I am looking forward to starting this up with all of you. Right now, we are waiting for 2 players, and also I am going on a small vacation from Sunday to Wednesday where I might not have the best internet. Therefore, I am thinking about starting on Wednesday or Thursday or something. Then our two last players will also have some time to join. In the meantime, I will send you all a link to the Discord server where you can read the rules and prepare.
Character race, class, and subclass: Kel Dor Monk/Jedi
Background and Backstory: Kar was a young Jedi apprentice on a mission sent on by his master Tyv to retrieve an ancient holocron from a Sith temple to be destroyed. Upon entering the temple and fighting off the droids programmed to defend it he found what he was sent to destroy. He cautiously entered the room and headed towards the Holocron. As he was about to grab the Holocron, there was a burst of light. He spun around ready to fight off, what he thought was one last line of defense. However, a portal appeared and with a great burst of energy, Kar was sucked through landing in the realm of Haven's Reach.
We have a new opening, so if you are still interested, we have room for you :)
But we already have one player from the Star Wars universe, and I'm seeking a little diversity. Would you be able to play a different character? All fictional universes are yours to choose from :)
Sure! I don’t mind playing whatever you’d like. I just enjoy playing 😊
Sounds good :) I do have an NPC you could play as if you find the character interesting. But you can be almost whatever you want from almost whatever world. You can also be a "normal" D&D character from the world we play in. It is up to you. The important thing is that it is a character you can have fun playing as :D
Ability scores: Roll 4d6 and drop the lowest, or you can choose to use the standard array if you are not satisfied with the rolls.
Character name: Dervan Starheart
Character race, class, and subclass: High Elf Ranger, Horizon Walker
Background and Backstory: Cloistered Scholar. Dervan was raised to be a scholar like his parents but chafed at this as he was an active, athletic young man. He did well academically, specializing in portals to other worlds, but trained as a ranger in secret. He left home when he came of age and wound up lost through a series of portals until arriving here.
Rollback Post to RevisionRollBack
Coriana - Company of the Grey Chain Wagner - Dragon Heist: Bards. DM - The Old Keep
Ability scores: Roll 4d6 and drop the lowest, or you can choose to use the standard array if you are not satisfied with the rolls.
Character name: Dervan Starheart
Character race, class, and subclass: High Elf Ranger, Horizon Walker
Background and Backstory: Cloistered Scholar. Dervan was raised to be a scholar like his parents but chafed at this as he was an active, athletic young man. He did well academically, specializing in portals to other worlds, but trained as a ranger in secret. He left home when he came of age and wound up lost through a series of portals until arriving here.
We already have one player who is a Horizon Walker ranger, and I'm seeking a little diversity. So please choose a different subclass or class. Remember, all fictional universes are yours to choose from, so you can reflavor your character as you like. You are, of course, allowed to be a character from the world we play in; it is just an option :)
I’m not a hundred percent sure this is still open for applications, but if it is, what do you think about this homebrew?
I’d play something like a changeling planeswalker that focuses on blue and black magic (if your not familiar with MTG, is essentially mind magic and deception.) I’ll whip a character up if this thing is still open for application
Sorcerer subclass: Doppelganger Sorcery
Prerequisite: you must be of the Changeling race
Expanded spell list
-1: friends, mind sliver, charm person, tasha's hideous laughter
-3: detect thoughts, suggestion
-5: counterspell, clairvoyance
-7: phantasmal killer, polymorph
-9: Greater Invisibility, scrying
Enhanced Race
Your magic sets you apart from other Changelings. Starting at level 1, you gain darkvision out to 60 feet. If you are already proficient in the Deception, Insight, and Performance skills, you gain a bonus to those skills equal to your proficiency modifier. If you aren't proficient, you gain proficiency in them.
In addition, whenever you use the Change Shape feature, you can also create clothing with that ability.
Identity Thief
At level 1, you gain the ability to forge a mental link with a creature, giving you insight on what they are about to do. As an action, you may target a humanoid creature within 60 feet that you can see. That creature must make a Charisma saving throw with a DC equal to your spell save DC. On a failed save, that creature is affected by Identity Thief for a total of 1 minute. On a successful save, nothing happens, and that creature is immune to Identity Thief for 24 hours. Creatures immune to mind-influencing effects and psychic damage are immune to Identity Thief.
While Identity Thief is active, you have advantage on all skill checks against that creature. You also have advantage on attack roles against that creature, and you have advantage saving throws against all abilities and effects that creature forces you to make. The creature under the effect of Identity Thief has disadvantage on attack rolls against you. You also know their exact location, which negates abilities like invisibility. You also know their general emotional state.
You have one use of Identity Thief, and you gain the use of it again after a long rest. If a creature succeeds on its saving throw against Identity Thief, you regain the use of Identity Thief.
Ransack Mind
At level 6, you can use the link made with Identity Thief to harm the one you are bound with.
While Identity Thief is activated, you gain the following ability:
-Ransack Mind
-As a bonus action, while within 120 feet of the creature under the effect of Identity Thief, you may use Ransack Mind on that creature. The creature targeted by Ransack Mind must make a Charisma saving throw with a DC equal to your spell save DC. On a failed save, they take 1d6 psychic damage, and you learn something of your choice about the creature. The information you receive must be 6 words or less. A creature takes half damage and suffers no other effects if it succeeds on the saving throw.
When you use Ransack Mind, you may choose to expend a spell slot. If you do, the damage dealt by Ransack Mind increases by 1d6 per level of spell slot expended.
The damage dealt by Ransack Mind ignores resistance to psychic damage
Form Stealer
At level 6, you can steal the form of those targeted by Identity Thief.
Whenever a creature fails its saving throw against Identity Thief, you take on its form. While Identity Thief lasts, your Strength, Constitution, and Dexterity scores become those of the creature affected by Identity Thief. Your hp does not change. You gain the AC of that creature. You also gain the senses that creature has, such as darkvision, blindsense, truesight, etc up to the same range they have. You also gain any type of movement that they have, such as climbing, swimming, flying, etc, up to the same speed they have. If that creature can breathe underwater, you can also breathe under water. You also obtain their vulnerabilities, resistances, and immunities. You can speak and understand any language spoken and understood by the creature. You gain the same weapon, armor, and tool proficiencies that creature has. If the creature affected by Identity Thief can cast spells, you know the same spells, and you can cast them by expending the appropriate spell slots. You obtain other physical traits, features, and abilities that the DM deems necessary for you to have if they aren't listed.
Your height and weight become the same as the creature, and your physical form changes to look exactly like the creature affected by Identity Thief.
Form Stealer also creates the same clothing and mundane gear worn by its target, including weapons and armor. It cannot duplicate the effects of magical items, but it does physically duplicate them. Items and gear disappear when Identity Thief ends or if they move more than 5 feet away from you.
Mirror Move
At level 14, you can mimic the actions of others. Whenever the creature affected by Identity Thief casts a spell, you may use your reaction to cast the same spell by expending the appropriate spell slot, even if you don't know that spell or have it prepared.
If the creature takes the attack action, you use your reaction to make a single attack against a creature within range.
Master Impersonator
At level 18, you can assume the persona of those you have imitated. Whenever a creature under the effect of Identity Thief dies, you may use your reaction to store their identity within you.
If you do so, you may use an action to assume their form, granting you all the abilities and effects given by Form Stealer. You remain in that form until you complete a long rest.
Once you use Master Impersonator to assume the form of a creature, after you take a long rest, you forget that form and are no longer able to assume that form.
You may have up to your Charisma modifier of forms stores at a time. If you wish to store another form while at your maximum number of forms stored, you must forget one of the forms you have stored.
In addition, Identity Thief can now target any creature as long as the creature you target has a humanoid body structure and is no smaller than Small and no larger than Large and has a corporeal form. When using Identity Thief, the DM has the final say whether or not you can target a creature with it.
I’m not a hundred percent sure this is still open for applications, but if it is, what do you think about this homebrew?
We are still open for new players, and your concept sounds cool. I'm not that familiar with MTG, but I can imagine your character coming from a world where creatures depicted on the cards are real creatures (I don't know if this already exists in MTG). It's a cool concept anyway. The only thing is that I might want to make the abilities of the subclass cost sorcery points. Would you be open to that? But please upload your ability scores, backstory, and name.
Starting at 1st level, you learn additional spells when you reach certain levels in this class, as shown below. Each of these spells counts as a sorcerer spell for you, but it doesn't count against the number of sorcerer spells you know.
Level 1: Mind sliver, Friends, Charm Person, Silent Image
Level 3: Detect Thoughts, Suggestion
Level 5: Clairvoyance, Tongues
Level 7: Phantasmal Killer, Polymorph
Level 9: Scrying, Teleportation Circle
Enhanced Race
Your magic sets you apart from other Changelings. Starting at level 1, you gain darkvision out to 60 feet. In addition, you gain proficiency of your choice in two of the following skills: Deception, Insight, Persuasion, or Performance.
In addition, whenever you use the Change Shape feature, you can also create clothing with that ability.
Identity Thief
At level 1, you gain the ability to forge a mental link with a creature, giving you insight on what they are about to do. As an action, you may target a humanoid creature within 60 feet that you can see. That creature must make a Charisma saving throw with a DC equal to your spell save DC. On a failed save, that creature is affected by Identity Thief for a total of 1 minute. On a successful save, nothing happens, and that creature is immune to Identity Thief for 24 hours. Creatures immune to mind-influencing effects and psychic damage are immune to Identity Thief.
While Identity Thief is active, you have advantage on all skill checks against that creature. You also have advantage on attack roles against that creature, and you have advantage saving throws against all abilities and effects that creature forces you to make. The creature under the effect of Identity Thief has disadvantage on attack rolls against you. You also know their exact location, which negates abilities like invisibility. You also know their general emotional state.
You have one use of Identity Thief, and you gain the use of it again after a long rest. If a creature succeeds on its saving throw against Identity Thief, you regain the use of Identity Thief.
Ransack Mind
At level 6, you can use the link made with Identity Thief to harm the one you are bound with.
While Identity Thief is activated, you gain the following ability:
-Ransack Mind
-As a bonus action, while within 120 feet of the creature under the effect of Identity Thief, you may use Ransack Mind on that creature. The creature targeted by Ransack Mind must make a Charisma saving throw with a DC equal to your spell save DC. On a failed save, they take 1d4 psychic damage, and you learn something of your choice about the creature. The information you receive must be 6 words or less. A creature takes half damage and suffers no other effects if it succeeds on the saving throw.
The damage dealt by Ransack Mind ignores resistance to psychic damage
Form Stealer
At level 6, you can steal the form of those targeted by Identity Thief.
Whenever a creature fails its saving throw against Identity Thief, you may spend 3 sorcery points to take on their form. If you do, while Identity Thief lasts, your Strength, Constitution, and Dexterity scores become those of the creature affected by Identity Thief. Your hp does not change. You gain the AC of that creature. You also gain the senses that creature has, such as darkvision, blindsense, truesight, etc up to the same range they have. You also gain any type of movement that they have, such as climbing, swimming, flying, etc, up to the same speed they have. If that creature can breathe underwater, you can also breathe under water. You also obtain their vulnerabilities, resistances, and immunities. You can speak and understand any language spoken and understood by the creature. You gain the same weapon, armor, and tool proficiencies that creature has. If the creature affected by Identity Thief can cast spells, you know the same spells, and you can cast them by expending the appropriate spell slots. You obtain other physical traits, features, and abilities that the DM deems necessary for you to have if they aren't listed.
Your height and weight become the same as the creature, and your physical form changes to look exactly like the creature affected by Identity Thief.
Form Stealer also creates the same clothing and mundane gear worn by its target, including weapons and armor. It cannot duplicate the effects of magical items, but it does physically duplicate them. Items and gear disappear when Identity Thief ends or if they move more than 5 feet away from you.
Mirror Move
At level 14, you can mimic the actions of others. Whenever the creature affected by Identity Thief casts a spell, you may use your reaction to cast the same spell by expending the appropriate spell slot, even if you don't know that spell or have it prepared.
If the creature takes the attack action, you use your reaction to make a single attack against a creature within range.
Master Impersonator
At level 18, you can assume the persona of those you have imitated. Whenever a creature under the effect of Identity Thief dies, you may use your reaction and expend 5 Sorcery Points to store their identity within you.
If you do so, you may use an action to assume their form, granting you all the abilities and effects given by Form Stealer. You remain in that form until you complete a long rest.
Once you use Master Impersonator to assume the form of a creature, after you take a long rest, you forget that form and are no longer able to assume that form.
You may have up to your Charisma modifier of forms stores at a time. If you wish to store another form while at your maximum number of forms stored, you must forget one of the forms you have stored.
In addition, Identity Thief can now target any creature as long as the creature you target has a humanoid body structure and is no smaller than Small and no larger than Large and has a corporeal form. When using Identity Thief, the DM has the final say whether or not you can target a creature with it.
I weakened the first ability, reduced the damage increment of Ransack Mind, and then added some Sorcery Point stuff.
That being said, I’ll have to use a paper character sheet, but when I finish, I can send you some screenshots or something so you can keep track of stuff
(For some lore: The MTG multiverse includes many different planes of existence, each existing in their different settings. Ravnica is one such plane of existence. Here’s a link for its lore https://mtg.fandom.com/wiki/Ravnica)
Backstory: Melek was born to human parents in the sprawling planet-metropolis of Ravnica. His family were high-ranking politicians. As such, they were very well off, and they had a lot of influence in the city.
Unfortunately, they pushed for a certain policy that made some very powerful people very unhappy. Late one night, only a few days after Melek’s birth, a Dimir assassin bypassed all of their security with orders to “take care” of the Rivener family. Efficiently, she dispatched Melek’s parents, but she just couldn’t bring herself to kill Melek, so she took him in and raised him as her own.
Melek grew up in the shady Dimir organization. He had a natural knack for mind magic, and the Dimir mages began training him. He learned quickly, and he even started to join Dimir operations in his teen years. His expertise lied in infiltration and misdirection.
The Dimir was the only family he knew, but he had a hard time with their values. He was constantly in a state of internal turmoil. He knew he couldn’t leave the Dimir, because if he did, he would be hunted down, but that didn’t change the fact that he wasn’t comfortable with what the Dimir stood for. He enjoyed helping people, something that the Dimir didn’t encourage. He was taught to steal, to do whatever to takes to accomplish an objective, but it didn’t sit well with him. His morals drove him to constantly seek ways to escape the Dimir, but he could never come up with a plan that would work, so he never tried.
I know it’s a super brief and broad backstory, but we can work out specific details later.
Hmm, looks like when I went in my previous post to change something, it also changed to ability scores. From what I remember, they were actually something like 18 14 11 13 10 16. I for sure remember there being an 18 and a 16, but I can reroll if you’d like
(For some lore: The MTG multiverse includes many different planes of existence, each existing in their different settings. Ravnica is one such plane of existence. Here’s a link for its lore https://mtg.fandom.com/wiki/Ravnica)
Backstory: Melek was born to human parents in the sprawling planet-metropolis of Ravnica. His family were high-ranking politicians. As such, they were very well off, and they had a lot of influence in the city.
Unfortunately, they pushed for a certain policy that made some very powerful people very unhappy. Late one night, only a few days after Melek’s birth, a Dimir assassin bypassed all of their security with orders to “take care” of the Rivener family. Efficiently, she dispatched Melek’s parents, but she just couldn’t bring herself to kill Melek, so she took him in and raised him as her own.
Melek grew up in the shady Dimir organization. He had a natural knack for mind magic, and the Dimir mages began training him. He learned quickly, and he even started to join Dimir operations in his teen years. His expertise lied in infiltration and misdirection.
The Dimir was the only family he knew, but he had a hard time with their values. He was constantly in a state of internal turmoil. He knew he couldn’t leave the Dimir, because if he did, he would be hunted down, but that didn’t change the fact that he wasn’t comfortable with what the Dimir stood for. He enjoyed helping people, something that the Dimir didn’t encourage. He was taught to steal, to do whatever to takes to accomplish an objective, but it didn’t sit well with him. His morals drove him to constantly seek ways to escape the Dimir, but he could never come up with a plan that would work, so he never tried.
I know it’s a super brief and broad backstory, but we can work out specific details later.
Hmm, looks like when I went in my previous post to change something, it also changed to ability scores. From what I remember, they were actually something like 18 14 11 13 10 16. I for sure remember there being an 18 and a 16, but I can reroll if you’d like
I like both the lore and the backstory; it all sounds interesting :) You may use this mix of ability scores that I have chosen between your two versions of your rolls: (18, 8, 16, 11, 14), or you may roll one more time. Also, we start at level 3.
But I must insist that more of your abilities cost sorcery points:
Ransack Mind: Cost: When a creature fails the save, spend 1 sorcery point to learn something of your choice about the creature and to cause the damage dealt by Ransack Mind to ignore resistance to psychic damage.
Form Stealer: Cost: Spend 3 sorcery points to use this ability.
Mirror Move: Cost: Spend 2 sorcery points and spend the appropriate spell slot to use this reaction.
Master Impersonator: Cost: Spend 5 Sorcery Points to use this reaction.
If you agree, send me your character sheet in whatever form suits you, and I will send you an invitation to the Discord server 😊
I can type everything out if this isn’t sufficient. Let me know if I need to change anything, I’ve just done what the app has told me, so it could be wrong.
I can type everything out if this isn’t sufficient. Let me know if I need to change anything, I’ve just done what the app has told me, so it could be wrong.
Everything is in order. I just need you to create a backstory and choose whether your character comes from the world we play in or from a different world. However, I noticed that you have a Pseudodragon as a pet. If I need to approve this, you need to consider a downside. Here's an idea: the Pseudodragon sits on your arm, and your only way of attacking with a melee attack is to send it away as a falcon to attack your enemies. This would require an action to command it, meaning you would have to give up your dagger and never take up a weapon again. Of course, you would still be able to cast spells and use cantrips. We could make it a part of your backstory, explaining how you met your Pseudodragon and swore never to take up a weapon again :)
I always forget that you can’t see backstories on shared character sheets, but I have it saved and ready to go. Also, the dragon is kinda just there as part of his history, he was never meant to have any function gameplay wise.
I would also say he is from the realm the story takes place in.
I am looking forward to starting this up with all of you. Right now, we are waiting for 2 players, and also I am going on a small vacation from Sunday to Wednesday where I might not have the best internet. Therefore, I am thinking about starting on Wednesday or Thursday or something. Then our two last players will also have some time to join. In the meantime, I will send you all a link to the Discord server where you can read the rules and prepare.
I am opening up for new players again.
We have a new opening, so if you are still interested, we have room for you :)
We have a new opening, so if you are still interested, we have room for you :)
But we already have one player from the Star Wars universe, and I'm seeking a little diversity. Would you be able to play a different character? All fictional universes are yours to choose from :)
Sure! I don’t mind playing whatever you’d like. I just enjoy playing 😊
Sounds good :) I do have an NPC you could play as if you find the character interesting. But you can be almost whatever you want from almost whatever world. You can also be a "normal" D&D character from the world we play in. It is up to you. The important thing is that it is a character you can have fun playing as :D
I could check out the npc and go from there
I will send you the NPC character sheet in a private message :)
Ability scores: 8 13 17 13 11 11
Ability scores: Roll 4d6 and drop the lowest, or you can choose to use the standard array if you are not satisfied with the rolls.
Character name: Dervan Starheart
Character race, class, and subclass: High Elf Ranger, Horizon Walker
Background and Backstory: Cloistered Scholar. Dervan was raised to be a scholar like his parents but chafed at this as he was an active, athletic young man. He did well academically, specializing in portals to other worlds, but trained as a ranger in secret. He left home when he came of age and wound up lost through a series of portals until arriving here.
Coriana - Company of the Grey Chain
Wagner - Dragon Heist: Bards.
DM - The Old Keep
We already have one player who is a Horizon Walker ranger, and I'm seeking a little diversity. So please choose a different subclass or class. Remember, all fictional universes are yours to choose from, so you can reflavor your character as you like. You are, of course, allowed to be a character from the world we play in; it is just an option :)
I’m not a hundred percent sure this is still open for applications, but if it is, what do you think about this homebrew?
I’d play something like a changeling planeswalker that focuses on blue and black magic (if your not familiar with MTG, is essentially mind magic and deception.) I’ll whip a character up if this thing is still open for application
Sorcerer subclass: Doppelganger Sorcery
Prerequisite: you must be of the Changeling race
Expanded spell list
-1: friends, mind sliver, charm person, tasha's hideous laughter
-3: detect thoughts, suggestion
-5: counterspell, clairvoyance
-7: phantasmal killer, polymorph
-9: Greater Invisibility, scrying
Enhanced Race
Your magic sets you apart from other Changelings. Starting at level 1, you gain darkvision out to 60 feet. If you are already proficient in the Deception, Insight, and Performance skills, you gain a bonus to those skills equal to your proficiency modifier. If you aren't proficient, you gain proficiency in them.
In addition, whenever you use the Change Shape feature, you can also create clothing with that ability.
Identity Thief
At level 1, you gain the ability to forge a mental link with a creature, giving you insight on what they are about to do. As an action, you may target a humanoid creature within 60 feet that you can see. That creature must make a Charisma saving throw with a DC equal to your spell save DC. On a failed save, that creature is affected by Identity Thief for a total of 1 minute. On a successful save, nothing happens, and that creature is immune to Identity Thief for 24 hours. Creatures immune to mind-influencing effects and psychic damage are immune to Identity Thief.
While Identity Thief is active, you have advantage on all skill checks against that creature. You also have advantage on attack roles against that creature, and you have advantage saving throws against all abilities and effects that creature forces you to make. The creature under the effect of Identity Thief has disadvantage on attack rolls against you. You also know their exact location, which negates abilities like invisibility. You also know their general emotional state.
You have one use of Identity Thief, and you gain the use of it again after a long rest. If a creature succeeds on its saving throw against Identity Thief, you regain the use of Identity Thief.
Ransack Mind
At level 6, you can use the link made with Identity Thief to harm the one you are bound with.
While Identity Thief is activated, you gain the following ability:
-Ransack Mind
-As a bonus action, while within 120 feet of the creature under the effect of Identity Thief, you may use Ransack Mind on that creature. The creature targeted by Ransack Mind must make a Charisma saving throw with a DC equal to your spell save DC. On a failed save, they take 1d6 psychic damage, and you learn something of your choice about the creature. The information you receive must be 6 words or less. A creature takes half damage and suffers no other effects if it succeeds on the saving throw.
When you use Ransack Mind, you may choose to expend a spell slot. If you do, the damage dealt by Ransack Mind increases by 1d6 per level of spell slot expended.
The damage dealt by Ransack Mind ignores resistance to psychic damage
Form Stealer
At level 6, you can steal the form of those targeted by Identity Thief.
Whenever a creature fails its saving throw against Identity Thief, you take on its form. While Identity Thief lasts, your Strength, Constitution, and Dexterity scores become those of the creature affected by Identity Thief. Your hp does not change. You gain the AC of that creature. You also gain the senses that creature has, such as darkvision, blindsense, truesight, etc up to the same range they have. You also gain any type of movement that they have, such as climbing, swimming, flying, etc, up to the same speed they have. If that creature can breathe underwater, you can also breathe under water. You also obtain their vulnerabilities, resistances, and immunities. You can speak and understand any language spoken and understood by the creature. You gain the same weapon, armor, and tool proficiencies that creature has. If the creature affected by Identity Thief can cast spells, you know the same spells, and you can cast them by expending the appropriate spell slots. You obtain other physical traits, features, and abilities that the DM deems necessary for you to have if they aren't listed.
Your height and weight become the same as the creature, and your physical form changes to look exactly like the creature affected by Identity Thief.
Form Stealer also creates the same clothing and mundane gear worn by its target, including weapons and armor. It cannot duplicate the effects of magical items, but it does physically duplicate them. Items and gear disappear when Identity Thief ends or if they move more than 5 feet away from you.
Mirror Move
At level 14, you can mimic the actions of others. Whenever the creature affected by Identity Thief casts a spell, you may use your reaction to cast the same spell by expending the appropriate spell slot, even if you don't know that spell or have it prepared.
If the creature takes the attack action, you use your reaction to make a single attack against a creature within range.
Master Impersonator
At level 18, you can assume the persona of those you have imitated. Whenever a creature under the effect of Identity Thief dies, you may use your reaction to store their identity within you.
If you do so, you may use an action to assume their form, granting you all the abilities and effects given by Form Stealer. You remain in that form until you complete a long rest.
Once you use Master Impersonator to assume the form of a creature, after you take a long rest, you forget that form and are no longer able to assume that form.
You may have up to your Charisma modifier of forms stores at a time. If you wish to store another form while at your maximum number of forms stored, you must forget one of the forms you have stored.
In addition, Identity Thief can now target any creature as long as the creature you target has a humanoid body structure and is no smaller than Small and no larger than Large and has a corporeal form. When using Identity Thief, the DM has the final say whether or not you can target a creature with it.
DM- Azalin's Doom
DM- Surviving the Unsurvivable
We are still open for new players, and your concept sounds cool. I'm not that familiar with MTG, but I can imagine your character coming from a world where creatures depicted on the cards are real creatures (I don't know if this already exists in MTG). It's a cool concept anyway. The only thing is that I might want to make the abilities of the subclass cost sorcery points. Would you be open to that? But please upload your ability scores, backstory, and name.
Here are some mods. Make sure to check them out
Sorcerer subclass: Doppelganger Sorcery
Prerequisite: you must be of the Changeling race
Expanded spell list
Starting at 1st level, you learn additional spells when you reach certain levels in this class, as shown below. Each of these spells counts as a sorcerer spell for you, but it doesn't count against the number of sorcerer spells you know.
Level 1: Mind sliver, Friends, Charm Person, Silent Image
Level 3: Detect Thoughts, Suggestion
Level 5: Clairvoyance, Tongues
Level 7: Phantasmal Killer, Polymorph
Level 9: Scrying, Teleportation Circle
Enhanced Race
Your magic sets you apart from other Changelings. Starting at level 1, you gain darkvision out to 60 feet. In addition, you gain proficiency of your choice in two of the following skills: Deception, Insight, Persuasion, or Performance.
In addition, whenever you use the Change Shape feature, you can also create clothing with that ability.
Identity Thief
At level 1, you gain the ability to forge a mental link with a creature, giving you insight on what they are about to do. As an action, you may target a humanoid creature within 60 feet that you can see. That creature must make a Charisma saving throw with a DC equal to your spell save DC. On a failed save, that creature is affected by Identity Thief for a total of 1 minute. On a successful save, nothing happens, and that creature is immune to Identity Thief for 24 hours. Creatures immune to mind-influencing effects and psychic damage are immune to Identity Thief.
While Identity Thief is active, you have advantage on all skill checks against that creature. You also have advantage on attack roles against that creature, and you have advantage saving throws against all abilities and effects that creature forces you to make. The creature under the effect of Identity Thief has disadvantage on attack rolls against you. You also know their exact location, which negates abilities like invisibility. You also know their general emotional state.
You have one use of Identity Thief, and you gain the use of it again after a long rest. If a creature succeeds on its saving throw against Identity Thief, you regain the use of Identity Thief.
Ransack Mind
At level 6, you can use the link made with Identity Thief to harm the one you are bound with.
While Identity Thief is activated, you gain the following ability:
-Ransack Mind
-As a bonus action, while within 120 feet of the creature under the effect of Identity Thief, you may use Ransack Mind on that creature. The creature targeted by Ransack Mind must make a Charisma saving throw with a DC equal to your spell save DC. On a failed save, they take 1d4 psychic damage, and you learn something of your choice about the creature. The information you receive must be 6 words or less. A creature takes half damage and suffers no other effects if it succeeds on the saving throw.
The damage dealt by Ransack Mind ignores resistance to psychic damage
Form Stealer
At level 6, you can steal the form of those targeted by Identity Thief.
Whenever a creature fails its saving throw against Identity Thief, you may spend 3 sorcery points to take on their form. If you do, while Identity Thief lasts, your Strength, Constitution, and Dexterity scores become those of the creature affected by Identity Thief. Your hp does not change. You gain the AC of that creature. You also gain the senses that creature has, such as darkvision, blindsense, truesight, etc up to the same range they have. You also gain any type of movement that they have, such as climbing, swimming, flying, etc, up to the same speed they have. If that creature can breathe underwater, you can also breathe under water. You also obtain their vulnerabilities, resistances, and immunities. You can speak and understand any language spoken and understood by the creature. You gain the same weapon, armor, and tool proficiencies that creature has. If the creature affected by Identity Thief can cast spells, you know the same spells, and you can cast them by expending the appropriate spell slots. You obtain other physical traits, features, and abilities that the DM deems necessary for you to have if they aren't listed.
Your height and weight become the same as the creature, and your physical form changes to look exactly like the creature affected by Identity Thief.
Form Stealer also creates the same clothing and mundane gear worn by its target, including weapons and armor. It cannot duplicate the effects of magical items, but it does physically duplicate them. Items and gear disappear when Identity Thief ends or if they move more than 5 feet away from you.
Mirror Move
At level 14, you can mimic the actions of others. Whenever the creature affected by Identity Thief casts a spell, you may use your reaction to cast the same spell by expending the appropriate spell slot, even if you don't know that spell or have it prepared.
If the creature takes the attack action, you use your reaction to make a single attack against a creature within range.
Master Impersonator
At level 18, you can assume the persona of those you have imitated. Whenever a creature under the effect of Identity Thief dies, you may use your reaction and expend 5 Sorcery Points to store their identity within you.
If you do so, you may use an action to assume their form, granting you all the abilities and effects given by Form Stealer. You remain in that form until you complete a long rest.
Once you use Master Impersonator to assume the form of a creature, after you take a long rest, you forget that form and are no longer able to assume that form.
You may have up to your Charisma modifier of forms stores at a time. If you wish to store another form while at your maximum number of forms stored, you must forget one of the forms you have stored.
In addition, Identity Thief can now target any creature as long as the creature you target has a humanoid body structure and is no smaller than Small and no larger than Large and has a corporeal form. When using Identity Thief, the DM has the final say whether or not you can target a creature with it.
I weakened the first ability, reduced the damage increment of Ransack Mind, and then added some Sorcery Point stuff.
That being said, I’ll have to use a paper character sheet, but when I finish, I can send you some screenshots or something so you can keep track of stuff
Name: Melek Rivener
Race: Changeling (for the the theme)
Class: Sorcerer, Doppleganger magic (What level?)
Ability scores: 14 18 11 12 5 11
Background: Spy
Backstory: I’ll whip one up in a bit
DM- Azalin's Doom
DM- Surviving the Unsurvivable
(For some lore: The MTG multiverse includes many different planes of existence, each existing in their different settings. Ravnica is one such plane of existence. Here’s a link for its lore https://mtg.fandom.com/wiki/Ravnica)
Backstory: Melek was born to human parents in the sprawling planet-metropolis of Ravnica. His family were high-ranking politicians. As such, they were very well off, and they had a lot of influence in the city.
Unfortunately, they pushed for a certain policy that made some very powerful people very unhappy. Late one night, only a few days after Melek’s birth, a Dimir assassin bypassed all of their security with orders to “take care” of the Rivener family. Efficiently, she dispatched Melek’s parents, but she just couldn’t bring herself to kill Melek, so she took him in and raised him as her own.
Melek grew up in the shady Dimir organization. He had a natural knack for mind magic, and the Dimir mages began training him. He learned quickly, and he even started to join Dimir operations in his teen years. His expertise lied in infiltration and misdirection.
The Dimir was the only family he knew, but he had a hard time with their values. He was constantly in a state of internal turmoil. He knew he couldn’t leave the Dimir, because if he did, he would be hunted down, but that didn’t change the fact that he wasn’t comfortable with what the Dimir stood for. He enjoyed helping people, something that the Dimir didn’t encourage. He was taught to steal, to do whatever to takes to accomplish an objective, but it didn’t sit well with him. His morals drove him to constantly seek ways to escape the Dimir, but he could never come up with a plan that would work, so he never tried.
I know it’s a super brief and broad backstory, but we can work out specific details later.
Hmm, looks like when I went in my previous post to change something, it also changed to ability scores. From what I remember, they were actually something like 18 14 11 13 10 16. I for sure remember there being an 18 and a 16, but I can reroll if you’d like
DM- Azalin's Doom
DM- Surviving the Unsurvivable
I like both the lore and the backstory; it all sounds interesting :) You may use this mix of ability scores that I have chosen between your two versions of your rolls: (18, 8, 16, 11, 14), or you may roll one more time. Also, we start at level 3.
But I must insist that more of your abilities cost sorcery points:
Ransack Mind: Cost: When a creature fails the save, spend 1 sorcery point to learn something of your choice about the creature and to cause the damage dealt by Ransack Mind to ignore resistance to psychic damage.
Form Stealer: Cost: Spend 3 sorcery points to use this ability.
Mirror Move: Cost: Spend 2 sorcery points and spend the appropriate spell slot to use this reaction.
Master Impersonator: Cost: Spend 5 Sorcery Points to use this reaction.
If you agree, send me your character sheet in whatever form suits you, and I will send you an invitation to the Discord server 😊
I'd love to throw in an application if there is still room.
There is indeed still room :)
https://www.dndbeyond.com/characters/106712360
I can type everything out if this isn’t sufficient. Let me know if I need to change anything, I’ve just done what the app has told me, so it could be wrong.
Everything is in order. I just need you to create a backstory and choose whether your character comes from the world we play in or from a different world. However, I noticed that you have a Pseudodragon as a pet. If I need to approve this, you need to consider a downside. Here's an idea: the Pseudodragon sits on your arm, and your only way of attacking with a melee attack is to send it away as a falcon to attack your enemies. This would require an action to command it, meaning you would have to give up your dagger and never take up a weapon again. Of course, you would still be able to cast spells and use cantrips. We could make it a part of your backstory, explaining how you met your Pseudodragon and swore never to take up a weapon again :)
I always forget that you can’t see backstories on shared character sheets, but I have it saved and ready to go. Also, the dragon is kinda just there as part of his history, he was never meant to have any function gameplay wise.
I would also say he is from the realm the story takes place in.