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Masterblack06

Man of Atom
Moderator
Creating a character capable of defeating the Magic Gods from the "To Aru" (A Certain Magical Index) series requires careful consideration of the abilities and lore within that universe. The Magic Gods in this series are incredibly powerful beings who can manipulate reality itself, so a character who can stand against them would need to be extraordinarily potent. Here’s an outline for such a character:

Name: Eon Archivarius​

Background:​

Eon Archivarius hails from a dimension that exists outside the known realms of the "To Aru" universe, including both the Magic Side and the Science Side. Eon's existence is a paradox, neither fully part of the universe nor completely separate from it. This unique position allows Eon to interact with and understand both magic and science on a level far beyond even the most powerful beings in the series.

Abilities:​

  1. Reality Anchoring: Eon is immune to alterations in the fabric of reality, making them impervious to the reality-warping powers of the Magic Gods. They exist in a state of constant 'true reality', unaffected by temporal or spatial changes.
  2. Dimensional Command: Eon can manipulate and traverse dimensions, including conceptual, metaphysical, and physical realms. This enables them to evade attacks by shifting dimensions and to access powers or knowledge from these various realms.
  3. Chrono-Spatial Manipulation: Unlike the Magic Gods, who primarily manipulate reality, Eon can manipulate both time and space, allowing them to outmaneuver or counter the gods’ reality-warping abilities.
  4. Absolute Knowledge: Eon possesses knowledge that transcends both the Magic and Science Sides, giving them an understanding of spells, sciences, and phenomena that are beyond the comprehension of even the most learned in the To Aru universe.
  5. Unbounded Willpower: Eon’s will is unbreakable, making them immune to psychological and magical influences that could alter their mindset or intentions.
  6. Paradox Existence: Their paradoxical nature allows them to perform actions and wield powers that are contradictory or impossible within the normal laws of the universe, baffling even the Magic Gods.
  7. Anti-Magic & Anti-Science Field: Eon naturally emanates an aura that nullifies both magical and scientific powers in their vicinity, making them a neutralizing force against adversaries who rely on such abilities.

Personality:​

Eon is a being of balance and deep wisdom. They understand the vast complexities of the universe and the dangers of upsetting its equilibrium. Eon does not seek conflict but acknowledges the necessity of intervention when the balance is threatened. They are deeply philosophical, often pondering the nature of existence and the responsibilities that come with their power.

Weaknesses:​

Despite their immense power, Eon has limitations. They are bound by a self-imposed code not to directly kill or utterly destroy, believing in maintaining the cosmic balance. Also, their power, while vast, is not infinite – extended use of their more taxing abilities can weaken them temporarily, making strategic use of their powers essential.

Role in the "To Aru" Universe:​

Eon Archivarius would likely act as a mysterious guardian of the universal balance, intervening only when the natural order is threatened to a catastrophic degree. Their interactions with major characters like Kamijou Touma would be minimal, observing and analyzing rather than directly engaging unless absolutely necessary.

Conclusion:​

Eon Archivarius, as a character concept, is designed to be a formidable force capable of challenging the Magic Gods. Their abilities are carefully tailored to counteract the unique powers of these gods, providing a plausible yet balanced character within the extraordinary context of the "To Aru" universe.

Jesus christ. The AI just doesnt give a fuck
 
@Flowering Knight @Stocking Anarchy @Atem
@Masterblack06
Dagoth Ur, The Sharmat
Medium humanoid (god-like), lawful evil

Armor Class 21 (Natural Armor, Shielded by the Heart of Lorkhan)
Hit Points 287 (23d8+184)
Speed 30 ft.

STR 22 (+6) | DEX 16 (+3) | CON 27 (+8) | INT 24 (+7) | WIS 19 (+4) | CHA 25 (+7)

Saving Throws Dex +10, Con +15, Wis +11
Skills Arcana +14, History +14, Religion +14, Perception +11, Intimidation +14, Insight +11, Deception +14, Persuasion +14
Damage Resistances Bludgeoning, piercing, and slashing from nonmagical attacks
Damage Immunities Necrotic, Poison
Condition Immunities Charmed, Exhausted, Poisoned
Senses Darkvision 120 ft., truesight 60 ft., passive Perception 21
Languages Common, Dunmeris, Akaviri, Daedric, Draconic
Challenge 23 (50,000 XP)
Proficiency Bonus +7

Traits

Legendary Resistance (3/Day). If Dagoth Ur fails a saving throw, he can choose to succeed instead.

Magic Resistance. Dagoth Ur has advantage on saving throws against spells and other magical effects.

Heart of Lorkhan Connection. While in the vicinity of the Heart of Lorkhan, Dagoth Ur regenerates 20 hit points at the start of his turn. He cannot be banished, petrified, or turned. Radiant damage suppresses this trait on his next turn.

Corrupted Touch. Creatures that touch Dagoth Ur or hit him with a melee attack take 9 (2d8) necrotic damage.

Heartwight’s Protection. Dagoth Ur has resistance to all damage from spells.

Heartbound: Dagoth Ur’s life force is intrinsically linked to the Heart of Lorkhan. If the Heart is destroyed or rendered inert, Dagoth Ur is instantly slain, no matter his current hit points or condition. Knowledge of this connection may not be immediately known to players and might require extensive research or lore discovery in-game.

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Innate Spellcasting. Dagoth Ur is a 20th-level spellcaster. His spellcasting ability is Intelligence (spell save DC 22, +14 to hit with spell attacks). Dagoth can innately cast the following spells, requiring no material components. Dagoth Ur has the following spells prepared:

Cantrips:

Flare
School: Evocation
Level: Cantrip
Casting Time: 1 action
Range: 120 feet
Components: V, S (a flick of the finger)
Duration: Instantaneous

Description: Drawing from the primal energies of fire, the caster releases a searing flare towards their target. The flare, reminiscent of the bright stars in the night sky, travels at incredible speed, illuminating its path and scorching whatever it hits.

Effect: The caster makes a ranged spell attack against a creature they can see within range. On a hit, the target takes 1d10 fire damage. This spell’s damage increases by 1d10 when the caster reaches 5th level (2d10), 11th level (3d10), and 17th level (4d10).

Bound Dagger
School: Conjuration
Level: Cantrip
Casting Time: 1 bonus action
Range: Self
Components: V, S (a quick hand motion, as if grabbing a handle from thin air)
Duration: 1 minute

Description: With a swift incantation, the caster summons forth a shimmering, ethereal dagger into their hand. The blade, although intangible to the onlooker, is as sharp and deadly as any physical weapon. It hums with a barely contained arcane energy, waiting for the caster’s command to strike.

Effect: Upon casting, a magical dagger materializes in the caster’s hand. For the duration, the caster is proficient with this weapon, and it counts as magical for overcoming resistances. When making an attack with the Bound Dagger, instead of using Strength or Dexterity for the attack roll, the caster uses their spellcasting ability modifier.

The dagger deals 1d4 + the caster’s spellcasting ability modifier in force damage on a hit. If the dagger leaves the caster’s hand or if they cast this cantrip again before the duration ends, the previous dagger vanishes instantly.

Level 1 Spells (4 slots):

Shield
School: Abjuration
Level: 1
Casting Time: 1 reaction (when you are hit by an attack or targeted by the Magic Missile spell)
Range: Self
Components: V, S (a quick gesture as if deflecting an attack)
Duration: 1 round

Description: At the last moment, as a foe’s attack nears, the caster rapidly erects a translucent, shimmering barrier that stands between them and the impending harm. The barrier moves with the caster, providing a brief but potent protection against attacks.

Effect: Upon casting, an invisible barrier of magical force appears and protects the caster. Until the start of the caster’s next turn, their AC increases by +5, including against the triggering attack. This spell also causes the Magic Missile spell to fail if it was targeting the caster.

Summon Ancestral Ghost
School: Conjuration (summoning)
Level: 1
Casting Time: 1 action
Range: 30 feet
Components: V, S, M (a small relic or token from an ancestor or a drop of the caster’s blood)
Duration: 1 hour (concentration)

Description: Uttering ancient words and using a relic or a drop of their own blood, the caster calls forth the spirit of an ancestor or a revered soul. The summoned ghost emerges from the ether, a spectral form that holds the wisdom and experiences of past times. Although primarily a guardian spirit, it can also be a formidable force in combat.

Effect: The caster summons an ancestral ghost to a location they can see within range. This ghost uses the statistics of a Specter but appears as a benevolent spirit, often resembling someone familiar or ancestral to the caster. The ghost is friendly to the caster and their allies. It obeys any verbal commands given by the caster (no action required by the caster). If the caster doesn’t issue any commands, the ghost will defend itself from hostile creatures but otherwise take no actions.

The ancestral ghost can’t harm the caster and will dissipate if it drops to 0 hit points, if the caster loses concentration, or when the spell’s duration ends.

Level 2 Spells (3 slots):

Chameleon
School: Illusion
Level: 2
Casting Time: 1 action
Range: Self
Components: V, S, M (a chameleon scale or a shard of a translucent gem)
Duration: 1 hour

Description: By invoking the elusive nature of the chameleon, the caster blends seamlessly with their environment. This doesn’t make the caster entirely invisible but blurs their form, creating a ghostly image that’s hard to focus on, giving them the upper hand in stealthy endeavors.

Effect: Upon casting, the caster becomes translucent and shimmering, reminiscent of a ghost or a mirage. For the duration, any ability check the caster makes to hide or sneak is made with advantage.

However, unlike true invisibility, a keen observer may still detect the caster’s presence. Creatures have disadvantage on perception checks to see the caster, but they are not considered invisible. Attacks against the caster do not have advantage, but the caster gains advantage on attack rolls as enemies struggle to predict their exact position.

Almsivi Intervention
School: Conjuration (teleportation)
Level: 2
Casting Time: 1 action
Range: Self
Components: V, S, M (a small religious relic or symbol of worship)
Duration: Instantaneous

Description: Drawing upon the divine power of the Almsivi, or invoking the might of their deity, the caster sends out a plea for protection and guidance. In a burst of divine energy, they are pulled from their current locale and placed within the sanctuary of their faith’s nearest temple.

Effect: Upon completion of the spell, the caster is instantly transported to the nearest temple, shrine, or holy site known to them. If there is a specific temple the caster worships at or is affiliated with, they are taken there unless there’s another temple of the same deity closer.

The spell is unerring in its accuracy, placing the caster in a safe spot within the temple, such as its main hall or courtyard. However, it doesn’t account for the temple’s current state or occupants. Thus, if the temple has since been overrun by enemies or is currently the site of a conflict, the caster might appear amidst that scenario.

Level 3 Spells (3 slots):

Drain Health
School: Necromancy
Level: 3
Casting Time: 1 action
Range: Touch
Components: V, S
Duration: Instantaneous

Description: With a dark incantation, the caster seeks to siphon the very life force of their target, rejuvenating their own vitality in the process. The spell manifests as a dark, shadowy tendril that extends from the caster’s hand, seeking to draw out the essence of the living.

Effect: The caster makes a melee spell attack against a creature within range. On a hit, the target suffers 3d6 necrotic damage as its life force is drained. The caster then absorbs this energy, regaining hit points equal to half the amount of necrotic damage dealt. This spell has no effect on undead or constructs.

If the caster is at full hit points, they do not gain temporary hit points. However, if they are under any temporary effect that reduces their hit point maximum, this spell helps restore it.

At Higher Levels: When you cast this spell using a spell slot of 4th level or higher, the necrotic damage increases by 1d6 for each slot level above 3rd.

Paralyze
School: Enchantment
Level: 3
Casting Time: 1 action
Range: 60 feet
Components: V, S, M (a small iron chain)
Duration: Concentration, up to 1 minute

Description: Calling upon powerful binding magics, the caster seeks to immobilize their foe in place, rendering them helpless. A shimmering arcane energy envelops the target, attempting to freeze them in their tracks.

Effect: Choose a creature you can see within range. The target must succeed on a Wisdom saving throw or be paralyzed for the duration. If the creature is humanoid, this spell functions similarly to the Hold Person spell. If the target is not humanoid, the spell takes on properties similar to the Hold Monster spell, but it remains a 3rd-level spell for the purposes of spell slots and effects that interact with spell level.

At the end of each of its turns, the target can make another Wisdom saving throw. On a success, the spell ends on the target.

While paralyzed by this spell, the target is aware and breathes normally but cannot move or speak.

Level 4 Spells (3 slots):

Levitate
School: Transmutation
Level: 4
Casting Time: 1 action
Range: Touch
Components: V, S, M (a small feather or piece of lightweight down)
Duration: Concentration, up to 10 minutes

Description: By manipulating the elemental forces of air and energy around a creature or object, the caster grants the ability to defy gravity. A soft, ethereal glow surrounds the target, rendering it weightless.

Effect: Choose a creature or object within range that weighs up to 500 pounds. The target rises vertically into the air, up to 20 feet, and remains suspended there for the duration. The spell can levitate a target that weighs up to 500 pounds. An unwilling creature that succeeds on a Constitution saving throw is unaffected.

The caster can change the target’s altitude by up to 20 feet in either direction on their turn as a bonus action. If the caster is the target, they can move up or down as part of their move. Otherwise, they can use their action to move the target which can be suspended in the air.

The spell ends if the target is ever outside the spell’s range or if the caster ends their concentration. When the spell ends, the target floats gently to the ground if still aloft.

Command Creature
School: Enchantment
Level: 4
Casting Time: 1 action
Range: 60 feet
Components: V, S
Duration: Concentration, up to 1 minute

Description: Seizing the mind of a creature, the caster bends it to their will, exerting dominance over its thoughts and actions. The target’s eyes glimmer with a faint arcane light, signaling the caster’s control.

Effect: Choose a beast that you can see within range. It must make a Wisdom saving throw, or be charmed by you for the duration. If you or creatures that are friendly to you are fighting it, it has advantage on the saving throw. Once charmed, the creature regards you as a trusted leader.

On your turn, you can use your action to verbally command the charmed creature to take an action, or move in a certain way. You can specify a simple and general course of action, such as “Attack that creature,” “Run over there,” or “Fetch that item.” If the creature completes the order and doesn’t receive further direction from you, it defends and preserves itself to the best of its ability.

You can use your action to take total and precise control of the target. Until the end of your next turn, the creature takes only the actions you choose and doesn’t do anything that you don’t allow it to do.

If the creature suffers any harm or is commanded to do something directly harmful or suicidal, it gets another Wisdom saving throw to break free from the control.

Level 5 Spells (3 slots):

Reflect
School: Abjuration
Level: 5
Casting Time: 1 reaction (when targeted by a spell)
Range: 60 feetComponents: V, S
Duration: Instantaneous

Description: Drawing on arcane energies, you shield yourself from incoming magic, catching the spell and redirecting it back towards its source. The caster’s hands or arcane focus briefly glimmers with a mirrored shine as the spell is intercepted and deflected.

Effect: When you see a creature within 60 feet of you casting a spell, you can use your reaction to attempt to intercept and reflect the spell. Make an ability check using your spellcasting ability. The DC equals 10 + the spell’s level. On a success, the creature’s spell fails and has no effect. If the spell had you as its target, the spell is instead reflected back to its caster as if they were the original target.

If the creature is casting a spell of 5th level or lower, you successfully reflect it without needing to make an ability check.

Summon Golden Saint
School: Conjuration
Level: 5
Casting Time: 1 minute
Range: 30 feet
Components: V, S, M (a small golden token worth at least 100 gold pieces)
Duration: 1 hour

Description: Invoking ancient Daedric pacts, you call forth a Golden Saint from the realms of Oblivion. The ground shakes gently and a shimmering portal momentarily appears, from which strides forth a proud and powerful Daedric warrior, ready to do your bidding.

Effect: You summon a Golden Saint, a CR 5 Daedric creature, which appears in an unoccupied space that you can see within range. The Golden Saint is bound to serve you for the spell’s duration. It understands your spoken commands, can act on its own, but always follows your orders to the best of its ability.

If you don’t issue any commands to the Golden Saint, it defends itself from hostile creatures but otherwise takes no actions. The summoned creature disappears when it drops to 0 hit points or when the spell ends.

Golden Saint
Medium fiend (Daedra), lawful neutral

Armor Class 18 (Daedric Armor)
Hit Points 85 (10d8 + 40)
Speed 30 ft.

STR 18 (+4)
DEX 14 (+2)
CON 18 (+4)
INT 12 (+1)
WIS 14 (+2)
CHA 16 (+3)

Saving Throws Str +7, Con +7
Skills Perception +5, Intimidation +6
Damage Resistances fire, cold
Damage Immunities poison
Condition Immunities poisoned
Senses darkvision 60 ft., passive Perception 15
Languages Daedric, Common
Challenge 5 (1,800 XP)

Magic Resistance. The Golden Saint has advantage on saving throws against spells and other magical effects.

Spellcasting. The Golden Saint is a 6th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 14, +6 to hit with spell attacks). It can innately cast the following spells, requiring no material components:

• At will: Shield, Fire Bolt, Ray of Frost, Shocking Grasp
• 3/day: Command Creature, Absorb Health (as Vampiric Touch), Misty Step
• 1/day: Summon Daedra (summons another Golden Saint or lesser Daedra), Fire Shield, Frost Shield

Actions

Multiattack. The Golden Saint makes two melee attacks.

Daedric Longsword. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) slashing damage.

Daedric Bow. Ranged Weapon Attack: +5 to hit, range 150/600 ft., one target. Hit: 7 (1d8 + 2) piercing damage.

Leadership (Recharges after a Short or Long Rest). For 1 minute, the Golden Saint can utter a special command or warning whenever a nonhostile creature that it can see within 30 feet of it makes an attack roll or a saving throw. The creature can add a d4 to its roll, provided it can hear and understand the Golden Saint.

Level 6 Spells (2 slots):

Absorb Health
School: Necromancy
Level: 6
Casting Time: 1 action
Range: 60 feet
Components: V, S
Duration: Instantaneous

Description: You reach out with a spectral hand, drawing the very essence of life from your target and channeling it into yourself. The target’s life force visibly weakens, a shadowy trail moving from them to you.

Effect: Choose a creature within range. That creature must make a Constitution saving throw against your spell save DC. On a failed save, it takes 4d8 necrotic damage, and you gain temporary hit points equal to the damage dealt. On a successful save, the creature takes half as much damage, and you gain half the amount of temporary hit points.

At Higher Levels: When you cast this spell using a spell slot of 7th level or higher, the necrotic damage increases by 1d8 for each slot level above 6th.

Command Humanoid
School: Enchantment
Level: 6
Casting Time: 1 action
Range: 60 feet
Components: V, S
Duration: Concentration, up to 1 minute

Description: With an imposing word and force of will, you attempt to override the mind of a humanoid, bending it to your command. The target’s eyes momentarily glaze over, their will struggling against your arcane compulsion.

Effect: This spell functions like the “Dominate Person” spell found in the Player’s Handbook for D&D 5e. You attempt to beguile a humanoid that you can see within range. It must succeed on a Wisdom saving throw or be charmed by you for the duration. If you or creatures that are friendly to you are fighting it, it has advantage on the saving throw. While the target is charmed, you have a telepathic link with it as long as the two of you are on the same plane of existence. You can use this telepathic link to issue commands to the creature while you are conscious, which it does its best to obey.

Level 7 Spells (2 slots):

Blind
School: Enchantment
Level: 7
Casting Time: 1 action
Range: 60 feet
Components: V
Duration: Instantaneous

Description: With a forceful utterance of power, the caster targets a creature’s vision, attempting to shroud it in darkness. The air around the targeted creature becomes momentarily distorted, and a heavy feeling of impending blindness takes over.

Effect: You speak a word of power that can overwhelm the senses of one creature you can see within range, causing it to be blinded. If the target has 150 hit points or fewer, it is blinded for the duration. If it has more than 150 hit points, the spell has no effect.

The blinded target can make a Constitution saving throw at the end of each of its turns. On a successful save, it is no longer blinded.

Summon Dremora
School: Conjuration
Level: 7
Casting Time: 1 minute
Range: 30 feet
Components: V, S, M (a Daedric sigil worth at least 500 gold pieces)
Duration: 1 hour

Description: Chanting in the ancient Daedric tongue, you form a pact and summon forth a Dremora from the planes of Oblivion. A fiery portal emerges, and from it steps a powerful, horned Daedric warrior, its red eyes blazing with malevolence and obedience.

Effect: You summon a Dremora, a CR 7 or 8 Daedric creature, which appears in an unoccupied space that you can see within range. The Dremora is bound to serve you for the spell’s duration. It understands your spoken commands, can act on its own, but always follows your orders to the best of its ability.

If you don’t issue any commands to the Dremora, it defends itself from hostile creatures but otherwise takes no actions. The summoned creature disappears when it drops to 0 hit points or when the spell ends.

Dremora
Medium fiend (daedra), neutral evil

Armor Class 18 (plate armor)
Hit Points 85 (10d8 + 40)
Speed 30 ft.

STR 18 (+4)
DEX 14 (+2)
CON 18 (+4)
INT 12 (+1)
WIS 14 (+2)
CHA 16 (+3)

Saving Throws Str +7, Con +7
Skills Athletics +7, Intimidation +6
Damage Resistances fire; bludgeoning, piercing, and slashing from non-magical weapons
Senses darkvision 60 ft., passive Perception 12
Languages Daedric, Common
Challenge 7 (2,900 XP)

Magic Resistance. The Dremora has advantage on saving throws against spells and other magical effects.

Innate Spellcasting. The Dremora’s spellcasting ability is Charisma (spell save DC 14). It can innately cast the following spells, requiring no material components:

• At will: fire bolt
• 3/day each: fireball, wall of fire
• 1/day: flame strike

Actions

Multiattack. The Dremora makes two melee attacks.

Daedric Sword. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 4) slashing damage plus 4 (1d8) fire damage.

Daedric War Cry (Recharge 5-6). The Dremora lets out a powerful war cry. All creatures within 20 feet of the Dremora that can hear it must succeed on a DC 14 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Level 8 Spells (1 slot):

Disintegrate
School: Transmutation
Level: 8
Casting Time: 1 action
Range: 60 feet
Components: V, S
Duration: Instantaneous

Description: You point a finger, and a green ray of crackling energy springs forth, directed at a creature or object within range. The energy attempts to break the molecular bonds of the target, turning it to dust.

Effect: A thin green ray springs from your pointing finger to a target that you can see within range. The target can be a creature, an object, or a creation of magical force, such as the wall created by Wall of Force. A creature targeted by this spell must make a Dexterity saving throw. On a failed save, the target takes 10d6 + 40 force damage. If this damage reduces the target to 0 hit points, it is disintegrated. A disintegrated creature and everything it is wearing and carrying, except magic items, are reduced to a pile of fine gray dust.

Only a wish or true resurrection spell can restore a disintegrated creature to life. If the target is a Large or smaller non-magical object or a creation of magical force, it is disintegrated without a saving throw. If the target is a Huge or larger object or creation of force, this spell disintegrates a 10-foot-cube portion of it. The spell has no effect on magical items.

Telekinesis
School: Transmutation
Level: 8
Casting Time: 1 action
Range: 60 feet
Components: V, S
Duration: Concentration, up to 10 minutes

Description: You gain the ability to move or manipulate creatures or objects by thought. With a mere thought, you can lift, pull, push, or manipulate a creature or object.

Effect: You can try to move a Huge or smaller creature. Make an ability check with your spellcasting ability contested by the creature’s Strength check. If you win the contest, you move the creature up to 30 feet in any direction, including upward but not beyond the range of this spell. Until the end of your next turn, the creature is restrained in your telekinetic grip. A creature lifted upward is suspended in mid-air.

Alternatively, you can try to move an object that weighs up to 1,000 pounds. If the object isn’t being worn or carried, you automatically move it up to 30 feet in any direction, but not beyond the range of this spell. If the object is worn or carried by a creature, the creature must succeed on a Strength check against your spell save DC or the object is pulled away and into your possession.

You can exert fine control on objects with your telekinetic grip, such as manipulating a tool, opening a door or container, stowing or retrieving an item from an open container, or pouring the contents from a vial.

Level 9 Spells (1 slot):

Fortify Attribute
School: Transmutation
Level: 9
Casting Time: 1 action
Range: Touch
Components: V, S
Duration: 1 hour

Description: With a touch, you channel the essence of powerful creatures of the land, imbuing your target with enhanced physical and mental prowess. The chosen attribute surges with newfound strength, represented by the very creatures whose essence you’ve harnessed. The target’s very aura might subtly shift to mirror the attribute chosen, such as a faint growl emanating from someone with Bull’s Might, or a soft and wise gaze for Owl’s Wisdom.

Effect: Upon casting this spell, choose one of the following effects:

• Bull’s Might: The target’s muscles swell and its posture becomes more dominant. Its Strength score increases by +6, up to a maximum of 30. Additionally, the target has advantage on Strength checks and saving throws.
• Cat’s Grace: The target moves with a grace and agility reminiscent of a feline. Its Dexterity score increases by +6, up to a maximum of 30. The target also has advantage on Dexterity checks and saving throws, and it doesn’t take damage from falling 20 feet or less.
• Eagle’s Splendor: The target exudes a magnetic charisma. Its Charisma score increases by +6, up to a maximum of 30. The target also has advantage on Charisma checks and saving throws.
• Fox’s Cunning: The target’s mind becomes sharp, allowing it to think several steps ahead. Its Intelligence score increases by +6, up to a maximum of 30. The target also has advantage on Intelligence checks and saving throws.
• Owl’s Wisdom: The target gains profound insight and a heightened sense of intuition. Its Wisdom score increases by +6, up to a maximum of 30. The target also has advantage on Wisdom checks and saving throws.
• Bear’s Endurance: The target becomes robust, gaining a hardy constitution. Its Constitution score increases by +6, up to a maximum of 30. Additionally, the target gains 2d12 temporary hit points, which are lost when the spell ends.

If the target drops to 0 hit points, or if a dispel magic or similar effect is cast upon it, the enhancement granted by this spell ends prematurely. The bolstering effects of this spell do not stack with other enhancements that raise attribute scores, including other castings of Fortify Attribute or the benefits provided by magical items.

Summon Daedric Prince
School: Conjuration
Level: 9
Casting Time: 10 minutes
Range: 60 feet
Components: V, S, M (an artifact or item of great significance to the Daedric Prince being summoned, which is consumed by the spell)
Duration: Concentration, up to 10 minutes

Description: The very fabric of reality trembles as you utter forbidden incantations, opening a portal to the dangerous and unpredictable realm of Oblivion. Through this portal, you beckon forth one of the mighty Daedric Princes, immensely powerful entities that rule over their own planes of existence in Oblivion.

The ground rumbles, the air thickens, and the ambient light might darken or change hue as the Daedric Prince manifests. The appearance and temperament of the Daedric Prince will vary depending on which Prince is summoned, and they may not always be amenable to the summoner’s wishes.

Effect: Upon casting this spell, you summon a Daedric Prince of your choosing to the mortal realm. Due to their immense power, they cannot be completely controlled; however, the spell binds them to not directly harm the caster for the duration.

The summoned Daedric Prince will act according to its nature and disposition, which means while they might assist or engage in conversation, they might also have their own agenda or demands. If attacked or if they feel their existence in the mortal realm is threatened, they will defend themselves and possibly retaliate.

You can use your action to request (not command) the Daedric Prince to perform a specific action or task, but the final decision rests with the entity. If you lose concentration or the spell’s duration ends, the Daedric Prince is immediately banished back to its realm in Oblivion. However, if they desire, they might choose to stay for a short while longer, especially if they have unfinished business or a particular interest in current events.

Note: Summoning a Daedric Prince is not to be taken lightly. The consequences can be vast, and the political, social, or environmental impact could be significant. Additionally, each Daedric Prince has a unique personality, and their cooperation is not guaranteed. They might require offerings, favors, or services in return for their assistance.

Daedric Prince Stats: Creating a stat block for a Daedric Prince is a considerable task. Their abilities should be vast and varied, reflecting their dominion and power within Oblivion. A CR of 10 or higher would be a starting point, but given their god-like status, they might even surpass typical CR ratings.

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Actions

Multiattack. Dagoth Ur makes two melee attacks.
• Ash Fist. Melee Weapon Attack: +13 to hit, reach 5 ft., one target. Hit: 20 (3d8 + 6) bludgeoning damage plus 11 (2d10) necrotic damage.
• Dreams of Madness (Recharge 5-6). Range Spell Attack: DC 19 Wisdom saving throw, range 120 ft., one target. The target becomes paralyzed and takes 22 (4d10) psychic damage at the start of each of its turns for 1 minute.
• Blinding Ash Storm (Recharge 5-6). Dagoth Ur centers the ash storm on a point he chooses within 120 feet of him. The storm expands to fill a 40-foot radius sphere and remains for the duration of its effect. Creatures within this area when the storm is summoned must make a DC 20 Constitution saving throw. On a failed save, a creature takes 27 (6d8) necrotic damage and is blinded for 1 minute as the ash sticks to their eyes and skin. On a successful save, a creature takes half damage and isn’t blinded.

In addition, the area covered by the storm becomes heavily obscured, and vision within it is limited to 5 feet. The storm lasts until the end of Dagoth Ur’s next turn, at which point the ash settles, but the blindness effect persists for those affected.

Corprus Infection: Creatures reduced to 0 hit points by the Blinding Ash Storm do not die immediately. Instead, they fall unconscious and begin to show early signs of the Corprus disease, their skin mottling and lesions forming. If not treated within 24 hours, the creature will succumb to the disease and transform into a Corprus monster, losing all memories of its former self. The Lesser Restoration spell can cure the early stages of the disease if cast within the 24-hour window. After that, Greater Restoration can be used to cure the infection, even if the initial window has passed. Otherwise, more powerful magic, rituals, or quests might be required to find a cure, at the Dungeon Master’s discretion.

Bonus Actions

• Command Sixth House. Dagoth Ur issues a command to Sixth House creatures (like Ash Zombies, Ash Ghouls, Ascended Sleepers) within 120 feet, prompting them to use their reactions to move and attack.

Legendary Actions

Dagoth Ur has 3 legendary actions, choosing from:

• Move. Dagoth Ur moves up to his speed without provoking opportunity attacks.
• Teleport. Dagoth Ur teleports up to 120 feet to an unoccupied space he can see.
• Ash Fist Attack. Dagoth Ur makes one Ash Fist attack.
• Dreams of Despair (Costs 2 Actions). Dagoth Ur uses his Dreams of Madness.
• Mystic Shield (Costs 2 Actions). Dagoth Ur bolsters his defenses, gaining a +2 bonus to AC until his next turn.
• Quickened Spell (Costs 3 Actions). Dagoth Ur casts a spell (preferably a cantrip or 1st-level spell).

Reactions

• Reflect (3/Day). When targeted by a spell, Dagoth Ur might reflect it back at the caster. On a 10-20 roll, the spell is reflected. If the reflected spell requires a saving throw, the original caster makes the save against their own DC.
• Heart Shield (3/Day): As imminent harm befalls Dagoth Ur, the Heart of Lorkhan responds, sustaining its champion. When damage would reduce Dagoth Ur to 0 hit points, he may tap into the Heart’s power, dropping to only 1 hit point.

The first use of this ability each day has no adverse effects on Dagoth Ur.

Upon the second use within the same day, the bond with the Heart shows signs of wear. For the next hour, Dagoth Ur loses the benefits provided by the “Heart of Lorkhan Connection” and “Heartwright Protection” traits. During this time, he also cannot utilize any Heart-related lair actions.

If he calls upon the Heart Shield a third time within the same day, the strain becomes even more evident. He continues to lose the aforementioned benefits for an additional hour and suffers a disadvantage on all his attack rolls, ability checks, and saving throws until the end of his next turn, reflecting the toll taken on him by drawing so frequently from the Heart’s power.

After a long rest, or if certain rituals or conditions are met (as determined by the Dungeon Master), the bond between Dagoth Ur and the Heart of Lorkhan is fully restored.

Lair Actions

On initiative count 20 (losing initiative ties), Dagoth Ur takes a lair action to cause one of these effects:

• Dagoth Ur targets one creature within 60 feet. That creature might become diseased, taking 11 (2d10) necrotic damage at the start of each turn. The creature can end this effect with a successful DC 19 Constitution save.
• The floor in Dagoth Ur’s lair becomes molten lava in a 10-foot square area. Creatures in that area might take 22 (4d10) fire damage unless they succeed on a DC 19 Dexterity save. The lava cools and hardens at the end of Dagoth Ur’s next turn.

---

Background: Dagoth Ur, once known as Voryn Dagoth, was the immortal enemy of the Tribunal and the nominal head of the Sixth House. He aimed to drive the outlanders from Morrowind using his powerful sorcery and legions of Corprus beasts. Now, his power has reached beyond Tamriel, threatening the very fabric of the multiverse.
 
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@Flowering Knight Had ChatGPT help with buffing Strahd in 5e by using his 3e stat block.
Count Strahd von Zarovich, Darklord of Barovia
Medium undead (shapechanger), lawful evil

Armor Class: 23 (natural armor, Bracelets of Barovian Defense and Ring of Barovian Protection)
Hit Points: 160 (20d8+100 & 50 from Heart of Sorrow)
Speed: 30 ft.

STR 26 (+8) | DEX 20 (+5) | CON 18 (+4) | INT 20 (+5) | WIS 17 (+3) | CHA 18 (+4)

Saving Throws: Dex +13, Con +12, Wis +11, Cha +12
Skills: Perception +15, Athletics +14, Stealth +11, History +11, Arcana +11, Religion +11, Nature +11, Insight +9, Intimidation +10, Performance +10, Animal Handling +9
Damage Resistances: Necrotic, Cold, Electricity; Bludgeoning, Piercing, and Slashing From Nonmagical Weapons
Damage Immunities: Poison
Condition Immunities: Exhausted, Poisoned
Senses: Darkvision 120 ft., blindsight 10 ft., passive Perception 25
Languages: Balok, Darkonese, Luktar, Mordentish, Vaasi, Abyssal, Common, Draconic, Elvish, Giant, Infernal
Challenge: 20 (25,000 XP)
Proficiency Bonus: +6

Traits:

Shapechanger. If Strahd isn’t in running water or sunlight, he can use his action to polymorph into a Tiny bat, a Medium wolf, or a Medium cloud of mist, or back into his true form.
While in bat or wolf form, Strahd can’t speak. In bat form, his walking speed is 5 feet, and he has a flying speed of 30 feet. In wolf form, his walking speed is 40 feet. His statistics, other than his size and speed, are unchanged. Anything he is wearing transforms with him, but nothing he is carrying does. He reverts to his true form if he dies.
While in mist form, Strahd can’t take any actions, speak, or manipulate objects. He is weightless, has a flying speed of 30 feet, can hover, and can enter a hostile creature’s space and stop there. In addition, if air can pass through a space, the mist can do so without squeezing, and he can’t pass through water. He has advantage on Strength, Dexterity, and Constitution saving throws, and it is immune to all nonmagical damage, except the damage he takes from sunlight.

Legendary Resistance (3/Day): If Strahd fails a saving throw, he can choose to succeed instead.

Misty Escape: When he drops to 0 hit points outside his coffin, Strahd transforms into a cloud of mist (as in the Shapechanger trait) instead of falling unconscious, provided that he isn’t in running water or sunlight. If he can’t transform, he is destroyed.
While he has 0 hit points in mist form, he can’t revert to his vampire form, and he must reach his coffin within 2 hours or be destroyed. Once in his coffin, he reverts to his vampire form. He is then paralyzed until he regains at least 1 hit point. After spending 1 hour in his coffin with 0 hit points, he regains 1 hit point.

Regeneration. Strahd regains 20 hit points at the start of his turn if he has at least 1 hit point and isn’t in running water or sunlight. If he takes radiant damage or damage from holy water, this trait doesn’t function at the start of his next turn.

Undead Nature: Immune to effects that turn undead.

Master of the Realm: Strahd can move freely through Barovia and sense any significant events that happen within its borders.

Light Sleep: Strahd only needs to rest for 4 hours to gain the benefits of a long rest.

Innate Spellcasting: While within the domain of Barovia Strahd can innately cast spells. Strahd is a 16th-level spellcaster. Strahd’s innate spellcasting ability is Intelligence (spell save DC 20, +11 to hit with spell attacks). Strahd can innately cast the following spells requiring no material components. Strahd has the following wizard spells prepared:
• Cantrips (at will): mage hand, prestidigitation, ray of frost, minor illusion, chill touch
• 1st level (4 slots): absorb elements, shield, disguise self, feather fall, comprehend languages, fog cloud, magic missile, ray of enfeeblement
• 2nd level (3 slots): blindness/deafness, detect thoughts, mirror image,, hold person, darkness, invisibility
• 3rd level (3 slots): animate dead, fireball, counterspell, dispel magic, lightning bolt, nondetection
• 4th level (3 slots): blight, dimension door, greater invisibility, polymorph, contagion
• 5th level (2 slots): cone of cold, mislead, wall of force, animate objects, scrying
• 6th level (1 slot): disintegrate, mass suggestion, circle of death, guards and wards
• 7th level (1 slot): finger of death, forcecage, teleport
• 8th level (1 slot): maze, symbol

Vampiric Metamagic: Due to Strahd’s ancient power and deep understanding of magic, he has the ability to modify some of his spells as if utilizing metamagic. These abilities are separate from any potential spellcasting slots or abilities.

Quickened Spell: As a part of his action, Strahd can invoke the power of Quickened Spell to change the casting time of one of his spells that normally takes 1 action to a bonus action. He can use this ability 3 times, and regains expended uses after finishing a long rest.

Extended Spell: When Strahd casts a spell that has a duration of 1 minute or longer, he can choose to have its duration doubled, up to a maximum of 24 hours. After using this ability, he must finish a long rest before he can use it again.

Spider Climb. Strahd can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.

Vampire Weaknesses. Strahd has the following flaws.

Forbiddance: He can’t enter a residence without an invitation from one of the occupants.

Harmed by Running Water: He takes 20 acid damage if he ends his turn in running water.

Stake to the Heart: If a piercing weapon made of wood is driven into his heart while he is incapacitated in his coffin, he is paralyzed until the stake is removed.

Sunlight Hypersensitivity: While in sunlight, Strahd takes 20 radiant damage at the start of his turn, and he has disadvantage on attack rolls and ability checks.

Actions:

Multiattack (Vampire Form Only): Strahd makes two attacks, only one of which can be a bite attack.

Unarmed Strike (Vampire or Wolf Form Only): Melee Weapon Attack: +14 to hit, reach 5 ft., one target. Hit: 12 (1d8+8) bludgeoning damage, plus 14 (4d6) necrotic damage. If the target is a creature, Strahd can grapple it (escape DC 26) instead of dealing the bludgeoning damage.

Sword of Strahd's Might: Melee Magical Weapon Attack: +17 to hit, reach 5 ft., one target. Hit: 16 (1d10+11) slashing damage.

Strahd’s Longbow: Ranged Magical Weapon Attack: +13 to hit, range 150/600 ft., one target. Hit: 11 (1d8+7) piercing damage.

Bite (Bat or Vampire Form Only): Melee Weapon Attack: +14 to hit, reach 5 ft., one willing creature, or a creature that is grappled by Strahd, incapacitated, or restrained. Hit: 11 (1d6+8) piercing damage plus 10 (3d6) necrotic damage. The target’s hit point maximum is reduced by an amount equal to the necrotic damage taken, and Strahd regains hit points equal to that amount. The reduction lasts until the target finishes a long rest. The target dies if its hit point maximum is reduced to 0. A humanoid slain in this way and then buried in the ground rises the following night as a vampire spawn under Strahd’s control.

Charm. Strahd targets one humanoid he can see within 30 ft. of him. If the target can see Strahd, the target must succeed on a DC 19 Wisdom saving throw against this magic or be charmed. The charmed target regards Strahd as a trusted friend to be heeded and protected. The target isn’t under Strahd’s control, but it takes Strahd’s requests and actions in the most favorable way and lets Strahd bite it.
Each time Strahd or his companions do anything harmful to the target, it can repeat the saving throw, ending the effect on itself on a success. Otherwise, the effect lasts 24 hours or until Strahd is destroyed, is on a different plane of existence than the target, or takes a bonus action to end the effect.

Children of the Night (1/day). Strahd magically calls 2d4 swarms of bats or swarms rats, provided that the sun isn’t up. While outdoors, Strahd can call 3d6 wolves instead. The called creatures arrive in 1d4 rounds, acting as allies of Strahd and obeying his spoken commands. The beasts remain for 1 hour, until Strahd dies, or until he dismisses them as a bonus action.

Legendary Actions

Legendary Actions: Strahd can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time, and only at the end of another creature’s turn. Strahd regains spent legendary actions at the start of his turn.

Move. Strahd moves up to his speed without provoking opportunity attacks.

Unarmed Strike. Strahd makes one unarmed strike.

Bite (Costs 2 Actions). Strahd makes one bite attack.

Equipment:

Sword of Strahd's Might: Bastard Sword (same as a longsword) that gives +3 to attack and damage rolls.

Strahd's Longbow: A +2 Mighty Composite Longbow. This adds +2 to attack and damage rolls with the longbow.

Amulet of Proof against Detection and Location: Prevents Strahd from being targeted by divination magic or perceived through magical scrying sensors.

Bracelets of Barovian Defense: When worn, they add +2 to Strahd's AC, provided he isn't wearing armor.

Cloak of Barovian Resistance: This cloak provides a +1 bonus to all saving throws.

Crystal Ball: Allows Strahd to scry on familiar individuals or locations.

Gloves of Barovian Dexterity: These gloves increase Strahd's Dexterity score by +2.

Ring of Fire Resistance: Grants Strahd resistance to fire damage.

Ring of Barovian Protection: This ring provides a +1 bonus to AC and all saving throws.

Rod of Absorption: Strahd can absorb spells targeted at him, converting them into energy for his own spells.

The Vampire’s Minions

Whenever Strahd appears in a location other than his tomb or the place indicated by the card reading, roll a d20 and consult the Strahd's Minions table to determine what creatures he brings with him, if any.

Strahd’s Minions
d20
Creatures
1-3
1d4 + 2 dire wolves
4-6
1d6 + 3 ghouls
7_9
1d4 + 2 Strahd zombies (in this appendix)
10-12 2d4 swarms of bats
13-15
1d4 + 1 vampire spawn
16-18
3d6 wolves
19-20 None

If the characters are in a residence, Strahd's creatures break through doors and windows to reach them, or crawl up through the earth, or swoop down the chimney. The vampire spawn (all that's left of a party of adventurers that Strahd defeated long ago) can't enter the characters' location unless invited.

Heart of Sorrow

Strahd can afford to be bold in his tactics, for he has additional protection in the form of a giant crystal heart hidden inside Castle Ravenloft. Any damage that Strahd takes is transferred to the Heart of Sorrow (see chapter 4, area K20). If the heart absorbs damage that reduces it to 0 hit points, it is destroyed, and Strahd takes any leftover damage. The Heart of Sorrow has 50 hit points and is restored to that number of hit points each dawn, provided it has at least 1 hit point remaining. Strahd can, as a bonus action on his turn, break his link to the Heart of Sorrow so that it no longer absorbs damage dealt to him. Strahd can reestablish his link to the Heart of Sorrow as a bonus action on his turn, but only while in Castle Ravenloft. The effect of the protection afforded by the Heart of Sorrow can be chilling to behold, as damage to Strahd is quickly undone. For example, a critical hit might dislocate Strahd's jaw, but only for a moment; then the vampire's jaw quickly resets itself. The ability of the Heart of Sorrow to absorb damage is suppressed if it or Strahd is fully within an anti-magic field.

Lair Actions

While Strahd is in Castle Ravenloft, he can take lair actions as long as he isn't incapacitated. On initiative count 20 (losing initiative ties), Strahd can take one of the following lair action options, or forgo
using any of them in that round:

• Until initiative count 20 of the next round, Strahd can pass through solid walls, doors, ceilings, and floors as if they weren't there.
• Strahd targets any number of doors and windows that he can see, causing each one to either open or close as he wishes. Closed doors can be magically locked (needing a successful DC 20 Strength check to force open) until Strahd chooses to end the effect, or until Strahd uses this lair action again. Strahd summons the angry spirit of one who has died in the castle. The apparition appears next to a hostile creature that Strahd can see, makes an attack against that creature, and then disappears. The apparition has the statistics of a specter.
• Strahd targets one Medium or smaller creature that casts a shadow. The target's shadow must be visible to Strahd and within 30 feet of him. If the target fails a DC 20 Charisma saving throw, its shadow detaches from it and becomes a shadow that obeys Strahd's commands, acting on initiative count 20. A greater restoration spell or a remove curse spell cast on the target restores its natural shadow, but only if its undead shadow has been
destroyed.

Description: Strahd is a powerful and intimidating presence, with a noble bearing, chiseled features, and a commanding gaze. He dresses as a Barovian nobleman, often in black accented with red and white.
 
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@Xhominid The Apex What have I done…
Artoria Pendragon (Saber)
Medium humanoid (human), lawful good

Armor Class 23 (Invisible Air, Excalibur, King of Knights Armor)
Hit Points 210 (20d8+120)
Speed 40 ft.

STR 24 (+7) | DEX 20 (+5) | CON 22 (+6) | INT 18 (+4) | WIS 20 (+5) | CHA 24 (+7)

Saving Throws: Str +14, Con +13, Wis +12, Cha +14
Skills: Athletics +13, Persuasion +13, History +10, Perception +11, Insight +11, Arcana +10, Religion +10
Damage Resistances: Radiant, necrotic; bludgeoning, piercing, and slashing from non-magical attacks
Conditional Immunities: Magical aging, disease
Senses: passive Perception 21
Languages: Common, Draconic, Celestial, Sylvan
Challenge: 20 (25,000 XP)
Proficiency Bonus: +6

Legendary Resistance (3/Day): If Saber fails a saving throw, she can choose to succeed instead.

Dragon Core (B) - Magical Energy Source: Saber’s heart is a single dragon, making her Magic Core fundamentally different from normal Magic Circuits. It acts as an ever-generating source of magical power.
Noble Phantasm Charges: Saber has a pool of 100 Noble Phantasm charges, and she regains 20 of these at the start of her turn. These points can be used to fuel her abilities and unleash her charges.
Anti-Dragon Vulnerability: Due to her Dragon nature, Saber takes an additional 1d6 damage from weapons and abilities with the anti-dragon property.

Magic Resistance (A) - Strong Shield Against Magic: Saber’s inherent resistance against magical effects is unparalleled.
Saber has advantage on saving throws against spells and other magical effects.
Direct damage spells deal half damage to Saber on a successful save, and no damage on a failed save.

Mana Burst (A) - Release of Magical Energy: Saber can explosively imbue her weapon or herself with the vast magical energy from her Dragon Core.
As a bonus action, Saber can choose to add +5 damage to her next weapon attack, or increase her movement speed by +10 feet for one turn for 5 Noble Phantasm charges. Alternatively, she can expend 10 Noble Phantasm charges to activate both effects simultaneously.

Instinct (A) - Inherent Sixth Sense: A refined danger avoidance, almost reaching the realm of precognition.
Saber cannot be surprised.
Saber has advantage on initiative rolls.
Once per combat, when an attack is made against Saber, she can use her reaction to impose disadvantage on that attack roll.

Charisma (B) - Heroic Presence: Saber’s charisma isn’t just influential; it’s a tangible force on the battlefield.
Once per short or long rest, Saber can channel her charisma to bolster her defenses. For 1 minute, she adds her Charisma modifier (+5) to her AC and all saving throws.
Allies within 30 feet of Saber gain a +2 bonus to their saving throws while this ability is active.

Radiant Road (EX) - Path of Kingship: A unique skill of Saber, representing her path as a king illuminated by the holy sword.
Once per long rest, after Saber has rolled a d20 for an attack roll, ability check, or saving throw, she can choose to re-roll the die. She must use the new roll, even if it’s lower.

Actions

Multiattack: Saber makes three attacks with her Excalibur.

Excalibur: Melee Weapon Attack: +13 to hit, reach 5 ft., one target. Hit: 12 (1d8+7) slashing damage, plus 7 (2d6) radiant damage. If the target is an extraplanar entity, aberration, or a creature from a different dimension or world, Excalibur deals an additional 2d10 radiant damage (Planet’s Defender). When attacking a deity or a divine being, Saber has advantage on the attack roll (God Slayer).

Passive Abilities (these aren’t actions, but constant effects provided by Excalibur):

Fairy’s Blessing: Saber can communicate with fey creatures and can cast “Commune with Nature” once per day without expending a Noble Phantasm charge.
Divine Construct: Excalibur cannot be destroyed by mundane means. Only a force of equal or greater divine origin can shatter or damage it.
Avalon’s Embrace: Saber gains a +1 bonus to AC and all saving throws due to the protective power of Avalon, the scabbard of Excalibur. Additionally, Saber has resistance to necrotic and radiant damage.
Immortality’s Touch: Saber does not age and is immune to disease.

Excalibur - Sword of Promised Victory (A++): As an action costing 40 Noble Phantasm charges, Saber can channel the full might of Excalibur to unleash a radiant beam of energy, representing the crystallization of mankind’s wishes and the planet’s will to defend itself.
All creatures in a 60-foot cone must make a DC 21 Dexterity saving throw. On a failed save, they take 55 (10d10) radiant damage. On a successful save, they take half damage. Extraplanar entities, aberrations, and creatures from different dimensions or worlds take an additional 2d10 radiant damage (due to Planet’s Defender). If the target is a deity or divine being, Saber has advantage on any rolls to overcome their resistances or immunities with this attack (due to God Slayer).

Avalon - The Everdistant Utopia (EX): As a reaction costing 60 Noble Phantasm charges, when Saber is targeted by an attack, spell, or effect, she can activate Avalon’s absolute defense. For 1 minute, she becomes immune to all damage, effects, and interferences. While this effect is active, she is isolated in the domain of the fairies, rendering her immune to all forms of interference, including transdimensional and transplanar effects. Once used, Avalon can’t be used again until the end of her next long rest.

Bonus Actions

Invisible Air - Barrier of the Wind King (C): Saber’s Excalibur is constantly shrouded in a barrier of wind that grants her a +2 bonus to AC. As a bonus action costing 10 Noble Phantasm charges, she can momentarily intensify this wind barrier, granting her advantage on her next attack due to the blade’s unpredictability. After using this intensified form, Saber can’t use it again until the start of her next turn.

Legendary Actions

Saber can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature’s turn. Saber regains all spent legendary actions at the start of her turn.

Excalibur Strike: Saber makes one attack with Excalibur.

Charge Replenish (Costs 2 Actions): Saber regains 20 Noble Phantasm charges.

Avalon’s Blessing (Costs 3 Actions): Saber heals herself for 50 hit points.

Equipment

Excalibur, Sword of Promised Victory
Weapon (longsword), artifact (requires attunement by Saber)

Planet’s Defender: Excalibur’s true power awakens when faced with threats to the planet itself. Against extraplanar entities, aberrations, and creatures from different dimensions or worlds, Excalibur deals an additional 2d10 radiant damage.
Fairy’s Blessing: When attuned to Excalibur, the wielder gains the ability to communicate with fey creatures and can cast the spell “Commune with Nature” once per day without expending a spell slot.
God Slayer: When attacking a deity or a divine being, the sword grants the wielder advantage on the attack roll.
Divine Construct: This blade cannot be destroyed by mundane means. Only a force of equal or greater divine origin can shatter or damage it.
Avalon’s Embrace: As long as Excalibur is in the wielder’s possession, they gain a +1 bonus to AC and all saving throws due to the protective power of its scabbard, Avalon. Additionally, the wielder gains resistance to necrotic and radiant damage.
Immortality’s Touch: While attuned to Excalibur, the wielder does not age, cannot be aged magically, and is immune to disease.

Avalon, The Everdistant Utopia
Wondrous Item (scabbard), artifact (requires attunement by Saber)

Absolute Defense: While attuned to Avalon and holding it, you can use a reaction to an attack or spell targeting you to activate its absolute defense. For 1 minute, you are surrounded by a barrier that grants you immunity to all damage and effects, including those from spells and other magical effects. While this effect is active, you are isolated in the domain of the fairies, rendering you immune to all forms of interference, including transdimensional and transplanar effects. Once used, this ability can’t be used again until the next dawn.
Healing Embrace: As long as you are attuned to Avalon, you regain 10 hit points at the start of each of your turns if you have at least 1 hit point. If you take damage that would reduce you to 0 hit points, you are reduced to 1 hit point instead. This effect can’t occur again until the end of your next turn. It automatically uses 15 Noble Phantasm charges.
Timeless Protection: While attuned to Avalon, you do not age, cannot be aged magically, and are immune to diseases.
Fey Connection: While attuned to Avalon, you can communicate with fey creatures as if under the effect of the speak with animals spell, but limited to fey.
King’s Boon: If you possess both Excalibur and Avalon and are attuned to them, any effect or ability that targets one of them (e.g., a dispel magic targeting Excalibur) also affects the other.
True Magic Beyond Magecraft: Spells and magical effects that attempt to breach or analyze the protective barrier of Avalon require a DC 30 ability check using the caster’s spellcasting ability. On a failed check, the spell or effect fails and has no effect. This includes divination spells and effects that would reveal details about Avalon or its location.
Fey Origin: Avalon is not of this world and cannot be destroyed by conventional means. Only divine intervention or an effect of similar potency can damage or destroy Avalon.
Legendary Resistance (3/Day): 20 Noble Phantasm charges per use. If you fail a saving throw while attuned to Avalon, you can choose to succeed instead.

King of Knights Armor
Magical Armor (plate), artifact (requires attunement by Saber)

Inherent Summoning: As a bonus action, Saber can summon or dismiss her King of Knights Armor. When dismissed, the armor turns into a metallic dust and fades away. If Saber falls unconscious, the armor remains until she wills it away or someone manually removes it.
Magical Energy Defense: While wearing this armor, Saber gains a +2 bonus to her AC. This armor doesn’t impose disadvantage on Stealth checks.
Impregnable Repair: When the armor takes damage, Saber can use her reaction and expend 15 Noble Phantasm charges to instantly repair it, rendering the damage null. If Saber chooses not to or is unable to use this feature, the armor remains damaged.
Energy Vulnerability: The armor is vulnerable to abilities or attacks that specifically target magical energy. When hit by such an attack, the energy repair cost doubles (10 Noble Phantasm charges).
Conservation: While not in combat, Saber can choose to dismiss the armor to conserve her energy. While the armor is dismissed, Saber wears a simple blue dress underneath.
Battle Preservation: Maintaining and repairing the armor during combat is costly. Every round Saber chooses to wear the armor in combat, she expends 5 Noble Phantasm charges to maintain it. If she runs out of charges or chooses not to spend them, the armor becomes non-magical until she can restore it.
 
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lokoxDZz

Acclaimed
V.I.P. Member
Sheeeeeeeeeeeeeeiiiiiiiiiiiit i can dig it
  1. The "True" History of Humanity: It's revealed that the human history as known in the FGO universe is itself a carefully constructed 'Lostbelt', created by an ancient, yet-to-be-revealed civilization that predates even the Age of Gods. The purpose was to cultivate a certain outcome in human evolution and magecraft development.
I like this idea
 
Made an extremely broken character, that's what you did :hestonpls
Here is how ChatGPT thinks a fight between Saber and a Tarrasque would go.
The Tarrasque:

The Tarrasque, based on the Dungeons & Dragons 5th Edition rules, is an iconic and legendary beast known for its near invincibility and capacity for destruction. Here's a brief overview of its stats:

  • Armor Class: 25
  • Hit Points: 676 (33d12 + 330)
  • Speed: 40 ft., burrow 40 ft., climb 40 ft.
  • Multiattack: The Tarrasque can use its Frightful Presence. It then makes five attacks: one with its bite, two with its claws, one with its horns, and one with its tail.
  • Frightful Presence: Each creature of the Tarrasque's choice within 120 feet of it and aware of it must succeed on a DC 17 Wisdom saving throw or become frightened for 1 minute.
  • Reflective Carapace: Any time the Tarrasque is targeted by a magic missile spell, a line spell, or a spell that requires a ranged attack roll, roll a d6. On a 1 to 5, the Tarrasque is unaffected. On a 6, the Tarrasque is unaffected, and the effect is reflected back at the caster.
  • Legendary Resistance (3/Day): If the Tarrasque fails a saving throw, it can choose to succeed instead.
  • Swallow: The Tarrasque makes one bite attack against a Medium or smaller creature it is grappling. If the attack hits, the target is swallowed, and the grapple ends.
  • Siege Monster: The Tarrasque deals double damage to objects and structures.
The Tarrasque also has several Legendary Actions it can take:

  1. Attack: The Tarrasque makes one claw attack or tail attack.
  2. Move: The Tarrasque moves up to half its speed.
  3. Swallow: The Tarrasque makes one bite attack against a Medium or smaller creature it is grappling. If the attack hits, the target is swallowed, and the grapple ends.
Fight Analysis:

At first glance, the two are closely matched in terms of Armor Class (AC), with Saber at AC 23 (with potential to boost it with her Charisma to 28) and the Tarrasque at AC 25. However, the Tarrasque has a significant advantage in hit points, boasting 676 to Saber's 210.

That said, Saber's abilities and attacks are more varied and versatile. Her Excalibur - Sword of Promised Victory can dish out substantial damage, especially if the Tarrasque is somehow classified as an "extraplanar entity." Given its legendary status, it's possible to argue that it might be, allowing Saber to deal the additional damage.

The Tarrasque's Reflective Carapace is a notable advantage. However, it may not affect Saber as much, since Excalibur's beam might not be considered a "line spell" or "spell requiring a ranged attack roll." Still, any attempt to target the Tarrasque with a spell-like effect could be dangerous for Saber.

Saber's Avalon - The Everdistant Utopia ability is her ace card. For one minute, she's immune to all damage and effects, which could be crucial in turning the tide of battle. However, once used, she'd be vulnerable again.

The Tarrasque's Swallow ability is potentially its deadliest weapon against Saber. If it can grapple her and swallow her, she'd be subjected to its internal damage, and while she might be able to escape with Avalon, it'd be a costly move in terms of her Noble Phantasm charges.

Saber's Legendary Actions give her additional versatility and options during combat. Avalon’s Blessing, which allows her to heal, can help counteract some of the damage she'll inevitably receive from the Tarrasque.

Conclusion:

It would be a fierce battle. The Tarrasque has sheer brute force and immense durability on its side. In contrast, Saber has versatility, agility, and a mix of defensive and offensive options. The smartest approach for Saber would be to use her speed, agility, and range of abilities to avoid getting hit while whittling down the Tarrasque's health.

However, the Tarrasque's massive hit point pool and Saber's limited Noble Phantasm charges mean that she'd have to be strategic and conservative with her abilities. It's not impossible for Saber to win, especially if she utilizes her abilities wisely, but it would be a challenging and prolonged battle. Saber's chances increase if she has support or if she can find a way to exploit the Tarrasque's weaknesses, but in a straight one-on-one, the Tarrasque's durability might give it the edge.
 

lokoxDZz

Acclaimed
V.I.P. Member
Decided to make Touma a deity in D&D
In the mystical realm of D&D, where the echoes of clashing swords and the whispers of arcane magic blend into the tapestry of adventure, there emerged an enigmatic figure. Known only as the Paradox Arcanum, this deity was once a mere mortal named Kamijou Touma. His legend began as a hero of humble beginnings, one who carried an unremarkable presence but harbored an extraordinary destiny.

Touma, as the legend goes, was an adventurer who possessed a unique ability: the power to nullify any magic or divine essence with a mere touch. This power, known as the Imagine Breaker, made him an anomaly in a world governed by the laws of magic. While it often cast him into the depths of peril, it was this very power that caught the eye of the gods.

During a cataclysmic event known as the Eclipse of Fates, Touma's party faced a malevolent entity that sought to unravel the very fabric of reality. As the entity unleashed a spell of destruction, Touma stepped forth. With his right hand, he shattered the apocalyptic magic, protecting the realm but shattering the barriers between the mortal coil and the divine.

The gods, astonished by this feat, convened to discuss Touma's fate. They recognized that his power was neither arcane nor divine, but something beyond their understanding. And so, by unanimous decree, they ascended Touma to godhood, transforming him into the Paradox Arcanum. In his new form, he became the guardian of balance, the deity who presides over the equilibrium of all forces, both magical and mundane.

As the Paradox Arcanum, Touma retained his core ethos, championing the cause of the downtrodden and ensuring that no force, divine or otherwise, could dominate the free will of the realms' inhabitants. Temples erected in his honor were unique, for no spells could be cast within their walls, and yet, they were sanctuaries of unparalleled peace.

Adventurers who invoked the Paradox Arcanum's name found that while they could not rely on magic to aid them, their resilience and strength were bolstered, encouraging them to rely on their wits and bravery. And so, the deity Kamijou Touma, once a human with a power seen as a curse, became the divine Paradox Arcanum, a name etched into the annals of D&D history, symbolizing the power of contradiction and the sanctity of balance.
 

Masterblack06

Man of Atom
Moderator
heres 3rd Edition Kirby
Creating a character sheet for Kirby, the iconic character from the Nintendo games, for Dungeons & Dragons 3rd Edition is a fun and imaginative task. Given Kirby's unique abilities and characteristics, I will outline a character sheet while taking creative liberties to adapt Kirby into the D&D framework. Since Kirby is not a standard D&D character, some aspects will be more interpretative than others.

Name: KirbyRace: Custom (Kirby-like)Class: Sorcerer/Monk (a mix representing his magical absorption abilities and physical prowess)Alignment: Chaotic Good (Kirby acts on good intentions but in unpredictable ways)Level: Depending on the campaign, but let's say 10 (5 Sorcerer/5 Monk)

Ability Scores:

  • Strength: 12 (Kirby has surprising physical strength)
  • Dexterity: 14 (Agile and quick)
  • Constitution: 18 (Extremely resilient)
  • Intelligence: 8 (More instinctive than intellectual)
  • Wisdom: 10 (Aware of his surroundings but not particularly insightful)
  • Charisma: 16 (Charming and influential in his unique way)
Hit Points: 60 (A combination of Monk and Sorcerer hit dice, leaning towards robustness due to Kirby's resilience)

Armor Class: 16 (10 + 2 Dexterity + 4 Monk's bonus)

Speed: 20 ft., fly 30 ft. (Kirby can float and fly)

Skills:

  • Acrobatics +12
  • Concentration +14
  • Tumble +12
  • Knowledge (Arcana) +8
  • Use Magic Device +12
Feats:

  • Improved Unarmed Strike (Monk)
  • Combat Reflexes
  • Deflect Arrows
  • Mobility
  • Eschew Materials (due to Kirby's ability to cast spells without conventional material components)
Class/Racial Abilities:

  • Copy Ability (Su): Kirby can mimic the abilities of any creature he successfully grapples. This can be used to temporarily gain a spell, feat, or skill.
  • Inhale (Ex): Kirby can attempt to inhale smaller enemies, requiring a successful grapple check. Upon a successful inhale, Kirby can choose to swallow or spit them out as a projectile attack.
  • Float (Su): Kirby can float and fly at will, with a speed of 30 ft.
  • Evasion (Ex): As per the Monk's ability, allowing Kirby to avoid certain area effects.
  • Sorcery: Kirby has access to Sorcerer spells up to 3rd level, reflecting a variety of abilities he can mimic.
Spells Known (Sorcerer):Kirby's spell list would be quite eclectic, representing his ability to mimic different powers.

  • 0 Level: Daze, Light, Mage Hand, Mending, Prestidigitation
  • 1st Level: Charm Person, Magic Missile, Shield, Ray of Frost
  • 2nd Level: Alter Self, Scorching Ray
  • 3rd Level: Fireball, Fly
Equipment:

  • Star Rod: Acts as a +1 magical quarterstaff, can also be thrown as a ranged weapon.
  • Various Power-up Items: Reflecting Kirby's ability to use items he finds in his adventures.
This character sheet blends Kirby's unique abilities with D&D mechanics, creating a fun and playful character for a campaign. Remember, the most important aspect of character creation in D&D is creativity and fun, so feel free to adjust any of these to better fit your game!

and then 5e kirby
Creating a character sheet for Kirby in the context of Dungeons & Dragons 5th Edition is a fun and creative exercise. However, Kirby, a character from Nintendo's video games, doesn't perfectly align with D&D's system and lore. We'll need to get a bit creative, blending Kirby's unique traits with D&D's mechanics. Let's start!

Character Name: KirbyRace: Custom (Kirby's species isn't defined in D&D)Class: Sorcerer (with a focus on versatility and adaptation)Background: Outlander (reflecting his origin from another world)

Ability Scores​

  • Strength: 8 (Kirby doesn't exhibit notable physical strength)
  • Dexterity: 14 (He's quite agile and quick)
  • Constitution: 16 (Kirby's resilience and ability to take hits is remarkable)
  • Intelligence: 10 (Kirby has average intelligence)
  • Wisdom: 12 (He demonstrates good intuition and awareness)
  • Charisma: 14 (Kirby is endearing and can influence others)

Proficiencies​

  • Armor: None (Kirby doesn’t wear armor)
  • Weapons: Simple weapons (reflecting Kirby's ability to adapt and use basic tools)
  • Tools: Cook's utensils (in reference to Kirby's cooking abilities in some games)
  • Saving Throws: Constitution, Charisma
  • Skills: Acrobatics, Perception

Kirby's Unique Abilities (Homebrew)​

  • Inhale & Copy Ability: As an action, Kirby can attempt to inhale a creature of size Small or smaller that is within 5 feet of him. The target must succeed on a Strength saving throw or be inhaled. Kirby can then choose to either spit it out as a ranged attack or swallow it. When Kirby swallows a creature, he gains one of its abilities or attacks. This ability lasts until Kirby chooses to end it, uses the ability a certain number of times, or inhales a different creature.
  • Float: Kirby can float in the air. This acts like a slow form of flying (10 ft. speed).
  • Star Spit: After inhaling an object or non-sentient creature, Kirby can spit it out as a ranged attack.

Equipment​

  • Star Rod: Functions as a magic focus, enhancing Kirby’s sorcerer abilities.

Class Features (Sorcerer)​

  • Spellcasting: Kirby has the ability to cast sorcerer spells. His spell list can be customized to reflect his wide array of powers, including spells like Gust of Wind, Mirror Image, Blindness/Deafness (representing his stunning abilities), and Teleport.
  • Sorcerous Origin: Wild Magic (to represent the unpredictable nature of Kirby's absorbed powers)
  • Tides of Chaos: Reflects Kirby's ability to manipulate luck and chance in battles.

Spells​

Given Kirby’s diverse abilities in his games, you can choose a mix of spells that represent his powers, including elemental attacks, teleportation, and illusion.

Personality​

  • Traits: Cheerful, courageous, and curious
  • Ideals: Friendship, adventure, and protecting the innocent
  • Bonds: Strong connection to his home world and friends
  • Flaws: Overly trusting and sometimes naive
This is a basic framework for a Kirby character in D&D 5th Edition, but it's very flexible. You can adjust abilities, spells, and other features to better fit the kind of story or campaign you are running. Remember, the most important part of D&D is to have fun and be creative!

:hm:hm:hm
 

Masterblack06

Man of Atom
Moderator
@Paxton
Creating a character sheet for Kamijou Touma, the protagonist from the "A Certain Magical Index" series, in the context of Dungeons & Dragons 5th Edition, is an interesting task. In the series, Touma is known for his "Imagine Breaker," a power that negates all supernatural abilities, be they magical, psychic, or divine in nature. However, he's otherwise an average high school student. To adapt him into D&D, we'll need to make some creative adjustments while trying to stay true to his character. Let's start by assigning his basic attributes and then move onto skills, class, and background.

Kamijou Touma - Level 1 Human Variant​

Class: Monk (closest to his unarmed combat style, with a unique twist on Ki to represent Imagine Breaker)Background: Urban Bounty Hunter (reflecting his experience in dealing with various supernatural threats)

Ability Scores​

(Using the Standard Array)

  • Strength: 12 (+1) - Fairly strong due to his constant fights.
  • Dexterity: 14 (+2) - Agile, good at dodging attacks.
  • Constitution: 13 (+1) - Relatively resilient, often survives beatings.
  • Intelligence: 10 (+0) - Average student.
  • Wisdom: 15 (+2) - Perceptive and insightful, especially regarding supernatural phenomena.
  • Charisma: 8 (-1) - Not particularly charismatic; often finds himself in trouble.

Skills​

  • Acrobatics (Dex)
  • Insight (Wis)
  • Investigation (Int)
  • Perception (Wis)

Tools​

  • None

Saving Throws​

  • Strength
  • Dexterity

Languages​

  • Common (and any one additional language, depending on the campaign setting)

Special Features and Traits​

  • Imagine Breaker (Unique Feature): As an action, can negate any spell, curse, or magical effect within touch range. Can be used a number of times equal to Wisdom modifier (minimum of once). Recharges after a long rest.
  • Unarmed Combatant: Utilizes Monk unarmed combat abilities.
  • Deflect Missiles: Reflects his ability to react to supernatural threats.

Equipment​

  • Simple clothes
  • A small pouch containing 10 gp

Class Features (Monk Level 1)​

  • Martial Arts: Can use Dexterity instead of Strength for attack and damage rolls of unarmed strikes and monk weapons.
  • Unarmored Defense: AC equals 10 + Dexterity modifier + Wisdom modifier when not wearing armor or wielding a shield.

Background Feature (Urban Bounty Hunter)​

  • Ear to the Ground: Touma is able to pick up on rumors and has contacts in the urban environments he frequents, aiding him in gathering information about supernatural activities.

Personality​

  • Loyal and brave, often throwing himself into danger to help others.
  • Sometimes reckless, not always considering the consequences of his actions.

Ideal​

  • Protecting the Innocent: Touma believes in defending those who cannot defend themselves.

Bond​

  • A desire to understand the true nature of his Imagine Breaker and his place in a world filled with supernatural phenomena.

Flaw​

  • Overextends himself in battles, often getting injured in the process.
This character sheet provides a basic outline for Kamijou Touma in a D&D 5th Edition game, though his Imagine Breaker power may require further refinement and balancing by the Dungeon Master to fit the campaign.
 

Masterblack06

Man of Atom
Moderator
Creating a level 20 character for Waldo (from "Where's Waldo?") in Dungeons & Dragons 5th Edition involves crafting a unique character concept while fitting into the existing rules and classes. Waldo, known for his incredible ability to blend into crowds and remain unnoticed, might be best represented as a Rogue with a focus on stealth and perhaps some Bardic abilities to reflect his whimsical and elusive nature. I'll provide a general outline for his stats and abilities.

Class & Background:

  • Primary Class: Rogue (with an emphasis on the Mastermind or Arcane Trickster archetype, reflecting his cleverness and potential magical abilities for misdirection).
  • Secondary Class: Bard (College of Lore or College of Eloquence, to represent his storytelling and charismatic allure).
  • Background: Far Traveler or Urban Bounty Hunter (reflecting his experiences in various locales and his ability to hide in plain sight).
Ability Scores: (Using Point Buy or Standard Array)

  • Strength: 8 (Waldo doesn’t seem particularly strong).
  • Dexterity: 20 (His ability to move unseen and deftly is paramount).
  • Constitution: 14 (He's resilient, having traveled far and wide).
  • Intelligence: 16 (Clever and knowledgeable about many things).
  • Wisdom: 12 (Aware of his surroundings, but not extraordinarily perceptive).
  • Charisma: 16 (Charming and enigmatic).
Skills:

  • Stealth (Expertise, his most defining skill).
  • Perception (Important for noticing details in his surroundings).
  • Deception (Useful for blending in and misdirection).
  • Acrobatics (Navigating through crowded places).
  • Investigation (To find the best places to hide or blend in).
  • Performance (A flair for the dramatic and blending into various roles).
Rogue Features:

  • Sneak Attack (10d6, a key feature of high-level rogues).
  • Evasion (Avoiding area effects, showing his quickness).
  • Reliable Talent (Minimizes chances of failure on key skills).
  • Blindsense (Awareness of hidden creatures).
  • Elusive (Hard to target directly).
  • Stroke of Luck (Turning a miss into a hit or a failed ability check into a success, representing Waldo's uncanny luck).
Bard Features:

  • Bardic Inspiration (Inspiring others or creating distractions).
  • Jack of All Trades (Reflecting his varied experiences).
  • Expertise (Further enhancing key skills).
  • Magical Secrets (Gaining access to spells from any class, representing Waldo's wide array of magical tricks).
Spells:

  • Focus on illusion and enchantment spells like Invisibility, Charm Person, Disguise Self, Mislead, Dimension Door (for quick escapes), and Pass without Trace.
Feats:

  • Alert (Hard to surprise, increases initiative).
  • Skulker (Enhances stealth abilities).
  • Lucky (To represent his almost supernatural luck in avoiding detection).
Equipment:

  • Magical items that enhance stealth and deception, like a Cloak of Elvenkind, Boots of Elvenkind, or Hat of Disguise.
  • Standard adventuring gear, perhaps with unique, whimsical twists fitting Waldo's character.
This stat sheet reflects Waldo's iconic abilities to hide, escape notice, and blend into any environment, turning them into skills and abilities that fit within the framework of D&D 5th Edition. His charm and wit are also represented, making him a well-rounded, if somewhat unconventional, level 20 character.

Waldo gang
 

Masterblack06

Man of Atom
Moderator

Servant Profile: Waldo​

Class: Assassin (due to his ability to blend in and remain undetected)

Alternate Classes: Caster, Ruler (due to his non-aggressive nature and observational skills)

True Name: Waldo

Source: "Where's Waldo?" Series

Region: Imaginary

Alignment: Neutral Good

Appearance:​

  • Iconic Outfit with a Twist: He would wear his red-and-white striped shirt and bobble hat, but they would be more stylized. The stripes might glow with a faint, mystical light, or ripple with an enchanting pattern, symbolizing his elusive nature. His glasses would be more pronounced, possibly with a magical sheen or runes etched into the frames, indicating heightened perception or magical abilities.

  • Elaborate Cloak or Coat: Over his shirt, He would have a long, flowing cloak or coat, possibly bearing maps of different worlds or realms, representing his travels across various dimensions and timelines. This garment could have a shimmering, otherworldly texture, changing colors or patterns as he moves.

  • Mystical Staff or Wand: Given his nature of being hidden and sought after, he might carry a staff or wand that aids in his ability to hide or create illusions. The staff could be topped with a globe or a magnifying glass motif, emphasizing his connection to searching and exploring.

  • Accessorized Belt or Satchel: He would have a belt or satchel loaded with various trinkets and items he's collected from his travels across different worlds. These could include magical items, puzzle pieces, or charms that have special abilities or significance.

  • Boots with Special Properties: His footwear would be practical for traveling across diverse terrains, possibly enchanted to allow him to walk over any surface or leave no trace to enhance his elusive nature.

  • Hairstyle and Facial Features: While keeping his simplistic and approachable facial features, there might be a touch of mystery or wisdom in his eyes, suggesting a depth of experience and knowledge gathered from his countless adventures.

  • Aura of Mystery: As a Servant in the "Fate" universe, He would exude an aura of mystique, making him appear slightly blurred or difficult to focus on at the edges, reinforcing his character's elusive nature.

  • Command Spell Emblem: His stripes might subtly incorporate the design of the Command Spell, signaling his role as a Servant.

    Stats:​

    • Strength: D
    • Endurance: C
    • Agility: B
    • Mana: A
    • Luck: A+
    • Noble Phantasm: EX

Class Skills:​

  1. Presence Concealment (A+): Allows him to become almost completely undetectable, a key skill for any Assassin class Servant.
  2. Territory Creation (B): Able to create a 'hidden' space or territory that is difficult for others to perceive or enter.

Personal Skills:​

  1. Eye of the Mind (True) (B): Represents his ability to remain calm and composed, analyzing situations efficiently.
  2. Mystic Eyes of Distortion (C): His glasses give him the ability to see and exploit weaknesses in reality, creating illusions or hiding things in plain sight.
  3. Charisma of the Unseen (A): His enigmatic presence captivates and confounds those around him, often leading them on wild chases.

Noble Phantasms:​

  1. "Where in the World?": Reality Marble (EX): Upon activation, Waldo creates a vast and complex reality marble. Within this space, his Presence Concealment is maximized, and he can manipulate the environment to hide or create labyrinthine scenarios. Enemies trapped within are subjected to a constant state of confusion and disorientation.
  2. "Elusive Wanderer": Bound Field (A+): A more subtle Noble Phantasm that enhances his ability to remain unnoticed. It affects the minds of those around him, making them overlook his presence even when he's in plain sight.

Character and Background:​

  • Personality: Waldo is curious, friendly, and enjoys the thrill of the chase. He is not aggressive but rather playful, often engaging others in his games of hide and seek.
  • Lore: In the "Fate" universe, Waldo might be interpreted as a mythical figure who transcends time and space, appearing across history in various guises and places. His origin would be shrouded in mystery, adding to his enigmatic nature.

Potential Relationships with Other Servants:​

  • Waldo might have interesting interactions with Servants known for their wisdom or perception, like Sherlock Holmes or Leonardo da Vinci. They could either be frustrated or fascinated by his elusive nature.

In-Game Mechanics:​

  • Role in Teams: Waldo would excel in evasion and support, using his skills to avoid damage and confuse enemies. He could be a challenging opponent in PVP due to his high stealth abilities.
  • Gameplay Strategy: Players using Waldo would focus on hit-and-run tactics, utilizing his Noble Phantasms to create opportunities for allies or to escape dangerous situations.
6b8ef850-38b6-4925-bcd6-7c098458f8bf.webp


LOOKING FRESH AS FUCK
 

Masterblack06

Man of Atom
Moderator
Also did Accelerator but put him at level 20
Accelerator - Level 20 Sorcerer (Wild Magic)

Race:
Human (Variant)Background: Sage (Researcher)

Stats (using point buy, before racial bonuses):

  • Strength: 10 (+0)
  • Dexterity: 14 (+2)
  • Constitution: 16 (+3)
  • Intelligence: 16 (+3)
  • Wisdom: 12 (+1)
  • Charisma: 16 (+3)
Human (Variant) Traits:

  • Ability Score Improvement: +1 to Intelligence, +1 to Charisma.
  • Feat: Mage Slayer or War Caster (to represent his capability against other ability users).
Sorcerer Class Features:

  • Hit Points: d6 hit die
  • Sorcerous Origin: Wild Magic (reflecting the unpredictable and powerful nature of his ability).
  • Tides of Chaos, Bend Luck, Controlled Chaos, Spell Bombardment: All as per the Wild Magic features.
  • Metamagic: Quickened Spell, Twinned Spell, Distant Spell.
  • Sorcerous Restoration: At level 20, regains 4 expended sorcery points after a short rest.
Spells: (choose spells that reflect Accelerator's redirection and offensive capabilities)

  • Cantrips: Mage Hand, Shield Touch, Prestidigitation, Lightning Lure.
  • 1st Level: Mage Armor, Shield.
  • 2nd Level: Mirror Image, Misty Step.
  • 3rd Level: Counterspell, Lightning Bolt.
  • 4th Level: Dimension Door, Stoneskin.
  • 5th Level: Teleportation Circle, Wall of Force.
  • 6th Level: Chain Lightning, Disintegrate.
  • 7th Level: Teleport, Reverse Gravity.
  • 8th Level: Mind Blank (to represent his mental defenses).
  • 9th Level: Time Stop (reflecting his superior reaction and processing speed).
Special Ability - Vector Redirection: (Homebrew)

  • As a reaction to any ranged attack or spell targeting him, Accelerator can choose to redirect it. The attacker must reroll the attack or spell against a target of Accelerator's choice within range. This ability cannot be used again until the end of Accelerator's next turn. This simulates his "Redirection" ability. Using this ability requires Accelerator to spend 5 sorcery points.
Equipment:

  • Arcane Focus: The choker-like device he wears, which helps him with calculations and to use his powers when he's weakened.
Weakness:

  • Accelerator's choker device has a limited battery. If it runs out of power (DM discretion, perhaps after a certain number of uses or hours), Accelerator loses access to his "Vector Redirection" ability and his spellcasting ability is halved until it's recharged.
 

Masterblack06

Man of Atom
Moderator
@Xhominid The Apex
If Kirby were to be a servant in FGO:

  1. Class Assignment: Kirby might fit best in the "Foreigner" class, given his extraterrestrial origins. His main ability to copy powers could also be translated into an interesting gameplay mechanic, similar to how other unique servants have mechanics specific to them.
  2. Relationship with other servants:
    • Friendly Relations:
      • Artoria Pendragon (Saber): Kirby's love for food might make him bond with Artoria over her insatiable appetite.
      • Jeanne d'Arc (Alter) (Berserker) & Elizabeth Bathory (Lancer): Given Kirby's history of teaming up with foes-turned-friends and his general friendliness, he might get along with those who seem antagonistic at first.
      • Illyasviel von Einzbern (Caster): Both being characters that appear childlike and cute, they might share an innocent camaraderie.
    • Admiration:
      • Gilgamesh (Archer): Given that Gilgamesh has a vast treasury of weapons, Kirby might be curious and even excited about the variety of abilities he could potentially copy.
      • Heracles (Berserker): Kirby's battles against strong foes in his own series might make him admire the strength of Heracles.
    • Baffled or Neutral Relations:
      • Edmond Dantès (Avenger), EMIYA (Assassin): Their complex backgrounds and stoic personalities might be hard for the innocent Kirby to comprehend fully.
      • Sasaki Kojirō (Assassin): Kirby might be curious about the swallow in his "Swallow Counter" technique, given his own association with swallowing.
    • Possible Conflicts:
      • BB (Moon Cancer): Given BB's mischievous nature and her tendency to toy with others, Kirby might see her as a "final boss" type of character.
      • Nikola Tesla (Archer) & Thomas Edison (Caster): Kirby's adventures sometimes revolve around nature and its preservation. He might be wary of their technological advances and how they could affect Dream Land.
  3. Interactions in My Room: It would be fun to see Kirby trying to communicate in his own way, perhaps through simple gestures or by copying the Master's look temporarily. His bond lines would likely be playful and warm, reflecting his innocent and brave nature.

>kirby sees BB as final boss
AWWWWW Shit nigga.
 

Masterblack06

Man of Atom
Moderator
@Xhominid The Apex

  1. Elusiveness and Stealth: Waldo's ability to blend into any environment would intrigue Servants renowned for their stealth and espionage, such as Assassin-class Servants like Hassan of the Hundred Faces or Jack the Ripper. They might respect his ability to remain undetected.
  2. Intellectual Challenge: Waldo's knack for hiding in plain sight could present an intellectual challenge to more analytical or detective-type Servants, such as Sherlock Holmes or Zhuge Liang. They might enjoy the task of finding him, akin to a strategic game of hide and seek.
  3. Friendliness and Approachability: Given Waldo's non-threatening and approachable demeanor, he would likely get along well with more benevolent and friendly Servants. Characters like Artoria Pendragon (Saber), Jeanne d'Arc, or Mash Kyrielight might find his presence comforting and a pleasant break from the usual battlefield tension.
  4. Mischievous Interactions: Some Servants might find Waldo's elusive nature either amusing or frustrating. This could lead to humorous situations where Servants like Nero Claudius or Gilgamesh become either amused or irked by their inability to locate him easily.
  5. Neutral Stance in Conflicts: Waldo, being a non-combative character, would probably maintain neutrality in many of the conflicts within FGO. His presence might be more of an Easter egg or a source of light-hearted relief rather than a strategic combatant.
  6. Curiosity and Wanderlust: Waldo's love for exploration and traveling to different locations and times might resonate with Servants who have a history of voyages or exploration, such as Francis Drake or Ozymandias.
  7. Bonding Over Mysteries and Exploration: There could be interesting dynamics with Servants who embody the spirit of adventure and discovery. Servants like Christopher Columbus, Leonardo da Vinci, or even Mysterious Heroine X might find common ground with Waldo's exploratory and curious nature.

Waldo gonna teach Hassan some real stealth
 
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