesis (DC 24), unholy blight (DC 23) 3/day—control undead (DC 26), horrid wilting (DC 27), quickened waves of fatigue 1/day—blasphemy (DC 26), fire storm (DC 27), summon (level 9, any 1 CR 19 or lower demon 100%), wail of the banshee (DC 28) Statistics Str 39, Dex 29, Con 40, Int 26, Wis 26, Cha 29 Base Atk +24; CMB +39; CMD 62 Feats Blind-fight, Combat Casting, Combat Reflexes, Following Step, Improved Initiative, Improved Critical (bill), Iron Will, Power Attack, Quicken Spell-Like Ability (waves of fatigue), Stand Still, Step Up, Step Up and Strike Skills Acrobatics +33 (+37 when jumping), Bluff +36, Diplomacy +36, Fly +38, Intimidate +36,  Knowledge (history) +32, Knowledge (nobility) +32, Knowledge (planes) +35, Knowledge (religion) +32, Linguistics +24, Perception +43, Sense Motive +35, Stealth +32, Use Magic Device +36; Racial Modifiers +8 Perception Languages Abyssal, Celestial, Common, Draconic, Necril, Protean, 13 others; telepathy 100 ft. SQ death throes, ghostly grasp, shorten grip, vorpal strike, whip mastery Ecology Environment any land or underground (Abyss) Organization unique Treasure standard (+2 unholy cold iron bill, +1 flaming whip, other treasure) Special Abilities Death Throes (Su) When killed, Ndulu explodes in a blinding flash of fire that deals 120 points of damage (half fire, half unholy damage) to anything within 100 feet (Reflex DC 37 halves). The save DC is Constitution-based. Entangle (Ex) If Ndulu strikes a Medium or smaller foe with its whip, he can immediately attempt a grapple check without provoking an attack of opportunity. If Ndulu wins the check, he draws the foe into an adjacent square. The foe gains the grappled condition, but Ndulu does not. Flaming Body (Su) A balor's body is covered in dancing flames. Anyone striking Ndulu with a natural weapon or unarmed strike takes 1d6 points of fire damage. A creature that grapples Ndulu or is grappled by him takes 6d6 points of fire damage each round the grapple persists. Ghostly Grasp (Su) Ndulu’s natural weapons and manufactured weapons deal full damage to incorporeal creatures as if they had the ghost touch weapon property. Lifedrinker (Su) Once per round when Ndulu kills a living or undead opponent, he can heal 150 hit points and remove any status effects as per a heal spell (CL 20th). Shorten Grip (Ex) Ndulu can shorten his grip on a polearm as an immediate action, threatening all squares within 10 feet instead of the polearm’s normal reach until he lengthens his grip with another immediate action. Vorpal Strike (Su) Any slashing weapon Ndulu wields gains the vorpal weapon quality. Weapons retain this quality for one hour after Ndulu releases the weapon, but after this the weapon reverts to its standard magical qualities, if any. Whip Mastery (Ex) Ndulu treats a whip as a light weapon for the purposes of two-weapon fighting, and can inflict lethal damage on a foe regardless of the foe's armor.
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bugbearbrothers · 1 year
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•VISCERIA THE LIFEDRINKER• For those of you who survived the Psionic Crucible of the Fat Cannibal, you may recall discovering the Ogreian Biter—a weapon also fashioned from bone. This mace was formed by the same craftsman, but is undoubtedly deadlier. This is a great weapon to equip fighters with, as it allows them to exert more AOE control over the battlefield.
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OK HOES IM BACK AT IT AGAIN
i am triweilding hyperfixations rn (dnd, bg3 + hwfwm) so i decided that it would be fun to smoosh them all together into a fucking mess so i proudly present: a shitty jason asano char sheet for dnd (w a ver for bg3 bc the subclass isnt in bg3 (might need to change spells idk havent checked)) (also this is just for mechanics i would reccomed speaking to ur dm if u wanna add flavour items also idk how the equipment would go w bg3 so) this is not in the same order he gets his powers (aka he takes the mage hand cantrip even tho the powers it emulates (shadow hands and physical soul) dont come till book 4 and also he gets revival ish powers at level 6 just ignore it dnd has diff balance to hwfwm its no biggie heres how you make it!
first step: we r gonna take the high elf for the powers BUT we r gonna reflavour it so he looks human
for the cantrip w r gonna take message to emulate his vc power
then we take a background: urchin! (but change 👏 the 👏 flavour 👏)
this is mainly for the proficiencies and also the mouse which we r gonna reflavour as a colin leech (ask ur dm)
u can drop all the other flavour items or ask if u can change em since yk the lore dont add up if ur playing jason fr
now time for ability scores since here u go:
str: 8 (-1)
dex: 13+2 = 15 (+2)
con: 14 (+2)
int: 10+1 = 11 (0)
wis: 12 (+1)
cha: 15 (+2)
step four is to choose a class so im going with warlock since 1: i like it 2: its a spellsword form level 1 just like jason 4: the flavour is nice
ok time for the good stuff:
start by grabing arcana and deception as ur class skills (replace one w stealth and maybe sleight of hand too if u didnt take urchin)
equipment: any simple weapon, an arcane focus, a scholar's pack, Leather armor, any simple weapon, and two daggers
(u can take whatever simple weapon u want or maybe even ask ur dm for a sword (short or long bc u get those proficiencies from high elf)
next we wanna take the undying subclass for all its nifty death defying undead fucking powers
(if ur playing bg3 or ur dm wont let you use SCAG content then take the great old one)
now for the spells and cantrips:
cantrips at first level we r gonna grab will be mage hand and poison spray (on top of message (high elf) and spare the dying (undying))
spells will be hex and comprehend languages
at second level we grab the armour of shadows and eyes of the rune keeper eldritch invocations, grab arms of hadar, and dump comprehend languages for cause fear
third level is time for the pact boon! take pact of the blade (though if u really want a familiar take pact of the chain instead) (some ei's we take have potb as a prequisite so then just pyf) and also misty step
level four we r gonna take the skulker feat (or +2 cha if u arent using optional feats) as well as finally picking up eldritch blast (it doesnt suit the flavour ik it makes him worse but it also makes him quirkyer) and also grabbing ray of enfeeblement
level 5 we grab ray of sickness (undying expanded spell list) or if not then remove curses and also the one with shadows invocation
level 6 we grab vampiric touch
level 7 you wanna take blight and grab the thrsting bade invocation (pyf if u didnt take potb)
level 8 we r grabbing +2 charisma and also dimension door
level 9 its contagion (hold monster for u tgoo guys) and also theif of five fates invocation
level 10 blade ward babyyy
level 11 darkness + circle of death mystic anacrum
level 12 take lifedrinker and another +2 charisma
level 13 grab counterspell and finger of death mystic anacrum
after that youre on ur own kid bc i cba to take it into the realms of trully unbalanced
feel free to use this (lmk how it goes havent tested it yet) and change anything up (id love some feedback!!!)
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abarn82 · 5 months
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Here is my DnD 5e character an Oblex i called Zalen Bozart who is a warlock who alters luck thanks to his patron called Venditti.
Zalen Bozart woke up to a shocking discovery. He had been transformed into an Oblex, but that was just the beginning of his wild adventure. As he encountered the persuasive wish-granting Nephilim called Venditti, he succumbed to thier enticing offer, The cost of Zalen's request was his privacy, as Venditti could see, hear, and know his whereabouts at all times – a perpetual reminder of Venditti's constant vigilance. With that, Zalen became a warlock with Venditti as his patron. Drawn to the spotlight as an entertainer with his newfound powers, he was ready to take on the world. With his cunning, manipulative, and sometimes kind nature, he was prepared to embrace the challenges ahead.
Race: Oblex
Gender: Male
Age: 16 years old
Alignment: Chaotic Neutral
Class: Level 20 Warlock: Lady Luck Patron (created by Kennedy_ subclass was reskinned/reflavoured)
Warlock Patron: Venditti
Tool Proficiencies: Disguise kit, Musical Instrument
Background: Entertainer Personality Traits: I'll settle for nothing less than perfection Ideals: Creativity, The world is in need of new ideas and bold action. (Chaotic)  Bonds: My instrument is my most treasured possession, and it reminds me of someone I love Flaws: I'll do anything to win fame and renown
Languages: Common, Celestial
Proficiency: Intimidation, Deception. Persuasion, Religion, Athletics, Acrobatics, Performance (Expertise)
Feats: Lucky, Resilient (Dexterity), Skill expert, Eldritch Adept, Metamagic Adept
Cantrip: Prestidigitation, Eldritch Blast, Mage Hand, Mind Sliver
Metamagic: Quicken Spell, Subtle spell
Pact magic: Pact of the Blade
Eldritch Invocations: Armor of Shadows, Agonizing Blast, Beguiling Influence, Improved Pact Weapon, Lifedrinker, Thirsting Blade, Eldritch Smite, Misty Visions, Eldritch Mind
Boon of Fate: When another creature that you can see within 60 feet of you makes an ability check, an attack roll, or a saving throw, you can roll a d10 and apply the result as a bonus or penalty to the roll. Once you use this boon, you can't use it again until you finish a short rest.
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ink-flavoured-tea · 7 months
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Fun D&D Builds 7: Spore-Blade
You like mushrooms? Sad there isn’t a fungus themed patron yet? Craving those spores in combat? Well here’s a build that can help with that. 
You will need: 
Warlock Class - Hexblade Subclass - Pact of the Blade
Druid Class - Circle of Spores Subclass
Hexblood Lineage 
College of Witherbloom Background 
How it works: 
For this build to work, you’ll need to take Warlock and go for Pact of the Blade and specifically choose a Melee weapon (if you go for the Improved pact weapon invocation) choose the Hexblade subclass, this way you’ll only need to improve your Wisdom and for this build. Thanks to Hexblade’s Curse, you’ll also do extra damage to your melee attacks equal to your Proficiency bonus. I'd also recommend the following Invocations:
Thirsting blade - gives you two attacks with your pact weapon per turn
Maddening Hex - as a bonus action you deal psychic damage equal to your charisma modifier to a target affected by Hex
Lifedrinker - For extra charisma damage to your melee attacks
Eldritch Smite - Expend a spell slot for a looot of damage when you hit a creature with your pact weapon. 
Next, go for the Druid Class and choose the Circle of Spore subclass, with your Halo of spores feature you’ll get to use your reaction to deal necrotic damage to targets within 10ft of you. If you use your Symbiotic entity feature then you’ll do an additional damage die when you use your Halo of spores feature AND all of your melee attacks deal an extra 1d6 necrotic damage. 
You’ll also want to Grab the Hexblood Lineage, why? Because not only is it thematic, but you’ll also get to cast the Hex Spell for free once per long rest, so you’ll deal ANOTHER 1d6 damage without expending a spell slot and allowing you to choose another warlock spell to help give you more versatility (plus you can use your maddening hex invocation as a bonus action next turn)
Finally, choose the Witherbloom Student Background, this will give you more spells to choose from (which again, works with the theme of Druids and Warlocks) you’ll get two cantrips and a spell from the Wizard or Druid spell list (which you can also cast for free once per rest) 
Takes a turn or two to set up (and more to stack damage) but overall you’ll be using your action to deal a ton of damage and your bonus action and reaction to chip away at your opponent’s health. You’ll also get three cantrips and two spells slots for free too! 
Outside of Combat, you’ll be able to turn into creatures for infiltration and stealth, have access to more cantrip choices as you’ll be getting three cantrips for free in addition to your Druid and Warlock ones. You’ll have a range of invocations to pick and choose from and you can prepare different Druid spells every day while also having more healing and/or support spells (like cure wounds and goodberry) and be able to use them without burning through your limited Warlock spell slots (as multiclassing with Warlock gives you extra spell slots instead of having to do maths to figure out how many slots you have if you go for Wizard and Sorcerer, for example.) Thanks to Hexblood you'll also be able to cast the message cantrip for free and if be able to cast Disguise self too!
Thanks for reading, hope y'all are having a great weekend :)
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