Showing posts with label paladin. Show all posts
Showing posts with label paladin. 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, 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.