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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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philchy · 7 days
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Save me @plumadot dnd au... Save me...
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imorphemi · 20 days
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Suddenly stumbled upon Technoblade's Ballad again and got nostalgic
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sleepyyghostt · 4 months
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Hey guys
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mi5hastuff · 7 months
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This peace was a roller coaster for real.
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dyketubbo · 1 month
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i think before joining or making a minecraft roleplay server every creator needs to either have played at least ONE campagin of a ttrpg of their choice (doesnt have to be dnd) or they must have spent their entire childhood roleplaying with people on any social media/forum/chat app their tiny hands could get a hold on. i want these minecraft roleplayers to have backgrounds in doing roleplay with actions written out *like this* in their friends text messages and getting into insane drama as teenagers in discord roleplay servers
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mothtral · 6 months
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dnd boatem… barbarian pearl, cleric scar, rogue grian, druid mumbo, ranger impulse… traveling together to save the world (or scam enough people until they need to bail)
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terezicaptor · 1 month
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tubbo character paternal instinct as always. Sloevi wanted to lift that little girl onto his shoulders so bad :(((
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ohtobealizard · 1 month
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Okay, I've been cooking up something, and it's not done yet but it's getting pretty close! I have been doing a sorta homebrew type situation putting minecraft into d&d terms. And I know that this has been done before, and by way more talented people than I but I'm pretty proud of what I, and a friend of mine have made so far.
We've got the classes done, except for you know buffs debunks all the stuff anyone needs to actually know, but let me explain our thought process with them a bit. There are three main classes they are: Explorer, Enchanter, and Builder. And don't worry there's more to it than that. The idea is you pick a main clas and for the first like 2 levels you get general proficiencys in different things. Like strength for builder, dex for explorer, and wisdom for enchanter. Stuff like that.
Than at level three you pick a subclass, and side note with how I'm doing this I don't think it'd be possible to multiclass. There are three subclasses for each main class. And to add a little twist to it, y'all know d&d alignments? When you pick a subclass your also picking 1/2 of your alignment. That's right, each subclass is designated as either chaotic, neutral, and lawful while you, the player pick the second part of good, neutral, or evil!
Explorer: Speedrunner (chaotic), Fighter (neutral), and PvPer (lawful)
Enchanter: Prankster (chaotic), Witch (neutral), and Redstoner (lawful)
Builder: Miner (chaotic), Farmer (neutral), and Gatherer (lawful)
Some of the builder alignments might be changed but as of right now this is how it's going to be. I'm pretty proud of the work and thought my friend and I put into this. I also have some stuff done for what potions, Armour, stats, and other things will look like but I need to go over them again. But to give you some kind of perspective of what the classes are like let's get some real world example based on vibes.
I'm going to use some minecrafters as examples. So Grian for example would be of the Prankster subclass, while Mumbo would be of the Redstoner subclass. GoodTimesWithScar as I'm thinking about him would fit well with the Prankster or Witch subclasses.
Tommyinnit would be a fighter subclass, possibly a pvper the same with Philza Minecrafter. I feel like Martyn InTheLittleWood would be more of a speed runner, but he could easily be a fighter subclass as well.
I'll admit I don't have many examples of any builder subclass minecrafters off the top of my head, but their out there!
That's about it, hope y'all enjoyed reading my little ramble. I liked making it! Also come over to my twitch tomorrow and come watch me play Gotham Knights! I been obsessed with it lately!
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ladyevol · 2 months
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Last night I dreamed that some of the hermits had decided to play DND on stream. Since too many Hermits wanted to play, they ended up making multiple parties divided in the different groups of season 10. Tango was the DM, of course. For magical mountain, Scar was a bard wood elf, Grian was a wizard aasimar, Mumbo was an artificer drow, Joel was a half orc sorcerer, Gem was a sea elf ranger, impulse was a dwarf barbarian, and skizz was a human rogue that Scar kept joking was a spy. At first they were going to have it be just a one shot, but the fans loved it so much they decided to play once a month. Half of the party was named either exactly what the player's user names were and variations of it and the other half were the hardest, nerdiest names you can imagine that people would end up forgetting and the group would just call them their user names instead.
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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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philchy · 5 days
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Pew pew?
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scammlikely · 1 year
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Its the Mean Gillsssss
Just one of themmmmm
idkkkkkk
it's not even doneeeeee but I posted ittttt
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iyokko · 2 months
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didn’t draw much this weekend, so here’s some doodles mainly from the mcd rewrite
@iyo-mcd-rewrite ! go check it out. have to update it later today
the wof doodle i’ve already posted! but i don’t have the wof wip i did this week on hand, so it’s a placeholder for now
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mi5hastuff · 8 months
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So I was feeling more of DnD and felt like Scar would fit into a shopowner of somekind of magic shop. Maybe Potions?
Alright, who shall I Dnd-ify next
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mertensia · 11 months
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Two tango drawings in a row? This one's blue raspberry flavoured :)
This is my week one entry for @shepscapades Hermit design challenge! I loved this prompt the moment I saw it! The first pass of this deleted itself overnight, and that's why it's only tango, and not tango and pearl like I was planning. I drew tango as a Fire genasi Artificer Aeronaut subclass with either the astral drifter or hermit background.
(Mockup character sheet and extra unfinished doodle under the cut!)
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