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#dnd theurgy
sleepymccoy · 2 years
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I know I'm meant to be working on my chore list, but I'm still having my coffee so
I like playing, like, false classes in dnd. It makes for fun character structure for me.
So, I've played a wizard who was pretending to be a cleric. I found a way to get a few healing spells and I think it was second game when my party got suspicious that I had all these big damage spells but not greater restoration. Tonnes of fun
Now I'm playing a barbarian pretending to be a wizard or bard, mainly just high int and really focusing on lore keeping. He's writing a book. I managed to get the alarm spell as a race trait, but it all came out when I went into a rage lol. Altho one mate did still think I was multi class! Good win
I want to play a druid pretending to be something else, but druids are pretty specific I'm finding. I don't wanna be ranger cos that's too close. Would love to make her a fighter but druids can barely fight and can't wear solid armour. Does anyone know a little back to druids I could pull that'd get me looking more like a fighter class? Or a race that gives me some weapon proficiency?
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middy399 · 2 years
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My water genasi tempest theurgy wizard of Kord, Cyclone! And her flying surfboard! I've been working on this one for a while now and tried a bunch of new things, and I'm so happy with how it came out. She's so fun to play!
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mrfififu · 3 months
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OK SO THIS WEEK DND TOKENS!
The first one was for my big great friend @Hienkaaaaaaa on Twitter centaur Kakeban, a cleric of Laphander, strict and slowly losing his mind thanks to our team And the sound one is Fintan, my multiclass cleric of Gwyndolin/Theurgy of Forge (yes yes Dark Souls inspired, it was a multi-dimensional campaign!) The campaign ended a year ago, we all kinda of didn't have the energy to play anymore after a looong break, but it was great, one of my best and longest-running adventures with such great chemistry between the characters.
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zheurgeist · 4 months
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LABORATORY PROTOCOL.
mutuals only / very selective. unfortunately i've got to be here on a limited basis. that said, i'm here to write! communications are always open, let's get into some mischief! :D
triggers tagged: "trigger /" most likely to be blood, mild gore, body horror. backstory may include situations of death, murder, forced servitude. no explicit smut here.
no fc, no icons, simple formatting!
hey i'm indigo! they/them, 31, ct timezone. been here 10 years. zev's an oc who was initially created in a star trek context, i'm working on a fic detailing her backstory on ao3. my other active blog is helliongine. i make art on indigoworks, much of the recent stuff is zev herself. pfp made by me.
the url comes from a combination of zev's name, theurgy/theurgist or thaumaturgy ("wonder-worker" not unrelated to magical or supernatural gods), and -geist ("spirit").
WHO IS ZEVETH ZHARONAUTA?
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caught on a path, zev is an involuntary villain. she was created, guided, or twisted to exist or to be perceived in some way that leads her not to be trusted lightly. deception, command, and cunning come to her naturally, making her as calculating a strategist as she is apparently devil-may-care experimentalist.
but something has changed, someone else is emerging, and she is compelled to seek connection, to re-write this story that has been imposed upon her. she can be both blunt and difficult to read, both detached and abundant in her emotions, lighthearted, merciless, loving, relentless, curious, good-humored... she is discovering that there is as much a universe to understand inside herself as among the stars, more to life than she ever knew.
VERSES.
80s / modern: blade-runner-esque "replicant" / genetically modified human(oid) designed to carry out scientific government research in secret. lives under a false identity, her childhood memories are not her own. involved in music in her spare time and is / was part of a local punk rock band.
star trek / sci fi: leading vorta scientist responsible for creating the drug ketracel white, developing new lines of vorta and jem'hadar, and troubleshooting "defective" models. also helped in the research toward finding a cure to the founders' disease, before escaping the dominion against all odds. ends up aboard DS9 on probation awaiting trial, investigating ways to break jem'hadar reliance on white.
BG3 / DND / fantasy: a researcher and practitioner of magic, potioneer, and artificer, she is a tiefling who hails from the city of elturel and was present for its descent into the hells. depending on context, she may have been captured by a nautiloid and infected with a mind flayer parasite.
origin: details about an original universe TBA.
ask for further detail on any verse! :D all can be adapted to suit other eras or universes.
THINGS TO KNOW.
she/they, lesbian.
stands about 6' tall, 145 lbs.
far older than she appears.
deep voice. think alison moyet, today's miley cyrus, or muki zubis.
legally blind except in the dark. all verses essentially nocturnal.
decidedly non-human. sharp teeth, and in some verses, a tail or horns. immune to most poisons. excellent hearing, funny ears.
complicated relationship with gods and divine entities.
laughs often, but notably when in pain, nervous, or afraid. :(
there's a very good chance she's killed someone before. :(
ex-villain / reluctant protag / mad scientist vibes all the way.
other ocs who might appear: viwilath (significant other, context depending) hovouth (enemy) veyloth (situational friend) igana'uklag (situational-ally-turned-enemy-turned-friend).
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ncat · 2 years
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Variant Classes Pt. 1
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With the continued expansion of 5e through new subclasses and races, the ability to create new unique characters continues to grow. Though, in my mind, one of the faults to this is that, every time you make a new subclass or such, it's just 1 more character archetype, which can sometimes feel a little lacking in terms of new possibilities.
Now of course, there's the option to just make a lot of content, which was the style of older editions, but that eventually lead to the issue of content bloat, with there just being too much content for a single person to reasonably deal with.
Though recently in my own homebrewing, I've found what I feel is a pretty good solution for such a thing: Multiplicative, rather than additive content.
This was the idea behind my Prestige Classes document, with each single prestige class being designed to be applicable to a wide number of classes at any time, meaning that with each PrC, each would add a new potential character option for each class it could interact with (or even 1 for each subclass).
So, long rambling on thought processes, Variant Classes. The idea for this is to, by adding one new class, add new character options equal to the number of subclasses a class already had, essentially being a x2.
Variant Classes are new classes that modify an existing class to varying degrees, replacing some or many of their features with new ones, creating a whole new character option. It's sorta like a Tasha optional feature, but the optional feature messes with your entire class.
So above, there are the two Variant Classes of this post: The Archivist and the Eldritch Sage
The Archivist takes inspiration from a 3rd edition class of the same game. They are scholarly mages, though they focus on divine magic rather than arcane. As such, mechanically they are very similar to the wizard (Even having a spellbook equivalent in their 'Prayerbook'), but differing from them is their spell list: rather than the wizard list, they use the Cleric list.
In comparison to the Cleric, the way they interact with spells is a bit different. The Cleric has access to their entire spell list for free, alongside their domain spells. The Archivist however, needs to learn spells, only gaining 3 per level and needing to pay for more. To make up for this is their Domain Studies, in which they initially learn a set of Cleric domain spells of their choice. At later levels however, they can learn additional diving domains, and choose which set of domain spells to prepare from each day. Yet later they even gain the ability to prepare two domains at once.
As such, while a Cleric will often have to focus on a single theme when it comes to their spells, an Archivist is more a multi-tool, able to have a wide number of domains and prepare whichever they might need for a given day.
The Eldritch Sage is a researcher into the otherworldly. They like Wizards use their intellect to fuel their magic, but rather than from direct study of the arcane, their application of magic comes from the study of the extraplanar.
Mechanically, the eldritch Sage is a warlock, with their patron instead representing ehat type of otherworldly entity they focus their research upon. Unlike the regular warlock, they use Int instead of Cha. Most differently is that they use regular Spellcasting rather than the warlocks Pact Magic, making them more of a traditional long rest based caster.
The Eldritch Sage also interacts with Invocations differently. Rather than having a number of invocations at will they instead learn a number of invocations, and can prepare a few of them at the end of a long rest. This means that they will often have more total invocations, but less active invocations.
Woops yeah, lots of text today.
Ah, you may have noticed the Pt.1 at the top of the post! That's because I actually made 4 variant classes, it's just that the other 2 will be posted seperately (very much my own choice, totally not because tumblr didn't like me dropping 20 pages into here). So yeah, I guess look forward to seeing in maybe a few days time the Mentalist and the Mountebank.
Honestly imo they're more my favourite out of the bunch, being the more radical in their changes to their classes. (Or maybe it's bias, since I am in the process of playtesting both of them in campaigns I'm in x) )
Edit: oh hell I forgot to put in the art credits, since they were all part of the images originally, but they'd be on the last page of the second set. My bad
Art credits:
Archivist.
- Clever Distraction from Innistrad: Crimson Vow by Andrew Mar
- Conspiracy Theorist from Strixhaven by Svetlin Velinov
Eldritch Sage.
- Contact Other Plane from Adventures in the Forgotten Realms by Alix Branwyn
- Magus of the Moon MtG from Time Spiral Remastered by Milivoj Ceran
Edit: Part 2 is up, and can be found here
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clicksarts · 3 years
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been a tiny while since i've properly drawn my bastard clown, but i wanted a new icon so here she is :-)
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laureliere · 2 years
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2022 revamp of Verrell Frey, my pathetic (affectionate) and scruffy man who's haunted by his demonic ancestor, and is now trying to seek out life away from the cult and better himself. The second outfit is for when he's in a better spot.
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deathgatesideblog · 2 years
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My hot take is that if Haplo Deathgate were to be a Dnd class he'd be a PALADIN
Like I know it seems a little counterintuitive cos he doesn't exactly scream divinity HOWEVER look at that man and tell me that getting his power from the strength of his convictions isn't HIM
Like. Book 1 Oath of Conquest paladin vs Book 7 Oath of Redemption??? Haplo losing his paladin powers in book 5 cos he no longer believes in his oath and has to make new ones? TELL ME that's not a good pick for him!
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nerdythebard · 3 years
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#13: Doctor Strange [Marvel]
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By the Eternal Vishanti, I welcome you back!
Today we're making the Sorcerer Supreme of the Marvel Universe-616, Doctor Strange. This spell-slinging master of the mystic arts has been my favourite superhero for quite some time now, and I'm always excited whenever we get something related to him. Now, just a quick note – this build is going to be based on the comic book version of Strange, not the MCU one. We're having real spells and incantations, not some thinly-veiled Clarke's Third Law. #LetMagicBeMagic.
Next Time: The Gods call for us again. The Dragon King blesses us with his presence.
Now then, let's examine what we need to become the mightiest mystic of the Multiverse:
Arcane Artillery: Doctor Strange holds enough mystic knowledge to give Mind Flayers an indigestion. What he doesn't know, he can look up in his Sanctum Sanctorum's library. We need to be prepared to have a spell for almost any situation.
Mystic Fists of Fury: Before opening his Third Eye fully, Strange spent some time in Kamar-Taj under the tutelage of the Ancient One, practising his combat skills in case he was ever in a situation where magic would fail him.
The Old Favourites: Whatever incarnation of the character we encounter, Doctor Strange is almost always certain to have the following items on him: the Eye of Agamotto, the Cloak of Levitation, and occasionally the Book of the Vishanti. After the Last Days of Magic event, Strange found a likeness for weapons like shortswords, staffs, and axes.
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Stephen Strange was an ordinary human, but due to the years of exposure to otherworldly mystic forces, his biology changed to not accept regular human food anymore. This sounds like a good excuse to make him Variant Human. We get a +1 to two abilities of our choice (Intelligence and Constitution), we know how to speak Common and one other language of our choice, we get to pick one skill to be proficient in (Investigation), and we get to pick a feat. The Medic feat gives us a +1 to Wisdom, proficiency with the Medicine skill, and the ability to tend to our party members' wounds on short rests (Medicine check [DC 15], if successful - the player can use the maximum value of their Hit Dice to regain Hit Points).
Although he started as a simple physician, the turning point of Strange's life was his training in Kamar-Taj. He gained skills and knowledge, vast enough to call himself a Sage. From this background, we gain proficiency in Arcana and History, we learn two more languages, and we gain the Researcher feature; when we're to recall a piece of lore, and we don't know it, we usually can figure out where to find the information (be it a library, a temple, or somebody's private collection).
ABILITY SCORES
Intelligence is our primary stat, serving as our casting ability and our pride. Next is Constitution, all casters need to keep it high. We follow that up with Wisdom, lessons of the Ancient One granted us both humility and broadened our horizons.
Dexterity is a little low, but we'll take care of that later. Charisma is next, even after his training was complete Stephen can be a bit of a jerk and refusing to hear anyone but himself. Finally, we'll dump Strength.
CLASS
Assigning a D&D class to Doctor Strange was a very (and I mean very) difficult task. Starting off, I had to disregard his Sorcerer Supreme title, because in D&D sorcerers are born with the ability to wield magic. Strange had to study and practice to get his powers, so that makes him a Wizard. Kamar-Taj is also dedicated to studying the teachings of the Vishanti, a trinity of god-like beings who give the Sorcerer Supreme their powers, so that would make Strange a Cleric. Finally, he also draws powers from deals he made with otherworldly entities (such as Cyttorak, the Faltine, Munnopor, Watoomb, sometimes even Dormammu himself), which screams 'Warlock', except there's no way to incorporate multiple patrons without homebrewing. It wasn't easy, but I am satisfied with what I've created. Hopefully, you'll be, too.
Level 1 - Monk: We start just as Strange started, by honing our body first. Monks get the d8 Hit Dice, [8 + Constitution modifier] initial Hit Points, proficiencies with simple weapons and shortswords, and proficiency in one set of artisan's tools or a musical instrument (I'd go with alchemist's supplies). Our saving throws are Strength and Dexterity, and we get to pick two class skills (Insight and Religion).
Monks start with Unarmoured Defence. When we're not wearing armour, or holding a shield, our AC equals [10 + our Dexterity modifier + our Wisdom modifier]. We also get Martial Arts, which gives our unarmed strikes some more power. We can now use Dexterity instead of Strength for our unarmed strikes attack and damage rolls, we replace our Strength modifier with a d4 for damage of our unarmed strikes, and if we use the unarmed strike (or a monk weapon) on our turn as an Attack, we can use a bonus action to make an extra unarmed strike.
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Level 2 - Monk: We get more mobile with Unarmoured Movement. Our ground speed increases by 10 feet if we're not wearing armour or holding a shield.
We also get access to the Monk's signature feature, the Ki energy. We start with 2 Ki Points, which we can spend on the following abilities:
Flurry of Blows: Spending 1 Ki Point after making an attack, lets us make two unarmed strikes as a bonus action;
Patient Defence: Spending 1 Ki Point lets us take a Dodge action as a bonus action on our turn;
Step of the Wind: Spending 1 Ki Point doubles our jump distance for the turn, and we can take the Dash or Disengage actions as a bonus action.
Level 3 - Wizard: We finally begin our study of spells and arcane arts.
Unfortunately, multiclassing into Wizard does not give us any additional benefits. We do, however, get Arcane Recovery. Once per day, during a short rest, we can choose a number of expended spell slots and refill them. The number must be equal to half of our Wizard level (rounded up), and the recovered spell slots cannot be 6th-level or higher.
Wizards also start with Spellcasting at their 1st level, and they know both cantrips and ritual spells. Our spellcasting ability is Intelligence, but unlike many other casting classes we do not get a full access to our spell list. Instead, we start with six spells in our spellbook and get two more each time we level up. Then, we can only prepare and use [Our Intelligence modifier + our Wizard level] spells at once. Describing all of those spells we pick would make this post over a mile long, and I've made that mistake with Sypha. To not make this a chore for you guys, I decided that from now on whenever I make a Wizard (or, a build where Wizard is a majority), I will simply list the spells we pick without descriptions. Let's be honest, if not here, you'll certainly find those in a different build. Alright, let's begin! First, we get to pick three cantrips:
Fire Bolt
Mage Hand
Minor Illusion
When it comes to our starting spells, let's take these six. Remember, we can only prepare a certain number, and we start with only two 1st-level spell slots.
Alarm
Detect Magic
Fog Cloud (to represent the Mists of Munnopor from the comics)
Shield (of the Seraphim)
Magic Missile (as a stand-in for the Daggers of Daveroth)
Sleep
Level 4 - Wizard: We get to pick our subclass, our Arcane Tradition. For Strange, who can be any combination of Wizard, Cleric, and Warlock, the best choice is to pick Theurgy from 2017 Unearthed Arcana. Theurgists are religious magic-users, who focus more on the arcane research rather than prayer and worship.
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With Divine Inspiration, we get to select a Cleric Domain and a deity we wish to follow. Ask your DM if it's possible for you to worship three gods as a collective, a magical triumvirate. For your own Vishanti I suggest Mystra, Mother of All Magic, Azuth, the Lord of Spells, and Savras, the All-Seeing. For a Wizard, I'd say there's no better choice than Knowledge Domain.
We also get Arcane Initiate, which lets us replace spells we learn as we level up with the cleric spells of our chosen domain. What's cool about that feature is, other wizards cannot copy those spells from our spellbook. If we get all of our chosen domain's spells, we can keep replacing spells we learn with spells from the Cleric spell list.
Finally, we gain the Cleric's unique skill - Channel Divinity - except in our case it becomes Channel Arcana. We start with two effects: Divine Arcana and the effect granted by the chosen domain. Unlike Clerics, we can use the Channel Arcana once per short or long rest.
Divine Arcana lets us use a bonus action to control the flow of magic in the area. The next spell we cast gets a +2 to its attack roll or saving throw DC.
Knowledge of the Ages grants us quick insight into a skill we're not familiar with. For the next 10 minutes, we're proficient with one tool set of our choice or proficient in one skill we choose.
We gain one more 1st-level spell slot, and for this level's two spells let's get Feather Fall, and Command from the domain list.
Level 5 - Wizard: At this level we unlock 2nd-level spell slots, and we can access 2nd-level spells. Let's get Hold Person (for Strange's famous Crimson Bands of Cyttorak) and Icingdeath's Frost from 2021 Unearthed Arcana: Draconic Options (for the Icy Tendrils of Ikthalon).
Level 6 - Wizard: Time for our first Ability Score Improvement! As is the rule of thumb with all Wizards, boosting our Intelligence is a priority. That's what we shall put the 2 points into.
For this level's spells, we get another cantrip (Light), and let's take Locate Object and Mirror Image (to represent the Images of Ikonn).
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Level 7 - Wizard: We unlock 3rd-level spell slots. Let's get Dispel Magic, and we can get Fly to finally get a representation for our Cloak of Levitation.
Level 8 - Wizard: We get our first subclass upgrade. Arcane Acolyte grants us the 1st-level benefits of our chosen domain. For Knowledge domain, it's Blessings of Knowledge; we learn two languages of our choice and get proficiency in two skills... which we pretty much are proficient in already. To not waste a feature, ask your DM if you can double your proficiency bonus for those two skills instead. If you get a 'yes', pick Arcana and Insight.
For this level's spells, let's get Counterspell and Magic Circle.
Level 9 - Wizard: From here, we get access to 4th-level spell slots. Banishment and Dimension Door seems like exactly what we need to keep enemies at bay and have fun with portals.
Level 10 - Wizard: Halfway through the build, and we get an ASI. Let's cap our Intelligence at 20, with those two points.
For this level's spells, let's grab Arcane Eye and turn back a little and get Speak with Dead from our domain list, as it is one of few spells not available to Wizards.
Level 11 - Wizard: We get access to 5th-level spells. With Contact Other Plane and Legend Lore, we become an even bigger magical know-it-all to aid our party.
Level 12 - Wizard: For our subclass upgrade, we get Arcane Priest, which grants us the Knowledge Domain's 6th-level benefit - Channel Divinity: Read Thoughts. One creature within 60 feet of us must make a Wisdom saving throw, or grant us access to its surface thoughts (emotions and active thoughts, no deep secrets or hidden motives) for 1 minute. During that time, we can also use our action to cast the Suggestion spell on the target; they fail their saving throw automatically.
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We also get our final cantrip for this build (Sword Burst), and we get two more 5th-level spells: Planar Binding and Wall of Force.
Level 13 - Wizard: We unlock 6th-level spells. With Globe of Invulnerability and True Seeing, we upgrade our Shield of the Seraphim and give our Eye of Agamotto even more mystic abilities (as it should have had!)
Level 14 - Wizard: Time for another ASI! Let's put one point into Constitution for better HP chance, and one into Dexterity.
Arcane Gate finally gives us a proper yellow sparkly portal thingy, and let's get Chain Lightning for some much needed offensive capabilities.
Level 15 - Wizard: We're getting into 7th-level spells at this level. Mordenkainen's Magnificent Mansion allows us to recreate our very own Sanctum Sanctorum, and with Project Image we can get Strange's Astral Projection.
Level 16 - Wizard: At this level, we get our final subclass upgrade (and we cross the 100 HP mark, yay!). Arcane High Priest grants us the Knowledge Domain's 17th-level benefits. Visions of the Past lets us spend at least 1 minute of meditation to receive information about a specific object we're holding, or our immediate surroundings:
Object Reading - we learn of the object's previous owner. We know how the person came into contact with the object, how they lost it, and a significant even in their life tied to the object.
Area Reading - we see the events that transpired in the specific location (up to 50-foot cube), going back a number of days equal to our Wisdom modifier.
For this level's spells, let's get Plane Shift and Teleport to double-down on Strange's interdimensional travels.
Level 17 - Wizard: Time for 8th-level spells.
Illusory Dragon is a nice nod to the great "Doctor Strange and the Sorcerers Supreme" series (go check it out, it's awesome!), and Maze is another good banishment-type spell to have. Just don't use it on minotaurs.
Level 18 - Wizard: For our final ASI, let's put two points into Dexterity, leaving us unfortunately with an odd number (hopefully, you'll manage to find some ability-increasing item or benefit in your adventure).
For this level's spells, let's grab Power Word: Stun and Demiplane is a good combo to immobilize a foe and send it to the Shadow Realm Mirror Dimension.
Level 19 - Wizard: We unlock the pinnacle of D&D arcane, the 9th-level spells... that is, unless your DM introduces High Magic, which is... whew, a league of its own.
Time Stop and Foresight give us those Time Stone abilities (for all you MCU degenerates. Yes, I know what I said, but Strange was given the Time Stone in his new run, so I did not lie!)
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Level 20 - Wizard: Our capstone is Wizard 18, which gives us the Spell Mastery feature. We get to choose one 1st-level spell and one 2nd-level spell from our spellbook and make them our signature moves; we can now cast them at will, without expending a spell slot. Shield and Hold Person seems like a good choice here.
For our final spells of this build, we cannot go without Astral Projection, and let's get Imprisonment a chance.
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And there we go! Doctor Strange, Master of the Mystic Arts. Let's see what we've created:
First of all, we're the epitome of Wizard, we're a great utility caster and a pretty good support, with Internet-like capability of finding information. We're don't have a lot of damage-dealing abilities, like Sypha did, but remember - Wizards also get spell by finding them in the world and copying them in their spellbook. This here is only what we get automatically. Go and roam the world in search for that Fireball!
We have AC of 14, but with Shield (and later making it pretty much permanent) it can get up to 19, and we have 130 Hit Points on average. Our speed is also a little better, with 40 feet of movement (plus flying thanks to the Fly spell).
Unfortunately, our Charisma and Wisdom are not great, so those saving throws might be difficult. Our Strength is also not the greatest, so we're pretty much forced to fight with magic.
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And that is it! Next time, we return to SMITE for a few builds, as I absorbs information about Fire Emblem: Three Heroes. Also, the game devs just released a teaser for Morgana le Fay, and my first reaction was 'Hexblade Warlock'. Do you agree?
Anyway, hope you enjoyed it and your day is going great. I'll see you next time!
- Nerdy out!
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noblevicartstudio08 · 3 years
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Posting this here since reddit is fucking useless. Does anyone in the dnd community know any good alternatives to the Theurgy Wizard? It’s pretty much dead unearthed arcana and I need an alternative.
Which would work the best? Divine Soul Sorcerer, Celestial Warlock or Arcana Domain Cleric?
Also here are some goals I have for the character. A familiar/animal companion, lots of cantrips/blaster spells to reflavor as potions, healing magic (duh) and the character I have in mind is a girl who’s mother is a unicorn cursed into mortal form. So while born with some magical potential she mostly learns all her magic and alchemy from her parents.
Thanks in advance! Don’t let me down, Tumblr!
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dea-astralis · 2 years
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ok. i think ill stick with therin as a name, now to actually build him up from the basic idea i had
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sabertoothvagina · 4 years
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Hello! Usually I only make posts that I think are funny (any even then they only get like 60 notes, hehe thanks tumblr) but I thought I’d try sharing this Kickstarter, which is my friend’s boardgame Theurgy, which went online today
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A lot of my fellow people on tumblr enjoy mystical items and enjoy DnD and this was so much fun during the playtest so I thought I’d share :) the themes are like a cross between DnD and Black and White, and the box and cards and everything have such beautiful art, so I’d really recommend it, I’ll leave a link to the Kickstarter (: feel free to reblog!
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https://www.kickstarter.com/projects/ministryofmeeples/theurgy ✨
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lintwizardly · 3 years
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Genesis, a dnd character I ended up never playing and never will because she was multiclass disaster held together by good stats. Also an excuse to draw ridiculous anime fashion/weaponry. 
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raeynbowboi · 3 years
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How to Play as Raven in DnD 5e
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In the past, I’ve tried to offer multiple build options for how to play as Raven, but this time, I want to lay out what I currently view to be the single best way to play her. The main reason I’ve had to build and rebuild Raven so much is that she has a lot of powers, and a lot of classes and subclasses work for what she can do. However, I think I can finally put this dog to rest with one final build.
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In the past, I’ve always made Raven’s race a Tiefling, but I realized that while that works on a lore case, the mechanics don’t really fit Raven that well. In terms of mechanics, the best possible choice for Raven’s race is actually a Fallen Aasimar. The reason? Necrotic Shroud. It is the only subrace feature that effectively lets a character go “dark mode” without wasting a 6th level spell slot on Tasha’s Otherworldly Guise, or getting the Second Skin Dark Gift from Van Richten’s Guide to Ravenloft. Thanks to Tasha’s Cauldron of Everything, we can now alter the racial stat bonus to +2 INT, +1 WIS. As an Aasimar, Raven gets 60 ft of Darkvision, resistance to Radiant and Necrotic damage, learns to read, write, and speak Celestial, knows the Light cantrip, has Healing Hands that can restore up to 20 HP, and can activate a Necrotic Shroud, which gives her a dark and terrifying aura for 1 mintue (10 rounds) where she deals extra necrotic damage equal to her level.
For her background, Raven grew up in the distant dimension of Azarath, which in DnD cosmology is likely the Astral Plane, the Ethereal Plane, or one of the Upper Planes where she could be raised far away from her father’s influence, though a DnD variant of Raven could absolutely have grown up in The Nine Hells with her father. Regardless of where she was raised, Raven eventually left her extra planar home and ventured to the Material Plane, making her a Far Traveler for proficiency in Insight and Perception. As a Far Traveler, she also gets another language, and we’ll teach her to read, write, and speak Infernal.
Raven values discipline and self-control, she maintains a regular meditation schedule, and keeps her emotions in check at all times. When Robin is forced to become Slade’s apprentice, Raven is the first Titan to say they have to take him down just like any other criminal, putting her friendship with Robin aside in order to do what she views as right. As such, I would label Raven as Lawful Good.
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WIZARD SCHOOL OF THEURGY (MIND)
I don’t blame you if you’ve never heard of this Domain before. It’s not in one of the primary sourcebooks. The Mind Domain Cleric can be found in Exploring Eberron, and it’s honestly perfect for Raven. It primarily focuses on psionics and mental magic. It’s the only way for Raven to learn Telekinesis if you were to build her as a Cleric. If your DM isn’t a fan of the Mind Domain, then Life and Grave Theurgy Wizards also work for Raven, as keeping her friends from dying is important to Raven. As a Wizard, Raven gets two skills from the Wizard skill list. Since we’re an extra planar traveler new to the Material Plane, we’ll take Arcana and Religion as our skills of choice. You can take History if you prefer, but due to how new we are to this plane, it makes sense we wouldn’t be knowledgeable of the histories and lore of the Material Plane.
OPTIONAL MULTICLASS ROGUE
Since all classes get their final ASI at 19th level, it leaves Raven free to get a single level of Rogue if she so chooses. Aside from an excuse to put points into her Dexterity, taking a level in rogue gives her 1 bonus skill from the Rogue skill list, expertise in two skills, adds 1d6 sneak attack damage to spell attacks where she has advantage, and lets her know Thieves’ Cant. It’s not mandatory for Raven’s build, but as an empath, expertise in Insight and Perception means that Raven can sense the emotions of others so well that she can tell what their intentions toward her are, and detect the presence of other people before she even sees them. It also super charges her Passive Perception, making it harder for enemies to sneak up on her. For her free Rogue skill, go with Deception, Intimidation, or Investigation.
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CHARACTER INFO
STATS STR 8 DEX 13 CON 18 INT 20 WIS 16 CHA 10
SAVING THROWS STR -1 DEX +1 CON +4 INT +13 WIS +11 CHA +2
COMBAT INFO HP: 163 AC: 11 Speed: 30 ft Initiative: +1 Darkvision: 60 ft Passive Perception: 25 Spell Save DC: 19 Spell Attack Mod: +11
SKILLS Arcana (+11) Insight (+15) Intimidation (+6) Perception (+15) Religion (+11)
LANGUAGES Common Celestial Infernal Thieves’ Cant
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RAVEN’S SPELL BOOK
C  Friends, Light, Mage Hand, Message, Mind Sliver, Spare the Dying 1  Catapult, Command, Cure Wounds, Detect Magic, Dissonant Whispers, Feather Fall, Inflict Wounds, Shield 2  Detect Thoughts, Hold Person, Lesser Restoration, Mind Spike, Mind Whip, Misty Step, Phantasmal Force 3  Counterspell, Dispel Magic, Enemies Abound, Fear, Fly, Mass Healing Word, Revivify 4  Confusion, Dimension Door, Otiluke’s Resilient Sphere, Phantasmal Killer, Raulothim’s Psychic Lance 5  Bigby’s Hand, Dominate Person, Enervation, Hold Monster, Mass Cure Wounds, Passwall, Telekinesis 6  Arcane Gate, Fizban’s Platinum Shield, Globe of Invulnerability, Heal, Tasha’s Otherworldly Guise 7  Etherealness, Plane Shift 8  Maddening Darkness, Telepathy 9  Mass Heal
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RAVEN’S EXTENDED SPELLBOOK
Wizards have the unique advantage of being able to learn more than the 44 spells and 5 cantrips allowed them by their class. While it doesn’t change the number of spells Raven can prepare in a day, it does give Raven more spells she can pick up if she so chooses. So, this is a list of all the spells that didn’t make the first string, but are still in character. Of course, this is your build of Raven, and you can absolutely pick spells from the extended spellbook over spells listed above if you prefer it. The 1st level feature of the Mind Domain Cleric lets Raven turn Radiant spells into Psychic damage, which is great for a Mind Theurgy Wizard build of Raven, but if your DM disallowed it, I didn’t want to clutter her main spellbook with radiant spells, so I put them all down here. They’re applicable because Mind Domain can turn them into Psionic attacks, but not applicable if your DM makes you take Life or Grave instead. In the classic Teen Titans episode Fear Itself, Raven summons nightmare fodder because she was afraid and her emotions were out of control. As such, I’ve included a few summoning spells in her extended spellbook.
C Mending, Prestidigitation, Sacred Flame, Thaumaturgy, Word of Radiance 1  Charm Person, Guiding Bolt, Mage Armor, Magic Missile, Sanctuary, Shield of Faith, Tenser’s Floating Disk 2  Augury, Blur, Calm Emotions, Darkness, Knock, Levitate, Suggestion, Warding Bond 3  Clairvoyance, Earthbind, Gaseous Form, Incite Greed, Intellect Fortress, Sending, Spirit Guardians, Spirit Shroud, Summon Lesser Demons, Summon Shadowspawn, Summon Undead 4  Banishment, Control Water, Death Ward, Divination, Evard’s Black Tentacles, Freedom of Movement, Guardian of Faith, Locate Creature, Stone Shape, Summon Greater Demon 5  Commune, Dream, Far Step, Flame Strike, Greater Restoration, Modify Memory, Negative Energy Flood, Synaptic Static, Telepathic Bond, Teleportation Circle, Wall of Force, Wall of Light 6  Circle of Death, Eyebite, Mass Suggestion, Mental Prison, Move Earth, Summon Fiend, Sunbeam 7  Crown of Stars, Finger of Death, Forecage, Regenerate, Resurrection, Teleport 8  Demiplane, Dominate Monster, Feeblemind, Mind Blank, Sunburst 9  Astral Projection, Gate, Imprisonment, Power Word: Heal, Psychic Scream, Shapechange, Time Stop, True Polymorph, True Resurrection, Weird
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FEATURES
Arcane Initiate - Learn Wizard and Cleric spells, provided you learn the Domain Spells of the Cleric Domain you selected with Divine Inspiration. Arcane Recovery - Recover up to 10 spell slots of 5th level or lower on a short rest. Bend Reality - Replace any failed saving throw within 30 feet with a 20 once per short or long rest. Celestial Resistance - Resist Radiant and Necrotic damage. Channel Arcana - A variation of Channel Divinity, gain 2 uses at level 6, and 3 at level 18. Restores on a short or long rest. Channel Arcana: Divine Arcana - Expend a Channel Arcana. Add +2 to spell attack roll or +2 to the spell DC of your next spell attack. Channel Arcana: Psychic Feedback - Expend a Channel Arcana. Impose disadvantage on a Wisdom saving throw of a creature within 30 feet. If the Wisdom saving throw wasn’t caused by one of your spells, deal psychic damage equal to half your Wizard level before they roll the saving throw. Divine Inspiration - Gain access to the domain spells of a Cleric Domain. Flash of Insight - You can reroll a skill check, adding half your Wizard level to the second roll. You can use this feature twice per short or long rest. Gestalt Anchor - Any friendly creature within 10 ft of you (including yourself) gains +2 to any INT, WIS, or CHA saving throws. Healing Hands - Touch restores HP equal to level Light Bearer - You know the Light Cantrip Necrotic Shroud - Radiate a dark aura for 1 minute. Creatures within 10 ft must pass a DC 14 Charisma saving throw or be afraid of you. When you hit a target with a spell attack, deal additional Necrotic damage equal to your level. Use once per long rest. Psychic Force - Spells and cantrips you cast that deal Radiant damage can deal Psychic damage instead. Signature Spell: Choose two 3rd level spells. These spells can be cast at 3rd level once per long rest without requiring a spell slot. Sneak Attack: Add 1d6 damage to attack rolls made with advantage. Spell Mastery: Choose a 1st and 2nd level spell. These spells can be cast at 1st and 2nd level respectively without spending a spell slot.
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I’m quite proud of how Raven came out. Just about any spell she could ever use is accounted for, with the exception of spells like Hellish Rebuke and Eldritch Blast, which a simple Magic Initiate would cover. But I’m glad that Raven is able to showcase everything she’s able to do. I’m aware that not all DMs will approve of the Mind Domain Theurgy Wizard, but I think it’s the closest we’ve ever come to building Raven here.
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sleepykir · 7 years
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Long time no see  ( ͡° ͜ʖ ͡°)
oc- Rem, she’s an Alchemist; DnD
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iamdeltas · 3 years
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dnd class and race: theurgy wizard (it's unearthed arcana/playtest material), annnd halfling maybe!
Ooh neat! Theurgy wizard seems like a cool class!
And I wasn't expecting halfling but I'm not that surprised by it.
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