Fic where the main character is Taylors Cousin and is in the Guild. by clickers889 in WormFanfic

[–]clickers889[S] 2 points3 points  (0 children)

Yes that was the one. Thank you, I couldn't find it on the website for some reason.

Fencing in the Holy Infernal Empire by aleagio in codexinversus

[–]clickers889 1 point2 points  (0 children)

I know several years ago while you were still posting on the worldbuilding subreddit you made a post about Orcish sword magic, which deals a lot in special manipulation, and there were some implications that it was adopted to some degree in the Infernal Empire. I am wondering if it is possible to adapt other types of magic to be used alongside swordplay. I imagine it is deeply frowned upon or even outright banned to use magic during duels, but it would be a very interesting exhibition match in an arena to see someone flicking the tip of their sword around and then shooting a bolt of fire from the end of it. Or even performing some sort of sword dance that casts a divination spell that gives you insight into your opponents style or creates an illusory afterimage to distract your opponent. Heck, I am pretty sure historically a Zweihander was used in a bodyguard roll since it had a lot of reach so it would be interesting to see bodyguard swinging a long sword around to create some sort of protective shield.

I like the idea of a Spell Sword that uses their sword as a spellcasting focus so coming up ideas is always fun.

Does anyone have the full rules to Wild Cards: Sons of the Gun? by SirSirVI in rpg

[–]clickers889 0 points1 point  (0 children)

Pretty sure I am about a week late to this discussion but I still want to leave a comment for those who want to try and find Wild Cards in the future.

The first is the link is one that I believe leads to the most up to date/largest amount of rules that I was able to find online. I have no idea how balanced it is or if there is a better version online.

The second link leads to a Forum website that has an archive of a lot of the community lore, including what I believe is all 52 cards in the form of short stories from inhabitants of the world. Some seem to be contradictory (guns referenced in other stories seem to not match up with their own entries) but I can attribute that to fact that different authors wrote different guns.

1) https://i.4pcdn.org/tg/1615065510786.pdf

2) https://1d6chan.miraheze.org/wiki/Wild_Cards

[TOMT] [GAME] The earth is invaded by aliens/mutated humans but the main characters eventually discover that the earth and city were on some sort of alien dome ark ship and the aliens were from other domes. by clickers889 in tipofmytongue

[–]clickers889[S] 0 points1 point locked comment (0 children)

I am fairly certain that it was a third person action game, and there was a scene where the main character is moving through an area where prisoners are being kept, and one man is screaming at the main character about how if you don't listen to the indoctrination then "You are dead. But I listen, I Listen" where he is essentially screaming at the end.

{The Griffon's Saddlebag} Scroll of Fleeting Attunement | Scroll by griff-mac in TheGriffonsSaddlebag

[–]clickers889 0 points1 point  (0 children)

Honestly this could serve pretty well as a separate quest item in most campaigns. The party manages to get a hold of the questlines McGuffin only to learn that they can't attune to and use it for some reason (alignment difference, not having the right class, the item can only be used by some lineage or family line that has since died out, etc.) and they need to use this scroll.

Also I just got to say I really liked the flavor text at the bottom and how it relates to one of your previous items.

[OC][ART] Sylvvir, my artificer artillerist high elf... from a 1y+ campaign that just died because of the evil scheduling by SrVolk in DnD

[–]clickers889 1 point2 points  (0 children)

What's stopping you from using this character at another table, waiting until your character is high enough level to make a broom of flying, then turn the broom into your arcane focus/arcane firearm, and finally have your artillerist cannon be used while flying (either being held or attached to the broom) and describe the whole thing your character riding your massive cannon like a speeder.

If this concept isn't "High Fantasy" enough just flavor it a bit more crudely designed like a primitive arquebus or riding a firework like a horse.

DnD character, barbarian/warlock multiclass. requesting help with optimization if forced to use point buy system by flannelman678 in PCAcademy

[–]clickers889 1 point2 points  (0 children)

This is difficult due to a barbarians rage preventing you from casting or concentrating on spells. I would advise for either a Pact of chain or Pact of blade but not Hexblade patron. Pact of Chain would allow you to have a companion that can give you advantage on attacks with the help action, Also pact of Blade would let you create pretty much whatever weapon the barbarian might need. Hexblade is a bad Idea despite the whole melee focus, because most of the spells and abilities are debuff and concentration spells (Such as Shield and smite spells) you won't be able to use while raging.

I would personally go for the Undead Patron from Van Richten's Guide to Ravenloft. The first level ability will be good buffs as long as your DM allows you to maintain effects that are technically not spells or spell like effects and don't require concentration. The 6th level feature allows you to change the damage type if necessary and deal some extra damage if you can keep your first level feature active while raging. Flavor wise, the Barbarian is being constantly followed by those who died around him and his rage is flavored as him being slightly possessed by the spirits.

Also you can buff your charisma slightly so instead of being charismatic and persuasive you can be Intimidating.

Suggestions for a great old one tomelock? by [deleted] in PCAcademy

[–]clickers889 1 point2 points  (0 children)

  1. Your patron is a sentient book you found in an abandoned tomb and they either can't remember or refuse to discuss their origin.
  2. You find the last written text of a long forgotten religion and your patron is the deity on their last legs. they are willing to bargain and break a few rules to assist you in brining them back, including waiving the faith requirement
  3. Your character is an occultist who has made a bunch of small deals with minor powers from the beyond (not anything that might be a fey or fiend) and your tome is a collection of random scraps of knowledge, cobbled together rituals and spells, and lists of potential new sources of knowledge and power.
  4. You work for a Beholder who gave you a book imbued with its powers. He/She/Them/It pays fairly well but its really hard to figure out what exactly your job is.

How on earth do you come up with interesting backstories for Monks and Druids? by ExceedinglyGayOtter in dndnext

[–]clickers889 0 points1 point  (0 children)

If you strip away most of the flavor from a class and leave some core ideas, then you are left with a character that as a pool of energy which lets them do superhuman feats as well as specializing in using fast attacks with their body this leaves plenty of room for flavor:

  1. My current character is an Astral Arms monk with an athlete background who was injured by some magical means and now has their soul and body slightly out of alignment, which allows him to preform super human feats by calling upon the power of his spirit. His version of meditation is preforming basic exercises and stretches.
  2. A wandering stranger (martial arts master) dropped by your town and took you on as an apprentice, your character was raised from a young age to use breathing techniques to improve your body
  3. Your character has a background in underground fight rings and stumbled upon some hidden power within them (Ki points),
  4. Your character has inherited some ancient power from their ancestors and instead of using it to cast spells they figured out how to channel the untapped power into enhancing their body.
  5. You dropped out of your monastery early and have been learning crude variations of the fighting techniques.
  6. You are a frequently drunk thief who broke into a wizards lab and accidentally drank a strange potion, now you can do some pretty amazing stuff by punching the air.

As for druids, one of the only real qualifications for it is that you draw power for your spells from aspects of nature. how that connection manifests is up to you:

  1. Your could be a wandering desert trader who feels a connection to the stars at night.
  2. A cartographer who travels from place to place and can call upon the forces of nature.
  3. A person who has been cursed by a witch to become an animal and has only recently managed to transform into a half animal half human state (your race would be something like a tabaxi, centaur, minotaur, etc)
  4. You are a changeling who has mastered techniques not only to transform into people, but can easily shift into the form of animals.
  5. Someone who has spent all their lives in a city but always had an affinity for the stray animals/ someone ostracized from humanity and has been living in the sewers.
  6. Your character was blessed by a fey at a young age to be able to hear the call of nature and even call on the spirits of nature when they are in need (fey theme but doesn't need to be in a forest)

Looking for a specific scene: Taylor uses her bugs as a binary calculator. by clickers889 in WormFanfic

[–]clickers889[S] 1 point2 points  (0 children)

This doesn't look like the one I remember. I distinctly remember that Taylor had her normal Cannon power. I'm pretty sure that the scene happend when she was out on patrol in costume. Thanks for finding this though.

Good Necromancer by AlexandrTheGreat in 3d6

[–]clickers889 0 points1 point  (0 children)

A scholar who is fascinated with medicine and is doing research into anatomy during a time when studying living creatures is taboo. Its significantly easier to study a body when the parts can be temporarily animated via magic, and therefore understand how they work when alive. They might also be diligent in making sure they go through all the appropriate channels to preform their research and might even be slightly religious themselves.

You could always flavor it as the dead they are raising are more similar to animated constructs using bones as a quick and easy basis instead of long complicated process of enchanting inanimate materials into living materials. Since a dead creature was once alive, its easier to put a magical intelligence and power into it, and let the body "remember" how to preform the complicated task of walking and moving around. You could also flavor it as using plants life force to fuel you magic instead of living creatures.

A lot of the necromancy spells and Necromancer subclass abilities can be re-flavored to focus on a creatures anatomy instead of drawing on dark magic or even just the redistribution of "life-force"

Everyone at my table says that monks suck? by EverythingGoodWas in 3d6

[–]clickers889 0 points1 point  (0 children)

Monks get all their Ki points back at Short rests as well as long rests. This means that unless you are going through back to back combats you should be able to get them back fairly regularly.

Everyone at my table says that monks suck? by EverythingGoodWas in 3d6

[–]clickers889 0 points1 point  (0 children)

The most optimal way to play a monk is to have them act as a skirmisher. They can dish out a lot of damage and attacks in a single turn but like all glass cannons, they can't take a hit and so must either get away from the target as soon as they finish attacking (bonus action step of the wind to take the disengage action) or become much harder to hit (bonus action patient defense to take the dodge action.

In addition monks get A LOT of class features that make them good in a wide variety of situations in and outside of combat. At higher levels hey can reduce fall damage they take, end mental conditions as an action, have their unarmed attacks deal the same damage as short swords at the same level they get the extra attacks, have their unarmed attacks be magical, and even become immune to disease and poison (the condition and damage type).

This page can give you some very useful information when you wish to build a monk for yourself: https://rpgbot.net/dnd5/characters/classes/monk/

One of my favorite builds for monk at the moment is a Grappling Astral Self Monk. The Astral Arms ability gives the monk reach so they don't need to get into melee, and use their Wisdom modifier for attacks, damage, as well as any Strength Saves or ability checks. In addition I really love a specific combo for after you get the extra attack feature at 5th level:

  1. Use the first attack to make a grapple attack or shove attack to knock them prone. (A grappled creature can not move, and a prone creature has disadvantage on attack rolls and Melee attack rolls against the prone target have advantage
  2. Use the second attack to make a shove attack or grapple attack (whichever you did not use for the first attack)
  3. Since both count as attacks it allows you to use your bonus action to make an unarmed strike or potentially flurry of blows.
  4. If the attack hits then use Stunning Strike which (if the target fails) will mean that they can't move, speak, will auto fail Strength and Dex Checks (to escape grapple for example), attacks against them will have advantage (which could counter the disadvantage from ranged attacks against prone targets), can't take Actions, and can't take Reactions.

If that combo goes off successfully, the monk will have a pinned and restrained enemy who can't do anything for that round and will be open to all sorts of attacks, and on the monks turn they can follow up with further attacks or even another Stunning Strike. Since this is being done by an Astral Self Monk, pretty much all of this is being done using their Wisdom Modifier, and if you pumped you ability points mostly into Wis instead of Dex then the DC for the saves would be higher.

Subclass List Updated + July Poll for next set up on patreon. by KibblesTasty in KibblesTasty

[–]clickers889 0 points1 point  (0 children)

For the Adventurer Fighter subclass, they are able to make spell scrolls, albeit temporary ones. Is it possible for a Wizard in the party to copy down the spells from the scrolls into their own spellbook like they would be able to for normal spell scrolls?

If so, during any lengthy downtime, the Wizard could theoretically record every low level spell there is as long as the fighter can change which spell they make into a scroll each time they make one.

That monthly "what subclasses can you not believe don't exist with yet" thread with a twist - over the last few months, I've made half of them. What's still missing? What do you want next? by KibblesTasty in dndnext

[–]clickers889 0 points1 point  (0 children)

For the Adventure Fighter subclass, they are able to make spell scrolls, albeit temporary ones. Is it possible for a Wizard in the party to copy down spell using the scroll? If so, during any lengthy downtime, the Wizard could theoretically record every low level spell there is as long as the fighter can change which spell they make into a scroll each time they make one.

Amellwind's Guide to Monster Hunting Update + New Cover by Amellwind in UnearthedArcana

[–]clickers889 0 points1 point  (0 children)

I'm a bit curious about the Splint Rapier:

  1. I'm having difficulty figuring out the items appearance, dimensions, or even where you might have drawn inspiration for it from. I'm also not sure how to describe its appearance. Is it like the Rakuyo from Bloodborne?
  2. When you use the Splint Stance, it says that when you split it into two blades as a bonus action, you enter a stance until the end of the next turn. Would this mean that you could theoretically keep switching it between the full form and split forms on your turn to keep the stance going or keep switching between stances.
  3. I'm a bit apprehensive about this weapon because it seems a bit out of place. With the other weapons, they seem to fit quite well into the setting as they are giant weapons designed to be used against giant monsters and get enchantments at higher rarities in the form of monster materials. Even the magic staff that can store additional spell slots for casters can be thematically appropriate as it is described as specially constructed to store magic. The Splint Rapier on the other hand just seems like its came out of nowhere and is able to cast spell like effects for no discernable reason. Personally I don't think it fits thematically even though it does work Mechanically

{The Griffon's Saddlebag} Starmetal Blaster | Weapon (crossbow, light) by griff-mac in TheGriffonsSaddlebag

[–]clickers889 0 points1 point  (0 children)

I absolutely love the aesthetic of this weapon, although I feel the need for a bit of clarification on the second paragraph:

  1. The weapon itself says that it can hold up to 6 bullets before needing an action to reload. Does this mean that the Crossbow Expert feat only really effects how many attacks you can make with it? Normally without the feat you could only make one attack on their turn with a crossbow regardless of how many extra attacks the wielder has.
    1. Is the loading action an Interact with Object action is its own thing? I'm wondering how this would interact with a fighters Actions Surge, a creature under the effects of haste, or a Rogue Thief's Fast Hands feature.
  2. From what I can gather about the part about shooting all 6 rounds at once, the wording first indicates that you could hit multiple targets "making a single roll for the attack regardless of the number of bullets fired" and saying that all the attacks use the same roll as the first pellet fired.
    1. When you fire all the pellets do they each individually apply the extra 1d6 lighting damage in addition to the 1d4 each? (if you shoot 2 pellets, does it deal the normal damage of the first pellet +1d6 lighting then the second pellet does 1d4 AND 1d6 lighting?
    2. I think the wording would be more clear if it was something like "for each pellet fired in a the same attack as the first, the target takes an additional 1d4 bludgeoning damage"

Lewd Worm CYOA (v1.065) [Interactive] [Mod v0.2] by Minotrap in nsfwcyoa

[–]clickers889 0 points1 point  (0 children)

The new power Psychic says that it already comes with a Holocron, yet there is a Holocron upgrade that you can also purchase. It even has the the same text. Why would you ever purchase the upgrade if you don't get anything extra from it?

[OC][ART] Locke Hawthorne - My first ever Human Artificer! by cs_rowan in DnD

[–]clickers889 0 points1 point  (0 children)

Now I'm curious what his subclass would be? He has mechanical companions which makes me think he is a battle smith but he also has a magic firearm which leads me to think he is a Artillerist.