Tuesday, August 25, 2015

D&D Avengers: Falcon

Alright, we are nearing the end of this series. Time for the new more minor characters who are part of the Avengers. I'm going to ignore Warmachine because he is basically Iron Man with more guns and that feels unnecessary. Instead we are going to do Falcon and then, my personal favorite Ant-Man. It is also super likely I do Guardians of the Galaxy next and then the Gaang. So many groups! So much fun!

Anyways, Falcon. He has wings, but he was a soldier, at least in the movies. However I know in the comic book he has a real cool buddy Redwing and can meld minds with birds. That is kind of awesome and so we're going to do it!

First, a magic item to make our hero a real flyer, but not insanely powerful.

Pack of Steel Wings
Wonderous item, uncommon
This backpack weighs about 10 pounds and conceals a pair of steel wings that come out of the sides when the command word is spoken. While the wings are extended, you may hover in the air and fly with a speed of 50 feet. The wings can lift up to 400 pounds, but its flying speed is 30 feet while carrying over 200 pounds. You cease to hover when you land.
    While the wings are being used, you can use each wing as a short sword that deals slashing damage as melee weapon attacks. You cannot use the wings as weapons while holding an item or another weapon.

Boom! Problem solved.

Sam Wilson
Level 1 Variant Human Ranger
Background: Soldier
Str 14 (+2), Dex 14 (+2), Con 14 (+2)
Int 10 (+0), Wis 14 (+2), Cha 10 (+0)
HP 11, AC 16, HD 1d10
Saves: Str +4, Dex +4
Speed 30 ft.
Languages: Common, Elvish, Deep Speech

Skills: Acrobatics +4, Animal Handling +4, Athletics +4, Intimidation +2, Survival +4
Proficiencies: Playing Cards, Vehicles (Land)

x2 Shortsword +4, 1d6+2 slashing, finesse, light
Longbow +4, 1d8+2 piercing, 150/600 range, two-handed, heavy

Feat: Observant
Favored Enemy: Aberrations, Monstrosities
Natural Explorer: Forest

Gear: An insignia of rank, a momento of war, a deck of cards, a set of common clothes, scale mail, two daggers, an explorer's pack, a longbow and a quiver of 20 arrows, and a pack of steel wings. 

Leveling Falcon: Alright, not so bad. His "spells" should focus on working with animals and any that could be explained as technology or hyperhuman senses. Up his physical ability scores and pick the Beast Master archetype and grab a falcon for your friend. This should get you a pretty badass ranger who can fly around with his falcon, slashing up buddies.



Wednesday, August 19, 2015

D&D Avengers: The Vision

The Vision! The appearance of this character honestly shocked me and may be why I like Avengers 2 so much. Jarvis was always a favorite character and to have him in this role and transform into this new hero was impressive. The only thing is, I wish they would've spent more time on what his crazy android body could do. The phasing, the laser beam, the density control. You know, all that jazz. So how can we make our beloved Vision into a D&D character? My version is going to be a Warforged Sorcerer with a new origin called Awakened.

Awakened
You had an experience, a life changing moment, that awakened a slumbering power within you. Perhaps this was from contact with a mystical artifact, or maybe instead it came during a time of crisis. No matter the catalyst, you have come upon great power that allows you to tamper with the world around you. The effect of your meddling is for you to decide.

Streamlined Biology
The power controlled in your mind is able subtly alter your body to improve its health. At 1st level, your hit point maximum increases by 1 and increases by 1 again whenever you gain a level in this class.
     Additionally, your skin hardens as a response to incoming attacks. When you aren't wearing armor, your AC equals 13 + your Dexterity modifier.

Mental Acuity
You know the comprehend languages spell. In addition, you can cast it once a day without using a spellslot; this ability recharges after you finish a long rest. At 5th level you know the spell tongues and can use this ability with tongues instead of comprehend languages, but only targeting yourself.

Phasing
Starting at 6th level, when an attacker you can see hits you with an attack you can use a reaction and spend 1 sorcery point to halve the damage. In addition, you know the spell gaseous form.

Unshackle
At 14th level you gain the ability to control your density to allow flight. You gain a fly speed equal to your walking speed. While flying your density is minimized, granting disadvantage on Strength ability checks and saving throws.

Mental Projection
Beginning at 18th level you can focus your immense mental power into a concentrated beam. As an action, you can force creatures in a 120 foot line to make a Dexterity saving throw. On a failed save, a creature takes 10d6 force damage or half as much on a success. This ability recharges after a short or long rest.

The Vision
Warforged Sorcerer 1
Background: Guild Artisan
Str 12 (+1), Dex 12 (+1), Con 12 (+1)

Int 12 (+1), Wis 12 (+1), Cha 15 (+2)
HP 8, AC 15, HD 1d6
Saves: Con +3, Cha +4
Speed 30 ft.
Languages: Common, Elvish, Dwarven
Skills: Arcana +3, Insight +3, Persuasion +4, Religion +3
Proficiences: Tinker's Tools

Dagger +3, 1d4+1 piercing, 20 ft./60 ft.
Quarterstaff +3, 1d6+1 bludgeoning, versatile 1d8

Composite Plating
Living Construct
Sorcerous Origin: Awakened Mind (Streamlined Biology, Mental Acuity)
Cantrips: fire bolt, ray of frost, true strike
1st-level spells: comprehend languages, detect magic, feather fall

Gear: Tinker's tools, a letter of introduction, a set of traveler's clothes, a quarterstaff, a wand, an explorer's pack, and two daggers

Leveling The Vision: He is a Guild Artisan because...he was a butler before a sorcerer? I'm not sure, it just fit best of the basic options. As he levels up, The Vision should up his Charisma real high and grab feats that improve and expand his spell casting or reflect his heightened physiology. Feats like Alert, Athlete, Durable, Keen Mind, Ritual Caster, Observant, Spell Sniper; honesty he is supposed to be so awesome that really any could fit well. You could even grab Tavern Brawler or Martial Artist if you want to get him closer to the movie version. Spells should focus around transmutation, divination, and beams of energy. Changing his own body, being super smart, and head cannon respectively. 

Monday, August 17, 2015

D&D Avengers: Maximoff Twins

Long time no talk! I've been busy getting ready for a new job at a new school and its has been a mess. Actually, today is my first day back with kids and it was an adventure. Anyways, time to finish translating the Avengers to D&D characters because...well I started, I might as well finish.

Pietro Maximoff is just the Way of Celerity Monk I made back for Wally West, but with a Criminal or Urchin background.

Pietro Maximoff
Level 1 Human Urchin Monk
Str 13 (+1), Dex 16 (+3), Con 14 (+2)
Int 10 (+0), Wis 12 (+1), Cha 10 (+0)
HP 10, AC 14, HD 1d8
Saves: Str +3, Dex +5
Speed: 40 ft.
Languages: Common, Orc
Proficiencies: Disguise Kit, Thieves' Tools
Skills: Acrobatics +5, Athletics +3, Insight +3, Sleight of Hand +5, Stealth +5

Shortsword +5, 1d6+3 piercing
Unarmed Strike +5, 1d4+3 bludgeoning
Dart +5, 1d4+3, range 20/60

Feat: Mobile
Unarmored Defense
Martial Arts

Gear: a shortsword, an explorer's pack, 10 darts, a small knife, a map of Sokovia, a token to remember your parents by, and a set of common clothes.

Leveling Up Pietro: Alright, so leveling up Pietro, up his Dex as much as possible and grab the new Way of Celerity path I made. He should be a punching machine who is always in the right place. Good luck getting away from this speedster. I'd like to see him and Wally duke it out. 


Now its time for his sister Wanda. She is basically a straight up Wild Magic Sorcerer (wow I'm not doing much homebrew this time). Great idea! New feat called Volatile. Similar to the Magic Initate but allows you to overcharge the spell you learn. 

Volatile 
You have trained hard to bring out an explosive power in your spells.
Prerequisite: Able to cast 1-st level spells
  • Using this feat, you can cast a spell you know at one spell level higher without using a higher level spell slot. For example you could cast a 3rd level fireball as a 4th level fireball, but using only the 3rd level slot. You must finish a long rest before you can use this ability again. 
  • Your volatile nature channels your energy at the expense of your health. As a bonus action, you can expend a hit dice and add its damage to a spell attack. 
Wanda Maximoff
Level 1 Human Urchin Sorcerer
Str 10 (+0), Dex 10 (+0), Con 10 (+0)
Int 14 (+2), Wis 14 (+2), Cha 16 (+3)
HP 6, AC 10, HD 1d6
Saves: Con +3, Cha +5
Speed: 30 ft.
Languages: Common, Orc, Giant, Goblin
Skills: Deception +5, Insight +4, Persuasion +5, Sleight of Hand +2, Stealth +2

Quarterstaff +2, 1d6 bludgeoning, versatile 1d8
Dagger +2, 1d4 piercing, range 20/60, finesse, light

Feat: Volatile
Sorcerous Origin: Wild Magic (Wild Magic Surge, Tides of Chaos)
Cantrips: blade ward, friends, mage hand, mage slap
1st-level spells: charm person, thunderwave 

Gear: a quarterstaff, an explorer's pack, two daggers, an orb, a small knife, a map of Sokovia, a token to remember your parents by, and a set of common clothes.

Leveling Up Wanda: Pump her Charisma and maybe grab some feats to make her a little less squishy. Her spell choice should center around hypnosis and telekinesis. This can include some illusion effects that target only one creature and thunder spells that simulate telekinesis, like I did with thunderwave. She should be a pretty fun character.