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#super light PERCEPTION is a really cool and versatile take on light powers
inamindfarfaraway · 2 years
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Concept: Duke’s pupils glow white when he uses his powers. White rather than gold matches his bat symbol and fits that he’s about light itself, not just sunlight. The pupil glowing represents how his retina, the part which the pupil opens to and actually responds to and absorbs light, would probably be the part affected by his metahuman power to absorb light in superhuman ways; is a somewhat more subtle power indicator than glowing irises; avoids giving yet another black character/PoC unnaturally non-brown eyes, even temporarily; and tell me circles of bright white inside dark brown irises isn’t an immensely cool image. Light in the darkness. Like the classic solid white eyes in Batman’s cowl in some art styles.
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grailfinders · 3 years
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Fate and Phantasms #177
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Today on Fate and Phantasms we’re making Nitocris (Assassin), the return of best girl! All we gotta do for this build is make a build where you can defend yourself with a super powerful sheet, drown your enemies, and summon Medjed for combat. Super easy.
Oh yeah, we also have to make a super-adaptable vehicle that can defend us from any kind of harm because SOMEBODY went ham on the safety features and left us with having to stick them in the build. I’m not saying names though, and Scheherazade should be grateful.
Anyways, this build’s mostly a Shepherd Druid because druids are busted like that, but we’re still dipping into Grave Cleric for a bit of flavor and Monk for her defenses and a better time in melee combat.
Check out her build breakdown below the cut, or her character sheet over here!
Next up: Team Killer Demon King of the Xth Heaven!
Race and Background
Surprisingly, putting on a swimsuit doesn’t change your life story that much. Nitocris is still a Fallen Aasimar Noble, giving her +1 Wisdom, +2 Constitution, Darkvision, Celestial Resistance to radiant and necrotic damage, Healing Hands to heal people as an action, the Light cantrip, and proficiency with History and Persuasion. You are a pharaoh, and you are Nitocris. That’s all you need to understand history and to persuade people.
Ability Scores
Actually surprisingly, putting on a swimsuit does change your physical abilities a little bit. Your Wisdom is still the highest stat, you’ll want that for ruling and for summoning god magic. However your second highest stat is Constitution. That sheet can really take a beating. Dexterity comes next so you don’t die while wearing a swimsuit. Your Charisma isn’t bad, I wish it could be higher, but we don’t need it mechanically. Your Intelligence is a little low, but it’s summer, everyone’s relaxed. Finally, dump Strength. You still aren’t a powerhouse, except in our heart.
Class Levels
1. Druid 1: Starting off as a druid gets you proficiency with Intelligence and Wisdom saves, as well as two druid skills. I’d grab Religion and Animal Handling. You’re really good and handling those medjed, and mechanically most of them will be beasts in this build.
You can also write Druidic (it’s a language!) and cast and prepare Spells using your Wisdom. You can pick from any spells on the druid spell list, but you’re limited each long rest to a number equal to your wisdom modifier plus your druid level.
You also get a couple cantrips that you’ll always have; I suggest Guidance so you’re always a bit better than those plebians, as well as Shape Water as a taste of what you’ll be able to do later.
In order to shape water, you’ll first have to make it, with Create or Destroy Water. A lot of your drowning spells require standing water to work, so you’ll be well acquainted with this one moving forward. You also get Absorb Elements and Protection from Evil and Good to serve as your early defensive buffs from your cloak.
2. Monk 1: For further defense, we’re bouncing over to monk real quick to get Unarmored Defense, giving you an AC of 10 plus your dexterity modifier plus your wisdom modifier. You also get Martial Arts, letting you make physical attacks using your Dexterity instead of strength, dealing a minimum of 1d4 damage. Also, you can attack as a bonus action after attacking as an action. The medjed are great, but sometimes you have to stand up for yourself.
3. Cleric 1: One last multiclass, I swear. As a Grave cleric, you learn and prepare some more Spells using your Wisdom, and you also have a Circle of Mortality so your healing spells automatically do as much healing as possible on creatures that are at 0 HP. You also get a buffed version of Spare the Dying that you can cast at range as a bonus action. On top of that, your Eyes of the Grave can use your action Wisdom modifier times per long rest to sense undead nearby.
You also get even more cantrips! Grab Resistance for more defense, Thaumaturgy to truly capture the godly aspect of being a pharaoh, and Toll the Dead for just a bit of ghosts. As a treat.
You also get first level spells, including Bane and False Life for free! Being covered in medjeds makes it hard to do stuff, and again, that’s one cool cloak. You can also swap protection from evil & good and create & destroy water over here to free up some druid space, but for new spells check out Command for a pharaoh’s intimidating presence and Shield of Faith to either increase your own AC or throw your towel on another ally.
Since this is your third level overall, you also get your Necrotic Shroud, spending an action to create a true beach panic in a 10′ radius around you. When you transform, you force a charisma save (8 + proficiency + chr mod) on all creatures in range, and if they fail they’re frightened for a round. For a minute afterwards you can add necrotic damage to your attacks once per turn. Afterwards, you can’t do this again until you take a long rest.
4. Druid 2: Now that our multiclassing is done, we can go back to our main class and become a Shepherd druid. As a second level druid, you can either use Wild Shape to transform into an animal yourself (not really canon, but you know how egyptian gods are) or you can use those charges to summon a Wild Companion with a free Find Familiar spell. If you turn into a beast, it has to be cr 1/4 or lower, and can’t have a swimming or flying speed. Your physical stats get replaced with the new stat block, but you keep your proficiencies and your Intelligence, Wisdom, and Charisma scores. The beast’s HP effectively becomes extra HP for you, and once that’s depleted you turn back into a human. er, aasimar. You keep all the cool stuff from your race & classes, but you can’t cast spells while an animal.
Whether you use your wild shapes to turn into an animal or find familiars, they both last Half your Druid Level hours, and you get two uses per short rest.
As a shepherd druid, you can use your Speech of the Woods to speak Sylvan or to animals, and you also get a Spirit Totem that can protect your party for up to a minute that you can summon as a bonus action once per short rest. Later we can call these safety features in your car, but for now they’re just kind of here.
If you summon a bear spirit, creatures you choose in the aura get temporary HP, and advantage on strength checks & saves. If you summon a Hawk Spirit, you can use your reaction to give advantage on an attack in the aura, and all allies have advantage on perception checks. If you summon a unicorn spirit, you get advantage on all checks to detect creatures (kind of horning in on the hawk’s territory, but w/e) and you can heal each creature inside the aura at the same time you use any healing spell. Perfect if your best friend is terrified of death!
5. Druid 3: Third level druids get second level spells, like Summon Beast for your very first medjed! It’s not spectacular, but you can create land, sea, or air medjeds to give those mini nobbus a run for their money. You could also use Animal Messenger for utility medjeds. If you need to make a quick escape, pull down your hood to Pass without Trace. I won’t bring it up each level, but feel free to grab healing spells too. It’s what Scheherazade would have wanted. Also, feel free to ask the gods for advice with Augury.
6. Druid 4: Use your first Ability Score Improvement to become Resilient against dexterity saves. This rounds up your dexterity for stronger punches and a better AC, and you also become proficient in dexterity saves so that fireball won’t be quite as dangerous.
Your Wild Shape improves a bit, letting you transform into swimming creatures of CR 1/2 or less.
You also learn the Mending cantrip, because that cloak of yours has seen a lot of action by this point, and it probably needs some loving.
7. Druid 5: Fifth level druids get third level spells, like Conjure Animals. You can summon eight beasts of CR 1/4 or lower, four of CR 1/2, two of CR 1, or 1 of CR 2. They’re friendly, and listen to your commands. I’d recommend some smaller creatures for a medjed swarm, or one big creature for your car. Aurochs are good for flat land, Cave Bears for water, a young bulette if you expect to run people over... this is a pretty versatile solution.
You can also use Protection from Energy for more... protection, and Tidal Wave for your first true drowning option against your foes. Creatures in a 30′ by 10′ by 10′ area must make a dexterity save, and if they fail they take bludgeoning damage and get knocked prone. On a success they take half damage and stay standing. Afterwards, the water spreads out an extinguishes fires, but sadly it doesn’t stick around, so you’ll still have to use Create & Destroy Water for the bigger spells coming up.
8. Druid 6: Sixth level shepherds become Mighty Summoners, giving their creations two more HP per hit die and letting them slip through nonmagical damage resistances. The medjed are gods in their own right, getting stopped by a devil would just be weird.
9. Druid 7: Seventh level druids get fourth level spells like Control Water, which lets you control freestanding water within a 100′ cube. You can create floods which create waves in larger bodies of water, you can part water to move through them (...Ozymandius will not be happy to see that little trick pop back up in his life), redirect the flow of water in impossible ways, or create a Whirlpool in larger bodies of water that traps creatures who fail an athletics check.
If you want your medjed to be a little more godlike, try Conjure Woodland Beings to summon fey creatures instead of beasts. At least they’ll have magic?
10. Druid 8: Eighth level druids get another Wild Shape improvement, so now you can fly as a creature of CR 1 or lower. (Also it’s weird that Wild Companion didn’t get any buffs as you level up.) Either way, use your new ASI to bump up your Wisdom for stronger spells and a better AC.
11. Druid 9: Ninth level druids get fifth level spells, like Antilife Shell, the ultimate in anti-personnel protection! For up to an hour, living creatures outside your barrier can’t enter or make attacks against you unless they have ranged or reach weapons. The downside is that if you get surrounded and can’t move the other creatures away, you’re stuck unless you pop that bubble. You could also Awaken a huge or smaller creature or plant to act as your car on a more permanent basis. Awakened trees aren’t the fastest rides, but they’re pretty sturdy. The awakened thing is charmed for up to 30 days or until your party does something stupid, afterwards it’s up to the target to decide how it feels about you. Don’t mistreat your car.
12. Druid 10: Tenth level druids get another cantrip, and Druidcraft is just really versatile. It’s good. Your spirit totem also become a Guardian Spirit, healing your summoned creatures at the end of their turn by half your druid level.
13. Druid 11: With sixth level spells, you can summon a great medjed to lead your troops with Conjure Fey, creating a fey or beast of CR 6 or lower. It’s friendly while you maintain concentration, but if that drops it becomes hostile and might attack. A lot of your spells work best with good charisma checks, thankfully you’re Nitocris. You can also create Primordial Wards, giving you resistance to acid, cold, fire, lightning, and thunder damage for up to a minute. During that time, you can react upon taking damage of those types to gain immunity to that type until the end of your next turn, at which point the spell ends.
14. Druid 12: Use this ASI to max out your Wisdom for all those reasons that are still there since last ASI.
15. Druid 13: Most of your new seventh level spells aren’t super in character, but you can use Symbol to set traps for unsuspecting enemies and leave them scattered about your car. Technically you can’t move an object symbol after you set it, but a surface symbol as no such issue, so it’s time for a paint job. There’s a lot of different symbols, but most of them are very unpleasant for your foes.
16. Druid 14: Your final Shepherd goody turns your car into a Faithful Summons. When you’re reduced to 0 HP or incapacitated, you can instantly use Conjure Animals as a ninth level spell, creating 4 beasts of CR 2 or lower. That’s right, your car really does protect you now. The beasts will automatically defend you and fight against your foes, and the spell doesn’t require concentration. You can do this once per long rest.
17. Druid 15: Seventh level didn’t have much for you, but eighth level spells are a bit better. Antipathy/Sympathy helps your car defend you by repelling creatures from it. You can cast the spell on a huge or smaller object/creature and pick one kind of intelligent creature. Antipathy then forces any named creature within sight or 60′ of the target to make a wisdom save or be frightened while it remains near the car. While frightened, it has to move away from the target until it can’t see it, and it will automatically become frightened again if it moves back into range. If an affected creature ends its turn out of range, it can make another save, if it succeeds, the spell no longer affected and knows about the spell. Creatures that make their save are immune for a minute.
That’s a mouthful, but it’s not the only spell we want here! Tsunami creates a tsunami, creating a wall of water 300′ by 300′ by 50′. Each creature within the wall has to make a strength save, and if they fail they take bludgeoning damage. At the start of your turn after casting the spell, it moves 50′ away, along with creatures inside it. Then all the creatures it ran into/had already make another strength save or take more damage. At the end of each turn the wall moves, it loses 50′ in height and it deals less damage. When the wall is 0 feet tall, the spell ends.
Creatures can try to escape the wall by making an athletics check, but if they fail they can’t move at all.
18. Druid 16: Use your last ASI for a higher Dexterity to get more AC and stronger punches. They pale in comparison to a tsunami, but you can only do that once per day.
19. Druid 17: Congrats, you finally get ninth level spells! Shapechange will let you transform yourself into a true Medjed (assuming you’ve seen one by now). It works similar to your wildshape, but it isn’t limited to beasts and the CR limit is your level. (That being said, you could also turn into a leviathan next level if you’ve seen one, but that’s not in character)
20. Druid 18: Your final level of the build gives you a Timeless Body, reducing your aging by a factor of 10 so you can rule the beaches for centuries to come. You also get Beast Spells so you can cast spells without material components while you’re a beast.
Pros:
You make big waves, and big waves have big areas of effect. You’re very good at pushing around huge groups of people, both thanks to those waves and thanks to your summons.
Another benefit of being a big summoner druid is that you’re tough to get at. If your enemies can get through your medjed swarm you’ve still got an AC of 17/19 and plenty of healing to chew through before they can take you down. And taking you down just makes your medjed army bigger.
While your Awakened Tree car isn’t going to win you any first place medals, you aren’t limited to the one. Think about it- get enough money together and you can pretty much set up a living mobile base, so long as you stay on good terms with the trees propping it up.
Cons:
You are, however, limited to one spell at a time. A lot of your defensive spells and almost all your summons all need your concentration to function, and not only do they blink out of existence if you fail a constitution save, but they also  might attack you!
Those big floody spells you have? They’ll also hit your army. Unlike FGO, your medjed don’t pop back to a pocket dimension when their turn’s over- you’ll have to deal with them getting caught in the waves. That’ll also hurt your standing with the trees, probably.
Until you hit level 17, your best water-based spell is Control Water, which requires water to already exist in the area. You also are probably the only racer who has to make sure their car actually likes them. What I’m trying to say is you have to put up with a lot of fiddly setup to make your powers work as well as they can.
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grailfinders · 3 years
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Fate and Phantasms #127: Leonardo Da Vinci
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Today on Fate and Phantasms, we’re making the one person with enough free time to be both a universal genius and the best ninja turtle, Leonardo Da Vinci! Like many casters you’re super power is Being Adaptable, so just imagine every level summary ends with “Adjust your spell list to fit what your party needs” a lot.
Check out her build breakdown below the cut, or her character sheet over here!
Next up: Tamamo... 3!
Race and Background
Like a couple other servants you’re technically a homunculus, but we need that feat bonus, so we’re making you a Variant Human. This nets you perception proficiency, +1 Intelligence and Dexterity, and the War Caster feat. This gives you advantage on concentration checks, the ability to use cantrips for your attacks of opportunity, and the ability to use somatic components with full hands. That glove’s cool, but it’s probably hard to flash gang signs in that thing.
You’re Chaldea’s resident Izzet Engineer, giving you proficiency with Arcana and Investigation. You also get the ability to look up public building’s schematics to look for secret entrances and the like (it definitely would make the opening to Descent into Avernus a lot easier...) You also get enough background-based spells to make your first level spell list look downright silly. We’ll get into those at the levels section though.
You should probably try and keep that “Izzet” part under wraps. Mixing servants and mizzium could only end in disaster.
Ability Score Improvements
As the poster child of the Renaissance Woman, your Intelligence and Wisdom should be pretty goddamn high. After that is Dexterity- you literally made your body, and your craftsmanship is impeccable. Your Charisma isn’t amazing, because despite your body being a literal work of art you get a demerit due to the writing team’s transphobia, and also the standard array’s inability to give you all 20s. Your Constitution isn’t great for the latter reason as well, but we’re dumping Strength. Once again, the caster class’s 90% damage modifier is not going to help you get buff.
Class Levels
1. Wizard 1: You’re smart and magic, that’s a wizard. You get proficiency with Intelligence and Wisdom saves, as well as two wizard skills. History and Insight would be my pick, but you’re good at everything, so pick your poison.
You also get an Arcane Recovery once per long rest, allowing you to regain a couple spell slots on a short rest as a freebie, but their total level has to be half your wizard level rounded up. Oh yeah, you get spells too. They use your Intelligence to cast.
As the Universal Genius, your entire schtick is about being adaptable, so I’m not going to list spells in the breakdown this time around. If you want them, my personal picks are in the character sheet. 
That being said, you do get some guaranteed spells from your background. Thanks to being an Engineer, you get Produce Flame and Shocking Grasp as cantrips, and Chaos Bolt, Create or Destroy Water, and Unseen Servant at first level.
2. Wizard 2: Another problem with being a renaissance woman is that there’s no “everything” specialty for you to grab. That being said, the Transmutation school will help make your body a bit stronger on a more permanent basis than bladesinging would. You become a Transmutation Savant, meaning it takes half the time and cost to transcribe transmutation spells into your spell book. You also learn some Minor Alchemy, spending ten minutes per cubic foot of your target object, turning a nonmagical item made of wood, stone, iron, copper, or silver into one of the other materials on that list. This lasts for an hour, or until you drop concentration. I’m sure you can come up with fun ways to abuse this.
3. Wizard 3: Third level wizards get second level spells, including your background spells Heat Metal and Rope Trick. Everyone needs a bit of alone time. And also to slowly set people on fire. Also, you should probably grab Enlarge/Reduce. It’s a secret tool that will help us later.
4. Wizard 4: Your Ability Score Improvements are all going to intelligence, but we can be smart about it. Your Keen Mind gives you a small boost to Intelligence, but it also helps you navigate, tell time, and be a jerk to your DM by forcing them to keep notes on literally everything. Use this power wisely.
5. Artificer 1: You’re not just a mage, you’re also an inventor. And an artist, but we’re sticking with int casters today. Maybe for rider. With your Magical Tinkering, you can add minor effects to tiny items, because it’s not like you’ve already got prestidigitation or anything. Speaking of, you get another Spell list, which also uses your Intelligence to cast and prepare. Again, you’re a caster-almost literally any spell is canon for you, aside from maybe the divination ones. Specifically the futury spells.
6. Artificer 2: Second level artificers can Infuse Items, allowing you to create magical items for your party. Again, you can make almost anything, so take some liberties. Or check the character sheet. Either or.
7. Artificer 3: As an inventor who’s specialty is “inventing”, you’d think picking a subclass here would be hard. Normally you’d be right, but I want to make the Bastenyan X, so we’re going Battle Smith. This gives you some specialty spells, like Heroism and Shield, as well as making you Battle Ready. This gives you proficiency with more weapons, and you can use your intelligence instead of strength when using magical weapons. You also get a Steel Defender, a construct to help you in battle. You have to use your bonus action to command it, but you weren’t using it for anything else, so that’s fine.
You can also make the Right Tool for the Job after rests, creating a set of artisan’s tools until you make another.
8. Artificer 4: Another ASI, and another half feat. The Observant feat rounds out your Intelligence, allows you to read lips, and gives you a +5 bonus to perception and investigation checks.
9. Artificer 5: Fifth level battle smiths get an Extra Attack with each attack action, for when you really want to slap someone with your giant hand. You also get second level spells, like Branding Smite and Warding Bond. 
10. Wizard 5: Third level spell time! You also get your background spells, Call Lighting, Elemental Weapon, and Glyph of Warding. And that’s not even counting your normal spells.
11. Wizard 6: Sixth level transmuters can make a Transmuter’s Stone over the course of eight hours, and a creature holding possessing the stone gets one of several benefits. These include darkvision, and extra 10 feet of speed, proficiency in constitution saves, and resistance to acid, cold, fire, lightning, or thunder damage. If you’re holding onto the stone, you can even switch up the effect every time you cast a leveled transmutation spell.
12. Artificer 6: Hopping back into artificer gives you Tool Expertise, giving you doubled proficiency with any tool. I’m not sure if I was explicit enough here, but you’re very smart.
13. Artificer 7: So smart, in fact, that you can use your Flash of Genius to add your intelligence modifier to a nearby ability check or save, a number of times per long rest equal to your intelligence modifier. You might not be great at athletics, but you do know a lot about the technique!
14. Artificer 8: Nope, we’re not maxing out intelligence yet. Use this ASI to become a bit Tougher. No real reason for it, but you’re kind of a melee fighter with less than 100 hp at the end, which isn’t good. This gives you +2 hp every time you level up, and a nice +28 hp immediately.
15. Artificer 9: You get third level spells again, including your specialty spells Aura of Vitality and Conjure Barrage. You also learn how to add an Arcane Jolt to your magical weapon attacks, either dealing extra damage or healing a nearby creature. You can use this once per turn, and a number of times per long rest equal to your intelligence modifier.
16. Artificer 10: Tenth level artificers see a lot of their infusions become a bit stronger, and they become a Magic Item Adept, which gives them an extra attunement slot and makes building magic items from scratch much easier.
17. Artificer 11: Eleventh level artificers can make Spell Storing Items at the end of long rests, allowing you to give your Bastenyan a Knife of Enlarging so you can ride in style by hasting and growing it at the same time. Despite the name, these items have to be weapons or focii, you can only have one item at once, and they only hold a number of charges equal to your intelligence modifier.
18. Artificer 12: With our final ASI, we can finally max out our Intelligence score for the best spells, the strongest hits, and the most effective magic items.
19. Artificer 13: With your fourth level spells, you get specialty and background spells at once, netting you Aura of Purity, Fire Shield, Conjure Minor Elementals, Divination, and Otiluke’s Resilient Sphere. And again, these are all spells that don’t count for your prep.
20. Artificer 14: Your capstone level makes you a Magic Item Savant, allowing you to attune to five items at once and ignore all requirements for using magic items. True genius knows no limits, after all.
Pros:
By mixing some wizard levels in with your artificer, you can learn a frankly silly number of spells by default, allowing for a lot of magical versatility. Multiclassing also lets you steal higher level spells from other spellbooks, negating some of the weaknesses you’d normally get from multiclassing. By the end, you can still copy over seventh level spells! Not bad for someone who just got fourth level spells on paper.
With pseudoproficiency and advantage in concentration saves, you’re pretty good at holding onto spells even with your lackluster Constitution score.
Your DM’s going to have a really hard time keeping secrets from you with a maxed out Investigation checks, plus good insight and perception, plus the ability to perfectly remember everything that happened in the last month. Proficiency is +6, intelligence is +5, Observant is another +5, Flash of Genius is another +5... That’s a base of 22, even if you roll a one. Rogues aren’t that good at investigation. Okay, maybe rogues are, but still. 
Cons:
Multiclassing still has downsides. You don’t get ninth level spells, which is a bummer, and you also don’t get the capstone ability of Artificer, which is downright broken. That being said, it’s not like most games get to level 17-20 anyway, so it’s probably not that big a deal.
I don’t like making builds that rely on DM fiat, and this build kinda does. In a low magic setting, or against a DM who just doesn’t like you, you’re stuck with, at max, fourth level spells. A situational weakness, but one you should be aware of.
Despite having tons of abilities to join in the melee with your other party members, you’re actually pretty bad at surviving there. You have an AC of 15 with mage armor (the in-character option), and your HP is probably somewhere in the 130s without a magic item we get at level 20. That’s not to say you can’t get in a fight, you just really don’t want to stand out.
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