Showing posts with label avengers. Show all posts
Showing posts with label avengers. Show all posts

Tuesday, September 1, 2015

D&D Avengers: Ant Man

So I loved the Ant Man movie. It hit all my buttons: sarcasm, Paul Rudd, bugs, science, Paul Rudd, heist movies, good minor characters and a compelling story (if confusing villain), and of course Paul Rudd shirtless. So I figured, he'll be an Avenger soon, why not make him into a D&D character as well.

Given how weird his powers are, but how much they revolve around punching, I figured I make him into a Monk similar the way I did with my speedsters. The fluff for the hard hits is quickly density and I can throw some powers his way that let him control vermin and change size (I think I'll go big and small considering I'm pretty sure that is where they are going with the films.)

Way of Vermin
Monks of the Way of Vermin venerate what others find distasteful. Where others fear the alien nature of the mindless hordes, those who follow this path see beauty and precision in the hive mind. By attempting to emulate these creatures, these monks find a closer connection to the beasts and are able to control them and emulate their size, strength, and dedication. Many vermin monks focus on one type: bees, ants, rats, etc. and take up important professions associated with that creature.

Vermin Arts
Starting when you chose this tradition at 3rd level, you can use your ki to duplicate the effects of certain spells. As an action, you can spend to 1 ki points to cast speak with animals but only affecting vermin, or 2 ki points to cast animal messenger (using a vermin), enhance ability, enlarge/reduce, pass without trace, or protection from poison without providing material components.

Vermin Size
At 6th level, you gain the ability to shrink down to the height of an inch. As an bonus action, you can spend 2 ki to shrink down to a height of one inch until the start of your next turn. While you are this height, attacks against you have disadvantage and you gain advantage on Dexterity (Stealth) checks. Each round you can maintain this size by spending 1 ki at the start of your turn. If you do not spend 1 ki at the start of your turn and if there is not enough space for you to return to your original height, you grow to the largest size possible, take damage equal to half your level, and have disadvantage on all abilities, attacks, and checks that round.

Army of Vermin
By 11th level, you have a deep connection with the mindless creatures. As an action, you can spend 5 ki to cast giant insect or 6 ki to cast insect plague.

Shrinking Dodge
At 17th level, you can exploit your shrinking ability when you are targeted by an attack. Whenever you are targeted by an attack you may use a reaction to spend 4 ki and shrink to negate all damage from the attack before immediately returning to your original size.

Scott Lang
Level 1 Human Monk
Background: Criminal
Str 12 (+1), Dex 16 (+3), Con 12 (+1)
Int 14 (+2), Wis 14 (+2), Cha 11 (+0)
HP 9, AC 15, HD 1d8
Saves: Str +3, Dex +5
Speed 30 ft.
Languages: Common, Elvish, Deep Speech

Skills: Acrobatics +5, Athletics +3, Deception +2, Stealth +5
Proficiencies: Playing Cards, Thieves' Tools, Tinker's Tools

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

Unarmored Defense
Martial Arts

Gear: A crowbar, a set of dark common clothes including a hood, a shortsword, a dungeoneer's pack, and 10 darts.

Leveling Scott: So we've got a criminal who learns to forge a mystical connection with ants to become more like them, for either good or ill. I like it. As he levels up, grab the archetype I made for him and maybe some feats like Skulker or Durable. Be sure to get your Dex way up there and maybe Wisdom as well to help with the spells. All in all he should be a fun scouty monk who is an alternative to the shadow monk. 

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. 

Tuesday, July 21, 2015

D&D Avengers: Nick Fury

So I've been gone a very long time. I'm not sure why, considering I've been on summer vacation, which you think would make it easier to write these. But it hasn't. I think I mainly used these as an escape at work, but without work I don't need an escape. Even if that what these are, I want to keep doing them, I enjoy them, even if just thought projects, and I seem to get a few views from it.

Anyways, lets talk about Nick Fury. Spy extraordinaire, and current spy master for the avengers. He is a bad ass, which is why they got Samuel L. Jackson to play him. As a D&D character, I feel like rogue is the obvious choice, perhaps with the Assassin archetype, except he is way more into gathering information than attacking. Instead, I'll create a new archetype for the rogue: The Spymaster. It'll be a more supportive and feet on the ground kind of archetype without diminishing the classes combat potential. 

Spymaster
The spymaster isn't like other rogues, his skills don't focus on infiltration, but rather on facilitating that work in others. Usually at the head of a cell of conspirators, if not the leader of an entire organization, the spymaster gathers contacts and information to improve his groups chances of succeeding on missions. 

Bonus Proficiencies
When you chose this archetype at 3rd level, you gain proficiency with the disguise kit and forgery kit. 

Coordinated Assault
By 3rd level, you are most deadly when working with allies. When you would deal sneak attack damage against an enemy, you can instead grant advantage to a number of ally attack rolls equal to half the number of sneak attack dice you get to roll. This benefit lasts until that number of attacks have been attempted against the target, or the battle has ended. 
      In addition, your allies within 30 ft. of you can use half your proficiency, including expertise, when making Dexterity (Stealth) ability score checks. 

Gather Information
Starting at 9th level, you gain advantage on all Charisma checks to gather information.

Call In Favors
At 13th level, your connections span across the world. Once a day, you are able call in a favor from any non-hostile NPC. The DM ultimately decides what caliber of favor they can grant you, and may require a check, but no matter what, they will help you. 

Ambush
Starting at 17th level, you and you allies gain advantage on initiative checks. In addition, during the first round of combat, you grant your allies a damage bonus equal to half your sneak attack dice using the same requirements for the sneak attack ability. 

Once again, this is likely overpowered, but I like it. We get a guy who can give out disguises and documents, improve his allies stealth constantly, and grant them advantage against a specific target. He is great at getting information, whether through intimidation or some nicer means, can call in random favors like a boss, and eventually grant his allies some of his roguish awesomeness. 

Nick Fury
Level 1 Human Rogue
Background: Spy (Criminal Variant)
Str 12 (+1), Dex 16 (+3), Con 14 (+2)
Int 12 (+1), Wis 12 (+1), Cha 13 (+1)
HP 10, AC 14, HD 1d8
Saves: Dex +5, Int +3
Speed: 30 feet
Languages: Common, Goblin, Orc, Thieves' Cant
Proficiencies: Thieves' Tools, Chess Set
Skills: Deception +5, Insight +3, Intimidation +3, Investigation +3, Perception +3, Stealth +7

Rapier +5, 1d8+3 piercing, finesse
Hand Crossbow +5, 1d6+3 piercing, 30/120 range, light, loading
Dagger +5, 1d4+3 piercing, 20/60 range, finesse, light

Expertise: Deception and Stealth
Sneak Attack 1d6

Gear: A Crowbar, dark common clothes, a rapier, a hand crossbow and 20 bolts, an explorer's pack, leather armor, two daggers, and thieves' tools. 

Leveling Fury:
Grab the Spymaster archetype I made earlier and use your Ability Score Increases to bump up your Dex and probably Charisma. Grab feats that fit, like leader and all that jazz, anything that makes you a better leader or a better sneak. This should be a pretty fun character to play, especially if you take ont he personality of the movies, of the secretive and yet demanding leader of the avengers. 

Tuesday, June 30, 2015

D&D Avengers: Hawkeye

Hawkeye....Hawkeye. Honestly, he is the exact same as the Artemis from Young Justice. He is a great with a bow and other ranged weapons while also being a strong and capable athlete. A dexterity focused Battlefield Master Fighter makes the most sense, especially with the Clever Quiver I created for my first lady of snarky crime-fighting. However, unlike sweet Artemis, Clint is going to have the Folk Hero background to reflect his farm self.



But this is supposed to be my homebrew post. I should be creating something, not just resting on my, well not laurels, but previous work at least. So I think, what I'll do is...I can't think of what to do. Should I make a Monk archetype that focuses on ranged weapons? That would make some sense. He is basically the heart of the avengers, the everyman, so I fear monk would make him too magical. A bard? Since he helps out others? Or maybe a new feat? Yeah, maybe that's it.

Hawkeyed
You have a high perception and can see things others would never expect.

  • You gain advantage on Wisdom (Perception) checks that rely on sight. 
  • You can use the Help action to give an ally that can hear you advantage against a target within 60 feet instead of 5 feet.
This might be a little underpowered, but few other feats provide advantage for such a common check. If you want to increase the power, give it a +1 to Wisdom. 

Alright, lets make this dude. 

Clint Barton
Level 1 Variant Human Fighter
Background: Folk Hero
Str 14 (+2), Dex 16 (+3), Con 13 (+1)
Int 10 (+0), Wis 12 (+1), Cha 10 (+0)
HP 11, AC 14, HD 1d10
Saves: Str +4, Con +3
Speed: 30 feet
Languages: Common, Halfling
Proficiencies: Woodcarver's Tools, Vehicles (Land)
Skills: Animal Handling +3, Athletics +4, Perception +3, Survival +3

Longbow +7, 1d8+3 piercing, 150/600 range, heavy, two-handed, loading
Hand Crossbow +7, 1d6+3 piercing, 30/120 range, light, loading
Dagger +5 (+7 if thrown), 1d4 +3 piercing, 20/60 range, finesse, light
Longsword +4, 1d8+2 slashing, versatile 1d10

Feat: Hawk-eyed
Fighting Style: Archery
Second Wind 1/rest

Gear: Woodcarver's tools, a shovel, an iron pot, common clothes, leather armor, a longbow and 20 arrows, a hand crossbow and 20 bolts, a longsword, two daggers, and an explorer's pack. 

Leveling Clint:
The bad thing about the Hawkeyed feat is that he has to wait for level 4 to grab Sharpshooter, but I think the two effect each other well. You might also grab Crossbow Expert for the other ranged weapon benefits. Otherwise spend your Ability Score Improvements actually improving your ability scores. Make sure you grab the Battle Master archetype for all the fun trick shots and see if your DM will give you that Clever Quiver I made for Artemis. Even if you don't have that, this should be a fun character. 

Tuesday, June 23, 2015

D&D Avengers: Captain America

He's beauty and he's grace; he'll punch Hitler in his face; he's.....Captain America!

Most people's favorite of the Marvel Cinematic Universe, played by the wonderfully handsome Chris Evans, Captain America is the champion of our hearts. He is everything America is supposed to be, truly standing for freedom, justice, mercy, and biceps.

So how does Captain America stack up as a D&D character? How would you make one that fits the shield throwing hero of the 40's? Well, I'm pretty sure he is a fighter, and a battlemaster fighter at that. He can inspire, and he can do some cool maneuvers, so I think that fits best. Background? Soldier. Duh. And we'll make a new magic item for the vibranium shield.

Ricochet Shield
Shield, uncommon; +1, rare; +2 very rare (requires attunement)
This round shield is made of a light metal alloy which looks simple, though it is anything but. The shield can be wielded as a weapon that deals 1d6 points of bludgeoning damage on a hit. The shield can also be removed and thrown with a range of 30 feet as an Attack action, returning to the owners hand after the attack is resolved. The shield can be reequipped after being thrown as a bonus action. If the user receives more than one attack, each subsequent attack, when throwing the shield, gains a 30 foot range from its last target. If the shield has an enchantment bonus, it applies it to the attack and damage as well as to armor class.
     In addition to its weapon properties, a ricochet shield can be activated as an immediate action to receiving bludgeoning, thunder, or force damage to negate all damage from that attack. This ability can be used again after a short or long rest.

This seems cool. The vibranium collects powerful energies sound (thunder), bludgeoning, and other force. It also can be thrown and return, which is necessary for our Cap to be iconic.

I feel like Cap also needs a feat, but I can't decide between making his fists effective weapons with Tavern Brawler or making him a Shield Master. The Shield Master seems obvious, based on the name, but its more for the pusher than the acrobat. Now lets build him.

Steven "Steve" Rogers
Level 1 Variant Human Fighter
Background: Soldier
Str 16 (+3), Dex 14 (+2), Con 14 (+2)
Int 10 (+0), Wis 10 (+0), Cha 10 (+0)
HP 12, AC 18, HD 1d10
Saves: Str +5, Dex +4, Con +4
Speed: 30 feet
Languages: Common, Elvish
Proficiencies: Gaming Set (Playing Cards), Vehicles (Land)
Skills: Acrobatics +4, Athletics +5, Insight +2, Intimidation +2, Persuasion +2

Ricochet Shield +5, 1d6+3 bludgeoning, 30 feet
Hand Crossbow +4, 1d5 +2 piercing, 30/120 feet, loading

Feat: Shield Master
Fighting Style: Protection
Second Wind

Gear: Army insignia, a lost friend's insignia, a deck of cards, a set of common clothes, chain mail, ricochet shield, hand crossbow, 20 bolts, explorer's pack

Leveling Steve
Steve should throw his ability score bonuses into Str, Con, and Dex. I can also see him doing some Charisma. If you go for feats, go for ones that increase his potency with his shield like Savage Attacker, or set him up above others like Athlete. Take the Battle Master archetype and grab some fun tricks to use with the shield like Disarming Attack, Distracting Strike, Maneuvering Attack, and Trip Attack. You could also throw in Commander's Strike and Rally if you want to go for the leader of the Avenger's feel in mechanics. 

Monday, June 15, 2015

D&D Avengers: Thor Odinson

Do you hear the rumble? Do you hear the shake? The quake of the oncoming storm?

That's right, if you couldn't tell from the title, today we'll be making the D&D version of Marvel's Thor! Now, there is going to be some contention here between original Thor story of man imbued with awesome power, and Marvel Universe Thor who is super strong already and just gets like a kick-ass hammer. The first is very obviously a Tempest Cleric while the later is either a Paladin with a new Oath or a Fighter with an artifact. Because this is homebrew day I'm going to make an Oath of Storm Paladin. I mean, Thor has got to be worthy, doesn't he?

Oath of Storm
The Oath of Storm binds a paladin to specific ideals of worthiness. The oath of storm requires a paladin to be strong in character and to be stalwart fighter in the face of danger. The oath of storm grants powerful abilities over weather and nature to those who are worth its might. Paladins of this oath do not hold them self to high conduct, but are usually loud and boisterous. They do, however, hold themselves to always be good and do what is best for their community before themselves. Many who swear this oath are devoted to gods of righteous war, competition, and strength. As such, paladins of storm often add motifs of mountains, weapons, rivers, glaciers, and of course clouds and lightning as motifs in their armor. 

Tenets of Storm 
Though the exact words of the oaths vary, all who take the Oath of Storm must hold to these tenets. 
Sincerity. Do not lie to those you care about. 
Joy. Life is a gift, enjoy it. Spread that joy to those around you.  
Generosity. Give freely of your riches, even when you have little. 
Bravery. Do not hesitate to face difficult challenges. 
Strength. Be resolute in your decisions. 

Oath Spells
3rd     thunderous smite, thunderwave
5th     magic weapon, gust of wind
9th     fly, call lightning
13th  control water, ice storm
17th  destructive smite, commune

Channel Divinity
When you take this oath at 3rd level, you gain he following two Channel Divinity options. 
    Thunderhead. You can use your Channel Divinity to invoke the storms to strike your enemy. As an action, you can cause a 10 foot radius cloud to appear within 60 feet. The cloud produces a gentle rain and, as a bonus action, can shoot lightning requiring one target of your choice beneath the cloud to make a Dexterity save or take 1d6 lightning damage. This thunderhead lasts until it produces lightning a number of times equal to your Charisma modifier (minimum 1), or after 1 minute. 
    Cow the Weak. As an action, you present your holy symbol and speak a prayer censuring those who are weaker than you. Any creature within 30 feet whose current hit points are less than yours must make a Wisdom saving throw. If the creature fails its saving throw, it is frightened for 1 minute or until it takes damage. 

Stormwalker's Endurance
Beginning at 7th level, the power of storms have made you durable enough to withstand their punishment. You have resistance to bludgeoning, piercing, slashing, lightning, and thunder damage. 
   At 18th level, you gain resistance to all damage. 

Lightning Lash
At 15th level, you can cast a 3rd level lightning bolt without expending a spell slot. You may use this ability again after you finish a long or short rest.
    In addition, strong winds have no effect on you. 

Thundering Champion
At 20th level, as an action you become master of storms. For 1 minute a storm surrounds you in a 30 foot radius and you gain a fly speed of 60 feet. This storm provides total concealment for you and  your allies in the storm. 
     Whenever an enemy creature starts its turn in the storm, the creature takes 10 lightning damage. 

I don't feel like making an Asgardian race since they really aren't that special, so he'll just be a human. Finally the background should be noble, he is the son of Odin after all.

Now that that's done, lets make us a Level 1 Thor Odinson.

Thor Odinson
Human Paladin 1
Background: Noble
Str 16 (+3), Dex 12 (+1), Con 14 (+2)
Int 10 (+0), Wis 12 (+1), Cha 14 (+2)
HP 12, AC 16, HD 1d10
Saves: Wis +3, Cha +4
Speed 30 ft.
Languages: Common, Dwarvish, Elvish
Skills: Athletics +5, History +2, Insight +3, Persuasion +4

Warhammer (Mjolnir) +5, 1d8+3 bludgeoning, versatile 1d10+3
Battleaxe (Jarnbjorn) +5, 1d8+3 slashing, versatile 1d10+3
Javelin (x5) +5, 1d6+3 piercing, range 30/120

Divine Sense 3/day
Lay on Hands

Gear: A set of fine clothes, a signet ring, a scroll of pedigree, a warhammer, a battleaxe, five javelins, an explorer's pack, chain mail, a piece of frozen lightning (holy symbol)

Leveling Thor
As Thor levels up, grab dueling fighting style and then the Oath of the Storm I made earlier. Thor should choose spells that grant him increased power. You can easily fluff his smites as electric looking.
    Ability Score Improvements can be used for warcaster and other such feats, and should also definitely be used to up Strength and Charisma. 

Tuesday, June 9, 2015

D&D Avengers: Black Widow

Alright, so it has been some time since I last worked on these. I'm still not very happy with what I did for the Hulk and will likely revisit him. But in the mean time, I'm going to move forward to our next hero to show up in the Marvel cinematic universe: Natasha Romanoff the Black Widow.

Natasha is a cunning woman with amazing skills of subterfuge. She is an agile combatant and a master of manipulation. Without a doubt, she is an Assassin Rogue. There really isn't much to do there. She likely has the Martial Artist feat I made for Dick Grayson back when I did the Young Justice posts, and she also should have some kick ass gear.

The big thing I remember her having were the electric batons. Lets see what those would look like:

Shocking Batons
Two +1 Clubs, Rare (requires attunement)
This pair of black batons look similar to nightsticks carried by city guards, but carry immense power. Each baton deals electric damage in addition to bludgeoning damage. After making an attack, but before you know whether it is a hit, you may expend a choose to stun the target on a hit until the start of your next turn. You may do this once per baton, and this ability recharges during a long rest.

I like this. It gives her the ability to do some control on top of just hitting people hard, while still enabling her to hit people hard. Giving advantage on the next attack is a huge deal for a rogue. 

Now that we have the awesome magic item out of the way, lets build her.

Natasha Romanoff
Variant Human Rogue 1
Background: Charlatan
Str 12 (+1), Dex 16 (+3), Con 10 (+0)
Int 12 (+1), Wis 12 (+1), Cha 14 (+2)
HP 8, AC 14, HD 1d8
Saves: Dex +5, Int +3
Speed 30 ft.
Languages: Common, Orc, Thieves' Cant
Skills: Acrobatics +3, Deception +6, Insight +3, Investigation +3, Persuasion +6, Sleight of Hand +5, Stealth +5
Feats: Martial Artist

Shocking Batons +6, 1d4+4 bludgeoning and electricity
Dagger +5, 1d4+3 piercing, 20 ft./60 ft.
Hand Crossbow +5, 1d6+3 piercing, 30/120 ft., light
Unarmed Strike +5, 1d4+3 bludgeoning

Feat: Martial Artist
Sneak Attack 1d6
Expertise: Deception and Persuasion

Gear: A fine set of clothes, a disguise kit, papers for Natalie Rushman, shocking batons, hand crossbow and 20 bolts, a burglar's pack, leather armor, two daggers, and thieves' tools

Leveling Natasha: As she levels up, give her the Assassin archetype and use the ability score improvements to up her dexterity and charisma. Another good idea would be to get her the crossbow expert feat. She should be able to make all the NPC's do as she wants and clock anyone who talks bad about her. In addition, her disguise abilities ought to make her a bad ass spy. I'm sure she'd be damn fun to play.

Tuesday, May 26, 2015

D&D Avengers: The Hulk

The Hulk! Doing these in the order of their appearance in the cinematic universe is fun, it's helping me see how that area has evolved and how old that world is getting. Officially I could do Nick Fury right now, but he literally just shows up at the end of Ironman, so I don't feel like we've seen enough of him to make a character. At least, not yet.

But anyways...THE HULK!

Dr. Bruce Banner was hit by a blast of gamma radiation that turns his anger management issues into a superpower. Basically he is a Barbarian with a Sorcerer origin. Since that is way too complicated to work with I'm just going to make a new Barbarian archetype that allows a change in size and gets rid of the need to keep attacking, but also gets rid of some agency. That should make it a little more even and give us that nice, rampaging Hulk feel that we love so much. Would it probably be easier to do a later Hulk who has control and stuff like that? Yeah, probably, but where is the fun in easy?

Path of the Giant
Some barbarians don't control their rage, instead it consumes them. The Path of the Giant is a path of great power, but also of of great destruction. As you enter your rage, you become a mindless beast driven by anger and chaos.

Colossal Anger
Starting when you choose this path at 3rd level, you change size when you rage. Your size doubles in all dimensions, and your weight is multiplied by eight. This growth increases your size by one category - from Medium to Large, for example - and increases your stride, doubling your walking speed. Your weapon and armor grow to match your size. While your weapons are enlarged, including unarmed strikes, your attacks with them deal 1d4 extra damage. When your rage ends, you suffer one level of exhaustion.

(DM Option: You can allow the rage to last until all threats are defeated if you also require a Wisdom saving throw with a difficulty of 15 to control the character each turn.)

Powerful Transformation
At 6th level, your transformation into a huge monster also toughens your skin. While raging, you have resistance to all damage except psychic. In addition, you deal double damage to objects.

Improved Metabolism
At 10th level you become immune to disease, poison damage, and the poisoned condition. In addition when you enter a rage, you heal a number of hit-points equal to your barbarian level.

Thunderclap
At 14th level you can clap your hands together with amazing force. As an action, while raging, you can clap your hands together to create wave of thunderous force that sweeps out from you. Each creature in a 30-foot cube originating from you must make a Constitution saving throw. On a failed save, a creature takes 8d8 thunder damage and is pushed 40 feet away from you. One a successful save, the creature takes half damage and is pushed only 20 feet.
    In addition, unsecured objects that are completely within the area of effect are automatically pushed 40 feet away from you by the effect of the thunderclap, and the clap emits a thunderous boom audible out to 300 feet. You regain the ability to use this thunderclap after a short or long rest.

I tried to make it pretty dissimilar from the Path of the Brawler I did for Superboy and his super-strength ilk. I ended up taking away the madness, allowing it to be role-played instead, though I could see it as the downside to Colossal Anger instead of the exhaustion. This build is definitely all about a crazy strong rage. I could also see a mechanic more similar to the Druid wilshape, but that feels a little like stepping on the druid's toes. I think it's okay that this isn't min-maxed at all. In fact, I could see explaining a high strength as being residual effects, where the monster only shows up when raging. I like this explanation.

Bruce Banner
Level 1 Variant Human Barbarian
Background: Sage
Str 16 (+3), Dex 10 (+0), Con 14 (+2)
Int 14 (+2), Wis 10 (+0), Cha 10 (+0)
HP 14, AC 12, HD 1d12
Saves: Str +5, Con +4
Speed: 30 feet
Languages: Common, Gnomish, Orc, Giant
Skills: Arcana +4, History +4, Medicine +2, Nature +4, Perception +2

Unarmed Strike +5, 1d4+3 bludgeoning, on a hit use a bonus action to grapple
Longsword +5, 1d8+3 slashing, versatile 1d10+3
Dagger +5, 1d4+3 piercing, 20/60, light, finesse
Quarterstaff +5, 1d6+3 bludgeoning, versatile 1d8+3

Feat: Tavern Brawler
Rage 2/day
Unarmored Defense

Gear: A bottle of black ink, a quill, a small knife, a letter from a colleague about your "condition", a set of common clothes, a shortsword, a quarterstaff, an explorer's pack, four daggers

Leveling Bruce: As Bruce explore his hulk personality more and more, he will grow in power. Up his Str, Con, Int, and Wis. This expresses his conquering his base nature and also growing in strength as the magical radiation spreads within him. Take the Path of the Giant to grant him size, speed, and eventually destruction, healing, and thunderclap. He will be a veritable monster when raging, and still pretty useful when not. I would probably play him mostly as a skill monkey who chooses to fight only when it is necessary. He calls on his gifts (a high str, and con) when he must and maybe looks more muscled then. But when he rages, the beast is unleashed, growing in size and power.

I might do this again as a druid. We'll see. I added a DM option on Colossal Anger in the hopes of adding some fun if both the DM and player are comfortable with it.

Thursday, May 21, 2015

D&D Avengers: Iron Man

I decided I'd go in order of the release of the movies leading up to the Avengers. This is mostly by memory, so if I get htings out of order I apoligize. What I do remember is that Ironman and one Robert Downey Jr. started it all.

First lets pick a race, thats the easy part. Tony Stark is human to the core, he is good and pretty chaotic, but can be neutral to evil when upset or worried about the safety of those he loves. I would love to see people change his race to something more fun like gnome, or half-elf, but for now we'll go with our canon human.

Next up is background. Looking through our options, Noble looks like the best bet. He grew up in money and inhereted his daddys firm and important name. If that isn't aristocrat entitlement I don't know what is.

Finally, we've got class. You could jury rig something out of a Warlock and add a Technology pact, but a long time ago I created an Artificer class, and given Mr. Starks ability to tinker and create, I think it would be the best fit. I'm not sure between Tinkerer and Battlesmith. Ultimately, while battesmith would give him better armor, tinkerer gives him more spellstoring items, which works better. We'll just make the armor an artifact.

Or better yet! I'll make a new tradition, the tradition of the Bulwark

Tradition of the Bulwark
Bonus Proficiencies: When you enter this tradition at level 3, you gain proficiency with medium armor, heavy armor, and smith's tools.

Bonded Armor: At 3rd level, you learn a ritual that creates a bond between you and one set of armor. You perform the ritual over the course of 1 hour, which can be done during a short rest. The armor must be within your reach throughout the ritual, at the conclusion of which you touch the armor and forge the bond.
    Once you have bonded the armor to yourself, it cannot be removed from you unless you are
incapacitated. If it is on the same plane of existence, you can summon the armor onto yourself as a bonus action, causing it to instantly appear on you.
    You can have up to two bonded armors, but can summon only one at a time with your bonus action. If you attempt to bond with a third armor, you must break the bond with one of the other two.
     You can use your armor as an implement for satisfying the material component of spells, assuming the material component doesn't have a listed cost.

Power Armor: At 6th level, you can cast a cantrip as a bonus action while wearing your bonded armor.
    In additon, as a bonus action, you can expend a use of your Infused Equipment die when casting a spell in your bonded armor and add the result to the spell's damage.

Perfect Integration: At 14th level, your understanding of your bonded armor has become transcendant. You can concentrate on two spells while in your bonded armor, as long as both spells only target yourself.

This might be insanely overpowered with multiclassing, but looking at it now it'll just be a cantrip throwing (so makshift wand basically), armored, monster. The only real spell combos with perfect integration are things like Invisbility and Fly, or Stoneskin and Alter Self. Nothing terribly terrifying and you can only do it on yourself.

Tony Stark
Level 1 Human Noble Artificer
Str 11 (+0), Dex 11 (+0), Con 12 (+1)
Int 16 (+3), Wis 11 (+0), Cha 16 (+3)
HP 8, AC 11, HD 1d8
Saves: Con +3, Int +5
Speed: 30 feet
Languages: Common, Elvish, Dwarven
Proficiencies: Tinker's Tools, Playing Cards
Skills: Arcana +5, History +5, Investigation +5, Persuasion +5

Infused Light Crossbow +5, 1d8+3 piercing, 80/320
Infused Dagger +5, 1d4+3 piercing, 20/60
Makeshift Wand +5, 1d8 fire or thunder, 60

Artificer Knowledge
Cantrips: infuse weapon, makshift wand, mending
1st-level Spells: inflict damage, repair damage, mage armor, jump

Gear: A light crossbow and 20 bolts, a wand, a scholar's pack, leather armor, a dagger, tinkerer's tools, fine clothes, a signet ring, and a scroll of pedigree

Leveling Tony Up
Grab the new Bulwark tradition I made to give him some awesome armor and great abilities to go with it. He'll be a blasting tank that can fly and go invisible. Who wouldn't love that?
    With the ability score increases, go for Int and then grab some feats that look fun like Crossbow Expert.
    Finally for spells, Tony is mostly about buffing himself and also a bit about knowledge, grabbing all the buffs and divination spells would fit really well with his character.


Tuesday, May 19, 2015

D&D Avengers: The Plan

It was a ton of fun to work on the D&D Young Justice, but unfortunately a lot of my friends and supporters had no idea who they were. Well, Avengers 2: Age of Ultron just came out and I'm pretty sure everyone has seen it. So it makes sense to give them the same treatment I gave my favorite animated team. The question is who I should start with. If we look at the Avengers, so many of them are similar to the Young Justice team. Quicksilver is no different from Kid Flash, and Robin and Black Widow are crazy similar, same goes for Vision and Miss Martian. There are differences in background and stats though. I think I'll have to do other homebrew then, things like spells and feats. Also, the team is VERY human, I'm thinking it would make sense to introduce my Modern Races as well. Though maybe I'll start using them before I fully explain them.

Captain America - Human Battlemaster Fighter with a magical shield
Thor - Human Champion Fighter with an artifact hammer
Hulk - Human Hulking Barbarian
Hawkeye - Human Battlemaster Fighter with that quiver I gave Artemis
Ironman - Human Noble Bulkark Artificer
Black Widow - Human Assassin Rogue, with Electric Clubs
Nick Fury - Human Spymaster Rogue

Vision - Warforged Enlightened Sorcerer
Quicksilver - Way of Celerity Monk
Scarlet Witch - Wild Magic Sorcerer