Showing posts with label feat. Show all posts
Showing posts with label feat. Show all posts

Sunday, October 4, 2015

D&D Bones: Seeley Booth

Seeley Booth is a steely-eyed jock of a character. He believes in justice and the law. He is exceedingly handsome and little bit ignorant. He is one of my favorite characters on the show because he shows real growth, but also defends his lifestyle. Seeley doesn't back down from not being intellectual and he helps ground the team. He is exceedingly imperfect and its lovely. Plus he is really handsome.
I mean, look at that face.
Let's see he would 1000% be a paladin. Good at fighting, all about justice, really high charisma. All check marks leading to paladin. One issue, Paladin's smite only work with melee weapons, but he was a sniper. Is it viable to have a paladin that doesn't use his smite often? I suppose he would just use the spell slots that they consume. Maybe I'll make a feat for that. In the mean time I would say Seeley is a Paladin of Vengance with a focus on Redemption.

First that feat:
Ranged Vindicator
Prerequisite: Divine Smite class feature
You have learned to channel your spellpower into ranged attacks as well as melee. 
  • Increase your Constitution or Dexterity score by 1, to a maximum of 20. 
  • You can use your Divine Smite and Improved Divine Smite class features with ranged weapons. 
Seeley Booth
Level 1 Variant Human Paladin
Background: Soldier
Str 14 (+2), Dex 14 (+2), Con 12 (+1)
Int 10 (+0), Wis 12 (+1), Cha 14 (+2)
HP 11, AC 16, HD 1d10
Saves: Wis +3, Cha +4
Speed 30 ft.
Languages: Common, Draconic
Skills: Athletics +4, Deception +4, Insight +3,  Intimidation +4, Persuasion +4 
Proficiencies: Playing cards, vehicles (land)

Longsword +4, 1d8+2 slashing, versatile 1d10
Heavy Crossbow +4, 1d10+2 piercing, range 100/400, two-handed, heavy, loading
Club +4, 1d4+2 bludgeoning, light

Divine Sense
Lay on Hands
Feat: Crossbow Expert

Gear: A badge, a familial token, a deck of cards, a set of common clothes, longsword, hand crossbow, a club, an explorer's pack, chain mail, and a holy symbol. 

Leveling Booth: This turned out alright. I would've liked to use the hand crossbow, but honestly it just sucks, so I figured we'd use the heavy crossbow. Good for sniping anyways. Take the Ranged Vindicator and Sharpshooter feats as soon as possible then just up the Str, Dex, Con, and Cha as you see fit. Is he optimized? God no. But it works and would be pretty fun to play. 

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, 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. 

Monday, February 23, 2015

D&D Young Justice: Robin

For the past few weeks, I've been making Young Justice characters from the TV show into D&D characters. Oftentimes, this under powers them severely, but that is okay with me. I'm making up new rules, as I need them and so far I have always needed them. Alright, let's do any easy one this week. Or, at least, easy in theory it should be easy. Robin: Boy Wonder.

Now, most people like to argue about the class of Batman. Is he a rogue or a monk, or maybe an urban ranger? Well I'm here to end that argument. He is a rogue - a noble rogue, to be precise. This is the word of the Lord- thanks be to god. He has lots of skills, is very sneaky, and mostly tries to intimidate people. That's Dex, Cha, Int character if I ever saw one. Sure he is strong and tough, and  perceptive too. Heck, he is kind of perfect from a stats perspective. Batman's only flaws lie in his personality and his past.

Robin is similarly a rogue. Even more so perhaps- more quick than strong, more smart than wise. That isn't to say he doesn't possess other amazing traits, but he is known for sneaking off and doing covert ops. especially in the show. So a rogue, with an entertainer background that will cover the Flying Graysons. How about all that punching he does? Easy; make a feat called Martial Artist that gives anyone who takes it a bit of that fun Monk ability.

Martial Artist
Trained in a very graceful and specific style of combat, you have learned to strike hard with your body and perform amazing physical feats. You gain the following benefits:
  • Increase your Dexterity or Strength score by 1
  • You are proficient with unarmed strikes
  • Your unarmed strike uses a d4 for damage
  • You treat all simple melee weapons that aren't two-handed or heavy as finesse weapons
I like this feat, it will allow him to punch and kick people for okay damage, and most importantly, sneak attack with punches. It might be a little underpowered, but you have to be careful with how things mix. This would be terrible for a monk, for example, but maybe too powerful for that Path of the Brawler archetype I made last week for Superboy. 

Dick Grayson
Level 1 Variant Human Rogue
Background: Entertainer
Str 12 (+1), Dex 14 (+2), Con 14 (+2)
Int 14 (+2), Wis 12 (+1), Cha (+1)
HP 10, AC 13, HD 1d8
Saves: Dex +4, Int +4
Speed: 30 feet
Languages: Common, Gnomish, Thieves' Cant
Proficiencies: Disguise kit, pipes, thieves' tools
Skills: Acrobatics +5, Athletics +3, Investigation +4, Perception +3, Performance +3, Sleight of Hand +4, Stealth +6

Unarmed Strike +4, 1d4+2 bludgeoning
Rapier +4, 1d8+2 piercing
Dagger +4, 1d4+2 piercing, light, 20/60 range
Shortbow +4, 1d6+2 piercing, 80/20 range, 20 arrows

Feat: Martial Artist
Sneak Attack 1d6

Gear: Pipes, a token from your family, a costume, rapier, shortbow, 20 arrows, dungeoneer's pack, leather armor, two daggers, and thieves' tools

Leveling up: Grab the Thief archetype for the climbing and quickness and Use Magical Device. Up your Dexterity and intelligence as often as you can. I made the Martial Artist feat specifically to allow a Nightwing later on assuming you can get a nice pair of Electric Clubs that can turn into a quarterstaff. So get out there and save the world by investigating mysteries you sneaky boy wonder.