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dailyadventureprompts · 2 months
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Villain: The Hollow Lords
Though their reign was long thought ended, this circle of skeletal tyrants have returned from the dark depths of history to conquer the ream once again. Their awakening heralded by a tide of destruction and plague meant to destabilize the land and seed it with corpses to make up their army of undead.
Something is wrong with this story though, details that don't match up, an unknown will at work behind the actions of the lifeless villains. Whatever threat they may pose, an even greater danger pulls the strings of the hollow lords, a danger the party will confront all too soon.
Adventure Hooks:
Before they awaken, the hollow lords should be woven into the campaign as an innocuous background detail, a threat from a previous millennium which defined the heroes of that era. Forgotten today outside of festival traditions, old monuments, and the standing alliances between kingdoms, This sets a standard against which the party can measure themselves.
Scenario A sees the Hollow Lords emerging in the party's own realm, a wave of inexplicable disasters paving the way for the rise of an emerging threat just in time for our heroes to enter a new adventuring tier. In this instance it's about preventing the disasters from spreading/ the undead from establishing their foothold across a land the party has just finished journeying across. Our heroes will be stretched thin, People they know are going to suffer, and deliberate choices will need to be made about what they can save. Looking into the history of the lords only raises more questions, namely that many of them emerged from graves belonging to people who were born and died centuries after the original Hollow Lords were vanquished.
Scenario B has the Hollow Lords as an established threat, ruling over a Mordor like kingdom of darkness either bordering the party's own homeland, or being the party's own homeland if you want to get bleak about it. After our heroes defeat their first of the villains they receive a strange invitation, another of the Hollow Lords has broken partially free of whatever enchantment binds them and is pleading for help. If the party are willing to take a gamble, this rogue undead is willing to use all its dread power to aid them if they can figure out a way to put it to rest for good.
Though each was mighty or powerful in their own right, there was no unholy conspiracy that connected the Hollow Lords during their living years, at-least not on their part. Instead they were all called back to the mortal plane by a veiled necromancer who had some invisible claim on their soul. Stripped of their will, they were forced to act on behalf of this faceless puppeteer, allowing whoever it was beneath the skullmask and robe to carve out a kingdom while remaining in the shadows. Most troubling of all, those one or two Hollow Lords that were around for their first attempt at world domination also remember the veiled necromancer, speaking of a conspiracy centuries in the making.
Artist
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artofcarmen · 1 year
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Oh you thought I was gonna sketch Evil AU Fjord with a shirt on? Nah, we gotta get some ornate chest tats in there 🤌
*added in a pic of the 3 side by side so far
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prazinos · 1 year
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Submit Something! {} Masterlist!
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'Nancy you can't leave me!' Steve cried through the flames.
The building was burning, Nancy could save Steve, they both know that. But she would risk losing Eddie if she did. The man, the villain, she had been after.
But Steve knew he was going to die. He could see it in the way that Nancy looked at him.
The way her eyes softened slightly, rounding at the edges, but never did he see guilt. Because Steve knew that Nancy wouldn't regret it.
So he shouldn't have been surprised when she shot a web from her wrist and left him in the flames.
Steve just curled in on himself. Knowing the woman he loved, that he thought loved him back, left him to die.
The flames were getting closer, Steve could feel the tears rolling down his cheeks starting to grow hotter as the flame enclosed him.
He wanted to get up, desperately. But he couldn't. The beam that had fallen on top of them had crushed his leg. But Nancy made it out unscathed.
Steve could feel the flame start to tickle his cheeks and he let out a sob.
And then he felt warmth wrap around him. What he thought was flame.
But next thing he knew. Steve was hoisted into the air and being carried outside of the building.
Steve opened his eyes and saw the man that had started the fire, Eddie. The warlock looked down at him, frown etched onto his face.
'Can't fucking believe she did that to you' he muttered.
Steve couldn't believe that Eddie was saving him.
'Stupid fucking spider girl. Supposed to save her Spider man' he huffed.
Steve couldn't help but cry in Eddie's arms. sobbing into him. He felt bad, the shirt Eddie was wearing felt expensive.
'I know, it's ok. She'll regret it. I promise you' Eddie whispered before Steve promptly passed out.
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meggettes · 2 months
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the last line of this post got me thinking about dnd-ifying tortall (i know about the tortall rpg but here im thinking specifically about dungeons and dragons 5e)
Kel is certainly a paladin. Aly is a rogue no question. Daine is probably a wildshape druid with some sort of archery feat/outlander background.
Alanna is giving me trouble, though. She's both a fighter and a mage, and very adept at both. I guess in order, her fighting improvement happens before spellcasting improvement. It's feeling very cleric, but that's certainly not the type of character Alanna is. The descriptions of her magic, though, are pretty close to sorcerer, but that doesn't seem right either.
Any ideas?
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godsandvillains-if · 1 month
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Could a Sorcerer become a warlock or witch? I don't mean swapping to be clear but rather a sorcerer making a pact to also gain warlock powers like they are double classing in dnd.
Well, in theory, they could become a warlock / witch, but I don't see why they would. A sorcerer is bound to no master; their magic is a force to be reckoned with. A warlock / witch has to forfeit a great deal of free will in order to gain more power.
I can see a sorcerer who is power-hungry making such a pact, but they also fail to consider what that hunger for power might take from them in the end.
Thank you for the question!! 🥰
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fannyspammy · 9 months
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I’ve come to the conclusion based on my fictional crushes that my type typically narrows down to 3 categories:
1. pretty asshole who needs fixing
2. pretty misunderstood bad boy who needs a hug (but also needs fixing)
OR
3. gorgeous idiot who’s also powerful and useful but mostly just a gorgeous idiot
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crippledgiraff · 3 months
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#Goblinweek knows arcane secrets beyond your feeble human imagination...
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y-rhywbeth2 · 4 months
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The thing I can't wrap my head around is Gortash's relationship with religion.
Did growing up in Avernus affect that? Denizens of the Outer Planes - including the mortals - don't tend to take deities (or "Powers") seriously the way the Primes do. Devils certainly don't. There are gods who have residences in the Hells, but they devils sort of just tolerate them "Though the deities have absolute power within their own realms, it's patently obvious who's really in charge here - and it isn't them." The souls of those who serve these deities are immediately forfeit to the archdevils the moment they break a single rule.
Some evil gods are often seen fighting devils to harvest fresh souls on the Shelves of Despond, where assorted (non-Torilian) faithless Lawful Evil and Hells-bound souls initially wash up when they die. Gods are not always the most powerful things out there; did Enver Flymm internalise this attitude?
Does he approach his relationship with Bane as though it were a warlock pact rather than a spiritual bond between devotee and deity? I'm reasonably sure he might've became Banite in the 1480s, when the gods were all suddenly making Chosen left and right; Bane just looked at this guy and went "that one" and Gortash kind of shrugged and went with it because it serves his plans too? Gods keep an eye out for compatible mortals, and try to sway them into worship and service, did Bane approach him earlier?
Does he feel anything about this religion or its god?
Sir, come here, I need to peel your brain matter apart for information.
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hexlix · 10 months
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warlock and patron
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adamwarlock · 1 year
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Adam Warlock, Gamora and Pip in Warlock: Rebirth #1
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davidsmith9582 · 7 months
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halt, wretch!!!!! get ye back from Mine Wicked Tower, or else i shall cast upon ye a Dastardly Spell….
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dailyadventureprompts · 3 months
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Villain: Mavros Arator, Voice of the Ascendant
The demagogues seem everywhere these days, putting their words to the tune of the populace's nebulous worries: this week it's the impiety of the realm's leaders, last week it was the barbarians infringing on the borders, before that it was the decaying morality of the youth. It's the same old song, just with new lyrics to fit with the times. No one's sure just when the crescendo will hit or how, but everyone who's been paying attention know they're going to try to bring the whole house down when it does.
Setup: A charismatic figure has risen to prominence channelling discontent in the wake of an unfavourable war. As a gifted orator and veteran of a conflict remembered for being more "glorious", the words of Mavros Arator carry weight with both the military and common people. He agitates on behalf of those who resent the diplomatic capitulations used to secure peace in a losing war his own rulers started, and argues for a revival of "national spirit" to strengthen the homeland so it does not allow such a disgraceful defeat to happen again.
What separates Mavros from any other blowhard protofascist is the fact that he's looking to summon a demon to purge his homeland of those unsympathetic to his cause. Scoured clean of all those unwilling to fight and die and obey, he and the other true believers will form an unstoppable army that will march out under the banner of conquest to settle at spearpoint every historical grievance in the realm's long history.
It's up to the party to stop this instigator and the hatemob he's made of their neighbours before he enacts his plan and ends up ascending to full dark lord status.
Background: Mavros loved his homeland, as a young man he went to war to defend it, spent decades bleeding for it, and that love endured even after his homeland spat him out with nothing but a soldier's pension and a lifetime of traumas he had no words to explain.
That was the point of course, empires are built on the back of men like Mavros, shaped from their earliest days to believe that their homeland is singularly great and beset by threats on all sides, or that war is the measure by which a son may prove his faith and loyalty rather than an enterprise made to expand the holdings of the powers that be.
The problem for those powers is that Mavros didn't die like he was supposed to, he soldiered on driven by a manic dedication that persisted despite his comrades getting scythed down around him. When he was too old for soldiering he turned to having a family, raising four boys and feeding them one after another into the waiting jaws of his nation.
A man less ardent in his love of home, less firm in his faith might have wavered when they brought the first of his sons' bloody helmets back in lieu of a body. He might have seen how his virtues, his loyalty, had been abused by those above him, made him question the justness of the wars and conquests and pain he had been apart of. instead that loss, made him open to change. Instead Mavros's convictions deepened, and by the time of his third son's death he had become so entrenched in the pit of his beliefs that he had unearthed a new truth: He loved his homeland, it was just being held back by the people who didn't love it enough.
It was deep in that pit where Mavros first heard the whispering of Diridaxx, the fiend known to diabolists as "He who claws from below". In ages past the demon was said to prey upon the weak, wicked, and impious, before clashing with an ancient hero and being struck down with a blow so divinely empowered that it not only buried the fiend deep underground but reduced him to ash along the way, depriving him of the strength required to ever escape. The depths of Mavros's despair and his own desire to see those "less thans" cleared from his home formed a connection between man and demon: first dreams, then visions, then a pact. Influence in exchange for escape, followed by victory in exchange for slaughter. The fact that the hero of the old myth happened to be one of the founders of the realm that handed Mavros's own homeland its recent defeat was just icing on the cake.
Adventure Hooks:
The party is likely to encounter Mavros's influence long before the man himself, as thugs, opportunists, and grifters look to take advantage of the post-war unrest to raise their place in the world and make good on his words. A troop of discontented soldiers may be shaking down travlers on the road as an unofficial "toll" to repay their service , while an enterprising merchant might stoke xenophobia to turn townsfolk against a competitor of forign origin.
It'll take more than speeches and random acts of violence to summon Diridaxx from the pit, it will take sacrifice. (un)Luckily for Mavros, he's been sacrificing all his life, and all that is required is a bit of occult-recontextualization to turn the deaths of his sons into a ritual years in the making. With fiend's magic his follower's resources at his command, it's only a matter of time before he gathers the bones of his three dead sons (and their haplessly dutiful surviving brother,) from their resting place in foreign lands and cremates them, suffusing their pyresmoke with Diridaxx's own noxious essence.
If you want to add another big bad to the mix and given similar themes of would be tyranny and xenophobia, consider checking out my genocidal fallen angel villain: Insiyah who could be very easily be using Mavros as her agent, or working alongside him to bring about his vision.
Also consider checking out my writeup on how d&d tends to mishandle matters of morality in it's game, and the simplistic way it views evil. Writing that inspired me to write a villain who was a very human sort of evil who utilized magic, rather than the all too common magical evil around which most campaigns are based.
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maiamars · 1 year
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himbo adam is like : hey hi mister ? i'm kinda lost. i don't know if it's because of that strange stone or whatever, but here i am and you seems to know the place so, maybe we could help each other out to get out of this place (see a chitauri) ohh, you are kinda cute (pet the chitauri)
thanos after putting soup in adam's hands and showing him the soul stone world : what a fucking golden idiot he is (proceed to save his ass a dozen of times)
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gikaayumi · 1 month
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This is a character design I made for my RPG campaign, an alternative and villainous version of my character Lustvell (in which she can follow this path). I tried to incorporate a more necromantic and gothic romantic theme.
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artofcarmen · 1 year
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Look im not saying Im painting a Evil Fjord, but thats EXACTLY what Im saying.
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disney2dnd · 6 months
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Disney DND Builds--Villain #1: Maleficent
Hello, welcome to a series where I create Dungeons and Dragons builds out of classic Disney characters. I'll be starting with the villains as I think they are more fun and interesting to design.
MALEFICENT
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Maleficent is the most iconic Disney villain. She's an evil witch with a raven, an army of goblins and the power to turn into a dragon, what's not to love? So what better villain to start this series, and this blog with than her? This build can be used as the basis for a villain for a campaign, or as a playable character.
I will be limiting myself to the 1959 Maleficent, so no Kingdom Hearts or Angelina Jolie Maleficent--Those could very well be their own builds someday, but not today.
Race:
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Maleficent's race is a hard one but I decided to go with the Elf race, specifically the Drow/Dark Elf subrace. This is because of the Drow's association with evil and it's Fey Ancestry. Maleficent is often identified as an evil fairy (or a witch but that isn't a race). I don't think she is referred to as one directly in the 1959 film though so technically this is breaking my rule about limiting the features to that of the 50s Maleficent, but it's necessary for the build I think. She won't be serving Lolth the Spider Queen though, we'll discover her master later. I know that some might pick Tiefling due to Maleficent's horns but I personally think it's just a helmet.
Class:
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I personally feel the best choice for Maleficent is a multiclass of Druid and Warlock class. I'll explain the biggest reason for Warlock in the next section, although it's also worth mentioning that Warlock is one of the most typically evil DND classes. Fair warning though, Warlocks are lacking in spell slots, but when cast their spells are always the highest slot level available. For example, as a level 17 Warlock our Maleficent's highest spell level is 5th Level. If she is a 17th level Warlock and chooses to cast Witch Bolt or Fireball they be cast at 5th level no matter what. I think this fits Maleficent's power level and ego, I cannot imagine her deliberately casting a 1st level spell if she was level 20. As for Druid it provides Maleficent with useful elemental spells. She'll be taking 17 levels in Warlock and 3 levels in Druid.
Subclasses:
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Warlock has several subclasses (or "pacts" as the subclass shows what patron the Warlock serves) but I believe the best choice thematically is the Pact of the Fiend. One of Maleficent's most memorable lines is "now shall you deal with me O' Prince. And all the powers of HELL!" so there's definitely a connection to demons and devils. This also gives her access to several fire-themed spells, and fire was a major element of Maleficent's magic in the original film.
As for Druid, I'll be picking Circle of the Land, specifically the Mountain version for one spell in particular. I found another build that combines these two subclasses as well, which definitely served as inspiration.
Background and Alignment:
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In the original movie, Maleficent's backstory is left unknown and we are not using information from the Angelina Jolie film. I'm going with the Outlander background since Maleficent seems to live off in the mountains far away from the King's palace.
For Alignment I think Chaotic Evil makes the most sense since Maleficent has no morals and enjoys being evil for the hell of it.
Pact Boon:
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Of the Warlock Pact Boons, I think Pact of the Chain is the easiest choice (again thematically). Maleficent's pet raven Diablo is one of the most iconic aspects of her character, and Pact of the Chain adds the spell Find Familiar to her spell list, and the raven is one of the possible choices for a Familiar. We'll talk more about Diablo and how he works as a Familiar later.
Invocations:
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Warlocks can gain extra powers by choosing Invocations. As Maleficent is a Level 17 Warlock, we can have up to 8 Invocations.
Armour of Shadows: Lets you cast Mage Armour at will. No real basis in the movie, just picked as filler but you can use it to protect Diablo if he gets caught in the crossfire during a fight.
Beguiling Influence: This gives Maleficent Proficiency in Deception and Persuasion, which is useful for tricking princesses into touching deadly spindles and also for tricking a prince into believing his dear bride-to-be is still at home (causing him to walk right into an ambush).
Agonising Blast (Prerequisite: Eldritch Blast cantrip): Adds your Charisma modifier to the damage of your Eldritch Blasts. Included just to make the cantrip Eldritch Blast more powerful, again Maleficent is incredibly powerful, famously one of the most powerful Disney Villains and I don't see her accepting Eldritch Blast in its standard form when improvements are available.
Eldritch Mind: This gives you advantage on Constitution saving throws to maintain concentration on a spell. Given that several of Maleficent's spells need concentration, I feel this will be useful.
Sign of Ill Omen (Prerequisite: 5th level): Lets you cast Bestow Curse with a Warlock spell slot once per day. And curses are pretty much Maleficent's thing.
Bewitching Whispers (Prerequisite: 7th level): This lets you cast Compulsion using a Warlock spell slot once per day. Perfect for luring unsuspecting princesses to a deadly spinning wheel!
Visions of Distant Realms (Prerequisite: 15th level): This lets you cast Arcane Eye at will without expending a spell slot. Maleficent is apparently an excellent spy, as one of the fairies says "even walls have ears" when shushing the other two.
Spells:
(this will not be counting spells Maleficent gets from Feats, Invocations and Mystic Arcanum, we'll discuss those later)
Cantrips:
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Eldritch Blast (Warlock): Not only is this easily the best and most iconic Warlock cantrip, A damaging "beam of crackling energy" fits well with the appearance of some of the magic we see Maleficent use in the movie.
Minor Illusion (Warlock): I originally picked this because I could've sworn Maleficent mimics Aurora's voice to lure Prince Phillip in before she captures him, but looking back at the scene she doesn't. I'm still including this cantrip though, because early on the movie, she creates an image of bats and devils and the famous spinning wheel with her staff. Major Image can do this too and you could consider just having it and ignoring Minor Illusion but there is actually a reason I think she should have both the cantrip and that spell.
Frostbite (Warlock): Maleficent apparently uses frost spells to ruin the flower gardens of the good fairies, according to a brief exchange between them.
Prestidigitation (Warlock): Minor magical effects. Mainly included for filler, feel free to replace it with another Cantrip (in fact, feel free to replace anything with anything, this isn't the way you HAVE to play this build).
Produce Flame (Druid): We're going to be putting a heavy emphasis on fire for this build.
Gust (Druid): Early in the movie, a gust of wind heralds Maleficent's introduction.
Thunderclap (Druid Bonus Cantrip): Does Thunder damage, which ties into the theme of deadly elements being used for Maleficent's spells.
Dancing Lights (Drow Magic): Manipulating light might not fit Maleficent's persona but you get this magic naturally if you play a Drow.
1st Level Spells:
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Witch Bolt (Warlock): A lot of Maleficent's spells appear in the form of lightning bolts. Since Warlocks don't get many Lightning spells, we'll be using Witch Bolt to represent this.
Command (Warlock): Taken for the same reason as Bewitching Whispers, for compelling people to do stuff for you...like approaching the spindle you want them to touch! Feel free to swap this out for Charm Person if you think that spell works better.
Burning Hands (Warlock): Fire is a key element of Maleficent's magic, and we'll definitely be prioritising spells that do fire damage.
Entangle (Druid): "A forest of thorns shall be his tomb" These thorny spells are the main appeal for picking Druid.
Thunderwave (Druid): Does thunder damage, and again, lightning spells are prominent for Maleficent.
Faerie Fire (Drow Magic): You just get this naturally by being a Drow.
2nd Level Spells:
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Misty Step (Warlock): Maleficent uses teleportation powers about three times in the film, though she is surrounded by fire instead of "silvery mist" so make of that what you will.
Invisibility (Warlock): Turned invisible to hypnotise Aurora.
Scorching Ray (Warlock): Because fire.
Flaming Sphere (Druid): Again, fire.
Spider Climb (Druid): No basis in the movie, but this spell is always prepared if you go Circle of the Mountain.
Spike Growth (Druid): More thorn magic, and this time more dangerous than Entangle.
3rd level Spells:
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Major Image (Warlock): Same reason for inclusion as Minor Illusion. As this is a Concentration spell while Minor Illusion is not, you can technically combine these spells to create more effective illusions.
Fireball (Warlock): Gimme an F! Gimme an I! Gimme an R! Gimme an E! Also this is just a great spell period.
4th level spells:
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Fire Shield (Warlock): Now this fire spell is actually similar to one used in the movie, which Maleficent uses to dissuade the King's guards from attacking her.
Dimension Door (Warlock): Same reason for inclusion as Misty Step, only better, although that spell remains useful since it is a bonus action unlike this spell which takes a full action.
Elemental Bane (Warlock): Pretty much all the damage types mentioned aside from acid have been used by Maleficent.
Wall of Fire (Warlock): C'mon you know the drill by now.
5th level spells:
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Flame Strike (Warlock): The "divine" aspect of the fire is a bit unthematic with Maleficent's evil-loving persona but it's the best I could find and is still quite powerful.
Scrying (Warlock): Again, Maleficent is apparently an excellent spy. This also has problems, namely that Maleficent is not able to detect Aurora whereas she could easily with this power but what the hell maybe Aurora makes really consistently good Wisdom saves.
Mystic Arcanum:
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These give you access to spells higher level than what Warlocks usually get. Two of these spells were perfect for Maleficent while the other two were mainly filler and can be swapped out for other spells.
Investiture of Flame: Basically a superior version of Flame Shield, ideal for Maleficent.
Finger of Death: Filler, but fit Maleficent best out of the remaining spells.
Power Word Stun: Filler but powerful and deadly enough to gel with Maleficent.
True Polymorph: With this you can become the mighty dragon Maleficent turns into in the movie, making it by far the easiest choice of the 9th-level spell options. Adult Red Dragon breathes fire and is generally stronger but the appearance of the Adult Black Dragon is closer to the one in the film, despite it breathing acid instead of fire. Just pick whichever dragon you feel suits best.
Proficiencies and Ability Scores:
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I believe Arcana and Intimidation are the two best choices thematically and with an Invocation you'll end up with proficiency in Persuasion and Deception anyway. As for the Ability Scores, we'll be going with the same general concept as this build again, with Charisma>Wisdom>Intelligence>Strength>Dexterity.
Feats and Score Increases:
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I'll be taking two feats and using the ability score increases on Charisma and Wisdom, the abilities most important for Warlocks and Druids respectively.
Magic Initiate (Wizard): This gives Maleficent two Cantrips and a 1st level spell from the Wizard spell book. I'll be picking the Control Flames and Ray of Frost Cantrips due to their elemental themes and the spell will be Sleep for reasons that are obvious.
Elemental Adept (Fire): This Feat ensures resistance to fire damage will not affect your many many fire spells.
Minions:
Diablo the Raven:
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As mentioned, Diablo will be a Familiar for this build, and the spell and the Raven stat block are already linked in the Pact Boon section. Keep in mind that a Familiar cannot attack without a Feat from Tasha's Cauldron of Everything but since Diablo is more of a scout than a combatant in the movie and the Raven isn't a terribly strong Beast anyway it is not a huge problem.
Goons:
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Identifying Maleficent's "Goons" is quite difficult, and I've seen them identified as both goblins and orcs, but to be honest they could be neither. The bug-eyed bat-like one does like somewhat goblin-like though and a few of the pig-faced ones resemble old depictions of orcs so I'll be making them mostly Orcs with a couple of Goblins. You could even include at least one Lizardfolk and a couple of Kenku to represent the crocodile and bird-looking ones. To my knowledge there is no spell that lets you summon orcs, goblins or any of the other monsters mentioned so I'd just make them recruitable NPCs. If you are using this build for a Maleficent player character, I doubt the DM will let you just bring the Goons with you willy nilly, as having a small army might make things unfair, but they might let you bring them for attacks on strong enemy armies or the BBEG. However, the Goons are better for a Maleficent-inspired BBEG than they are for a Player character.
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And with that our Maleficent build is essentially complete, as a Fiend Warlock/Mountain Druid. You can use lightning, fire and thorny walls against your opponents, command a small army of monsters and one crafty raven and of course, turn into a ferocious dragon. Please let me know how you would design the build or any improvements I could make, and you are welcome to suggest Disney characters for future builds. With that said, thank you for reading, and I hope you were satisfied by this build in its current form.
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