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  1. - Top - End - #31

    Default Re: The Essence of the MCU in D&D

    The task was capture the spirit of the character HULK which I did.

    Plus the spirit of Stan Lee aproves of my build.

    Plus my build just destroys your build.

    Plus my build is hecka fun to play and when you play it you feel like a superhero doing Hulk things and saving the day with Banner magico-scientifico gamma ray spellness.

    Your build just plays like a Barbarian. ##YAWN##. Conan.

    Nice Conan build.
    Last edited by col_impact; 2020-03-29 at 12:24 AM.

  2. - Top - End - #32
    Bugbear in the Playground
     
    SwashbucklerGuy

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    Nov 2010

    Default Re: The Essence of the MCU in D&D

    This is what I wrote up myself for the Hulk.

    It utilizes a Moon Druid but that's because the most important part of the Hulk, to me, is him transforming from a physically weak scholar to a strong monster. I don't particularly like having Bruce Banner/The Hulk represented with Barbarian for two reasons: you really can't portray the transformation (the build will always have a good strength score at all times) and that rage doesn't last long enough time. A rage lasts for one minute (till 15th level), while wildshape lasts a number of hours equal to half your druid level (rounded down).

    For the spells I focused on healing, divination, & ritual spells as to represent his scientific background. He's still a guy that Tony Stark would collaborate with due to being able to cast spells like Awaken but I wanted his spells to have no real combat applications (as he'll never be casting them in combat due to wild-shape).

    Bruce Banner
    ‘Haunted One’ Rock Gnome Artificer 2/‘Circle of the Moon’ Druid 10
    Small humanoid (gnome), Chaotic Good
    AC: 11; HP: 87 (12d8+24); Speed: 25 ft.; Saving Throws: Constitution +6 & Intelligence +7
    Str 8 (-1), Dex 12 (+1), Con 14 (+2), Int 16 (+3), Wis 16 (+3), Cha 10 (+0)
    Skills: Arcana +7, Investigation +7, Medicine +7, & Nature +7
    Feats: Healer & Sentinel
    Tool Proficiencies: Herbalism Kit, Thieves’ Tools, & Tinkers Tools
    Armor/Weapon Proficiencies: Simple Weapons; Light/Medium Armors & Shields
    Senses: passive Perception 13; darkvision (60 ft.)
    Languages: Common, Druidic, Gnomish, & Primordial
    Special Abilities
    Racial Abilities: Artificer Lore, Darkvision (60 ft.), Gnome Cunning, & Tinker
    Background Abilities: Heart of Darkness
    Class Abilities: Magical Tinkering, Ritual Casting (Artificer), Spellcasting (Artificer), Infuse Item, Ritual Casting (Druid), Spellcasting (Druid), Wild Shape (twice/rest; 5 hours), Druid Circle (Circle of the Moon), Combat Wild Shape, Circle Forms (CR 3), Primal Strike, & Elemental Wild Shape
    ---
    Actions
    Unarmed Strike. Melee Weapon Attack: +3 to hit, reach 5 ft., one creature. Hit: +0 (1d1-1) bludgeoning damage
    ---
    Artificer Spells -- Bruce Banner’s spellcasting ability is Intelligence-based (spell save DC 15)
    Cantrips Known (at will) -- Guidance & Prestidigitation
    1st-level Spells Prepared (4/long rest) -- Alarm(R), Detect Magic(R), Identify(R), & Sanctuary
    Druid Spells -- Bruce Banner’s spellcasting ability is Wisdom-based (spell save DC 15)
    Cantrips Known (at will) -- Magic Stone, Mending, Resistance, & Shillelagh
    1st-level Spells Prepared (4/long rest) -- Cure Wounds, Detect Poison and Disease(R), Goodberry, & Speak With Animals(R)
    2nd-level Spells Prepared (3/long rest) -- Enhance Ability, Lesser Restoration, Locate Animals or Plants(R)
    3rd-level Spells Prepared (3/long rest) -- Dispel Magic, & Plant Growth
    4th-level Spells Prepared (3/long rest) -- Locate Creature & Stone Shape
    5th-level Spells Prepared (2/long rest) -- Commune With Nature(R) & Greater Restoration
    ---
    Artificer Infusions
    Infusions Known: Replicate Magic Item: Alchemy Jug, Replicate Magic Item: Bag of Holding, Replicate Magic Item: Prosthetic Limb, Replicate Magic Item: Sending Stones
    Infused Items: Alchemy Jug & Sending Stones

    The Hulk
    ‘Haunted One’ Rock Gnome Artificer 2/‘Circle of the Moon’ Druid 10
    Large Elemental, Chaotic Good
    AC: 17 (natural armor); HP: 126 (12d10+60); Speed: 30 ft., burrow 30 ft.; Saving Throws: Constitution +9 & Intelligence +7
    Str 20 (+5), Dex 8 (-1), Con 20 (+5), Int 16 (+3), Wis 16 (+3), Cha 10 (+0)
    Damage Vulnerabilities: Thunder
    Damage Resistances: Bludgeoning, piercing, & slashing from nonmagical attacks
    Damage Immunities: Poison
    Condition Immunities: Exhaustion, Paralyzed, Petrified, Poisoned, Unconscious
    Skills: Arcana +7, Investigation +7, Medicine +7, & Nature +7
    Feats: Healer & Sentinel
    Tool Proficiencies: Herbalism Kit, Thieves’ Tools, & Tinkers Tools
    Armor/Weapon Proficiencies: Simple Weapons; Light/Medium Armors & Shields
    Senses: passive Perception 13; darkvision (60 ft.), tremorsense 60 ft.
    Languages: Common, Druidic, Gnomish, & Primordial
    Special Abilities
    Racial Abilities: Artificer Lore, Darkvision (60 ft.), Gnome Cunning, & Tinker
    Background Abilities: Heart of Darkness
    Class Abilities: Magical Tinkering, Ritual Casting (Artificer), Spellcasting (Artificer), Infuse Item, Ritual Casting (Druid), Spellcasting (Druid), Wild Shape (twice/rest; 5 hours), Druid Circle (Circle of the Moon), Combat Wild Shape, Circle Forms (CR 3), Primal Strike, & Elemental Wild Shape
    Monster Abilities: Earth Glide & Siege Monster
    ---
    Actions
    Multiattack. The Hulk makes two slam attacks
    Slam. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 14 (2d8+5) bludgeoning damage

  3. - Top - End - #33
    Ogre in the Playground
     
    RedWizardGuy

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    Default Re: The Essence of the MCU in D&D

    https://forums.giantitp.com/showthre...-(5e-Avengers)

    Just throwing it out there, a couple of guys put a lot of work into making Archetypes for 5e Avengers.
    I Am A:Neutral Good Human Bard/Sorcerer (2nd/1st Level)
    Ability Scores:
    Strength-14
    Dexterity-11
    Constitution-16
    Intelligence-16
    Wisdom-12
    Charisma-16

  4. - Top - End - #34

    Default Re: The Essence of the MCU in D&D

    Quote Originally Posted by Zonugal View Post
    This is what I wrote up myself for the Hulk.

    It utilizes a Moon Druid but that's because the most important part of the Hulk, to me, is him transforming from a physically weak scholar to a strong monster. I don't particularly like having Bruce Banner/The Hulk represented with Barbarian for two reasons: you really can't portray the transformation (the build will always have a good strength score at all times) and that rage doesn't last long enough time. A rage lasts for one minute (till 15th level), while wildshape lasts a number of hours equal to half your druid level (rounded down).

    For the spells I focused on healing, divination, & ritual spells as to represent his scientific background. He's still a guy that Tony Stark would collaborate with due to being able to cast spells like Awaken but I wanted his spells to have no real combat applications (as he'll never be casting them in combat due to wild-shape).

    Bruce Banner
    ‘Haunted One’ Rock Gnome Artificer 2/‘Circle of the Moon’ Druid 10
    Small humanoid (gnome), Chaotic Good
    AC: 11; HP: 87 (12d8+24); Speed: 25 ft.; Saving Throws: Constitution +6 & Intelligence +7
    Str 8 (-1), Dex 12 (+1), Con 14 (+2), Int 16 (+3), Wis 16 (+3), Cha 10 (+0)
    Skills: Arcana +7, Investigation +7, Medicine +7, & Nature +7
    Feats: Healer & Sentinel
    Tool Proficiencies: Herbalism Kit, Thieves’ Tools, & Tinkers Tools
    Armor/Weapon Proficiencies: Simple Weapons; Light/Medium Armors & Shields
    Senses: passive Perception 13; darkvision (60 ft.)
    Languages: Common, Druidic, Gnomish, & Primordial
    Special Abilities
    Racial Abilities: Artificer Lore, Darkvision (60 ft.), Gnome Cunning, & Tinker
    Background Abilities: Heart of Darkness
    Class Abilities: Magical Tinkering, Ritual Casting (Artificer), Spellcasting (Artificer), Infuse Item, Ritual Casting (Druid), Spellcasting (Druid), Wild Shape (twice/rest; 5 hours), Druid Circle (Circle of the Moon), Combat Wild Shape, Circle Forms (CR 3), Primal Strike, & Elemental Wild Shape
    ---
    Actions
    Unarmed Strike. Melee Weapon Attack: +3 to hit, reach 5 ft., one creature. Hit: +0 (1d1-1) bludgeoning damage
    ---
    Artificer Spells -- Bruce Banner’s spellcasting ability is Intelligence-based (spell save DC 15)
    Cantrips Known (at will) -- Guidance & Prestidigitation
    1st-level Spells Prepared (4/long rest) -- Alarm(R), Detect Magic(R), Identify(R), & Sanctuary
    Druid Spells -- Bruce Banner’s spellcasting ability is Wisdom-based (spell save DC 15)
    Cantrips Known (at will) -- Magic Stone, Mending, Resistance, & Shillelagh
    1st-level Spells Prepared (4/long rest) -- Cure Wounds, Detect Poison and Disease(R), Goodberry, & Speak With Animals(R)
    2nd-level Spells Prepared (3/long rest) -- Enhance Ability, Lesser Restoration, Locate Animals or Plants(R)
    3rd-level Spells Prepared (3/long rest) -- Dispel Magic, & Plant Growth
    4th-level Spells Prepared (3/long rest) -- Locate Creature & Stone Shape
    5th-level Spells Prepared (2/long rest) -- Commune With Nature(R) & Greater Restoration
    ---
    Artificer Infusions
    Infusions Known: Replicate Magic Item: Alchemy Jug, Replicate Magic Item: Bag of Holding, Replicate Magic Item: Prosthetic Limb, Replicate Magic Item: Sending Stones
    Infused Items: Alchemy Jug & Sending Stones

    The Hulk
    ‘Haunted One’ Rock Gnome Artificer 2/‘Circle of the Moon’ Druid 10
    Large Elemental, Chaotic Good
    AC: 17 (natural armor); HP: 126 (12d10+60); Speed: 30 ft., burrow 30 ft.; Saving Throws: Constitution +9 & Intelligence +7
    Str 20 (+5), Dex 8 (-1), Con 20 (+5), Int 16 (+3), Wis 16 (+3), Cha 10 (+0)
    Damage Vulnerabilities: Thunder
    Damage Resistances: Bludgeoning, piercing, & slashing from nonmagical attacks
    Damage Immunities: Poison
    Condition Immunities: Exhaustion, Paralyzed, Petrified, Poisoned, Unconscious
    Skills: Arcana +7, Investigation +7, Medicine +7, & Nature +7
    Feats: Healer & Sentinel
    Tool Proficiencies: Herbalism Kit, Thieves’ Tools, & Tinkers Tools
    Armor/Weapon Proficiencies: Simple Weapons; Light/Medium Armors & Shields
    Senses: passive Perception 13; darkvision (60 ft.), tremorsense 60 ft.
    Languages: Common, Druidic, Gnomish, & Primordial
    Special Abilities
    Racial Abilities: Artificer Lore, Darkvision (60 ft.), Gnome Cunning, & Tinker
    Background Abilities: Heart of Darkness
    Class Abilities: Magical Tinkering, Ritual Casting (Artificer), Spellcasting (Artificer), Infuse Item, Ritual Casting (Druid), Spellcasting (Druid), Wild Shape (twice/rest; 5 hours), Druid Circle (Circle of the Moon), Combat Wild Shape, Circle Forms (CR 3), Primal Strike, & Elemental Wild Shape
    Monster Abilities: Earth Glide & Siege Monster
    ---
    Actions
    Multiattack. The Hulk makes two slam attacks
    Slam. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 14 (2d8+5) bludgeoning damage
    Nice take. No U.A. allowed in my competitions though. But I like your ideas. Very helpful to see. Haunted one is a great choice for background.

    But even so wouldn't you rather have smite so your Hulk could actually tank and smash? My green angel kobold can seriously lay on the hurt.
    Last edited by col_impact; 2020-03-29 at 01:43 AM.

  5. - Top - End - #35
    Bugbear in the Playground
     
    SwashbucklerGuy

    Join Date
    Nov 2010

    Default Re: The Essence of the MCU in D&D

    Quote Originally Posted by col_impact View Post
    But even so wouldn't you rather have smite so your Hulk could actually tank and smash?
    Nope! Paladin doesn't really mesh with my take on Bruce Banner and would also demand a strength of at least 13, which would nullify one of my goals for the build (str 8 --> str 20 in six seconds).

  6. - Top - End - #36

    Default Re: The Essence of the MCU in D&D

    Quote Originally Posted by Zonugal View Post
    Nope! Paladin doesn't really mesh with my take on Bruce Banner and would also demand a strength of at least 13, which would nullify one of my goals for the build (str 8 --> str 20 in six seconds).
    Oh ok. If that is one of your design constraints.

    My design constraint was he would . . . Ahem, ##HULK SMASH##

    But hey everyone has different priorities. You could always give him a condition which reduces his strength while in human form lower than starting values. A crippling injury/curse/disease that prevented further advancement in paladin.

    IMHO, if the Hulk can't deliver in the blows department then you sir have not built the Hulk. The central concept of the Hulk is that he smashes.
    Last edited by col_impact; 2020-03-29 at 02:17 AM.

  7. - Top - End - #37
    Ogre in the Playground
     
    WolfInSheepsClothing

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    Default Re: The Essence of the MCU in D&D

    Quote Originally Posted by Draz74 View Post
    Hmmmm. I've pondered on this for a couple hours now, and ... it doesn't sit right with me. She's a martial artist, at least in her early levels.
    As I recall, the film opens with her CO beating her soundly in hand to hand combat. We don't see much proficiency here: no rapid precise strikes that would mark her as a "monk". Hell, we see more and better unpowered hand-to-hand combat from Thor during the SHIELD break in scene in the first Thor movie than we ever see from Carol in hers. She's competent certainly; she has obviously been trained, but no more than anyone with a military background. Not everyone competant at hand to hand combat needs monk levels, and certainly not 20 of them.

    Just faking that with spells doesn't feel right.
    Kind of a weird place to draw the line IMO, but if it bothers you that much I would think a few levels in fighter would serve the concept better. UA has the unarmed fighting style, and it would work just fine, and you'd get more HP out of the package as well as Second Wind, so she'd be tankier right off the bat. If the hangup is wanting to use dex for unarmed strikes I've got to ask why: she's strong as heck. Let her be strong.

    And considering the mixed reaction she's gotten from the other MCU heroes (and the fanbase), I wonder if it's more flavor-appropriate for her to be Wisdom-based rather than Charisma-based (which, hmmm, maybe vetoes the Hexblade idea).
    Charisma is a broad concept in Dungeons and Dragons. It's intimidation at the same time as persuasion. You can have a powerful "force of personality" and not be at all likable, and Carol absolutely has a strong force of personality. And wisdom is an even worse fit: she spent half her first film being manipulated, lied to.

    While this whole project is pretty cheesy, I'm trying to limit it to cheese that I as a DM would allow if I were to actually run a campaign like this. And I don't think making a natural weapon (temporary, at that) into your Pact Weapon is within the letter OR the spirit of the rules.
    Fist-as-pact-weapon isn't essential.

    Eh, it doesn't seem like the right style of defense. I think I liked better her having just massive HP and proficiency (and rerolls) in all saves.
    You aren't going to get "massive HP" on a monk chassis anyway: you need another form of defense if you want her to be able to take hits like Captain Marvel. And for her powerset, "active defense" damage resistance spells are absolutely appropriate.

    For the sake of argument, if you guys were to build her with at least some levels of Monk, what else would she have? I'm not 100% set on that (in fact, I'd like to give her light armor), but it's still what I'm leaning toward for now.
    The Monk class is infamous for a lack of multiclass synergy, so there's not really anywhere else to go. If she has to be a monk, make her a Four Elements monk. Focus on fire stuff for blasting obviously, but you can get flight this way as well as stoneskin for tanking.

  8. - Top - End - #38
    Ogre in the Playground
     
    WolfInSheepsClothing

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    Default Re: The Essence of the MCU in D&D

    On Hulk:

    If it were me, I would make him a sorcerer, for only one reason: a sorcerer can melt down all of his spell slots and make them into 4th level slots. And then, all he ever does with those spell slots is cast polymorph on himself. And he always turns himself into a Giant Ape. You don't HAVE to know more than one spell; that would be the only spell he knows.

    Built in this way, you're free to do whatever you want with his stats. You could hive him str 8 and con 8 if you felt like it, int 18, whatever you wanted, but as soon as he turned into the Hulk he would get str 23, con 18, and int 6.

  9. - Top - End - #39

    Default Re: The Essence of the MCU in D&D

    Quote Originally Posted by Damon_Tor View Post
    On Hulk:

    If it were me, I would make him a sorcerer, for only one reason: a sorcerer can melt down all of his spell slots and make them into 4th level slots. And then, all he ever does with those spell slots is cast polymorph on himself. And he always turns himself into a Giant Ape. You don't HAVE to know more than one spell; that would be the only spell he knows.

    Built in this way, you're free to do whatever you want with his stats. You could hive him str 8 and con 8 if you felt like it, int 18, whatever you wanted, but as soon as he turned into the Hulk he would get str 23, con 18, and int 6.
    Definitely a great take on the Hulk. I do like mine better. But I do admire your Chutzpah! Love it!

  10. - Top - End - #40
    Firbolg in the Playground
     
    Draz74's Avatar

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    Default Re: The Essence of the MCU in D&D

    Quote Originally Posted by Damon_Tor View Post
    As I recall, the film opens with her CO beating her soundly in hand to hand combat. We don't see much proficiency here: no rapid precise strikes that would mark her as a "monk". Hell, we see more and better unpowered hand-to-hand combat from Thor during the SHIELD break in scene in the first Thor movie than we ever see from Carol in hers. She's competent certainly; she has obviously been trained, but no more than anyone with a military background. Not everyone competant at hand to hand combat needs monk levels, and certainly not 20 of them.

    Kind of a weird place to draw the line IMO, but if it bothers you that much I would think a few levels in fighter would serve the concept better. UA has the unarmed fighting style, and it would work just fine, and you'd get more HP out of the package as well as Second Wind, so she'd be tankier right off the bat. If the hangup is wanting to use dex for unarmed strikes I've got to ask why: she's strong as heck. Let her be strong.
    Decent points. Yeah, I don't mind her being Strength-based rather than Dexterity-based. Too bad that Fighter requires a 5-level investment if I want her to be able to attack more than once per turn.

    Charisma is a broad concept in Dungeons and Dragons. It's intimidation at the same time as persuasion. You can have a powerful "force of personality" and not be at all likable, and Carol absolutely has a strong force of personality. And wisdom is an even worse fit: she spent half her first film being manipulated, lied to.
    Again, fair point.

    Fist-as-pact-weapon isn't essential.
    It seemed pretty essential to the build you were describing before. I'll see what I can come up with though.

    You aren't going to get "massive HP" on a monk chassis anyway: you need another form of defense if you want her to be able to take hits like Captain Marvel. And for her powerset, "active defense" damage resistance spells are absolutely appropriate.

    The Monk class is infamous for a lack of multiclass synergy, so there's not really anywhere else to go. If she has to be a monk, make her a Four Elements monk. Focus on fire stuff for blasting obviously, but you can get flight this way as well as stoneskin for tanking.
    Eh, I really don't like the Four Elements take. Its flight is too limited, Stoneskin still sucks, and fire doesn't fit her blasting as well as radiant does.

    I'll probably drop the whole Monk aspect, especially since the constant-flying Aasimar thing seems to be an AL-only option, according to my modest Google-fu. I'll miss Diamond Soul, though, and even Tongue of the Sun and Moon and Timeless Body.

    Quote Originally Posted by Damon_Tor View Post
    On Hulk:

    If it were me, I would make him a sorcerer, for only one reason: a sorcerer can melt down all of his spell slots and make them into 4th level slots. And then, all he ever does with those spell slots is cast polymorph on himself. And he always turns himself into a Giant Ape. You don't HAVE to know more than one spell; that would be the only spell he knows.

    Built in this way, you're free to do whatever you want with his stats. You could hive him str 8 and con 8 if you felt like it, int 18, whatever you wanted, but as soon as he turned into the Hulk he would get str 23, con 18, and int 6.
    Nitpick: Int 7.

    Cute idea, but has some critical flaws. Foremost among them is the way his transformation would be Concentration-based, so every time he takes damage he has to roll (with only a +4 bonus) to stay as the Hulk. That's awful for the concept.

    Any feedback on Black Widow's build? I want to stat her out in detail next.
    Last edited by Draz74; 2020-03-29 at 08:28 AM.
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    ... yes, I need to be tested for ADHD.

  11. - Top - End - #41
    Firbolg in the Playground
     
    Draz74's Avatar

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    Default Re: The Essence of the MCU in D&D

    Quote Originally Posted by Zonugal View Post
    This is what I wrote up myself for the Hulk.

    It utilizes a Moon Druid but that's because the most important part of the Hulk, to me, is him transforming from a physically weak scholar to a strong monster. I don't particularly like having Bruce Banner/The Hulk represented with Barbarian for two reasons: you really can't portray the transformation (the build will always have a good strength score at all times) and that rage doesn't last long enough time. A rage lasts for one minute (till 15th level), while wildshape lasts a number of hours equal to half your druid level (rounded down).
    This has some problems too, but overall it's an ok take at Level 12. I wish it scaled better to Level 20 (Earth Elemental just isn't impressive at Level 20).

    You're right about issues with the Barbarian build too, though. Sadly, even at 15th level the Barbarian's rage only lasts a minute, or five total minutes per day; a full 20 levels is required to get constant rage.

    The idea behind my build is that he's not only the Hulk while raging; his transformation between Banner and Hulk was supposed to be one of pure roleplay (which has the advantage that it can be as slow or as fast as necessary: action, bonus action, reaction, or no action at all). He's the Hulk while using strong-type abilities, whether or not he's Raging; he's Banner when using smart-type abilities, mostly Skills; and it's up to the player to limit that they can't do both at the same time. (There's some suspension of disbelief here, but IMO there's just as much if he has a bunch of Druid spells that he just doesn't use optimally because they don't fit the concept.)

    But maybe I should just declare that my build represents Professor Hulk from Endgame, and accept the flaws of something more transformation-based for the earlier films.
    You can call me Draz.
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    Also of note:

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    ... yes, I need to be tested for ADHD.

  12. - Top - End - #42
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    Default Re: The Essence of the MCU in D&D

    Anyone point me towards a magic item that approximates the Widow's Bite decently?

    Natasha Romanoff

    Base Ability Scores: Str 13, Dex 18, Con 16, Int 14, Wis 17, Cha 18
    Race: Variant Human
    Background: Spy (Spy Contact, one gaming set, thieves' tools, Deception, Stealth)
    Class(es): Assassin Rogue 9 / Open Hand Monk 5
    Feats: Athlete, Prodigy, Crossbow Expert, Grappler
    Alignment: NG

    AC: 19 (unarmored defense)
    HP: 115 (14d8+42)
    Speed: 30 ft
    Final Ability Scores: Str 13 (+1), Dex 20 (+5), Con 16 (+3), Int 14 (+2), Wis 18 (+4), Cha 18 (+4)
    Saves: Dex +10, Int +7
    Skills: Acrobatics +15, Athletics +11, Deception +14, Insight +14, Investigation +7, Persuasion +9, Sleight of Hand +10, Stealth +15
    Tools: playing card set, thieves' tools, forgery kit, disguise kit, poisoner's kit, land vehicles
    Senses: darkvision 60 ft, passive Perception 14
    Languages: Common, Goblin, Gnomish, Thieves' Cant

    Ki (5/short rest):
    • Ki-Fueled Strike: if action used ki, make unarmed strike as bonus action
    • Flurry of Blows: for 1 ki, two unarmed strikes as bonus action after taking Attack action
    • Patient Defense: for 1 ki, dodge as bonus action
    • Step of the Wind: for 1 ki, disengage or dash as bonus action; jump distance doubled that turn
    • Distant Eye: for 1 ki, ignore long-range disadvantage to attack rolls until end of turn
    • Stunning Strike: for 1 ki, hit inflicts stunned until end of her next turn (Con save DC 17 negates)

    Athlete: stand from prone for 5' of movement; running jump after moving 5'; climbing doesn't cost extra movement
    Sneak Attack: +5d6 to damage 1/turn if using ranged or finesse or (HOUSERULE) unarmed/monk weapon; requires advantage on attack roll or adjacent enemy of target
    Martial Arts: unarmed/monk weapon damage 1d4, Dexterity-based; bonus action unarmed strike after taking Attack action
    Cunning Action: dash, disengage, or hide as bonus action; aim (advantage on next attack roll this turn) as bonus action if no movement during turn
    Assassinate: advantage on attacks against creatures who haven't yet acted; automatic crit on surprised creatures
    Open Hand Technique: on Flurry of Blows hit, impose one effect: prone (Dex save DC 17 negates); push 15' (Str save DC 17 negates); or it can't take reactions until end of her next turn
    Crossbow Expert: ignore loading of proficient crossbows; make ranged attacks within 5' without disadvantage; bonus action hand crossbow attack after taking Attack action with one-handed weapon
    Evasion: on Dex save for half damage, take half damage (failure) or no damage (success)
    Grappler: advantage on attacks against target grappled by herself
    Infiltration Expertise: for 7 days and 25 gp, establish convincing identity

    Actions:
    • Quickened Healing: spend 2 ki to heal 1d4 hp
    • Pin: with successful grapple check, restrain grappled target (and self) until grapple ends
    • Extra Attack (2 total)
    • Unarmed Strike: +10 to hit, reach 5 ft, 1d4+5 bludgeoning damage.
    • Hand Crossbows: +11 to hit, range 30/120 ft, 1d6+6 piercing damage.

    Reactions:
    • Uncanny Dodge: when an attacker she can see hits her with an attack, halve that attack's damage
    • Deflect Missiles: when hit by ranged weapon attack, reduce its damage by 1d10+10; if damage reduced to 0, catch projectile; then for 1 ki, make attack with projectile as if it were 20/60-ft-range monk weapon
    • Slow Fall: reduce falling damage by 25

    Magic Items:
    • Goggles of Night
    • [2x] Hand Crossbow +1
    Last edited by Draz74; 2020-03-30 at 09:19 AM.
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  13. - Top - End - #43
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    SwashbucklerGuy

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    Default Re: The Essence of the MCU in D&D

    This is what I put together for a Captain Marvel build.

    Captain Marvel
    “Well…First there was nothing, then there was everything…Then the good lord saw fit to bring me into the world to kick the asses of those who need it most. So get ready ’cause this day or the next, it’s coming.”

    Carol Danvers
    ‘Soldier’ Scourge Aasimar ‘Divine Soul’ Sorcerer 1/'Oath of Devotion' Paladin 6/Celestial Sorcerer 13
    Medium humanoid (aasimar), Lawful Good
    AC: 18 (+3 breastplate); HP: 154 (14d6+42/6d10+18); Speed: 30 ft.; fly 30 ft.; Saving Throws: Constitution +9 & Charisma +12
    Str 13/29 (+1/+9), Dex 12 (+1), Con 16 (+3), Int 8 (-1), Wis 10 (+0), Cha 22 (+6)
    Skills: Athletics +7/+15, Intimidation +12, Persuasion +12, & Religion +5
    Feats: Spell Sniper (Eldritch Blast) & Warcaster
    Tool Proficiencies: Gaming Set (Khadis-Khot) & Vehicles (Water)
    Armor/Weapon Proficiencies: Simple & Martial Weapons; Light/Medium Armors & Shields
    Senses: passive Perception 10; darkvision (60 ft.)
    Languages: Celestial & Common
    Special Abilities
    Racial Abilities: Celestial Resistance, Darkvision (60 ft.), Healing Hands (20 hp/long rest), Light Bearer, & Radiant Consumption (1 minute/long rest)
    Background Abilities: Military Rank
    Class Abilities: Spellcasting (Sorcerer), Sorcerous Origin (Divine Soul), Divine Magic, Favored By the Gods, Divine Sense, (7/long rest), Lay on Hands (30 hp/long rest), Fighting Style (Unarmed Fighting), Spellcasting (Paladin), Divine Smite, Divine Health, Sacred Oath (Oath of Devotion), Channel Divinity (Sacred Weapon & Turn the Unholy), Extra Attack, Oath of Protection, Font of Magic (14 sorcery points/long rest), Metamagic (Extended Spell, Heighten Spell, & Twinned Spell), Empowered Healing, & Angelic Form
    ---
    Actions
    Unarmed Strike. Melee Weapon Attack: +7/+15 to hit, reach 5 ft., one creature. Hit: +4/+13 (1d6+1/+9) bludgeoning damage; versatile (1d8)
    Eldritch Blast. Ranged Spell Attack: +12 to hit, range 240 ft., four beams. Hit: +12 (1d10) force damage
    ---
    Sorcerer Spells -- Carol Danver’s spellcasting ability is Charisma-based (spell save DC 20)
    Cantrips Known (at will) -- Control Flames, Create Bonfire, Green-Flame Blade, Guidance, Light*, Sacred Flame, & Word of Radiance
    1st-level Spells Prepared (4/long rest) -- Absorb Elements, Cure Wounds*, & Guiding Bolt
    2nd-level Spells Prepared (3/long rest) -- Enhance Ability, Lesser Restoration, & Scorching Ray
    3rd-level Spells Prepared (3/long rest) -- Fireball & Haste
    4th-level Spells Prepared (3/long rest) -- Death Ward & Wall of Fire
    5th-level Spells Prepared (2/long rest) -- Flame Strike & Greater Restoration
    6th-level Spells Prepared (1/long rest) -- Investiture of Flame
    7th-level Spells Prepared (1/long rest) -- Regenerate
    ---
    Paladin Spells -- Carol Danver’s spellcasting ability is Charisma-based (spell save DC 20)
    1st-level Spells Prepared (4/long rest) -- Command, Compelled Duel, Heroism, Protection From Evil*, Sanctuary*, Shield of Faith, & Thunderous Smite
    2nd-level Spells Prepared (2/long rest) -- Aid, Branding Smite, Lesser Restoration*, Magic Weapon, & Zone of Truth*
    ---
    Equipment: Amulet of the Planes*, Belt of Storm Giant Strength*, +3 Breastplate, Ring of Fire Elemental Command*, & (utilized) Tome of Leadership and Influence

    She can, every round for one minute, deal +10 radiant damage to everyone within ten feet and +30 radiant damage to an opponent engaged in melee combat with her. This represents her activating her Binary power.
    Last edited by Zonugal; 2020-03-29 at 01:54 PM.

  14. - Top - End - #44

    Default Re: The Essence of the MCU in D&D

    Quote Originally Posted by Zonugal View Post
    This is what I put together for a Captain Marvel build.

    Captain Marvel
    “Well…First there was nothing, then there was everything…Then the good lord saw fit to bring me into the world to kick the asses of those who need it most. So get ready ’cause this day or the next, it’s coming.”

    Carol Danvers
    ‘Soldier’ Scourge Aasimar ‘Divine Soul’ Sorcerer 1/'Oath of Devotion' Paladin 6/Celestial Sorcerer 13
    Medium humanoid (aasimar), Lawful Good
    AC: 18 (+3 breastplate); HP: 154 (14d6+42/6d10+18); Speed: 30 ft.; fly 30 ft.; Saving Throws: Constitution +9 & Charisma +12
    Str 13/29 (+1/+9), Dex 12 (+1), Con 16 (+3), Int 8 (-1), Wis 10 (+0), Cha 22 (+6)
    Skills: Athletics +7/+15, Intimidation +12, Persuasion +12, & Religion +5
    Feats: Spell Sniper (Eldritch Blast) & Warcaster
    Tool Proficiencies: Gaming Set (Khadis-Khot) & Vehicles (Water)
    Armor/Weapon Proficiencies: Simple & Martial Weapons; Light/Medium Armors & Shields
    Senses: passive Perception 10; darkvision (60 ft.)
    Languages: Celestial & Common
    Special Abilities
    Racial Abilities: Celestial Resistance, Darkvision (60 ft.), Healing Hands (20 hp/long rest), Light Bearer, & Radiant Consumption (1 minute/long rest)
    Background Abilities: Military Rank
    Class Abilities: Spellcasting (Sorcerer), Sorcerous Origin (Divine Soul), Divine Magic, Favored By the Gods, Divine Sense, (7/long rest), Lay on Hands (30 hp/long rest), Fighting Style (Unarmed Fighting), Spellcasting (Paladin), Divine Smite, Divine Health, Sacred Oath (Oath of Devotion), Channel Divinity (Sacred Weapon & Turn the Unholy), Extra Attack, Oath of Protection, Font of Magic (14 sorcery points/long rest), Metamagic (Extended Spell, Heighten Spell, & Twinned Spell), Empowered Healing, & Angelic Form
    ---
    Actions
    Unarmed Strike. Melee Weapon Attack: +7/+15 to hit, reach 5 ft., one creature. Hit: +4/+13 (1d6+1/+9) bludgeoning damage; versatile (1d8)
    Eldritch Blast. Ranged Spell Attack: +12 to hit, range 240 ft., four beams. Hit: +12 (1d10) force damage
    ---
    Sorcerer Spells -- Carol Danver’s spellcasting ability is Charisma-based (spell save DC 20)
    Cantrips Known (at will) -- Control Flames, Create Bonfire, Green-Flame Blade, Guidance, Light*, Sacred Flame, & Word of Radiance
    1st-level Spells Prepared (4/long rest) -- Absorb Elements, Cure Wounds*, & Guiding Bolt
    2nd-level Spells Prepared (3/long rest) -- Enhance Ability, Lesser Restoration, & Scorching Ray
    3rd-level Spells Prepared (3/long rest) -- Fireball & Haste
    4th-level Spells Prepared (3/long rest) -- Death Ward & Wall of Fire
    5th-level Spells Prepared (2/long rest) -- Flame Strike & Greater Restoration
    6th-level Spells Prepared (1/long rest) -- Investiture of Flame
    7th-level Spells Prepared (1/long rest) -- Regenerate
    ---
    Paladin Spells -- Carol Danver’s spellcasting ability is Charisma-based (spell save DC 20)
    1st-level Spells Prepared (4/long rest) -- Command, Compelled Duel, Heroism, Protection From Evil*, Sanctuary*, Shield of Faith, & Thunderous Smite
    2nd-level Spells Prepared (2/long rest) -- Aid, Branding Smite, Lesser Restoration*, Magic Weapon, & Zone of Truth*
    ---
    Equipment: Amulet of the Planes*, Belt of Storm Giant Strength*, +3 Breastplate, Ring of Fire Elemental Command*, & (utilized) Tome of Leadership and Influence

    She can, every round for one minute, deal +10 radiant damage to everyone within ten feet and +30 radiant damage to an opponent engaged in melee combat with her. This represents her activating her Binary power.
    Very cool. You know if you swap 1 level for 1 Life Cleric you unlock ##REGENERATE 10## and ##INSANE HEALING## and ##RAPHAEL## if you are collecting those things. Also, I can't seem to find Spirit Guardians or Spiritual Weapon on there. Marvel is not flame. Marvel is radiant. And lightning would be her secondary effect.
    Last edited by col_impact; 2020-03-29 at 02:36 PM.

  15. - Top - End - #45
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    MonkGuy

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    Default Re: The Essence of the MCU in D&D

    I'd honestly simplify things considerably on the Hulk situation - 2 Paladin/Moon Druid X. Get your science through skills and judicious application of druid spells, Paladin is there to allow for smites. In combat, as was mentioned previously in the thread, you wildshape (I'd pick either earth elemental or mammoth), and burn all your spell slots on smites and self-healing. Keep Shapechange in your back pocket for when you need to a particularly pissed off Hulk. If you get knocked out of Wildshape, fluff it as though it was still there and bonus action right back in next turn. Investiture of Wind gives you a 10 minute duration fly speed of 60, and disadvantage for ranged attacks to hit you, allowing long jumps and "shrugging off" bullets.

    For a more unstoppable Hulk, go straight Moon Druid to 20. Unlimited wild shapes, be an earth elemental forever. You lose out on damage, but most of what we see Hulk doing is taking hits and crushing minions, with the occasional big strength check to stop something from moving (giant alien creature in Avengers, Fenrir in Ragnarok).

    For Carol Danvers, I'd strongly consider Warlock 2-3/ Sorcerer X. Pure beamspam, and one of the strongest multiclass options available. Take blasting effects and personal defense spells, Quicken/Twin metamagics, and burn all your spell slots for more Eldritch Blast. Eventually you will have options including twinned disintegrate for those times that you need to completely eliminate that spaceship. I'd consider Divine Soul or Draconic for the Sorcerer subclass... probably Draconic, for a little extra damage on your Meteor Swarm and the slightly better "wings" (shimmering field of energy/fiery hair).
    Last edited by Quietus; 2020-03-29 at 03:05 PM.
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  16. - Top - End - #46

    Default Re: The Essence of the MCU in D&D

    Dudes. Watch the movie. She is radiant with force and the occasional electrical discharge. Nothing ever catches fire from contact with her. She is raw COSMIC energy.
    Last edited by col_impact; 2020-04-01 at 02:04 AM.

  17. - Top - End - #47

    Default Re: The Essence of the MCU in D&D

    Quote Originally Posted by Quietus View Post
    I'd honestly simplify things considerably on the Hulk situation - 2 Paladin/Moon Druid X. Get your science through skills and judicious application of druid spells, Paladin is there to allow for smites. In combat, as was mentioned previously in the thread, you wildshape (I'd pick either earth elemental or mammoth), and burn all your spell slots on smites and self-healing. Keep Shapechange in your back pocket for when you need to a particularly pissed off Hulk. If you get knocked out of Wildshape, fluff it as though it was still there and bonus action right back in next turn. Investiture of Wind gives you a 10 minute duration fly speed of 60, and disadvantage for ranged attacks to hit you, allowing long jumps and "shrugging off" bullets.

    For a more unstoppable Hulk, go straight Moon Druid to 20. Unlimited wild shapes, be an earth elemental forever. You lose out on damage, but most of what we see Hulk doing is taking hits and crushing minions, with the occasional big strength check to stop something from moving (giant alien creature in Avengers, Fenrir in Ragnarok).

    For Carol Danvers, I'd strongly consider Warlock 2-3/ Sorcerer X. Pure beamspam, and one of the strongest multiclass options available. Take blasting effects and personal defense spells, Quicken/Twin metamagics, and burn all your spell slots for more Eldritch Blast. Eventually you will have options including twinned disintegrate for those times that you need to completely eliminate that spaceship. I'd consider Divine Soul or Draconic for the Sorcerer subclass... probably Draconic, for a little extra damage on your Meteor Swarm and the slightly better "wings" (shimmering field of energy/fiery hair).
    Why go Moon Druid 20? Then you are just a tank with no Hulk Smash ##DOUBLE SMITE##-ing! Shapechange can get you better stuff so that becomes your go to 24/7 and also Foresight.

  18. - Top - End - #48
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    SamuraiGuy

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    Default Re: The Essence of the MCU in D&D

    For Bruce Banner / Hulk, you could do the reverse, where the character is a 'Hulk' part and Bruce is the alternate form.

    You could do like 3 levels of (Wizard / Sorcerer) / X levels of Barbarian and pick up Alter Self. Then have the 'human' form be represented by Alter Self and his 'Hulk' form be the based form.

    Maybe something like a full Orc to represent the Hulk form, then enough str and con as possible. Even as low as 4 or so you could pull off the basic gimmick.

    As an added bonus, representing the human form via a concentration spell like Alter Self means if he gets hit (breaks concentration) he turns big and green. Which feels on point for Bruce/Hulk. With this setup, using his Rage is more a perk than a requirement.

    As far as Barbarian paths, the Path of the Zealot has a lot of subclass features that feel like they would represent the Hulk pretty well. Especially Rage beyond Death, which make it feel like the more mad the Hulk gets the longer he will last.

  19. - Top - End - #49
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    SwashbucklerGuy

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    Default Re: The Essence of the MCU in D&D

    Quote Originally Posted by col_impact View Post
    Very cool. You know if you swap 1 level for 1 Life Cleric you unlock ##REGENERATE 10## and ##INSANE HEALING## and ##RAPHAEL## if you are collecting those things. Also, I can't seem to find Spirit Guardians or Spiritual Weapon on there. Marvel is not flame. Marvel is radiant. And lightning would be her secondary effect.
    Cutting one level out of that build means it either loses permanent flight or Aura of Protection.

    I'd prefer they stay in...

  20. - Top - End - #50
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    Default Re: The Essence of the MCU in D&D

    Quote Originally Posted by Zonugal View Post
    This is what I put together for a Captain Marvel build.

    Captain Marvel
    “Well…First there was nothing, then there was everything…Then the good lord saw fit to bring me into the world to kick the asses of those who need it most. So get ready ’cause this day or the next, it’s coming.”

    Carol Danvers
    ‘Soldier’ Scourge Aasimar ‘Divine Soul’ Sorcerer 1/'Oath of Devotion' Paladin 6/Celestial Sorcerer 13
    Medium humanoid (aasimar), Lawful Good
    AC: 18 (+3 breastplate); HP: 154 (14d6+42/6d10+18); Speed: 30 ft.; fly 30 ft.; Saving Throws: Constitution +9 & Charisma +12
    Str 13/29 (+1/+9), Dex 12 (+1), Con 16 (+3), Int 8 (-1), Wis 10 (+0), Cha 22 (+6)
    Skills: Athletics +7/+15, Intimidation +12, Persuasion +12, & Religion +5
    Feats: Spell Sniper (Eldritch Blast) & Warcaster
    Tool Proficiencies: Gaming Set (Khadis-Khot) & Vehicles (Water)
    Armor/Weapon Proficiencies: Simple & Martial Weapons; Light/Medium Armors & Shields
    Senses: passive Perception 10; darkvision (60 ft.)
    Languages: Celestial & Common
    Special Abilities
    Racial Abilities: Celestial Resistance, Darkvision (60 ft.), Healing Hands (20 hp/long rest), Light Bearer, & Radiant Consumption (1 minute/long rest)
    Background Abilities: Military Rank
    Class Abilities: Spellcasting (Sorcerer), Sorcerous Origin (Divine Soul), Divine Magic, Favored By the Gods, Divine Sense, (7/long rest), Lay on Hands (30 hp/long rest), Fighting Style (Unarmed Fighting), Spellcasting (Paladin), Divine Smite, Divine Health, Sacred Oath (Oath of Devotion), Channel Divinity (Sacred Weapon & Turn the Unholy), Extra Attack, Oath of Protection, Font of Magic (14 sorcery points/long rest), Metamagic (Extended Spell, Heighten Spell, & Twinned Spell), Empowered Healing, & Angelic Form
    ---
    Actions
    Unarmed Strike. Melee Weapon Attack: +7/+15 to hit, reach 5 ft., one creature. Hit: +4/+13 (1d6+1/+9) bludgeoning damage; versatile (1d8)
    Eldritch Blast. Ranged Spell Attack: +12 to hit, range 240 ft., four beams. Hit: +12 (1d10) force damage
    ---
    Sorcerer Spells -- Carol Danver’s spellcasting ability is Charisma-based (spell save DC 20)
    Cantrips Known (at will) -- Control Flames, Create Bonfire, Green-Flame Blade, Guidance, Light*, Sacred Flame, & Word of Radiance
    1st-level Spells Prepared (4/long rest) -- Absorb Elements, Cure Wounds*, & Guiding Bolt
    2nd-level Spells Prepared (3/long rest) -- Enhance Ability, Lesser Restoration, & Scorching Ray
    3rd-level Spells Prepared (3/long rest) -- Fireball & Haste
    4th-level Spells Prepared (3/long rest) -- Death Ward & Wall of Fire
    5th-level Spells Prepared (2/long rest) -- Flame Strike & Greater Restoration
    6th-level Spells Prepared (1/long rest) -- Investiture of Flame
    7th-level Spells Prepared (1/long rest) -- Regenerate
    ---
    Paladin Spells -- Carol Danver’s spellcasting ability is Charisma-based (spell save DC 20)
    1st-level Spells Prepared (4/long rest) -- Command, Compelled Duel, Heroism, Protection From Evil*, Sanctuary*, Shield of Faith, & Thunderous Smite
    2nd-level Spells Prepared (2/long rest) -- Aid, Branding Smite, Lesser Restoration*, Magic Weapon, & Zone of Truth*
    ---
    Equipment: Amulet of the Planes*, Belt of Storm Giant Strength*, +3 Breastplate, Ring of Fire Elemental Command*, & (utilized) Tome of Leadership and Influence

    She can, every round for one minute, deal +10 radiant damage to everyone within ten feet and +30 radiant damage to an opponent engaged in melee combat with her. This represents her activating her Binary power.
    I like it, other than so much fire when other types of damage are more in-character. I think I'll build something quite similar, although I haven't decided yet between Divine Soul and (Lightning) Draconic Bloodline.

    I was kind of against her having Aura of Protection, but it's growing on me. Affect on allies aside, it's a way for her to have nearly monk-like saving throws herself.

    Quote Originally Posted by king_steve View Post
    For Bruce Banner / Hulk, you could do the reverse, where the character is a 'Hulk' part and Bruce is the alternate form.

    You could do like 3 levels of (Wizard / Sorcerer) / X levels of Barbarian and pick up Alter Self. Then have the 'human' form be represented by Alter Self and his 'Hulk' form be the based form.

    Maybe something like a full Orc to represent the Hulk form, then enough str and con as possible. Even as low as 4 or so you could pull off the basic gimmick.

    As an added bonus, representing the human form via a concentration spell like Alter Self means if he gets hit (breaks concentration) he turns big and green. Which feels on point for Bruce/Hulk. With this setup, using his Rage is more a perk than a requirement.

    As far as Barbarian paths, the Path of the Zealot has a lot of subclass features that feel like they would represent the Hulk pretty well. Especially Rage beyond Death, which make it feel like the more mad the Hulk gets the longer he will last.
    You might be a genius, with the whole "beaten our of concentration makes him become the Hulk" thing. I will play around more with this.

    * * *

    Back to Black Widow, is it a crime for her to not have Reliable Talent?
    Last edited by Draz74; 2020-03-29 at 05:52 PM.
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  21. - Top - End - #51

    Default Re: The Essence of the MCU in D&D

    Quote Originally Posted by Zonugal View Post
    Cutting one level out of that build means it either loses permanent flight or Aura of Protection.

    I'd prefer they stay in...
    Aasimar get permanent flight at 5th level. So Tier 2.

  22. - Top - End - #52
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    Default Re: The Essence of the MCU in D&D

    Quote Originally Posted by col_impact View Post
    Aasimar get permanent flight at 5th level. So Tier 2.
    What aasimar are you looking at? Nothing in my books says they get flight on any kind of permanent basis.
    I have a LOT of Homebrew!

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  23. - Top - End - #53
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    Default Re: The Essence of the MCU in D&D

    Quote Originally Posted by JNAProductions View Post
    What aasimar are you looking at? Nothing in my books says they get flight on any kind of permanent basis.
    I think it’s a season 9 adventure league specific thing for they’re doing for the Decent Into Avernus arc.

  24. - Top - End - #54
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    Default Re: The Essence of the MCU in D&D

    Quote Originally Posted by king_steve View Post
    I think it’s a season 9 adventure league specific thing for they’re doing for the Decent Into Avernus arc.
    But that's AL. Who cares about that?
    I have a LOT of Homebrew!

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  25. - Top - End - #55

    Default Re: The Essence of the MCU in D&D

    Quote Originally Posted by JNAProductions View Post
    But that's AL. Who cares about that?
    PvP based on AL ruleset.

  26. - Top - End - #56
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    Default Re: The Essence of the MCU in D&D

    Quote Originally Posted by col_impact View Post
    PvP based on AL ruleset.
    That's a modified noun, that is.

    Not sure why it's relevant at all to the thread, but it sure was posted. Because the thing is, most people don't play strict AL. Not even AL tables-I've seen plenty of tables that are officially classed as AL but let people join in with characters that weren't leveled up through AL, for instance. And there's a metric gakload of players who just don't play AL at all.

    It's a valid way to play-but certainly not the only one. So to say "Build your character as if they were using a special ability from a single season of AL games!" isn't a very helpful suggestion.
    I have a LOT of Homebrew!

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  27. - Top - End - #57

    Default Re: The Essence of the MCU in D&D

    Quote Originally Posted by JNAProductions View Post
    That's a modified noun, that is.

    Not sure why it's relevant at all to the thread, but it sure was posted. Because the thing is, most people don't play strict AL. Not even AL tables-I've seen plenty of tables that are officially classed as AL but let people join in with characters that weren't leveled up through AL, for instance. And there's a metric gakload of players who just don't play AL at all.

    It's a valid way to play-but certainly not the only one. So to say "Build your character as if they were using a special ability from a single season of AL games!" isn't a very helpful suggestion.
    If it's not relevant to you then feel free to ignore it. I don't understand you complaining because I dared talk about something not relevant to your choices of how to play the game.
    Last edited by col_impact; 2020-04-01 at 02:07 AM.

  28. - Top - End - #58
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    Default Re: The Essence of the MCU in D&D

    Stats for Black Widow (rough draft) are up. I felt like Level 14 was appropriate as a power level for her, even though that meant giving up 1 Monk level and 2 Rogue levels that would have been really really nice to have.

    I also edited in stats for my take on the Alter-Self-as-Bruce-Banner version of Hulk. I also took the suggestion to switch him to Zealot rather than Totemic Barbarian. Losing some of the Totem features hurts, but it just seems more angry and more smash-y.
    Last edited by Draz74; 2020-03-30 at 07:54 AM.
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  29. - Top - End - #59
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    Default Re: The Essence of the MCU in D&D

    Thor Odinson

    Base Ability Scores: Str 18, Dex 13, Con 16, Int 11, Wis 16, Cha 18
    Race: Mountain Dwarf
    Background: Prince of Asgard (Position of Privilege, one language, one gaming set, Arcana, Religion)
    Class(es): Battle Master Fighter 5 / Storm Sorcerer 6 / Tempest Cleric 9
    Feats: Squat Nimbleness, Dwarven Fortitude, Durable
    Alignment: NG

    AC: 19 (breastplate +2, cloak of protection)
    HP: 203 (5d10+6d6+9d8+100)
    Speed: 30 ft
    Final Ability Scores: Str 20 (+5), Dex 14 (+2), Con 20 (+5), Int 11 (+0), Wis 16 (+3), Cha 20 (+5)
    Saves: Str +12, Dex +3, Con +12, Int +1, Wis +4, Cha +6
    Skills: Arcana +6, Athletics +11, History +6, Religion +6, Survival +9
    Tools: smith's tools, three-dragon ante set, leatherworker's tools
    Senses: darkvision 60 ft, passive Perception 13
    Languages: Common, Dwarvish, Celestial, Primordial

    Spellcasting (sorcerer): Cha-based; DC 19, attack +11.
    Spellcasting (cleric): Wis-based; DC 17, attack +9.
    Cantrips: (sorcerer) gust, blade ward, shocking grasp, thunderclap, booming blade; (cleric) thaumaturgy, light, resistance, mending
    1st level (4/day): (sorcerer) comprehend languages, earth tremor, false life, shield; (cleric) fog cloud, thunderwave, cause fear, create or destroy water, detect magic [R], protection from evil and good
    2nd level (3/day): (sorcerer) knock; (cleric) gust of wind, shatter, spiritual weapon
    3rd level (3/day): (sorcerer) fly, lightning bolt; (cleric) call lightning, sleet storm, beacon of hope, sending, tongues, water walk [R]
    4th level (3/day): (cleric) control water, ice storm, aura of life
    5th level (2/day): (cleric) destructive wave, insect plague, holy weapon, legend lore
    6th level (1/day)
    7th level (1/day)
    8th level (1/day)

    Combat Superiority (4/short rest):
    • Maneuver - Sweeping Attack: secondary target within reach adjacent to main target takes 1d8 damage of attack's damage type if its AC is not greater than attack roll against main target
    • Maneuver - Pushing Attack: weapon attack hit adds +1d8 damage; Large or smaller target pushed 15 ft (Strength save DC 19 negates)
    • Maneuver - Brace: see Reactions

    Font of Magic (6 sorcery points/long rest):
    • bonus action spend 2 sorcery points to gain 1st-level spell slot
    • bonus action spend 3 sorcery points to gain 2nd-level spell slot
    • bonus action spend 5 sorcery points to gain 3rd-level spell slot
    • bonus action spend 6 sorcery points to gain 4th-level spell slot
    • bonus action spend a spell slot to gain sorcery points equal to its level (can only have 6 points maximum)
    • spend 2 sorcery points to gain advantage on ability check on his turn
    • Metamagic - Careful Spell: 1 sorcery point to allow up to 5 creatures to automatically save against cast spell
    • Metamagic - Empowered Spell: reroll up to 5 of spell's damage dice, must use new rolls; can combine with Careful Spell

    Channel Divinity (2/short rest):
    • Turn/Destroy Undead: action; uses holy symbol; undead within 30 ft that can see or hear are turned for 1 minute (Wisdom save DC 17 negates); undead of CR 1 or lower are destroyed instead
    • Harness Divine Power: bonus action use holy symbol to regain one 1st-level spell slot
    • Destructive Wrath: maximize one instance of thunder or lightning damage roll

    Dwarven Resilience: resist poison damage; advantage on saves against poison
    Stonecunning: expertise on History related to origin of stonework
    Unarmed Fighting Style: deal 1d4 bludgeoning damage with a grapple or whenever hitting creature grappled by him with melee attack
    Second Wind (1/short rest): bonus action regain 1d10+5 hp
    Action Surge (1/short rest): take an additional action on his turn
    Squat Nimbleness: advantage on Athletics checks to escape from grapple
    Tempestuous Magic: fly 10' as bonus action without provoking opportunity attacks immediately before or after spell of 1st level or higher
    Storm Guide: ribbon
    Heart of the Storm: resist lightning & thunder damage; deal 3 lightning or thunder damage to creatures of choice within 10 ft when starting to cast spell of 1st level or higher that deals lightning or thunder damage
    Thunderbolt Strike: on dealing lightning damage to Large or smaller creature, can push it up to 10 ft away from himself
    Blessed Strikes: add 1d8 radiant damage to weapon attack or damaging spell against creature; can't use again until the start of his next turn
    Durable: spending Hit Die to heal always heals at least 10 hp

    Actions:
    • Imbuing Touch: spend 2 sorcery points to make a weapon magical for 1 minute
    • Sorcerous Fortitude: spend X sorcery points to gain Xd4 temporary hp
    • Dwarven Fortitude: take dodge action; spend 1 Hit Die to gain hp as normal
    • Extra Attack (2 total)
    • Dwarven Thrower (melee): +14 to hit, reach 5 ft, 1d8+8 bludgeoning damage.
    • Dwarven Thrower (melee, 2-handed): +14 to hit, reach 5 ft, 1d10+8 bludgeoning damage.
    • Dwarven Thrower (thrown): +14 to hit, range 20/60 ft, 2d8+8 bludgeoning damage; +1d8 damage against giants; immediately flies back to hand.
    • Unarmed Strike: +11 to hit, reach 5 ft, 1d6+5 bludgeoning damage.
    • Unarmed Strike (2-handed): +11 to hit, reach 5 ft, 1d8+5 bludgeoning damage.

    Reactions:
    • Wrath of the Storm (3/long rest): when hit by creature within 5', deal it 2d8 lightning or thunder damage (Dex save DC 17 half)
    • Maneuver - Brace: when seen enemy moves within 5 ft, make weapon attack against that enemy; on hit deals +1d8 damage

    Magic Items:
    • Breastplate +2
    • *Cloak of Protection
    • *Dwarven Thrower
    • *Ruby of the War Mage: attached to Dwarven Thrower; allows using it as arcane focus
    Last edited by Draz74; 2020-03-31 at 03:26 PM.
    You can call me Draz.
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    Also of note:

    I have a number of ongoing projects that I manically jump between to spend my free time ... so don't be surprised when I post a lot about something for a few days, then burn out and abandon it.
    ... yes, I need to be tested for ADHD.

  30. - Top - End - #60
    Firbolg in the Playground
     
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    Join Date
    Aug 2006
    Location
    Utah
    Gender
    Male

    Default Re: The Essence of the MCU in D&D

    Clint Barton

    Base Ability Scores: Str 16, Dex 18, Con 16, Int 13, Wis 18, Cha 10
    Race: Half-Elf
    Background: S.H.I.E.L.D. Agent (Spy Contact, one language, land vehicles, Investigation, Stealth)
    Class(es): Monk 2 / Gloom Stalker Ranger 4 / Arcane Archer Fighter 8
    Feats: Sharpshooter, Prodigy, Elven Accuracy
    Alignment: CG

    AC: 20 (unarmored defense)
    HP: 127 (2d8+12d10+42)
    Speed: 40 ft
    Final Ability Scores: Str 16 (+3), Dex 20 (+5), Con 16 (+3), Int 14 (+2), Wis 20 (+5), Cha 12 (+1)
    Saves: Str +8, Dex +10
    Skills: Acrobatics +10, Arcana +7, Athletics +8, Investigation +7, Medicine +10, Perception +15, Persuasion +11, Sleight of Hand +10, Stealth +10, Survival +10
    Tools: land vehicles, woodcarver's tools, water vehicles
    Senses: darkvision 90 ft, passive Perception 25
    Languages: Common, Elvish, Gnomish, Goblin, Orc, Undercommon, Halfling

    Spellcasting: Wis-based; DC 18, attack +10.
    Cantrips: druidcraft
    1st level (3/day): detect magic, disguise self, ensnaring strike, hail of thorns, snare, speak with animals

    Arcane Shot (2/short rest):
    • Bursting Arrow: after arrow hits, deal 2d6 force damage to target and all creatures within 10'
    • Seeking Arrow: target one creature seen in past minute; arrow can fly around corners etc.; attack automatically deals normal damage +1d6 force damage and you learn target's location (Dexterity save DC 15 halve all damage and don't reveal location)
    • Enfeebling Arrow: after arrow hits, halve target's weapon attack damage until start of Clint's next turn (Constitution save DC 15 negates); attack also adds +2d6 necrotic damage

    Ki (2/short rest):
    • Ki-Fueled Strike: if action used ki, make unarmed strike as bonus action
    • Flurry of Blows: for 1 ki, two unarmed strikes as bonus action after taking Attack action
    • Patient Defense: for 1 ki, dodge as bonus action
    • Step of the Wind: for 1 ki, disengage or dash as bonus action; jump distance doubled that turn

    Fey Ancestry: advantage on saving throws against charmed; can't be put to sleep by magic
    Martial Arts: unarmed/monk weapon damage 1d4, Dexterity-based; bonus action unarmed strike after taking Attack action
    Favored Enemy: advantage on Wisdom (Survival) checks to track humans and goblins, and Intelligence checks to recall information about them
    Second Wind (1/short rest): bonus action regain 1d10+8 hp
    Action Surge (1/short rest): take an additional action on his turn
    Sharpshooter: weapon attack rolls ignore disadvantage for long range, half- and three-quarters-cover; before attack with proficient ranged weapon, accept -5 attack penalty to deal +10 damage
    Magic Arrow: arrows from shortbow or longbow attacks can always be considered magical
    Curving Shot: when magic arrow attack misses, bonus action reroll attack against new target within 60' of primary target
    Blind Fighting Style: ignore disadvantage on attacks for not being able to see target
    Dread Ambusher: first round of combat: +10' walking speed; attack action adds one weapon attack, which deals +1d8 damage of the weapon's type on a hit
    Umbral Sight: invisibility to darkvision

    Actions:
    • Quickened Healing: spend 2 ki to heal 1d4 hp
    • Extra Attack (2 total)
    • Unarmed Strike: +10 to hit, reach 5 ft, 1d4+5 bludgeoning damage.
    • Longbow: +13 to hit, range 150/600 ft, 1d8+6 piercing damage.
    • Shortbow: +12 to hit, range 80/320 ft, 1d6+5 piercing damage.
    • Hand Crossbow: +12 to hit, range 30/120 ft, 1d6+5 piercing damage, loading.
    • Shortsword: +10 to hit, reach 5 ft, 1d6+5 piercing damage.

    Magic Items:
    • Longbow +1
    • Quiver of Ehlonna: holds 60 arrows/bolts, 18 javelins, 6 bows; weighs 2 lb.
    Last edited by Draz74; 2020-03-30 at 01:59 PM.
    You can call me Draz.
    Trophies:
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    Also of note:

    I have a number of ongoing projects that I manically jump between to spend my free time ... so don't be surprised when I post a lot about something for a few days, then burn out and abandon it.
    ... yes, I need to be tested for ADHD.

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