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Zonugal
2017-06-11, 02:34 PM
In this thread I will deposit my adaptations of various characters from Marvel's comics rebuilt as characters for D&D 5E.

When approaching these comic book creations I tend to try to balance optimal game choices as well as reworking them so they stay true to their narrative histories while also fitting into the landscape of D&D.

These are simply adaptations, not complete reconstructions, so I take creative liberties in that sense.

I hope you enjoy.

Zonugal
2017-06-11, 02:37 PM
The Wolverine
http://oi64.tinypic.com/2v9cdn6.jpg

"I'm the best there is at what I do. But what I do best isn't very nice."

James Howlett
Mountain Dwarf ‘Battlerager’ Barbarian 6/’Spell-less’ ‘Revised’ Ranger 2/Fighter 2 with the Outlander background
Medium humanoid (dwarf), Chaotic Good
Armor class 15 (Unarmed Defense) or 15 (Spiked Armor; imposes disadvantage on stealth)
Hit points 111 (6d12+24/4d10+16)
Speed 35 ft. (never reduced due to heavy armor)
---
Str 16, Dex 13, Con 18, Int 10, Wis 13, Cha 8
---
Saving Throws Strength +7 and Constitution +8
Skills Athletics+7, Musical Instrument (Mandolin) +4, Nature +4, Perception +5, Smith’s Tools +4, Stealth +5 & Survival +5
Feats --
Senses passive Perception 15; Darkvision (60 ft.)
Languages Common, Dwarvish, Goblin & Sylvan
Challenge 10
---
Special Abilities
Racial Abilities: Dwarven Armor Training, Dwarven Combat Training, Dwarven Resilience and Stonecunning
Background Abilities: Wanderer
Class Abilities: Rage (4/long rest; +2 dmg), Unarmed Defense, Reckless Attack, Danger Sense, Battlerager Armor, Extra Attack, Fast Movement, Reckless Abandon (4 hp/round), Favored Enemy (Humanoids; +2 dmg), Natural Explorer, Combat Superiority (4d8/rest; Menacing Attack & Precision Attack; Maneuver Save DC 15), Fighting Style (Defense & Two-Weapon Fighting), Second Wind (1d10+2/rest) and Action Surge
---
Actions
Hand-Axe. Melee weapon attack: +7 to hit, reach 5 ft., range 20 ft./60 ft., one target. Hit: 8 (1d6+3) slashing damage; light & thrown (20 ft./60 ft.)
Spiked Armor. Melee weapon attack: +7 to hit, reach 5 ft., one target. Hit:5 (1d4+3) piercing damage; damaging grapple (3 dmg)
--
Equipment: A Belt Pouch (760 gp), An Explorer’s Pack, Two Hand-Axes, Hunting Trap, Periapt of Wound Closure, Spiked Armor, Traveler’s Clothing and Trophy (Wolverine Claws)

Zonugal
2017-06-12, 12:46 PM
Captain America

http://s61.radikal.ru/i172/1305/d3/043e473f8826.jpg

"Doesn't matter what the press says. Doesn't matter what the politicians or the mobs say. Doesn't matter if the whole country decides that something wrong is something right. This nation was founded on one principle above all else: the requirement that we stand up for what we believe, no matter the odds or the consequences. When the mob and the press and the whole world tell you to move, your job is to plant yourself like a tree beside the river of truth, and tell the whole world — 'No, you move.'"

Steve Rogers
‘Variant’ Human ‘Battlemaster’ Fighter 8/’Spell-less’ ‘Revised’ Ranger 2 with the Soldier background
Medium humanoid (human), Lawful Good
Armor class 20 (breastplate armor and +1 shield)
Hit points 94 (10d10+30)
Speed 30 ft.
---
Str 18, Dex 14, Con 16, Int 8, Wis 13, Cha 10
---
Saving Throws Strength +8 and Constitution +7
Skills Acrobatics +6, Artisan’s Tools (Cartographer's Supplies) +4, Athletics +8, Gaming Set (Playing Cards) +4, Intimidation +4, Perception +5, Persuasion +4, Stealth +6, and Vehicles (Land) +4
Feats Shield Master and Tavern Brawler
Senses passive Perception 15
Languages Common and Goblin
Challenge 10
---
Special Abilities
Racial Abilities: --
Background Abilities: Military Rank
Class Abilities: Fighting Style (Defense & Protection), Second Wind (1d10+8/rest), Action Surge, Combat Superiority (Commander’s Strike, Distracting Strike, Maneuvering Attack, Menacing Attack, Precision Attack, Rally & Riposte; 5d8 superiority dice, maneuver save DC 15), Extra Attack, Favored Enemy (Humanoids +2), Natural Explorer, and Know Your Enemy.
---
Actions
Unarmed Strike. Melee weapon attack: +8 to hit, reach 5 ft., one target. Hit: 6 (1d4+4) bludgeoning damage
Shield. Melee weapon attack: +8 to hit, reach 5 ft., one target. Hit: 6 (1d4+4) bludgeoning damage; improvised weapon
Hand Crossbow. Ranged weapon attack: +6 to hit, range 30 ft./120 ft., one target. Hit: 5 (1d6+2) piercing damage; ammunition, light, reloading
--
Equipment: A belt pouch (350 gp), breastplate armor, a set of common clothes, a deck of cards, an explorer’s pack, a hand crossbow with 20 bolts, an insignia of military rank, a +1 shield and a trophy from a fallen enemy (the broken wand of the Red Skull).

Zonugal
2017-06-13, 10:32 AM
Hawkeye

http://www.lokee.it/wp-content/uploads/2013/12/1476074_10202666453285267_86143521_n.jpg

"I never miss."

Clint Barton
'Variant' Human ‘Spell-less’ ’Revised’ Ranger 2/‘Arcane Archer’ Fighter 8 with the Spy background
Medium humanoid (human), Neutral Good
Armor class 17 (studded leather)
Hit points 84 (10d10+20)
Speed 30 ft.
---
Str 10, Dex 20, Con 14, Int 14, Wis 14, Cha 8
---
Saving Throws Strength +4 and Dexterity +9
Skills Acrobatics +9, Athletics +4, Deception +3, Gaming Set (Playing Cards) +4, Insight +6, Nature +6, Perception +6, Stealth +9, and Thieves’ Tools +4
Feats Sharpshooter
Senses passive Perception 16
Languages Common, Goblin, and Sylvan
Challenge 10
---
Special Abilities
Racial Abilities: --
Background Abilities: Criminal Contact
Class Abilities: Favored Enemy (Humanoids +2), Natural Explorer, Combat Superiority (4d8/rest; Precision Attack & Pushing Attack; Maneuver Save DC 17), Fighting Style (Archery & Two-Weapon Fighting), Second Wind (1d10+8/rest), Action Surge, Magic Arrow, Arcane Shot (2/rest; Bursting Arrow, Piercing Arrow & Seeking Arrow; Arcane Shot DC 14), Extra Attack, and Curving Shot.
---
Actions
Shortsword. Melee weapon attack: +9 to hit, reach 5 ft., one target. Hit: 7 (1d4+5) piercing damage; finesse & light
Longbow. Ranged weapon attack: +12 to hit, range 150 ft./600 ft., one target. Hit: 12 (1d8+5+3) piercing damage; ammunition, heavy & two-handed
---
Equipment: A belt pouch (725 gp), Bracers of Archery, a crowbar, a set of dark common clothes with a hood, an explorer’s pack, a longbow with a quiver of 20 arrows, two short-swords, and studded leather.

DivisibleByZero
2017-06-13, 10:42 AM
Someone really loves the Spell-less Ranger two level dip....

Zonugal
2017-06-13, 10:44 AM
Someone really loves the Spell-less Ranger two level dip....

It's a good dip!

DivisibleByZero
2017-06-13, 10:52 AM
It's a good dip!

It is.
But I would argue that the only one it's actually appropriate for is Hawkeye.

Zonugal
2017-06-13, 11:07 AM
It is.
But I would argue that the only one it's actually appropriate for is Hawkeye.

And that is a totally fine position.

I'm not a fan of it requiring a 13 in Wisdom, but it brings a free skill, Favored Enemy (+2 damage against all humanoids), Natural Explorer and two maneuvers (with four superiority dice).

I'd say most warriors would be happy to grab those for the cost of two levels.

But my next couple builds won't feature it, cause it obviously doesn't work for every build.

DivisibleByZero
2017-06-13, 11:13 AM
I'd say most warriors would be happy to grab those for the cost of two levels.

But my next couple builds won't feature it, cause it obviously doesn't work for every build.

Many warriors might, but I fail to see how it's appropriate for Wolverine or Cap.
Neither of them are very Ranger-ish. You're taking them for mechanical reasons. I was under the impression that you were attempting to stat them out more realistically.
"so they stay true to their narrative histories"
Maybe I was wrong.

Zonugal
2017-06-13, 11:14 AM
Many warriors might, but I fail to see how it's appropriate for Wolverine or Cap.
Neither of them are very Ranger-ish. You're taking them for mechanical reasons. I was under the impression that you were attempting to stat them out more realistically.
"so they stay true to their narrative histories"
Maybe I was wrong.

Captain America and Wolverine have both been special forces/commandos?

Zonugal
2017-06-14, 07:47 PM
Spider-Man

https://upload.wikimedia.org/wikipedia/en/2/21/Web_of_Spider-Man_Vol_1_129-1.png

"With great power, there must also come great responsibility."

Peter Parker
Human ‘Alchemist’ Artificer 1/’Circle of the Underdark’ Druid 4/’Way of the Open Hand’ Monk 5 with the Urchin background
Medium humanoid (human), Neutral Good
Armor class 16 (Unarmored Defense)
Hit points 72 (10d8+20)
Speed 40 ft.
---
Str 8, Dex 16, Con 14, Int 14, Wis 16, Cha 10
---
Saving Throws Constitution +6 and Intelligence +6
Skills Artisan’s Tools (Alchemist’s Supplies & Painter’s Supplies) +4, Deception +4, Disguise Kit +4, Investigation +6, Nature +6, Perception +7, Poisoner's Kit +4, Sleight of Hand +7, Stealth +7, and Thieves’ Tools +4
Feats Alert
Senses passive Perception 17
Languages Common, Druidic, and Sylvan
Challenge 10
---
Special Abilities
Racial Abilities: --
Background Abilities: City Secrets
Class Abilities: Artificer Specialist (Alchemist), Magic Item Analysis, Alchemist's Satchel, Alchemical Formula (Alchemical Acid, Alchemical Fire & Tanglefoot Bag; Formula DC 14), Druidic, Druid Spellcasting, Ritual Casting, Wild Shape (2/rest; 2 hours duration; Max Beast Shape -- CR ½ & no flying speed), Circle of the Underdark, Natural Recovery (Two spell levels/rest), Unarmored Defense, Martial Arts, Ki (5/rest; Ki DC 14), Flurry of Blows, Patient Defense, Step of the Wind, Unarmored Movement, Open Hand Technique, Deflect Missiles (Reduced Damage: 1d10+8), Slow Fall (25 ft.), Extra Attack, and Stunning Strike.
---
Actions
Martial Arts. Melee weapon attack: +7 to hit, reach 5 ft., one target. Hit: 6 (1d6+3) bludgeoning damage
Dart. Ranged weapon attack: +7 to hit, range 20 ft./60 ft., one target. Hit: 5 (1d4+3) piercing damage; finesse, thrown (20ft./60ft.)
---
Druid Spells -- Spider-Man’s Druid spellcasting ability is Wisdom-based (spell save DC 15)
Cantrips Known (at will) -- Guidance, Mending, Poison Spray, & Thornwhip
1st-level Spells Prepared (4/long rest) -- Cure Wounds, Detect Poison and Disease, Entangle, Jump, Longstrider
2nd-level Spells Prepared (3/long rest) -- Darkvision, Pass Without Trace, Spiderwalk, & Web
---
Equipment: A belt pouch (573 gp), a set of common clothes, twenty darts, a dungeoneer’s pack, a small knife, a map of Queens, a pet mouse, Rope of Climbing, thieves’ tools, and a token to remember his parents.

Zonugal
2017-06-15, 12:44 PM
Thor

https://upload.wikimedia.org/wikipedia/pt/f/f2/Thor_por_Esad_Ribic.jpg

"All the power of the storm, from all the world, flows through my veins, and can be summoned by mine hammer at any time, wherever it is. A lightning storm in Japan? Mine. A hurricane off the coast of Barbados? Mine again. A brace of tornadoes in Kansas? Aye...mine. All that might, all that destructive force, mine to command. Channeled and guided through the mystic might of this hammer, guided right at thee!"

Thor Odinson
Dwarven Cleric of the Tempest 19/’Stone’ Sorcerer 1 with the Noble background
Medium humanoid (dwarf), Neutral Good
Armor class 23 (+1 plate armor, +1 shield and a Cloak of Resistance)
Hit points 184 (20d8+81)
Speed 25 ft. (never reduced due to heavy armor), Fly 25 ft. (except when indoors or underground)
---
Str 21, Dex 10, Con 16, Int 8, Wis 18, Cha 13
---
Saving Throws Constitution +9, Wisdom +10 and Charisma +7
Skills Artisan’s Tools (Smith’s Tools) +6, Gaming Set (Dragon Chess) +6, History +5, Insight +10, Persuasion +7 and Religion +5
Feats Great Weapon Master, Resilient (Constitution) and War Caster
Senses passive Perception 14; Darkvision (60 ft.)
Languages Common, Dwarvish and Giant
Challenge 20
---
Special Abilities
Racial Abilities: Dwarven Resilience, Dwarven Combat Training, Dwarven Toughness and Stone Cunning
Background Abilities: Position of Privilege
Class Abilities: Cleric Spellcasting, Ritual Casting, Tempest Domain, Wrath of the Storm (4/long rest; 2d8 lightning or thunder damage), Channel Divinity (3/rest). Channel Divinity: Turn Undead (30 ft.), Channel Divinity: Destructive Wrath, Metal Magic, Stone's Durability, Destroy Undead (Undead CR 4 or under), Thunderbolt Strike, Divine Strike (2d8 thunder damage), Divine Intervention, and Stormborn.
---
Actions
Dwarven Thrower. Melee weapon attack: +14 to hit, reach 5 ft., range 20ft./60ft., one target. Hit: 12 (1d8+8) bludgeoning damage; versatile (1d10), thrown (20ft./60ft.), bonus ranged damage (1d8/2d8 vs. giants)
Hand-Axe. Melee weapon attack: +11 to hit, reach 5 ft., range 20ft./60ft., one target. Hit: 8 (1d6+5) slashing damage; light, thrown (20ft./60ft.)
---
Cleric Spells -- Thor’s Cleric spellcasting ability is Wisdom-based (spell save DC 18)
Cantrips Known (at will) -- Guidance, Light, Sacred Flame, Spare the Dying, & Thaumaturgy
1st-level Spells Prepared (4/long rest) -- Bless, Cure Wounds, Fog Cloud, Guiding Bolt, Healing Word, & Thunderwave
2nd-level Spells Prepared (3/long rest) -- Aid, Gust of Wind, Prayer of Healing, & Shatter
3rd-level Spells Prepared (3/long rest) -- Call Lightning, Dispel Magic, Mass Healing Word, Sleet Storm, & Spirit Guardians
4th-level Spells Prepared (3/long rest) -- Banishment, Control Water, Deathward, Freedom of Movement, Ice Storm, & Stone Shape
5th-level Spells Prepared (3/long rest) -- Destructive Wave, Mass Cure Wounds, Insect Plague
6th-level Spells Prepared (2/long rest) -- Harm, Heal, Heroes’ Feast, & Word of Recall
7th-level Spells Prepared (2/long rest) -- Divine Word, & Planeshift
8th-level Spells Prepared (1/long rest) -- Control Weather, Earthquake, & Holy Aura
9th-level Spells Prepared (1/long rest) -- Mass Heal
Sorcerer Spells -- Thor’s Sorcerer spellcasting ability is Charisma-based (spell save DC 15)
Cantrips Known (at will) -- Booming Blade, Lightning Lure, Shocking Grasp, & Thunderclap
1st-level Spells Known -- Feather Fall, & Shield
---
Equipment: Belt of Hill Giant Strength, Cloak of Resistance, the Dwarven Thrower, an explorer’s pack, a set of fine clothes, a hand-axe, Helm of Comprehend Languages, a holy symbol, +1 plate armor, a purse (21,025 gp), a +1 shield, a signet ring and a scroll of pedigree.

Arkhios
2017-06-15, 03:24 PM
I don't quite get it, why Wolverine and/or Thor would be dwarves?

Beechgnome
2017-06-15, 03:36 PM
Spider-Man
snip


I hadn't thought of the full druid dip. I made a spider man who was a straight up monk... drunken Master though,which I think works really well mechanically with spidey 's movements. I just invented a tiefling lolth variant to get thornwhip and web.

Kuulvheysoon
2017-06-15, 03:39 PM
I don't quite get it, why Wolverine and/or Thor would be dwarves?

Wolverine, I can get behind:
Short
Long-lived
Gruff

Thor? Probably so he could use the dwarven thrower, which is I believe the easiest way to get a weapon return to you? I could get behind Goliath or Aasimar as race, though. My real question is why is Thor 20th level while all of the others are 10th?

supercooldragn
2017-06-15, 03:53 PM
Spider-Man



Spider-Man needs at least a level of bard/magic initiate for vicious mockery

Zonugal
2017-06-15, 07:42 PM
I don't quite get it, why Wolverine and/or Thor would be dwarves?

Well I needed Dwarf for Wolverine to be able to take the Battle-Rager sub-class. The race also generally makes sense for him.

For Thor I think Dwarves work well as a sub in for Asgardians.


I hadn't thought of the full druid dip. I made a spider man who was a straight up monk... drunken Master though,which I think works really well mechanically with spidey 's movements. I just invented a tiefling lolth variant to get thornwhip and web.

I need to check out the Drunken Master sub-class! I chose Open Fist simply because it was a better fit than Shadow or Elemental.


Wolverine, I can get behind:
Short
Long-lived
Gruff

Thor? Probably so he could use the dwarven thrower, which is I believe the easiest way to get a weapon return to you? I could get behind Goliath or Aasimar as race, though. My real question is why is Thor 20th level while all of the others are 10th?

Some characters are naturally stronger/mightier than others.

Most superheros I will build at level ten.

But folks like Thor, Silver Surfer, Dr. Strange, ect...? I'll put them at twentieth level.

Ghatt
2017-06-15, 08:21 PM
Many warriors might, but I fail to see how it's appropriate for Wolverine or Cap.
Neither of them are very Ranger-ish. You're taking them for mechanical reasons. I was under the impression that you were attempting to stat them out more realistically.
"so they stay true to their narrative histories"
Maybe I was wrong.

I'd say it fits Wolverine very well. You can't create Wolverine without addressing his tracking and outdoor survival skills. Kind of a major aspect of his character and power set, ya know.

Zonugal
2017-06-16, 09:47 AM
Iron Man

https://s-media-cache-ak0.pinimg.com/originals/1c/96/18/1c96189812e40e107099b54123509755.jpg

"Is it better to be feared or respected?" — I say, is it too much to ask for both?"

Tony Stark
Human ‘Evocation’ Wizard 8/Fighter 1/’Evocation’ Wizard 1 with the Guild Artisan background
Medium humanoid (human), Chaotic Good
Armor class 21 (Adamantine plate armor and shield)
Hit points 64 (9d6+18/1d10+2)
Speed 30 ft.
---
Str 15, Dex 10, Con 14, Int 18, Wis 8, Cha 12
---
Saving Throws Intelligence +8 & Wisdom +3
Skills Arcana +8, Artisan’s Tools (Smith’s Tools) +4, Deception +5, Insight +3, Investigation +8, and Persuasion +5.
Feats Heavily Armored & War Caster.
Senses passive Perception 9
Languages Common, Dwarven, and Gnomish
Challenge 10
---
Special Abilities
Racial Abilities: --
Background Abilities: Guild Membership
Class Abilities: Arcane Recovery, Wizard spellcasting, Ritual Casting, Arcane Tradition (Evocation), Sculpt Spells, Fighting Style (Defense), Second Wind (1d10+1/rest), and Potent Cantrip.
---
Actions
Unarmed Strike. Melee weapon attack: +6 to hit, reach 5 ft., one target. Hit: 3 (1+2) bludgeoning damage.
Morningstar. Melee weapon attack: +6 to hit, reach 5 ft., one target. Hit: 6 (1d8+2) piercing damage.
---
Wizard Spells -- Iron Man’s Wizard’s spellcasting ability is Intelligence-based (spell save DC 16)
Cantrips (at will) -- Fire Bolt, Green-Flame Blade, Mending, and Minor Illusion
1st-level Spells (4/long rest) -- Ice Knife, Shield, Thunderwave
2nd-level Spells (3/long rest) -- Mirror Image, Misty Steps, Scorching Ray
3rd-level Spells (3/long rest) -- Dispel Magic, Fireball, Fly, Melf’s Minute Meteors
4th-level Spells (3/long rest) -- Fire Shield & Storm Sphere
5th-level Spells (1/long rest) -- Cone of Cold
--
Equipment: Adamantine Armor (plate armor), An arcane focus (an amulet), a set of artisan’s tools (smith’s tools), a belt pouch (390 gp), a dagger, an explorer’s pack, a letter of introduction from your guild, a morningstar, a spellbook & a set of traveler’s clothes
--
Spellbook
1. Absorb Elements, Burning Hands, Detect Magic, Earth Tremor, Find Familiar, Ice Knife, Shield, Thunderwave
2. Mirror Image, Misty Steps, Scorching Ray,
3. Dispel Magic, Fireball, Fly, Melf’s Minute Meteors
4. Fabricate, Fire Shield, Mordenkainen’s Private Sanctum, Storm Sphere
5. Animate Objects, Cone of Cold, Teleportation Circle, Wall of Stone

nickl_2000
2017-06-16, 10:49 AM
Iron Man

https://s-media-cache-ak0.pinimg.com/originals/1c/96/18/1c96189812e40e107099b54123509755.jpg

"Is it better to be feared or respected?" — I say, is it too much to ask for both?"

Tony Stark
Human ‘Evocation’ Wizard 8/Fighter 1/’Evocation’ Wizard 1 with the Guild Artisan background
Medium humanoid (human), Chaotic Good
Armor class 21 (Adamantine plate armor and shield)
Hit points 64 (9d6+18/1d10+2)
Speed 30 ft.
---
Str 15, Dex 10, Con 14, Int 18, Wis 8, Cha 12
---
Saving Throws Intelligence +8 & Wisdom +3
Skills +1; Arcana +8, Artisan’s Tools (Smith’s Tools) +4, Deception +5, Insight +3, Investigation +8, and Persuasion +5.
Feats Heavy Armor Master & War Caster.
Senses passive Perception 9
Languages Common, Dwarven, and Gnomish
Challenge 10
---
Special Abilities
Racial Abilities: --
Background Abilities: Guild Membership
Class Abilities: Arcane Recovery, Wizard spellcasting, Ritual Casting, Arcane Tradition (Evocation), Sculpt Spells, Fighting Style (Defense), Second Wind (1d10+1/rest), and Potent Cantrip.
---
Actions
Unarmed Strike. Melee weapon attack: +6 to hit, reach 5 ft., one target. Hit: 3 (1+2) bludgeoning damage.
Morningstar. Melee weapon attack: +6 to hit, reach 5 ft., one target. Hit: 6 (1d8+2) piercing damage.
---
Wizard Spells -- Iron Man’s Wizard’s spellcasting ability is Intelligence-based (spell save DC 16)
Cantrips (at will) -- Fire Bolt, Green-Flame Blade, Mending, and Minor Illusion
1st-level Spells (4/long rest) -- Ice Knife, Shield, Thunderwave
2nd-level Spells (3/long rest) -- Mirror Image, Misty Steps, Scorching Ray
3rd-level Spells (3/long rest) -- Dispel Magic, Fireball, Fly, Melf’s Minute Meteors
4th-level Spells (3/long rest) -- Fire Shield & Storm Sphere
5th-level Spells (1/long rest) -- Cone of Cold
--
Equipment: Adamantine Armor (plate armor), An arcane focus (an amulet), a set of artisan’s tools (smith’s tools), a belt pouch (390 gp), a dagger, an explorer’s pack, a letter of introduction from your guild, morningstar, a spellbook & a set of traveler’s clothes
--
Spellbook
1. Absorb Elements, Burning Hands, Detect Magic, Earth Tremor, Find Familiar, Ice Knife, Shield, Thunderwave
2. Invisibility, Knock, Mirror Image, Misty Steps, Scorching Ray,
3. Dispel Magic, Fireball, Fly, Haste, Melf’s Minute Meteors, Protection from Energy
4. Fabricate, Fire Shield, Mordenkainen’s Private Sanctum, Polymorph, Stoneskin, Storm Sphere, Wall of Fire
5. Animate Objects, Bigby’s Hand, Cone of Cold, Rary’s Telepathic Bond, Teleportation Circle, Wall of Stone

I know you don't want to be overpowered, but I think he needs to have a sentient helmet of some sorts.

Zonugal
2017-06-16, 07:28 PM
I know you don't want to be overpowered, but I think he needs to have a sentient helmet of some sorts.

Is that somewhere in the rules/books?

nickl_2000
2017-06-16, 07:37 PM
Is that somewhere in the rules/books?

Sure, the DMG talks about sentient magical items after the standard magical item descriptions. I don't have a page number at the moment since I'm not near my books

Arkhios
2017-06-17, 04:37 AM
Is that somewhere in the rules/books?


Sure, the DMG talks about sentient magical items after the standard magical item descriptions. I don't have a page number at the moment since I'm not near my books

Pg. 214 forward.

Foff
2017-06-17, 05:19 AM
what Ironman lacks is Eldritch Blast, maybe make his armor cast it at caster lvl 5 with limited charges per long rest with the ability to supercharge the armor, consuming all charges, to shoot a maximised 4x eldritch blast (Unibeam)

Zonugal
2017-06-17, 11:05 AM
what Ironman lacks is Eldritch Blast, maybe make his armor cast it at caster lvl 5 with limited charges per long rest with the ability to supercharge the armor, consuming all charges, to shoot a maximised 4x eldritch blast (Unibeam)

I'd rather not use any homebrew in the builds though.

But yeah, he is lacking Eldritch Blast. Once that particular character build reaches its next ASI, he'd grab Spell Sniper and pick it up through that.

Zonugal
2017-06-17, 12:34 PM
Black Widow

https://s-media-cache-ak0.pinimg.com/736x/6d/26/e1/6d26e1745b4be0af037e0c85c65a4d82.jpg

"I've got red in my ledger."

Natasha Romanoff
‘Variant’ Human 'Assassin' Rogue 5/’Way of the Open Hand’ Monk 5 with the Spy background
Medium humanoid (human), Neutral Good
Armor class 16 (Unarmored Defense)
Hit points 63 (10d8+10)
Speed 40 ft.
---
Str 8, Dex 18, Con 13, Int 10, Wis 14, Cha 13
---
Saving Throws Dexterity +8 and Intelligence +4
Skills Acrobatics +8, Athletics +3, Deception +9, Disguise Kit +4, Forgery Kit +4, Gaming Set (Playing Cards) +4, Insight +6, Perception +6, Persuasion +5, Poisoner’s Kit +4, Stealth +12, and Thieves’ Tools +4
Feats Crossbow Expert and Magic Initiate (Sorcerer; Booming Blade, Disguise Self, & Shocking Grasp)
Senses passive Perception 16
Languages Common & Undercommon
Challenge 10
---
Special Abilities
Racial Abilities: --
Background Abilities: Criminal Contact
Class Abilities: Expertise (Deception & Stealth), Sneak Attack (3d6), Thieves’ Cant, Cunning Action, Assassinate, Uncanny Dodge, Unarmored Defense, Martial Arts, Ki (5/rest; Ki save DC 14), Flurry of Blows, Patient Defense, Step of the Wind, Unarmored Movement, Open Hand Technique, Deflect Missiles (Reduced Damage: 1d10+9) , Slow Fall, and Extra Attack.
---
Actions
Unarmed Strike. Melee weapon attack: +8 to hit, reach 5 ft., one target. Hit: 6 (1d6+4) bludgeoning damage
Dagger. Melee weapon attack: +8 to hit, reach 5 ft., range 20 ft./60 ft., one target. Hit: 6 (1d4+4) piercing damage; finesse, light, thrown (range 20/60)
Hand Crossbow. Ranged weapon attack: +8 to hit, range 30 ft./120 ft., one target. Hit: 7 (1d6+4) piercing damage; ammunition, light, reloading
--
Sorcerer Spells -- The Black Widow’s Sorcerer spellcasting ability is Charisma-based (spell save DC 13)
Cantrips Known (at will) -- Booming Blade and Shocking Grasp
1st-level (1/long rest) -- Disguise Self
--
Equipment: A belt pouch (615 gp), a burglar's pack, a set of dark common clothes including a hood, two daggers, two hand crossbows with a hip quiver of twenty bolts, Ring of Mind Shielding and thieves’ tools.

Zonugal
2017-06-18, 02:37 PM
Iron Fist

http://static.srcdn.com/wp-content/uploads/iron-fist-kicking.jpg

“I am the Iron Fist. I hold back the storm when nothing else can.”

Danny Rand
‘Variant’ Human Monk 2/’Draconic’ Sorcerer 8 with the Noble background
Medium humanoid (human), Chaotic Good
Armor class 17 (Draconic Resilience & a Cloak of Protection)
Hit points 65 (2d8+4/8d6+16)
Speed 40 ft.
---
Str 10, Dex 16, Con 14, Int 8, Wis 14, Cha 16
---
Saving Throws Strength +5 and Dexterity +8
Skills Acrobatics +7, Artisan’s Tools (Carpenter’s Tools) +4, Gaming Set (Go) +4, History +3, Perception +6, Persuasion +7, and Stealth +7
Feats War Caster
Senses passive Perception 16
Languages Celestial, Common, Draconic, and Elven
Challenge 10
---
Special Abilities
Racial Abilities: --
Background Abilities: Position of Privilege
Class Abilities: Unarmored Defense, Martial Arts, Ki (2/rest; Ki DC 14), Flurry of Blows, Patient Defense, Step of the Wind, Unarmored Movement, Sorcerous Origin (Draconic), Font of Magic, Sorcery Points (8), Flexible Casting, and Metamagic (Quickened Spell & Twinned Spell).
---
Actions
Martial Arts. Melee weapon attack: +7 to hit, reach 5 ft., one target. Hit: 6 (1d6+3) bludgeoning damage
Dart. Ranged weapon attack: +7 to hit, range 20 ft./60 ft., one target. Hit: 5 (1d4+3) piercing damage; finesse, thrown (20ft./60ft.)
---
Sorcerer Spells -- The Iron Fists’s Sorcerer spellcasting ability is Charisma-based (spell save DC 15)
Cantrips Known (at will) -- Blade Ward, Fire Bolt, Green Flame Blade, Minor Illusion, and Move Earth
1st-level Spells Known (4/long rest) -- Burning Hands and Shield
2nd-level Spells Known (3/long rest) -- Mirror Image, Misty Steps, Scorching Ray,
3rd-level Spells Known (3/long rest) -- Fireball, Fly, Haste
4th-level Spells Known (2/long rest) -- Wall of Fire
---
Equipment: A Cloak of Protection, a dagger, 10 darts, an explorer’s pack, a set of fine clothes, a purse (775 gp), and a scroll of pedigree.

Zonugal
2017-06-27, 11:05 AM
Dr. Strange

https://static.comicvine.com/uploads/original/11124/111247227/4754894-strange_vol_1_5_textless.jpg

"By the light -- By the Truth -- By Sangreal and sword and Pendragon's Fire -- By Defender's might and Dragon Circle's destiny -- Behold thy bane!"

Stephen Strange
‘Variant’ Human ‘Abjurer’ Wizard 8/ ‘Knowledge’ Cleric 1/ ‘Abjurer’ Wizard 11 with the Cloistered Scholar background
Medium humanoid (human), Neutral Good
Armor class 21 (+1 Half-Plate and a Cloak of Protection and a Staff of Power)
Hit points 147 (19d6+57/1d8+3)
Speed 30 ft.
---
Str 10, Dex 14, Con 16, Int 20, Wis 14, Cha 8
---
Saving Throws Strength +3, Dexterity +5, Constitution +12, Intelligence +14, Wisdom +11 & Charisma +2
Skills Arcana +17, History +11, Medicine +8, Perception +8, and Religion +17
Feats Healer, Resilient (Constitution) and Observant
Senses passive Perception 23
Languages Celestial, Common, Draconic, and Infernal
Challenge 20
---
Special Abilities
Racial Abilities: --
Background Abilities: Library Access
Class Abilities: Arcane Recovery, Wizard spellcasting, Ritual Casting (Wizard & Cleric), Arcane Tradition (Abjuration), Abjuration Savant, Arcane Ward (42 temporary hit-points), Projected Ward, Cleric Spellcasting, Divine Domain (Knowledge), Blessings of Knowledge (Arcana & Religion), Improved Abjuration, Spell Resistance, and Spell Mastery (Misty Steps & Shield).
---
Actions
Dagger. Melee weapon attack: +8 to hit, reach 5 ft., range 20 ft./60 ft., one target. Hit: 3 (1+2) piercing damage; finesse, light, thrown (range 20/60)
Staff of Power. Melee weapon attack: +7 to hit, reach 5 ft., one target. Hit: 5 (1d6+2) bludgeoning damage; versatile (1d8)
---
Wizard Spells -- Dr. Strange’s Wizard’s spellcasting ability is Intelligence-based (spell save DC 19)
Cantrips (at will) -- Chill Touch, Fire Bolt, Mage Hand, Minor Illusion, and Prestidigitation
1st-level Spells (4/long rest) -- Absorb Elements, Ice Knife, Thunderwave
2nd-level Spells (3/long rest) -- Invisibility, Mirror Image, Phantasmal Force
3rd-level Spells (3/long rest) -- Counterspell, Dispel Magic, Fireball, Melf’s Minute Meteors
4th-level Spells (3/long rest) -- Banishment, Evard’s Black Tentacles, Polymorph
5th-level Spells (3/long rest) -- Bigby’s Hand, Cone of Cold, Conjure Elementals
6th-level Spells (2/long rest) -- Chain Lightning, Contingency, True Seeing
7th-level Spells (2/long rest) -- Plane Shift, Teleport, Whirlwind
8th-level Spells (1/long rest) -- Mind Blank
9th-level Spells (1/long rest) -- Foresight
Cleric Spells -- Dr. Strange’s Cleric’s spellcasting ability is Wisdom-based (spell save DC 16)
Cantrips (at will) -- Guidance, Sacred Flame, and Thaumaturgy
1st-level Spells Prepared -- Command, Guiding Bolt, Healing Word, Identify, and Protection from Evil and Good
--
Equipment: An arcane focus (an amulet), a belt pouch ( gp), a borrowed book on the subject of your current study, a Broom of Flying, a Cloak of Protection, a Cube of Force, a dagger, an explorer’s pack, Goggles of Night, +1 half-plate armor, a pouch (10,300 gp), the scholar's robes of your cloister, a spellbook, three backup & hidden spellbooks, a Staff of Power, a writing kit (small pouch with a quill, ink, folded parchment, and a small penknife)

Spellbook
1. Absorb Elements, Alarm, Burning Hands, Detect Magic, Find Familiar, Ice Knife, Shield, and Thunderwave
2. Alter Self, Invisibility, Mirror Image, Misty Steps, Phantasmal Force, Scorching Ray,
3. Clairvoyance, Counterspell, Dispel Magic, Fireball, Fly, Haste, Magic Circle, and Melf’s Minute Meteors
4. Banishment, Conjure Minor Elementals, Evard’s Black Tentacles, Otiluke's Resilient Sphere, Polymorph, Stormsphere, Wall of Fire
5. Bigby’s Hand, Cone of Cold, Conjure Elementals, Contact Other Plane, Planar Binding, Scrying, Wall of Stone
6. Chain Lightning, Contingency, Drawmij's Instant Summons, Globe of Invulnerability, Magic Jar, Otto’s Irresistable Dance, True Seeing
7. Etherealness, Forcecage, Mordenkainen's Magnificent Mansion, Plane Shift, Simulacrum, Teleport, Whirlwind
8. Antimagic Field, Clone, Demiplane, Feeblemind, Maze, Mind Blank,
9. Foresight, Gate, Shapechange, Wish

xroads
2017-06-27, 11:28 AM
Nice work so far. Good choice of images too.



I need to check out the Drunken Master sub-class! I chose Open Fist simply because it was a better fit than Shadow or Elemental.


I don't know. I think the Way of Shadow works well for Spidey. Allows him to be sneakier and fits well with the spider theme.

Also, Iron Fist is the quintessential monk. Seems like he should have a more levels of monk. Possibly Way of the Elements?

Vogie
2017-06-27, 12:11 PM
These are amazing. Keep up the great work. Sub'd

Zonugal
2017-06-27, 09:58 PM
Nice work so far. Good choice of images too.

Thanks!


I don't know. I think the Way of Shadow works well for Spidey. Allows him to be sneakier and fits well with the spider theme.

You make a good argument! I just wanted Peter's levels in monk to be purely to help him out, fighting-wise. It really comes down to preference for it, I just didn't want to make this Spider-Man too overtly magic (even with his dip into Druid).


Also, Iron Fist is the quintessential monk. Seems like he should have a more levels of monk. Possibly Way of the Elements?

Way of the Elements is a really sub-par sub-class and wouldn't really provide Danny with anything near his powers. And yeah, the build could have more levels in Monk but I wanted to focus on his supernatural "Iron Fist" abilities, which I thought more levels in a Draconic Sorcerer did well.

For a Marvel character who is a pure Monk I'd say that'd be Shang-Chi.

Zonugal
2017-06-30, 03:07 PM
The Silver Surfer

https://s-media-cache-ak0.pinimg.com/736x/a5/e5/6d/a5e56dea1b8e75473ed1e82a0a281d48--marvel-dc-marvel-comics.jpg

"All that you know, is at an end."

Norrin Radd
Revenant Human Cleric of Death 11/Fighter 1/Cleric of Death 8 with the Far Traveler background
Medium humanoid (human), Lawful Neutral
Armor class 23 (half-plate armor, a +2 shield & a Ring of Protection)
Hit points 164 (19d8+57/1d10+3)
Speed 30 ft.
---
Str 14, Dex 14, Con 16, Int 10, Wis 20, Cha 8
---
Saving Throws Constitution +10, Wisdom +12, and Charisma +6
Skills Musical Instrument (Guqin) +6, Insight +11, Intimidation +5, Perception +11, and Religion +6
Feats Resilient (Constitution) and War Caster
Senses passive Perception 21
Languages Abyssal, Celestial, and Common
Challenge 20
---
Special Abilities
Racial Abilities: Relentless Nature
Background Abilities: All Eyes On You
Class Abilities: Cleric Spellcasting, Ritual Casting, Death Domain, Channel Divinity (3/rest), Channel Divinity: Turn Undead (30 ft.), Channel Divinity: Touch of Death (43 dmg), Reaper (Chill Touch), Destroy Undead (Undead CR 4 or under), Inescapable Destruction, Divine Strike (2d8 necrotic dmg), Fighting Style (Defense), Second Wind (1d10+1/rest), Divine Intervention, and Improved Reaper.
---
Actions
+1 Morningstar. Melee weapon attack: +9 to hit, reach 5 ft., one target. Hit: 7 (1d8+2+1) piercing damage
---
Cleric Spells -- The Silver Surfer’s Cleric spellcasting ability is Wisdom-based (spell save DC 19)
Cantrips Known (at will) -- Chill Touch, Guidance, Light, Sacred Flame, Spare the Dying, Thaumaturgy
1st-level Spells Prepared (4/long rest) -- Bless, Command, False Life, Guiding Bolt, Inflict Wounds, & Ray of Sickness
2nd-level Spells Prepared (3/long rest) -- Aid, Blindness/Deafness, Ray of Enfeeblement, Silence, & Spiritual Weapon
3rd-level Spells Prepared (3/long rest) -- Animate Dead, Bestow Curse, Dispel Magic, Spirit Guardians, & Vampiric Touch
4th-level Spells Prepared (3/long rest) -- Banishment, Blight, & Freedom of Movement
5th-level Spells Prepared (3/long rest) -- Antilife Shell, Cloudkill, Contagion, Flame Strike, & Raise Dead
6th-level Spells Prepared (2/long rest) -- Create Undead, Harm, & Heal
7th-level Spells Prepared (2/long rest) -- Divine Word, Fire Storm, & Plane Shift
8th-level Spells Prepared (1/long rest) -- Earthquake, & Holy Aura
9th-level Spells Prepared (1/long rest) -- Gate
---
Equipment: a Carpet of Flying, an explorer’s pack, half-plate armor, a Helm of Comprehend Languages, a small piece of jewelry worth 10 gp in the style of your home-world's craftsmanship, A Mantle of Spell Resistance, poorly wrought maps from your homeworld that depict where you are in the astral plane, a +1 morningstar, a musical instrument (guqin), a Necklace of Adaptation, a pouch (21780 gp), a Ring of Protection, and a +2 shield (bearing his holy symbol).

Zonugal
2017-07-01, 12:03 PM
The Thing

https://s-media-cache-ak0.pinimg.com/736x/1c/4a/7c/1c4a7ca0315d85b66803ed3b99683e5e.jpg

“It's Clobberin' Time!"

Ben Grimm
Mountain Dwarf ‘Totem Warrior’ Barbarian 8/Fighter 2 with the Sailor background
Medium humanoid (dwarf), Neutral Good
Armor class 17 (Unarmed Defense and shield)
Hit points 113 (8d12+32/2d10+8)
Speed 35 ft. (25 ft. is never reduced due to heavy armor)
---
Str 18, Dex 12, Con 18, Int 10, Wis 13, Cha 8
---
Saving Throws Strength +8 and Constitution +8
Skills Athletics +8, Insight +5, Intimidation +3, Navigator’s Tools +4, Perception +5, and Vehicles (Water) +4
Feats Tavern Brawler
Senses passive Perception 15; Darkvision (60 ft.)
Languages Common and Dwarvish
Challenge 10
---
Special Abilities
Racial Abilities: Dwarven Armor Training, Dwarven Combat Training, Dwarven Resilience and Stonecunning
Background Abilities: Ship’s Passage
Class Abilities: Rage (4/long rest; +3 dmg), Unarmed Defense, Reckless Attack, Danger Sense, Primal Path (Totem Warrior), Spirit Seeker, Totem Spirit (Bear), Extra Attack, Fast Movement, Aspect of the Beast (Bear), Feral Instinct, Fighting Style (Dueling), Second Wind (1d10+2/rest), and Action Surge
---
Actions
Unarmed Strike. Melee weapon attack: +8 to hit, reach 5 ft., one target. Hit: 6 (1d4+4) bludgeoning damage; finesse
+1 Warhammer. Melee weapon attack: +9 to hit, reach 5 ft., one target. Hit: 11 (1d8+4+2+1) bludgeoning damage; versatile (1d10)
Hand-Axe. Melee weapon attack: + to hit, reach 5 ft., range 20 ft./60 ft., one target. Hit: 9 (1d6+4+2) slashing damage; light, thrown (20/60 range)
Javelin. Melee weapon attack: + to hit, reach 5 ft., range 30 ft./120 ft., one target. Hit: 9 (1d6+4+2) piercing damage; thrown (30/120 range)
--
Equipment: A belaying pin (club), a belt pouch (760 gp), a set of common clothes, an explorer’s pack, two hand-axes, four javelins, a lucky charm (a wedding ring), a shield, 50 ft. of silk rope, and a +1 warhammer.

Zonugal
2017-07-02, 01:26 PM
Dr. Doom

http://pre10.deviantart.net/d824/th/pre/f/2014/360/0/0/doctor_doom_by_uncannyknack-d8bbstu.jpg

"My methods are a means to an end, no different than pruning weeds in order to let an orchid flourish. Those who stand in the way of my vision oppose me because they fear me, but more than that they fear what I represent. Change. Do you know what I despise Richards? And T'Challa? Because never once have they reined in their own self-righteous arrogance long enough to try and see what I see. Never once have they asked me: why? Do you want to know? Love. Measure my crimes against what mankind does to itself, and I am a saint. ... I have looked into the future, I have seen how one violent action after another spins the world toward a future where all that remains of Earth is a burned out cinder. Every time I have looked into the future, that is what I have seen. Every time but one. In one possible future mankind becomes united. Cures for all diseases are found. Global conflict ends. Hunger is abolished. Education is universal. And no one goes without. In that world, there are laws. To break even the slightest of these is to suffer immediate and terminal punishment. ... Ten thousand futures have I looked at. A hundred thousand. And in only one does mankind finally unite, and flourish...and survive. Only one. Doomworld."

Victor von Doom
‘Variant’ Human Fighter 1/Necromancer 9 with the Noble background
Medium humanoid (human), Lawful Evil
Armor class 19 (+1 splint armor)
Hit points 56 (1d10+1/9d6+9)
Speed 30 ft.
---
Str 15, Dex 10, Con 12, Int 18, Wis 8, Cha 14
---
Saving Throws Strength +6 and Constitution +5
Skills Arcana +8, Gaming Set (Dragon Chess) +4, History +8, Intimidation +6, Persuasion +6 and Religion +8
Feats Heavy Armor Master and Magic Initiate (Warlock; Blade Ward, Eldritch Blast, and Hex)
Senses passive Perception 9
Languages Common, Draconic and Infernal
Challenge 10
---
Special Abilities
Racial Abilities: --
Background Abilities: Position of Privilege
Class Abilities: Fighting Style (Defense), Second Wind (1d10+1/rest), Wizard Spellcasting, Ritual Casting, Arcane Recovery, Necromancy Savant, Grim Harvest, and Undead Thralls
---
Actions
Longsword. Melee weapon attack: +6 to hit, reach 5 ft., one target. Hit: 6 (1d8+2) piercing damage; versatile (1d10)
Eldritch Blast. Ranged spell attack: +6 to hit, range 120 ft., two targets. Hit: 5 (1d10) force damage
---
Wizard Spells -- Dr. Doom’s Wizard spellcasting ability is Intelligence-based (spell save DC 16)
Cantrips Known (at will) -- Chill Touch, Green-Flame Blade, Mage Hand, and Minor Illusion
1st-level Spells Prepared (4/long rest) -- Absorb Elements, Burning Hands, and Shield
2nd-level Spells Prepared (3/long rest) -- Detect Thoughts, Hold Person, Mirror Image, Misty Step, and Scorching Ray
3rd-level Spells Prepared (3/long rest) -- Animate Dead, Counterspell, Dispel Magic, and Fireball
4th-level Spells Prepared (2/long rest) -- Polymorph
Warlock Spells -- Dr. Doom’s Warlock spellcasting ability is Charisma-based (spell save DC 14)
Cantrips Known (at will) -- Blade Ward and Eldritch Blast
1st-level Spells Known (1/long rest) -- Hex
---
Equipment: An explorer’s pack, a set of fine clothes, a longsword, a purse (102 gp), a scroll of pedigree, a signet ring, a spellbook, and +1 splint armor

Spellbook
Cantrips Known (at will) -- Chill Touch, Green-Flame Blade, Mage Hand, and Minor Illusion,
1st-level Spells -- Absorb Elements, Burning Hands, Comprehend Languages, Detect Magic, Find Familiar, Ice Knife, Shield, and Unseen Servant
2nd-level Spells -- Detect Thoughts, Hold Person, Mirror Image, Misty Step, Phantasmal Force, and Scorching Ray
3rd-level Spells -- Animate Dead, Clairvoyance, Counterspell, Dispel Magic, Fireball, and Fly
4th-level Spells -- Mordenkainen's Private Sanctum, and Polymorph

nickl_2000
2017-07-02, 01:37 PM
I really enjoy seeing these pop up in the feed. Thanks for spending the time on this!

Zonugal
2017-07-02, 02:02 PM
I really enjoy seeing these pop up in the feed. Thanks for spending the time on this!

No problem!

If you have any request I'd love to here them.

I primarily do these to burn off stress from work.

nickl_2000
2017-07-02, 02:14 PM
No problem!

If you have any request I'd love to here them.

I primarily do these to burn off stress from work.

You've hit my biggest ones in Iron Man, spider man, and wolverine.

Storm would be interesting and fun although I would really like to see Magneto. Or Lizard from spiderman

Zonugal
2017-07-03, 09:43 AM
The Hulk

https://s-media-cache-ak0.pinimg.com/originals/24/25/fc/2425fc56a46acf8619f574d615b0a3a9.jpg

“HULK SMASH!”

Bruce Banner
Half-Orc ‘Totem Warrior’ Barbarian 20 with the Haunted One background
Medium humanoid (orc), Chaotic Good
Armor class 20 (Unarmed Defense with Bracers of Defense)
Hit points 236 (20d12+140)
Speed 40 ft.
---
Str 26, Dex 12, Con 24, Int 19, Wis 10, Cha 8
---
Saving Throws Strength +14 and Constitution +13
Skills Arcana +10, Athletics +14, Intimidation +5, Perception +6, Survival +6
Feats Ritual Caster (Wizard)
Senses passive Perception 16; Darkvision (60 ft.)
Languages Abyssal, Common and Orc
Challenge 20
---
Special Abilities
Racial Abilities: Relentless Endurance and Savage Attacks
Background Abilities: Heart of Darkness
Class Abilities: Rage (unlimited/long rest; +4 dmg), Unarmed Defense, Reckless Attack, Danger Sense, Spirit Seeker, Totem Spirit (Bear), Extra Attack, Fast Movement, Aspect of the Beast (Bear), Feral Instinct, Brutal Critical (three dice), Relentless Rage, Totemic Attunement (Eagle), Persistent Rage, Indomitable Might, and Primal Champion
---
Actions
Unarmed Strike. Melee weapon attack: +14 to hit, reach 5 ft., one target. Hit: 9 (1d1+8) bludgeoning damage; finesse
Hand-Axe. Melee weapon attack: +14 to hit, reach 5 ft., range 20 ft./60 ft., one target. Hit: 11 (1d6+8) slashing damage; light & thrown (20 ft./60 ft.)
+2 Greatsword. Melee weapon attack: +16 to hit, reach 5 ft., one target. Hit: 14 (2d6+8+2) slashing damage; heavy, two-handed
--
Equipment: Bracers of Defense, a belt pouch (20,965 gp), a set of common clothes, an explorer’s pack, a +2 greatsword, two hand-axes, a Headband of Intellect, a Mantle of Spell Resistance, a monster hunter’s pack, a Periapt of Health, a Ring of Swimming, a ritual book, and one trinket of special significance (a locket with a small painting of Betty).

Ritual Book
1st-level -- Alarm, Comprehend Languages, Detect Magic, Find Familiar, Identify, Unseen Servant
2nd-level --
3rd-level -- Leomund’s Tiny Hut, Phantom Steed, Water Breathing
4th-level --
5th-level -- Contact Other Plane, Rary’s Telepathic Bond
6th-level -- Drawmij's Instant Summons

nickl_2000
2017-07-03, 09:48 AM
I'm only a casual comic hero guy (mostly know Hulk through the MCU). Why would he have ritual caster?

Zonugal
2017-07-03, 09:54 AM
I'm only a casual comic hero guy (mostly know Hulk through the MCU). Why would he have ritual caster?

It's to capture that Bruce Banner is still a scientist (which in D&D would mean spell-caster).

Zonugal
2017-07-06, 10:54 AM
Mr. Fantastic

https://static.comicvine.com/uploads/scale_small/14/148344/4558655-marvel_1602_fantastick_four_vol_1_1_textless.jpg

"There's no problem that can't be solved."

Reed Richards
‘Variant’ Human Rogue 1/’Artificer’ Wizard 9 with the Sage background
Medium humanoid (human), Neutral Good
Armor class 18 (breastplate armor and a shield)
Hit points 64 (1d8+2/9d6+18)
Speed 30 ft.
---
Str 13, Dex 14, Con 14, Int 18, Wis 8, Cha 10
---
Saving Throws Dexterity +6 and Intelligence +8
Skills Acrobatics +10, Arcana +8, Athletics +9, Deception +4, History +8, Investigation +8, Stealth +6 and Thieves’ Tools +4
Feats Tavern Brawler and War Caster
Senses passive Perception 9
Languages Common, Draconic, Dwarven and Giant
Challenge 10
---
Special Abilities
Racial Abilities: ---
Background Abilities: Researcher
Class Abilities: Expertise (Acrobatics & Athletics), Sneak Attack (1d6), Thieves’ Cant, Wizard Spellcasting, Ritual Casting, Arcane Recovery, Infuse Potions, Infuse Scrolls, and Infuse Weapon & Armor.
---
Actions
Unarmed Strike. Melee weapon attack: +6 to hit, reach 5 ft., one target. Hit: 4 (1d4+2) bludgeoning damage; finesse
Dagger. Melee weapon attack: +6, reach 5 ft., range 20 ft./60 ft., one target/ Hit: 4 (1d4+2) piercing damage; finesse, light, thrown (20/60 range)
Shortsword. Melee weapon attack: +6, reach 5 ft., one target/ Hit: 5 (1d6+2) slashing damage; finesse, light
---
Wizard Spells -- Mr. Fantastic’s Wizard spellcasting ability is Intelligence-based (spell save DC 16)
Cantrips Known (at will) -- Fire Bolt, Green-Flame Blade, Minor Illusion, and Shocking Grasp
1st-level Spells Prepared (4/long rest) -- Absorb Elements, Feather Fall, Ice Knife, Shield,
2nd-level Spells Prepared (3/long rest) -- Alter Self, Enlarge/Reduce, Mirror Image, Misty Steps
3rd-level Spells Prepared (3/long rest) -- Blink, Counterspell, Dispel Magic, Haste
4th-level Spells Prepared (2/long rest) -- Polymorph
---
Equipment: A belt pouch (195 gp), a bottle of black ink, breastplate armor, a burglar's pack, a set of common clothes, two daggers, a Hat of Disguise, a letter from a dead colleague posing a question you have not yet been able to answer, a small knife, a quill, a shield, two short swords, a spellbook, a back-up spellbook, and thieves’ tools.

Spellbook
Cantrips Known (at will) -- Fire Bolt, Green-Flame Blade, Minor Illusion, and Shocking Grasp
1st-level Spells -- Absorb Elements, Comprehend Languages, Detect Magic, Disguise Self, Feather Fall, Find Familiar, Ice Knife, Shield, and Unseen Servant
2nd-level Spells -- Alter Self, Enlarge/Reduce, Mirror Image, and Misty Steps
3rd-level Spells -- Blink, Counterspell, Dispel Magic, and Haste
4th-level Spells -- Mordenkainen's Private Sanctum and Polymorph

xroads
2017-07-06, 12:37 PM
Dr. Doom

Victor von Doom
‘Variant’ Human Fighter 1/Necromancer 9 with the Noble background

Wouldn't Doom be 20th level (or more)? It usually takes entire story arcs and several heroes to take Doom out (Squirrel Girl not withstanding). And in at least one story, it took a team of heroes and the support of Shield to reign him in from taking over the world. He's even had gods directly intefere in his plans.

Vogie
2017-07-06, 02:18 PM
Wouldn't Doom be 20th level (or more)? It usually takes entire story arcs and several heroes to take Doom out (Squirrel Girl not withstanding). And in at least one story, it took a team of heroes and the support of Shield to reign him in from taking over the world. He's even had gods directly intefere in his plans.



Some characters are naturally stronger/mightier than others.

Most superheros I will build at level ten.

But folks like Thor, Silver Surfer, Dr. Strange, ect...? I'll put them at twentieth level.


This makes sense - as much sway as some as these characters are, some of them are just people. Reed Richards, for example, is supposed to be one of, if not the, smartest persons in the Marvel Universe. Where does that lie on a 1-20 scale for intelligence? Yet he's just a level 10, with 18 intelligence... which, to a certain extent, makes sense.

So for the Thors, the Hulks, and others in the "I am a force of nature" camp rather than " I have powers" camp, it makes sense to cap them off at 20

Zonugal
2017-07-07, 01:08 PM
Magneto

http://www.top4themes.com/data/out/88/6113127-magneto-wallpapers.jpg

“The thing none of you will ever understand is that there are no sides. There are no heroes or villains. There’s just what I want and how I’ll get it.”

Erik Lehnsherr
‘Variant’ Tiefling Fighter 1/’Stone’ Sorcerer 8 with the Faction Agent (Brotherhood of Mutants) background
Medium humanoid (tiefling), Neutral Evil
Armor class 19 (chainmail armor and a shield)
Hit points 66 (1d10+2/9d6+18)
Speed 30 ft.; Fly 30 ft.
---
Str 14, Dex 10, Con 14, Int 13, Wis 8, Cha 18
---
Saving Throws Strength +6 and Constitution +6
Skills History +6, Insight +3, Intimidation +8 and Persuasion +8
Feats War Caster
Senses passive Perception 9; Darkvision 60 ft.
Languages Common, Draconic, Dwarven, and Infernal
Challenge 10
---
Special Abilities
Racial Abilities: Darkvision (60ft.), Hellish Resistance, and Winged
Background Abilities: Safe Haven
Class Abilities: Fighting Style (Defense), Second Wind (1d10+1/rest), Sorcerous Origin (Stone), Metal Magic, Stone’s Durability, Font of Magic, Sorcery Points (9), Flexible Casting, Metamagic (Quickened Spell & Subtle Spell), and Stone Aegis (2 dmg/minute; 1d10 force dmg).
---
Actions
Longsword. Melee weapon attack: +6 to hit, reach 5 ft., one target. Hit: 6 (1d8+2) slashing damage; versatile (1d10)
---
Sorcerer Spells -- Magneto’s Sorcerer spellcasting ability is Charisma-based (spell save DC 16)
Cantrips Known (at will) -- Lightning Lure, Mage Hand, Mending, Move Earth, and Shocking Grasp
1st-level Spells Known (4/long rest) -- Catapult, Shield, and Thunderwave
2nd-level Spells Known (3/long rest) -- Cloud of Daggers, Maximillian’s Earthen Grasp, and Hold Person,
3rd-level Spells Known (3/long rest) -- Counterspell and Melf’s Minute Meteors
4th-level Spells Known (3/long rest) -- Storm Sphere
5th-level Spells Known (1/long rest) -- Animate Objects
---
Equipment: A badge or emblem of the Brotherhood, chainmail armor, a set of fine clothes, a copy of a seminal faction text, an explorer’s pack, a longsword, a pouch (755 gp), a Ring of Mind Shielding, and a shield.

Zonugal
2017-08-04, 03:26 PM
The Silver Samurai

https://s-media-cache-ak0.pinimg.com/originals/ff/50/78/ff50786c0e93391e407149b6ae97dbd3.jpg

“I've faced deadlier opponents in the training arenas of my youth!”

Kenuichio Harada
‘Variant’ Human ‘Samurai’ Fighter 6/’Draconic’ Sorcerer 4 with the Criminal background
Medium humanoid (human), Lawful Evil
Armor class 17 (splint armor)
Hit points 87 (5d10+15/4d8+16)
Speed 30 ft.
---
Str 18, Dex 12, Con 16, Int 8, Wis 10, Cha 14
---
Saving Throws Strength +8 and Constitution +7
Skills Acrobatics +5, Athletics +8, Deception +6, Gaming Set (Go) +4, Perception +4, Stealth +5, and Thieves’ Tools +4
Feats Great Weapon Master and Heavy Armor Master
Senses passive Perception 14
Languages Common, Draconic, and Undercommon
Challenge 10
---
Special Abilities
Racial Abilities: --
Background Abilities: Criminal Contact
Class Abilities: Fighting Style (Great Weapon Fighting), Second Wind (1d10+6/rest), Action Surge, Fighting Spirit (3/rest), Extra Attack, Sorcerer Spellcasting, Sorcerous Origin (Draconic), Dragon Ancestor (Silver), Draconic Resilience, Font of Magic (4 points/long rest), and Metamagic (Quickened Spell and Subtle Spell)
---
Actions
Longsword. Melee weapon attack: +9 to hit, reach 5 ft., one target. Hit: 10 (1d10+5) slashing damage; versatile (1d10)
Dart. Ranged weapon attack: +5 to hit, range 20 ft./60 ft., one target. Hit: 5 (1d4+1) piercing damage; finesse, thrown (20/60)
---
Sorcerer Spells -- Silver Samurai’s Sorcerer spellcasting ability is Charisma-based (spell save DC 14)
Cantrips Known (at will) -- Blade Ward, Fire Bolt, Greenflame Blade, Mage Hand, and Minor Illusion
1st-level Spells Known (4/long rest) -- Burning Hands, Charm Person, and Shield
2nd-level Spells Known (3/long rest) -- Mirror Image and Misty Steps
---
Equipment: a belt pouch (570 gp), a crowbar, 10 darts, an explorer’s pack, fine clothes, a +1 longsword, and splint armor

Zonugal
2017-08-05, 02:07 PM
The Punisher

https://static.comicvine.com/uploads/original/5/55774/1597423-prv7376_pg4.jpg

“They laugh at the law. The rich ones who buy it and twist it to their whims. The other ones, who have nothing to lose, who don't care about themselves, or other people. All the ones who think they're above the law, or outside it, or beyond it. They know all the law is good for is to keep good people in line. And they all laugh. They laugh at the law. But they don't laugh at me.”

Frank Castle
Variant Human ‘Spell-less’ ’Revised’ ‘Hunter’ Ranger 5/Rogue 1 with the Soldier background
Medium humanoid (human), True Neutral
Armor class 16 (breastplate armor)
Hit points 51 (5d10+10/1d8+2)
Speed 30 ft.
---
Str 12, Dex 16, Con 14, Int 10, Wis 14, Cha 8
---
Saving Throws Strength +4 and Dexterity +6
Skills Athletics +4, Gaming Set (Playing Cards) +3, Insight +5, Intimidation +6, Investigation +3, Perception +5, Stealth +10, Survival +5, Thieves’ Tools +3, and Vehicles (Land) +3
Feats Crossbow Expert & Sharpshooter
Senses passive Perception 15
Languages Common and Goblin
Challenge 6
---
Special Abilities
Racial Abilities: --
Background Abilities: Military Rank
Class Abilities: Favored Enemy (Humanoids +2), Natural Explorer, Combat Superiority (4d8/rest; Menacing Attack & Precision Attack; Maneuver Save DC 15), Fighting Style (Archery), Poultices (2/rest; 3d6), Hunter Conclave, Hunter’s Prey (Colossal Slayer), Extra Attack, Expertise (Intimidation & Stealth), Sneak Attack (1d6), and Thieves’ Cant
---
Actions
Dagger. Melee weapon attack: +6 to hit, reach 5 ft., range 20ft./60ft., one target. Hit: 5 (1d4+3) piercing damage; finesse, light, thrown (20/60 range)
Hand Crossbow. Ranged weapon attack: +8 to hit, range 30 ft./120 ft., one target. Hit: 6 (1d6+3) piercing damage; ammunition (range 30/120), light, loading
Heavy Crossbow. Ranged weapon attack: +8 to hit, range 100 ft./400 ft., one target. Hit: 8 (1d10+3) piercing damage; ammunition (range 100/400), heavy, loading, two-handed
---
Equipment: Amulet of Proof against Detection and Location, a belt pouch containing 485 gp, twenty bolts, breastplate armor, a set of common clothes, two daggers, a deck of cards, an explorer’s pack, a hand crossbow, a heavy crossbow, an insignia of rank, a trophy taken from a fallen enemy (a mafia signet ring)

furby076
2017-08-05, 09:31 PM
Amazing work. Especially the pictures that look like dnd but are the character's. Where did you find them?


Shouldn't iron man have a lower con? Considering he relies on his power source to keep himself alive?

For silver surfer, wouldnt he be lawful neutral? He only did what he signed up for. He doesnt want to do it, but is compelled by his oath. After breaking that oath, he becomes a hero so CG...oh and the surfer has no clothes :)

Zonugal
2017-08-06, 02:39 PM
Amazing work. Especially the pictures that look like dnd but are the character's. Where did you find them?

Thanks! Regarding the pictures, I just searched through Google.


Shouldn't iron man have a lower con? Considering he relies on his power source to keep himself alive?

He certainly could but I wanted him to actually be able to survive in a fight. Plus Tony can drink most regular folks under the table, so I wanted a nice constitution for that.


For silver surfer, wouldnt he be lawful neutral? He only did what he signed up for. He doesnt want to do it, but is compelled by his oath. After breaking that oath, he becomes a hero so CG...oh and the surfer has no clothes :)

That's a good point! I'll go back and revise it!

BladedWizard
2017-08-06, 06:02 PM
I really enjoy these. I have two requests when time permits. Black Panther and Iceman.

Thanks

Zonugal
2017-08-06, 11:13 PM
I really enjoy these. I have two requests when time permits. Black Panther and Iceman.

Thanks

I've been kicking Black Panther around in my head for a while now.

I've got to sort through some approaches but I want to adapt him soon!

imanidiot
2017-08-07, 02:17 AM
It's to capture that Bruce Banner is still a scientist (which in D&D would mean spell-caster).

Hulk has also been shown to have several minor mystical or near-mystical abilities. For example his ability to see invisible and incorporeal spirits and astral travelers. A Gem of Seeing would be appropriate.

Zonugal
2017-08-07, 11:14 AM
The Sentry

http://cdn1.sciencefiction.com/wp-content/uploads/2013/05/2673950-the_sentry_returns_page_2___colors_by_mikemaluk-d5jbghw.jpg

“How many gods will I have to kill today?”

Robert Reynolds
‘Variant’ Human ‘Theurgy’ Wizard 5/Fighter 2/’Theurge’ Wizard 13 with the Haunted One background
Medium humanoid (human), Lawful Good
Armor class 21 (+2 half-plate armor and a +1 shield)
Hit points 166 (18d6+72/2d10+8)
Speed 30 ft.; Fly 30 ft.
---
Str 13, Dex 12, Con 18, Int 20, Wis 8, Cha 10
---
Saving Throws Constitution +10, Intelligence +11 and Wisdom +5
Skills Arcane +11, Athletics +7, Intimidation +6, Perception +5, and Religion +11
Feats Resilient (Constitution) and War Caster
Senses passive Perception 15; Darkvision 60 ft.
Languages Abyssal, Celestial, and Common
Challenge 20
---
Special Abilities
Racial Abilities: --
Background Abilities: Heart of Darkness
Class Abilities: Arcane Recovery, Wizard spellcasting, Ritual Casting (Wizard), Arcane Tradition (Theurgy), Divine Inspiration (Tempest), Arcane Initiate, Channel Arcana (3/rest), Channel Arcana (Destructive Wrath, Channel Arcana: Divine Arcana, Fighting Style (Defense), Second Wind (1d10+2/rest), Action Surge, Arcane Acolyte (Wrath of the Storm), Arcane Priest (Thunderbolt Strike), Arcane High Priest (Stormborn), and Spell Mastery (Misty Steps & Shield).
---
Actions
Sun Blade. Melee weapon attack: +9 to hit, reach 5 ft., one target. Hit: 7 (1d8+3) radiant damage; finesse, versatile (1d10)
---
Wizard Spells -- The Sentry’s Wizard’s spellcasting ability is Intelligence-based (spell save DC 19)
Cantrips (at will) -- Booming Blade, Fire Bolt, Lightning Lure, Minor Illusion, Shocking Grasp
1st-level Spells (4/long rest) -- Absorb Elements, Detect Magic, Feather Fall, and Thunderwave
2nd-level Spells (3/long rest) -- Hold Person, Mirror Image and Phantasmal Force
3rd-level Spells (3/long rest) -- Blink, Counterspell, Dispel Magic, Haste, and Lightning Bolt
4th-level Spells (3/long rest) -- Banishment, Polymorph, and Storm Sphere
5th-level Spells (3/long rest) -- Destructive Wave, Telekinesis, and Wall of Force
6th-level Spells (1/long rest) -- Chain Lightning and True Seeing
7th-level Spells (1/long rest) -- Plane Shift
8th-level Spells (1/long rest) -- Sunburst
9th-level Spells (1/long rest) -- Foresight
--
Equipment: an arcane focus, a belt pouch (21,515 gp), a Cloak of Displacement, a set of common clothes, an explorer’s pack, Goggles of Night, +2 half-plate armor, Helm of Comprehend Languages, Mantle of Spell Resistance, a monster hunter’s pack, one trinket of special significance (a lock of Lindy’s hair), +1 Shield, a spellbook, a Sun blade

Spellbook
1st-level Spells -- Absorb Elements, Detect Magic, Feather Fall, Find Familiar, Ice Knife, Shield, Thunderwave, Unseen Servant
2nd-level Spells -- Hold Person, Mirror Image, Misty Steps, Phantasmal Force
3rd-level Spells -- Blink, Call Lightning, Counterspell, Dispel Magic, Haste, Lightning Bolt
4th-level Spells -- Arcane Eye, Banishment, Polymorph, Storm Sphere
5th-level Spells -- Contact Other Plane, Destructive Wave, Hold Monster, Telekinesis, Wall of Force
6th-level Spells -- Chain Lightning, Contingency, Disintegrate, Sunbeam, True Seeing
7th-level Spells -- Etherealness, Force Cage, Plane Shift, Teleport
8th-level Spells -- Clone, Demiplane, Mind Blank, Sunburst
9th-level Spells -- Foresight, Gate, Shapechange, True Polymorph, Wish

Zonugal
2017-08-09, 08:22 PM
Black Panther

http://orig07.deviantart.net/3895/f/2016/246/6/e/1433538702_black_panther_1__by_dynamo1212-dagbp8m.jpg

“Brazen power oft succumbs to silence and stealth!”

T’Challa
‘Variant’ Human ‘Way of the Shadow’ Monk 6/‘Circle of the Shepherd’ Druid 4 with the Noble background
Medium humanoid (human), Lawfully Good
Armor class 17 (Unarmored Defense)
Hit points 72 (10d8+20)
Speed 45 ft.
---
Str 8, Dex 18, Con 14, Int 19, Wis 16, Cha 10
---
Saving Throws Strength +3 and Dexterity +8
Skills Acrobatics +8, Artisan’s Tools (Alchemist Supplies) +4, Gaming Set (Chess) +4, Herbalism Kit +4, History +8, Insight +7, Perception +7, Persuasion +4, Stealth +8, and Thieves’ Tools +4
Feats Skilled
Senses passive Perception 17
Languages Common, Druidic, Dwarven, Elven, and Sylvan
Challenge 10
---
Special Abilities
Racial Abilities: --
Background Abilities: Position of Privilege
Class Abilities: Martial Arts (1d6), Unarmored Defense, Ki (6/rest), Unarmored Movement (+15 ft), Monostatic Tradition (Way of Shadow), Deflect Missile, Shadow Arts, Slow Fall (30 ft.), Extra Attack, Stunning Strike, Ki-Empowered Strikes, Shadow Steps, Druidic, Spellcasting, Ritual Casting (Druid), Spellcasting Focus, Wildshape (2/rest), Druid Circle (Circle of the Shepherds), Speech of the Woods, and Spirit Totem (1 minute/rest)
---
Actions
Short Sword. Melee weapon attack: +8 to hit, reach 5 ft., one target. Hit: 7 (1d6+4) piercing damage; finesse, light
Dart. Ranged weapon attack: +8 to hit, range 20 ft./60 ft., one target. Hit: 6 (1d4+4) piercing damage; finesse, thrown (20ft./60ft.)
---
Druid Spells -- Black Panther’s Druid spellcasting ability is Wisdom-based (spell save DC 15)
Cantrips Known (at will) -- Druidcraft, Guidance, and Produce Flame
1st-level Spells Prepared (4/long rest) -- Absorb Elements, Entangle, Healing Word, and Longstrider
2nd-level Spells Prepared (3/long rest) -- Lesser Restoration, Pass Without Trace, and Spike Growth
---
Equipment: 10 darts, an explorer’s pack, a set of fine clothes, Headband of Intellect, a purse (775 gp), a scroll of pedigree, a short sword, and a signet ring

j_spencer93
2017-08-10, 03:28 PM
Wow man, these are awesome. Going to make any more?

xroads
2017-08-10, 03:53 PM
Black Panther

“Brazen power oft succumbs to silence and stealth!”

T’Challa
‘Variant’ Human ‘Way of the Shadow’ Monk 6/‘Circle of the Shepherd’ Druid 4 with the Noble background

Nice! I think shadow monk is perfect. But out of curiosity sake, what is a "Circle of the Shepherd"? I haven't heard of that subclass before.

tieren
2017-08-10, 04:07 PM
nice thread,

just wanted to point out you can make the Super Skrull using the mystic UA (brute force, invisibility, fire powers, etc...)

j_spencer93
2017-08-10, 04:18 PM
Tieren is right, actually the mystic would make a perfect Super Skrull

Kuulvheysoon
2017-08-10, 05:53 PM
Nice! I think shadow monk is perfect. But out of curiosity sake, what is a "Circle of the Shepherd"? I haven't heard of that subclass before.

It was from one of the more recent Unearthed Arcanas - the Revised Class Options. (http://media.wizards.com/2017/dnd/downloads/June5UA_RevisedClassOptv1.pdf)

Zonugal
2017-08-10, 06:06 PM
nice thread,

just wanted to point out you can make the Super Skrull using the mystic UA (brute force, invisibility, fire powers, etc...)

I'm apprehensive about using the Mystic till its officially published, just because it has a lot of stuff within it.


Wow man, these are awesome. Going to make any more?

I will!

But I'm going to side-step this current project and work on another that I think folks will also enjoy. I'll still update this from time to time, but I've got some ideas I want to flesh out in another thread.

Zonugal
2017-09-23, 01:28 PM
Ash

https://static.comicvine.com/uploads/scale_small/3/33224/671285-ash_96378_131032_tony_moore.jpg

"Good. Bad. I'm the guy with the gun."

Ashley J. Williams
‘Variant’ Human ‘Gunsmith’ Artificer 4/’Fighter 1 with the Far Traveler background
Medium humanoid (human), Chaotic Good
Armor class 15 (chain shirt)
Hit points 39 (4d8+8/1d10+2)
Speed 30 ft.
---
Str 10, Dex 16, Con 14, Int 14, Wis 8, Cha 12
---
Saving Throws Constitution +5 and Intelligence +5
Skills Acrobatics +6, Alchemist’s Supplies +6, Deception +4, Insight +2, Investigation +5, Medicine +2, Musical Instrument (Guitar) +3, Perception +2, Quicksmith’s Tools +3, Smith’s Tools +6, and Thieves’ Tools +6
Feats Quicksmithing and Sharpshooter
Senses passive Perception 12
Languages Abyssal, Common and Infernal
Challenge 5
---
Special Abilities
Racial Abilities: --
Background Abilities: All Eyes on You
Class Abilities: Artificer Specialist (Gunsmith), Magic Item Analysis, Arcane Magazine, Master Smith, Thunder Cannon, Tools Expertise, Wondrous Invention, Spellcasting, Thunder Monger, Infuse Magic, Fighting Style (Archery), and Second Wind (1d01+1/rest)
---
Actions
Short Sword. Melee weapon attack: +6 to hit, reach 5 ft., one target. Hit: 6 (1d6+3) slashing damage; finesse, light
Thunder Cannon. Ranged weapon attack: +8 to hit, range 150 ft./500 ft., one target. Hit: 9 (2d6+3) piercing damage; ammunition (150/500), reloading
---
Artificer Spells -- Ash’s Artificer spellcasting ability is Intelligence-based (spell save DC 13)
Cantrips Known (at will) -- Mending
1st-level Known (3/long rest) -- Alarm, Cure Wounds, Sanctuary, and Shield of Faith
---
Equipment: arcane magazine, chain shirt armor, dungeoneer’s pack, poorly wrought maps from your homeland that depict where you are in America, a pouch (5 gp), a small piece of jewelry worth 10 gp in the style of your homeland's craftsmanship, two short swords, thieves’ tools, thunder cannon, and a set of traveler’s clothes

nickl_2000
2017-09-23, 04:11 PM
Ash

"Good. Bad. I'm the guy with the gun."



This is by far my favorite House of Marvels you have done.

Zonugal
2017-09-26, 12:27 PM
In the current game I'm in my roommate just died and requested a character build reminiscent of X-23, so I modeled this one after Laura from Logan (albeit without the healing factor... Although if you wanted one it, the build only needs three levels of 'Battlerager' Barbarian).

X-23

http://cdn.collider.com/wp-content/uploads/2017/03/logan-x23.jpg

"A man has to be what he is, Joey. Can't break the mold. There's no living with the killing. There's no going back. Right or wrong, it's a brand. A brand that sticks. Now you run on home to your mother... you tell her everything's alright. There are no more guns in the valley."

Laura Kinney
‘Variant’ Human ‘Swashbuckler’ Rogue 3 with the Haunted One background
Small humanoid (human), Chaotic Neutral
Armor class 14 (leather armor)
Hit points 24 (3d8+6)
Speed 30 ft.
---
Str 8, Dex 16, Con 14, Int 10, Wis 14, Cha 12
---
Saving Throws Dexterity +5 and Intelligence +3
Skills Acrobatics +7, Insight +4, Intimidation +3, Investigation +2, Perception +4, Stealth +7, Survival +4, and Thieves’ Tools +2
Feats Dual Wielder
Senses passive Perception 14
Languages Common, Goblin, and Undercommon
Challenge 3
---
Special Abilities
Racial Abilities: --
Background Abilities: Heart of Darkness
Class Abilities: Expertise (Acrobatics & Stealth), Sneak Attack (2d6), Thieves’ Cant, Cunning Action, Fancy Footwork, and Rakish Audacity
---
Actions
Dagger. Melee weapon attack: +5 to hit, reach 5 ft., range 20 ft/60 ft., one target. Hit: 5 (1d4+3) piercing damage; finesse, light, thrown (20/60)
Short Sword. Melee weapon attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6+3) piercing damage; finesse, light
---
Equipment: a belt pouch (15 gp), a burglar's pack, a set of dark common clothes, two daggers, leather armor, two short swords, thieves’ tools, and a small, worn book of children’s nursery rhymes.

Vogie
2017-11-28, 04:09 PM
Could we see a Kaecilius from Dr. Strange?

Zonugal
2017-11-28, 08:22 PM
Could we see a Kaecilius from Dr. Strange?

Hmm... I presume you want Kaecilius from the film? Not the character from the comics originally because they are really quite different.

Off the top of my head though, I'd probably say an easy build of 'Undying' Tome Warlock 17/Monk 1?

But I'll think longer on it.

nickl_2000
2017-11-29, 07:32 AM
Did you see this by any chance? https://youtu.be/qH1CS40RqTw

Just an interesting take on their side (and way less specific and built out than yours Zonugal)

Vogie
2017-11-29, 09:57 AM
Hmm... I presume you want Kaecilius from the film? Not the character from the comics originally because they are really quite different.

Off the top of my head though, I'd probably say an easy build of 'Undying' Tome Warlock 17/Monk 1?

But I'll think longer on it.

Yes, Kaecilius (and co) from the film. My initial thought was a GOO bladelock, so I'd be interested in your take. The idea came from trying to homebrew Dormammu as a warlock patron

Zonugal
2017-12-01, 07:05 PM
Yes, Kaecilius (and co) from the film. My initial thought was a GOO bladelock, so I'd be interested in your take. The idea came from trying to homebrew Dormammu as a warlock patron

I initially thought Great Old One would be a good choice because it matches up thematically, but mechanically The Undying patron offers exactly what Kaecilius was actually going after.

Zonugal
2017-12-01, 07:08 PM
Did you see this by any chance? https://youtu.be/qH1CS40RqTw

Just an interesting take on their side (and way less specific and built out than yours Zonugal)

So I finally watched this and... I won't say he had any bad ideas, but I think he chose some really easy & perhaps quick choices.

For example I understand putting Captain America as a Paladin, and he could certainly function as one in a D&D campaign setting, but I would argue Steve Rogers is at his core a soldier, so a Fighter build is ultimately going to be the best build for him.

Akin to that is putting Thor as a Barbarian. Again, I understand the approach, but if Thor isn't a divine character who is...?

Dragolord
2017-12-02, 01:50 PM
Have I misread you, or has Iron Man taken the first Evoker level twice?

Arkhios
2017-12-02, 01:58 PM
Have I misread you, or has Iron Man taken the first Evoker level twice?

You've misread. It says Iron Man has taken first 8 levels in wizard, then split to fighter, and then one more level in wizard.

Throne12
2017-12-14, 11:27 AM
Daisy Johnson or Quake
Half elf
Class: 2lv monk, 2lv warlock, 16 storm sorcerer
Background: faction agent from scag
Str:8
Dex:15+1=16
Con:13
Wis:12+1=13
Int:10
Cha:14+2=16

The 2 levels in monk for martial arts and some Ki points.
The 2 levels in warlock just for Eldritch blast with the invocations to add cha to damage and pushing back.
Then the 16 levels in storm sorcerer because of spells like earthquake, earth tremor, shatter, thunderwave and shield.

Zonugal
2017-12-14, 11:40 AM
Daisy Johnson or Quake
Half elf
Class: 2lv monk, 2lv warlock, 16 storm sorcerer
Background: faction agent from scag
Str:8
Dex:15+1=16
Con:13
Wis:12+1=13
Int:10
Cha:14+2=16

The 2 levels in monk for martial arts and some Ki points.
The 2 levels in warlock just for Eldritch blast with the invocations to add cha to damage and pushing back.
Then the 16 levels in storm sorcerer because of spells like earthquake, earth tremor, shatter, thunderwave and shield.

I'd probably put Quake at a much lower level, if I'm maintaining a comparative field with the other heroes adapted in this.

Probably level 8 or 9, as she is still learning to master her abilities (compared to someone like Storm from the X-Men).

Asmotherion
2017-12-14, 11:43 AM
Iron Man

https://s-media-cache-ak0.pinimg.com/originals/1c/96/18/1c96189812e40e107099b54123509755.jpg

"Is it better to be feared or respected?" — I say, is it too much to ask for both?"

Tony Stark
Human ‘Evocation’ Wizard 8/Fighter 1/’Evocation’ Wizard 1 with the Guild Artisan background
Medium humanoid (human), Chaotic Good
Armor class 21 (Adamantine plate armor and shield)
Hit points 64 (9d6+18/1d10+2)
Speed 30 ft.
---
Str 15, Dex 10, Con 14, Int 18, Wis 8, Cha 12
---
Saving Throws Intelligence +8 & Wisdom +3
Skills Arcana +8, Artisan’s Tools (Smith’s Tools) +4, Deception +5, Insight +3, Investigation +8, and Persuasion +5.
Feats Heavily Armored & War Caster.
Senses passive Perception 9
Languages Common, Dwarven, and Gnomish
Challenge 10
---
Special Abilities
Racial Abilities: --
Background Abilities: Guild Membership
Class Abilities: Arcane Recovery, Wizard spellcasting, Ritual Casting, Arcane Tradition (Evocation), Sculpt Spells, Fighting Style (Defense), Second Wind (1d10+1/rest), and Potent Cantrip.
---
Actions
Unarmed Strike. Melee weapon attack: +6 to hit, reach 5 ft., one target. Hit: 3 (1+2) bludgeoning damage.
Morningstar. Melee weapon attack: +6 to hit, reach 5 ft., one target. Hit: 6 (1d8+2) piercing damage.
---
Wizard Spells -- Iron Man’s Wizard’s spellcasting ability is Intelligence-based (spell save DC 16)
Cantrips (at will) -- Fire Bolt, Green-Flame Blade, Mending, and Minor Illusion
1st-level Spells (4/long rest) -- Ice Knife, Shield, Thunderwave
2nd-level Spells (3/long rest) -- Mirror Image, Misty Steps, Scorching Ray
3rd-level Spells (3/long rest) -- Dispel Magic, Fireball, Fly, Melf’s Minute Meteors
4th-level Spells (3/long rest) -- Fire Shield & Storm Sphere
5th-level Spells (1/long rest) -- Cone of Cold
--
Equipment: Adamantine Armor (plate armor), An arcane focus (an amulet), a set of artisan’s tools (smith’s tools), a belt pouch (390 gp), a dagger, an explorer’s pack, a letter of introduction from your guild, a morningstar, a spellbook & a set of traveler’s clothes
--
Spellbook
1. Absorb Elements, Burning Hands, Detect Magic, Earth Tremor, Find Familiar, Ice Knife, Shield, Thunderwave
2. Mirror Image, Misty Steps, Scorching Ray,
3. Dispel Magic, Fireball, Fly, Melf’s Minute Meteors
4. Fabricate, Fire Shield, Mordenkainen’s Private Sanctum, Storm Sphere
5. Animate Objects, Cone of Cold, Teleportation Circle, Wall of Stone

Now, see, here's were I draw the line :P

Tony Stark's Spellcasting Stat is a Mix of Both Intelligence AND Charisma!

So my proposed build is Warlock Hexblade 3 (His heart being his Patron), since he definitelly has Eldritch Blasts, and arguably an Armor of Agathys, and the rest Wizard Abjurer (Enhancing the Defences of his Armor, and creating other effects with his Int stat). :)

Throne12
2017-12-14, 02:23 PM
I'd probably put Quake at a much lower level, if I'm maintaining a comparative field with the other heroes adapted in this.

Probably level 8 or 9, as she is still learning to master her abilities (compared to someone like Storm from the X-Men).

You are really underpowering her. In the comic's she was trained my Fury himself. She also becomes director of shield. Leader of a few teams. And for a time ran with the Avengers. She has also killed Magneto.

Zonugal
2017-12-14, 02:43 PM
You are really underpowering her. In the comic's she was trained my Fury himself. She also becomes director of shield. Leader of a few teams. And for a time ran with the Avengers. She has also killed Magneto.

Unless she's as powerful as Thor, Silver Surfer, or Dr. Strange I'd still keep her down around the other mortal Avengers (so level ten).

Throne12
2017-12-14, 03:38 PM
Unless she's as powerful as Thor, Silver Surfer, or Dr. Strange I'd still keep her down around the other mortal Avengers (so level ten).

She could kill Dr. Strange he's not immortal. She could give Thor a good fight. She has killed a kree and kree are as strong as a Asgardian. Show by lady Sif fighting a kree. Kree also has really good Regenerative powers powerful enough to bring people back from death days after. But at the end of the day Thor will win. I don't know anything about silver surfer he never Picked my interest.

As for most of the Avengers she could take. She couldn't take Hulk, Thor, Vision.
Ones that could give her a run for her money are Iron man, Black Panther, Captain America, spider man.

She's a bit of a glass canon because she has great powerful ability but not as Durable as other superheroes.


But I'll bring her down in levels when i get home.