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Xmen as D&D Characters
\pagebreakNum # X-Men Character Builds
Play your favorite Marvel comic book characters the X-Men with these quick 3rd-level builds. These characters are good for people new to D&D because they can choose characters that they resonate with, without having to make a lot of decisions. Each build uses the point buy for ability scores and lists recommended decisions for features selections through 3rd level. These make great ally characters or fun NPCs in a superhero one-shot adventure. Each player also has an uncommon magical item appropriate to their character. These will feel like brand new heroes just exploring their powers. The the Avengers and X-men we see in moves are like 20th level (or God-tier). But playing new characters is fun, too! | Character | D&D Interpretation
[team role] | Notable Strengths and Weaknesses | Playability/ Tips | |:--:|:--:|:-|:-| | Wolverine | **Beast Barbarian**
[beat down/tank] | + lots of HP, temp HP, and recovery
+ extra claw attack each turn
- low mental stats | **Easy: good for new players**
* in fights, first rage, then shift next turn, if necessary
* tank for the team
* use short rests to spend hit dice for 2x healing and recovering shifting| | Jean Grey | **Aberrant Mind Sorcerer**
[utility/controller] | + really good spells for heists
+ coordinate the team telepathically
+ telekinetically move allies out of danger
- low HP | **Medium: okay for new or experienced**
*stay out of melee!
* use quickened spell metamagic for *blade ward* or to cast a spell and dodge to save your skin
* use crossbow, *mind sliver* or *dissonant whispers* for damage
* spend sorcery points to recover spell slots
* short rest and spend a hit die to recover HP and your sorcery points from your bloodwell vial | | Cyclops | **Lunar Sorcerer**
[blaster] | + lots of ways to deal damage
+ long range
- low HP | **Medium: okay for new or experienced**
* blast away
* stay out of melee combat
* trade sorcery points for more spells, or twin spells to hit two targets
* use your pep talk feature to boost 6 people's HP (can include you)
* short rest and spend a hit die to recover HP and your sorcery points from your bloodwell vial | | Gambit | **Soul Knife Rogue**
[nimble beat down] | + lots of combat options
+ deal sneak attack damage
+ use pyschic powers to persuade
+ amazing skills
- low Strength and Intelligence | **Med: okay for new or experienced players**
* take the lead in social interactions
* attack enemies near allies for sneak attack damage
* throw two charged cards every round
* or cast *shillelagh* and whack for variety
* spend psionic dice to boost skill checks
* use *charm person* to really convince people
* in a group of many enemies cast *thunderclap* or *thunderwave* | | Mystique | **Mastermind Rogue**
[face/utility] | + act as point on heists and infiltrations
+ change appearance, clothing, and voice at will
+ tons of skills, tools, and languages
+ super helpful to allies in combat
+ decent damage with sneak attack
- not a lot of combat variety | **Easy: okay for new players**
* impersonate enemies' allies to surprise or get past them
* deal sneak attack damage by attacking enemies near allies
* hide for adv. and sneak attack
* use bonus action to help allies to give them adv.
\pagebreakNum
| Character | D&D Interpretation
[team role] | Notable Strengths and Weaknesses | Playability/ Tips | |:--:|:--:|:--|:-| | Nightcrawler| **Echo Knight Fighter**
[striker/ inflitrator] | + tons of battlefield versatility
+ lots of attacks (from multiple locations)
+ can get past obstacles cleverly
- looks like a devil | **Medium/Challenging: running two characters at once**
* manifest your echo immediately
* use your echo to trigger attacks of opportunity
* swap with your echo to get past obstacles or out of trouble
* action surge and unleash incarnation for lots of attacks (especially when you have advantage to attack) | | Storm | **Storm Sorcerer**
[controller] | + storm powers
+ useful spells
+ tons of flavor
- low HP | **Medium/Challenging: low HP, handle spell slots and sorcery points**
* stay out of melee
* attack from range
* use sorcery points to regenerate spell slots
* take a short rest to regenerate sorcery points
* use area of effect spells to thwart large groups of enemies | | Jubilee | **Wild Magic Sorcerer**
[blaster] | + random fireworks effects (for better or worse)
+immune to mind control
+ colorful magic
- very low AC | **Medium/Challenging: glass cannon**
* never, never get in melee combat
* use cover, go prone, hide
* wild magic happens when you use your maximum spell slot, upcast spells, or use sorcery points.
* cast *blindness/deafness* on the big bad and use heightened spell metamagic to impose disadvantage on the save—your team will thank you |
\pagebreakNum ## Wolverine The quintessential bad boy of the X-men with claws that emerge when he enters a rage, Wolverine is arguably the inspiration for the 5e Barbarian Path of the Beast subclass. The build also attempts to capture his other superpower of fast healing, though we miss out of his keen sense of smell. Admittedly we are skimping on Intelligence, Wisdom, and Charisma, leaving this playable character inferior to the actual Wolverine's cunning and flair—just spend inspiration to boost those rolls when necessary. For his uncommon magic item, we give him Periapt of Healing, to enhance his healing factor. Between the shifting temp HP and Periapt of Healing, Wolverine gains 2d6 temp HP and +1 AC when he shifts to use his claws, and 2x(1d12+3) HP when spending a hit dice. ### Character build **Race:** Shifter **Class:** Barbarian **Background:** Soldier **Alignment:** Chaotic Neutral #### Ability levels (point buy) * **Strength:** (7 pts) 8 + 7 + *2* = 16 * **Dexterity:** (4 pts) 8 + 7 = 14 * **Constitution:** (9 pts) 8 + 7 + *1* = 16 * **Intelligence:** (0 pts) 8 * **Wisdom:** (9 pts) 8 + 4 + *1* = 12 * **Charisma:** (0 pts) 8 + Total: 27 pts. #### 1st level * **Shifting:** Beasthide (Werebear) * **Rage, Unarmored defense** #### 2nd level * **Danger Sense, Reckless Attack** #### 3rd level * **Path of the Beast:** bestial claws ### Notes * Note that Raging and Shifting are separate bonus actions. Ideally shifting for temp HP is roleplayed as fast healing. * To beef up the dump stats, choose Human instead of Shifter, or give him Gauntlets of Ogre Power and spend the Str points on the dump stats (we do this for the Avengers Spiderman, Hulk, Thor, and Ironman). * To actually heal in combat choose bugbear (for claws and reach) and fighter class (for second wind). * For more "sniffer" flavor, choose Wildhunt instead of Beasthide. * Take the Tough feat at some point \columnbreak ___ > ## Wolverine >##### 3rd level Path of the Beast Barbarian >*Shifter, Chaotic Neutral* > ___ > - **Armor Class** 15 (10 + Con + Dex), 16 while shifted > - **Hit Points** 35 (3d12 hit dice) > - **Speed** 30 ft. > - **Initiative:** +1 > - **Proficiency bonus:** +2 >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|16 (+3) | 14 (+2) | 16 (+3) | 8 (-1) | 12 (+1) | 8 (-1)| >___ > #### Features > **Senses** Darkvision to 60 ft., Passive Perception: 14 > **Languages** Common, Dwarvish > **Saving throws** Str +5, Con +5 (adv. on Dex saves) > **Skills** Acrobatics, Athletics, Intimidation Perception, Survival > **Proficiencies** light/medium armor, shields, simple weapons, martial weapons, playing cards > ___ > #### Actions > ***Claws*** +5 to hit 1d6+3(5 while raging) slashing (2 attacks for 1st attack action) > ***Greatsword*** +5 to hit 2d6+3(5) slashing (in case run out of shift actions) > ***Javelin*** (qty 4) (30/120) +5 to hit 1d6+3 piercing > ***Hand Axe*** (qty 2)(20/60) +5 to hit 1d6+3(5) slashing >___ > #### Bonus Actions > ***Rage*** 2/day, +2 melee dmg, adv. on Str checks, resistance to bludgeoning, piercing, and slashing damage for 1 minute > ***Beasthide Shifting*** (1/rest) 2d6 temp HP, +1 AC > ___ > **Equipment** *Periapt of Healing* (double HP recovered from hit dice), explorer's pack, playing cards, money pouch, dog tags, 2 hand axes, 4 javelins, greatsword \pagebreakNum ## Jean Grey Telepathic, telekinetic, good-looking, a doctor, and the object of both Wolverine and Cylcop's affections—what's not to envy? Oh, did I mention she is barely in control of her dark powers? As a D&D character Jean Grey is a powerful aberrant mind sorcerer haunted by her own power drawn from the Far Realm. ## Character build **Race:** Variant Human (Telekinetic feat) **Class:** Aberrant Mind Sorcerer **Background:** Haunted One **Alignment:** True Neutral ##### Ability levels (point buy): * **Strength:** (0 pts) 8 * **Dexterity:** (7 pts) 8 + 6 = 14 * **Constitution:** (5 pts) 8 + 5 + *1* = 14 * **Intelligence:** (4 pts) 8 + 4 = 12 * **Wisdom:** (4 pts) 8 + 4 = 12 * **Charisma:** (7 pts) 8 + 6 + *1* + *1* (Telekinetic feat) = 16 Total: 27 pts. #### 1st level **Telekinetic feat:** With the variant human race you pick an extra skill and the telekinetic feat for a +1 to Cha. Applying your two +1 bonuses to Con and Cha you start with decent Dex, Con at 14, and 16 in your primary casting ability Casting ability, with respectable Int and Wis and Str as a dump stat. The telekinetic feat gives you the uber-useful *mage hand* cantrip and bonus action telekinetic shove to move your friends or enemies out of reach. **Aberrant Mind:** You pick up powers from the Far Realm and three awesome psychic spells: Mind Sliver, Arms of Hadar, and Dissonant Whispers, plus the ridiculously useful Telepathic Speech feature. **Spells** Choose cantrips that reflect your psychic and telekinetic powers: *blade ward*, *message*, *minor illusion*, *thunderclap*, and 1st level spells: *mage armor* and *sleep*. #### 2nd level Pick up your Font of Magic sorcery points and another top-tier spell: *shield*. #### 3rd level Get two great flavor and utility spells *calm emotions* and *detect thoughts* from aberrant mind and choose *suggestion*. Pick any two metamagics. Here we choose Quickened Spell (for *blade ward* or dodge to save your skin) and still cast a spell, and Subtle Spell, to make you the ultimate operative. #### Bloodwell Vial (+1) *wondrous item, uncommon* It's the best uncommon magic item for a sorcerer and really you are just that powerful anyway. Add +1 to your spell attack and DC and recover sorcery points when you spend a hit dice to recover HP (recover your level sorcery points up to 5 max). \columnbreak ___ > ## Jean Grey >##### 3rd level Aberrant Mind Sorcerer >*Variant Human (True Neutral)* > ___ > - **Armor Class** 12 (10 + dex) or 15 (mage armor) > - **Hit Points** 20 (3d6 hit dice) > - **Speed** 30 ft. > - **Initiative** +2 , **Proficiency** +2 >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|8 (-1)| 14 (+2) | 14 (+2) | 12 (+1) | 12 (+1) | 16 (+3)| >___ > #### Features > **Senses** Passive Perception: 11 > **Languages** Common, Elvish, Draconic, Deep Speech > **Saving throws** Con, Cha > **Skills** Arcana, Investigation, Medicine, Insight, Persuasion > **Proficiencies** simple weapons > **Font of Magic** 3 sorcery pts (recover sorc lvl pts up to 5 when spend hit die for HP on short rest 1/day) > **Metamagic:** (2 pts) quickened spell, (1 pt) subtle spell > ___ > #### Actions > ***Light Crossbow*** (80/320) +4 to hit, 1d8+2 piercing > ***Mind Sliver*** DC 14 Int save vs. 1d6 psychic damage and -1d4 to next save before end of your next turn > ___ > #### Bonus Actions > **Sorcery Points** trade sorcery points and spell slots > **Telekinetic Shove** DC 14 Str save vs. 5 ft movement > **Telepathic Speech** bond minds with a creature within 30 ft. to communicate telepathically both ways for up to Cha mod miles, for sorcerer level minutes > **Quickened Spell** Spend 2 sorcery points to cast a spell as a bonus action. If you cast a leveled spell as an action or bonus action, you can cast a cantrip as the other action type. > ___ > #### Spellcasting > Charisma (+1 bloodwell vial) +6 to attack, DC 14 > **Cantrips** (at-will): *blade ward, mage hand, message, mind sliver, minor illusion, thunderclap* > **1st level** (4/day) *arms of Hadar, dissonant whispers, mage armor, shield, sleep* > **2nd level** (2/day) *calm emotions, detect thoughts, suggestion* >___ > **Equipment:** dagger, light crossbow and 20 bolts, common clothes, monster hunter's pack, trinket, pouch, *+1 bloodwell vial* \pagebreakNum ## Cyclops The team leader, Cyclops is a true American hero. With his sweet ruby-colored visor, blaster powers and charisma, he makes an easy choice for a D&D sorcerer. ## Character build **Race:** Variant Human (Inspiring Leader feat) **Class:** Lunar Sorcerer **Background:** Faction Agent **Alignment:** Lawful Good ##### Ability levels (point buy): * **Strength:** (2 pts) 8 +2 = 10 * **Dexterity:** (7 pts) 8 + 6 = 14 * **Constitution:** (5 pts) 8 + 5 + *1* = 14 * **Intelligence:** (2 pts) 8 + 2 = 10 * **Wisdom:** (2 pts) 8 + 2 = 10 * **Charisma:** (9 pts) 8 + 7 + *1* = 16 Total: 27 pts. #### 1st level **Inspiring Leader feat:** With the variant human race you pick an extra skill and the Inspiring Leader feat for a +1 to Cha and Con. All DMs will let you do a 1 minute speech for the temp HP instead of 10 minutes. No pep talk is that long. This is A LOT of HP and your team will thank you. **Lunar Sorcery:** It's the only one that is related to light, so we'll take it. You get a few extra spells, and you can change from the normal Full Moon mode with *shield* (blast incoming attacks) and *lesser restoration* (cauterizing ray?) to New Moon mode for *ray of sickness* (useless) and *blindness/deafness* (when someone looks directly at your beam). Crescent Moon mode with *color spray* (meh) and *alter self* is available when you need to breathe underwater or go incognito. (Good luck connecting that to your eye beams.) You also get *sacred flame* to nail people behind cover. **Spells** Choose cantrips that reflect your eye beam/blasting powers that do fire, radiant, or force damage: *fire bolt*, *create bonfire*, *dancing lights*, *sword burst*, and 1st level spells: *chromatic orb* (narrow beam) and *burning hands* (wide beam). #### 2nd level Pick up your Font of Magic sorcery points and *absorb elements* to survive dragon breath weapon attacks. (You probably don't absorb it. You just blast whatever is incoming.) #### 3rd level Get *lesser restoration* (warm, soothing rays) form Full Moon mode and choose *scorching ray*, of course. Or choose *dragon's breath* if your DM sends hordes at you. Pick any two metamagics. Here we choose Empowered Spell (for flavor), and Twinned Spell, for blasting multiple targets. #### Bloodwell Vial (+1) *wondrous item, uncommon* It's the best uncommon magic item for a sorcerer and really you are just that powerful anyway. Add +1 to your spell attack and DC and recover sorcery points when you spend a hit dice to recover HP (recover your level sorcery points up to 5 max). \columnbreak ___ > ## Cyclops >##### 3rd level Lunar Sorcerer >*Variant Human (Lawful Good)* > ___ > - **Armor Class** 12 (10 + dex) or 15 (mage armor) > - **Hit Points** 20 (3d6 hit dice) > - **Speed** 30 ft. > - **Initiative** +2 , **Proficiency** +2 >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|10 (0)| 14 (+2) | 14 (+2) | 10 (0) | 10 (0) | 16 (+3)| >___ > #### Features > **Senses** Passive Perception: 10 > **Languages** Common, Dwarvish > **Saving throws** Con, Cha > **Skills** Arcana, Athletics, Insight, Intimidation, Persuasion > **Proficiencies** simple weapons > **Inspiring Leader** grant your team your lvl+Cha temp HP with a speech (1/rest) > **Font of Magic** 3 sorcery pts (recover sorc lvl pts up to 5 when spend hit die for HP on short rest 1/day) > **Metamagic:** (2 pts) twinned spell, (1 pt) empowered spell (reroll any damage dice) > ___ > #### Actions > ***Light Crossbow*** (80/320) +4 to hit, 1d8+2 piercing > ***Fire bolt*** (120 ft) +6 to hit, 1d10 fire damage > ***Create Bonfire*** 5 ft square DC14 Dex save vs. 1d8 fire damage > ***Sacred Flame*** (60 ft) DC 14 Dex save vs. 1d10 radiant damage (even behind cover) > ***Sword Burst*** 5ft radius DC 14 Dex save vs. 1d6 force damage > ___ > #### Bonus Actions > **Sorcery Points** trade sorcery points and spell slots > ___ > #### Spellcasting > Cha (+1 bloodwell vial) +6 to attack, DC 14 > **Cantrips** (at-will): *create bonfire, dancing lights fire bolt, sacred flame, sword burst* > **1st level** (4/day) *absorb elements, burning hands, chromatic orb, shield* > **2nd level** (2/day) *lesser restoration, scorching ray* >___ > **Equipment:** dagger, light crossbow and 20 bolts, common clothes, explorer's pack, trinket, pouch, *+1 bloodwell vial* \pagebreakNum ## Gambit Okay, so we are going to have to bend a few rules to make Gambit who charges up his quarterstaff and thrown playing cards with kinetic energy, and uses minor psychic powers to influence people with his voice. Any DM would approve all of the minor changes we are making for flavor. ### Character build **Race:** Variant Human (Mobile feat) **Class:** Soul Knife Rogue **Background:** Gambler **Alignment:** Lawful good #### Ability levels (point buy): * **Strength:** (0 pts) 8 * **Dexterity:** (9 pts) 8 + 6 + *1* = 16 * **Constitution:** (7 pts) 8 + 6 = 14 * **Intelligence:** (0 pts) 8 * **Wisdom:** (2 pts) 8 + 2 = 10 * **Charisma:** (9 pts) 8 + 7 + *1* = 16 Total: 27 pts. #### 1st level **Magic Initiate Feat: Druid** First rule to bend, we are going to cast the druid cantrip *shillelagh* using Charisma instead of Wisdom, so we can whack with the quarterstaff without having to use Strength. (We need Charisma for our rogue skills! And anyway Wisdom is more powerful because magic saves are better.) Then we will pick up *thunderclap* for AoE cantrip damage (slam staff down), and *thunderwave* (slam staff down really hard). #### 3rd level Choose soulknife roguish archetype, but change the damage type of the psychic blades to force (third rule we are bending), and call them "charged cards". Also, exchange the telepathic Psychic Whispers feature for 1/day use of *charm person*, since Gambit has that ability, but can't do telepathic communication. #### +1 Quarterstaff You know you deserve it, you ravishing rogue, you. \columnbreak ___ > ## Gambit >##### 3rd level Soulknife Rogue >*Variant Human, Chaotic Good* > ___ > - **Armor Class** 15 (studded leather + Dex) > - **Hit Points** 34 (3d10 hit dice) > - **Speed** 30 ft. > - **Initiative** +3 > - **Proficiency** +2 >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >| 8 (-1)| 16 (+3) | 14 (+2) | 8 (-1) | 10 (0) | 16 (+3)| >___ > #### Features > **Senses** Passive Perception: 10 > **Languages** Common, Goblin, Thieves' Cant > **Saving throws:** Dex, Int > **Skills** Acrobatics (expertise), Athletics (expertise), Deception, Insight, Persuasion, Sleight of Hand, Stealth > **Proficiencies** light armor, simple weapons, shortswords, rapiers, hand crossbows, thieves' tools > **Sneak Attack** +2d6 damage 1/turn when attacking with adv. or when ally is within 5 ft. of target > **Psi-Bolstered Knack** (2 x prof. bonus d6's/day, +1/short rest) If fail an ability check your are proficient in, you can add a Kinetic Energy die roll. Expend the die if you pass. (1st daily use free) > ___ > #### Actions > ***Quarterstaff*** (shillelagh) +6 to hit, 1d8+4 bludgeoning (magical) (+2d6 sneak attack) > ***Charged Card*** +5 to hit (finesse or thrown 60) 1d6+3 force (+2d6 sneak attack) > ***Cast spell*** *thunderclap* (at-will) 5ft radius, DC 13 Con save vs. 1d6 thunder damage or *thunderwave* (1/day) 15 cube around you, 2d8 thunder and 10 ft. push. Half damage and not pushed on DC13 save, or *charm person* 1/day DC 13 Wis save. >___ > #### Bonus Actions > ***Cast *shillelagh**** (1 min) > ***Charged Card*** +5 to hit, 1d4+3 force (if used charged card attack action and have 2nd free hand) > ***Cunning Action*** dash, disengage, or hide as a bonus action > ***Steady Aim*** adv. on ranged attack if you don't move this turn >___ > **Equipment** thieves' tools, burglar's pack, fine clothes, pouch, *+1 quarterstaff* \pagebreakNum ## Mystique The shapeshifter Mystique is one of the easier superheroes/supervillains to create, thanks to Eberron's changling race and the voice-mimicking Mastermind roguish archetype. ### Character build **Race:** Changeling **Class:** Mastermind Rogue **Background:** Urchin **Alignment:** Lawful Evil (Lawful Neutral early on) ##### Ability levels (point buy): * **Strength:** (4 pts) 8 + 4 = 12 * **Dexterity:** (7 pts) 8 + 6 + *2* = 16 * **Constitution:** (5 pts) 8 + 5 + *1* = 14 * **Intelligence:** (2 pts) 8 + 2 = 10 * **Wisdom:** (2 pts) 8 + 2 = 10 * **Charisma:** (7 pts) 8 + 6 = 14 Total: 27 pts. #### 1st level **Changling** Pick up a language and two skills. You start with four languages known, including Thieves' Cant, and six skills—two with expertise, and thieves' tools. #### 3rd level **Mastermind Roguish Archetype** pick up two more languages good high-society and the darker places like Draconic and Elvish. Master of Tactics is perfect for being an accessory to a crime and operating from the shadows with the ability to help from 30 feet away—and as a bonus action. You can help two people per turn (action and bonus action). You also pick up Mystique's ability to mimic voice perfectly, plus disguise kit, and forgery kit. Top it off with a hat of disguise and your costume can match your appearance (necessary in D&D mechanics). #### Shiftweave (common) Though Mystique can change her clothing as well as her appearance, in D&D those are separate. So this character will use a magic *shiftweave* for the clothing part, which can store 5 different outfits. It works as a bonus action so you can change both your changeling appearance and clothing in one turn. (It's a common magic item. You can buy multiple of these.) #### Barrier Tattoo (uncommon) For Mystique's natural defenses we use the 5e magic item Barrier Tattoo that gives her decent AC without the need to wear armor. \columnbreak ___ > ## Mystique >##### 3rd level Mastermind Rogue >*Changeling, Lawful Evil* > ___ > - **Armor Class** 15 (barrier tattoo + Dex) > - **Hit Points** 24 (3d8 hit dice) > - **Speed** 30 ft. > - **Initiative** +3 > - **Proficiency** +2 >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|12 (+1)| 16 (+3) | 14 (+2) | 10 (0) | 10 (0) | 14 (+2)| >___ > #### Features > **Senses** passive perception: 10 > **Languages** Common, Elvish, Draconic, Orc, Thieves' Cant > **Saving throws** Dex, Int > **Skills** Acrobatics, Athletics (expertise), Deception (expertise), Intimidation, Sleight of Hand, Stealth > **Proficiencies** simple weapons, hand crossbows, shortswords, rapiers, light armor, disguise kit, forgery kit > **Changeling** alter voice and appearance as an action > **Sneak Attack** +2d6 damage 1/turn when attacking with adv. or when ally is within 5 ft. of target > **Master of Intrigue** you can mimic any creature by listening for 1 minute, or sound like a native if you speak the language > ___ > #### Actions > ***Rapier*** +5 to hit 1d8+3 slashing > ***Hand Crossbow*** (30/120) +5 to hit 16+3 piercing > ***Dagger*** (20/60) +5 to hit, 1d4+3 piercing >___ >#### Bonus Actions > ***Cunning Action*** dash, disengage, or hide as a bonus action > ***Steady Aim*** adv. on ranged attack if you don't move this turn > ***Master of Tactics*** take help action as a bonus action (can help from 30 ft. away) > ***Shiftweave*** Speak a command word to shift between 5 different outfits > ___ > **Equipment** thieves' tools, disguise kit, forgery kit, burglar's pack, fine clothes, pouch, hand crossbow, dagger, rapier, *hat of disguise* (change clothing as an action), *barrier tattoo* (uncommon) \pagebreakNum ## Nightcrawler Finally, a challenge. Of course the famous teleporting devil nightcrawler is a tiefling. And while the echo knight's abilities are not os overpowered awesome as Nightcrawler's they are a pleasant and fun-to-play approximation. (The alternative would be choosing wild magic barbarian and begging the DM to let you use teleport each time you rage. But that doesn't fit Nightcrawler's persona.) ### Character build **Race:** Tiefling (Zariel lineage) **Class:** Echo Knight Fighter **Background:** Custom **Alignment:** Lawful Good ##### Ability levels (point buy): * **Strength:** (2 pts) 8 + 2 = 10 * **Dexterity:** (7 pts) 8 + 6 + *2* = 16 * **Constitution:** (5 pts) 8 + 5 + *1* = 14 * **Intelligence:** (4 pts) 8 + 4 = 12 * **Wisdom:** (5 pts) 8 + 5 = 13 * **Charisma:** (4 pts) 8 + 4 = 12 Total: 27 pts. #### 1st level Choose your free language (Infernal) and class skills: Acrobatics and Athletics. Choose dueling fighting style. Nightcrawler is a famously fabulous fencer. Pick up second wind. Choose the custom background for one language (Celestial), one tool (woodcarver's tools for making prayer beads, crosses or other religious icons), and two more of Nightcrawler's iconic skills: Religion and Stealth. From Zariel's lineage you gain the cantrip *thaumaturgy* to conjure that quintessential smell of brimstone and searing *smite*. #### 2nd level Gain action surge. #### 3rd level **Martial Archetype:** Echo Knight So basically the idea is the "echo" is just you teleporting around. Got it? There isn't really an echo there. And anyway, the echo mechanics are so buggy and weird tehis is the only way it makes sense anyway. (If you want not totally broken teleport option, consider the Wink feature of the Edar race in the [Dark Tower Ascent](https://www.gmbinder.com/share/-NMkbl0WF_YW_qN-dAwR) campaign.) #### +1 Rapier This uncommon magical weapon is an heirloom piece. \columnbreak ___ > ## Nightcrawler >##### 3rd level Echo Knight Fighter >*Tiefling (Zariel lineage), Lawful Good* > ___ > - **Armor Class** 15 (studded leather + Dex) > - **Hit Points** 24 (3d8 hit dice) > - **Speed** 30 ft. > - **Initiative** +3 > - **Proficiency** +2 >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >| 10 (0)| 16 (+3) | 14 (+2) | 12 (+1) | 13 (+1) | 12 (+1)| >___ > #### Features > **Senses** Darkvision, Passive Perception: 11 > **Languages** Common, Celestial, Infernal > **Saving throws** Str, Con > **Skills** Acrobatics, Athletics, Religion, Stealth > **Resistances** fire > **Proficiencies** simple weapons, martial weapons, all armor, shields, woodcarver's tools > **Action Surge** extra action phase this turn (regain use with rest) > **Dueling Fighting Style** +2 to weapon damage when using a weapon in one hand and no weapon in the other > **Manifest Echo** As a bonus action you manifest an echo (teleport basically). Echo has AC 16 (14+prof) and disappears if it takes any damage. It uses your saving throws. You can move it 30 feet in any direction on your turn, and it disappears if >30 ft. away at end of your turn. > **Unleash Incarnation** Con mod times per day you can take an extra melee attack from echo's position when you take the attack action. > ___ > #### Actions > ***+1 Rapier*** +6 to hit, 1d8+4 piercing (magical) > ***Long bow*** +5 to hit, (150/600) 1d8+3 piercing (20 arrows) > ***Cast spell*** (at-will) *thaumaturgy*, (1/day) *searing smite* > ___ > #### Bonus actions > ***Second Wind*** recover 1d10 + fighter level HP (regain use with rest) > ***Manifest Echo*** within 15 ft. > ***Swap with Echo*** (uses 15 ft. movement regardless of distance) > ___ > **Equipment:** explorer's pack, pouch, crossbow 20 bolts, long bow 20 arrows, +1 rapier \pagebreakNum ## Storm The African queen of weather, Storm is certainly the archetype from which the D&D storm sorcery subclass was drawn (like the way the sorcerer flies up when they start using magic). This one is easy. We use the traditional human race because sorcerers are very multiple ability score dependent (MAD) and ability score bonuses are desperately needed everywhere. If you have a kind DM, get them to let you add this little change to the *dust devil* spell and choose it at 2nd level: "Any creature that ends its turn within 5 feet of the dust devil **or has the dust devil move through its space** must make a strength saving throw..." Then you can use the dust devil like Storm does to push enemies around the battle field. And choose the [intensified spell](https://www.gmbinder.com/share/-NjQsUCvTW6wFK4NPrag) homebrew metamagic to make the dust devil grow stronger each round. And choose the Otherwise, choose *gust of wind*. ### Character build **Race:** Human **Class:** Sorcerer **Background:** Tribe Member **Alignment:** Chaotic good ##### Ability levels (point buy): * **Strength:** (0 pts) 8 + *1* = 9 * **Dexterity:** (9 pts) 8 + 7 + *1* = 16 * **Constitution:** (5 pts) 8 + 5 + *1* = 14 * **Intelligence:** (1 pts) 8 + 1 + *1* = 10 * **Wisdom:** (3 pts) 8 + 3 + *1* = 12 * **Charisma:** (9 pts) 8 + 7 + *1* = 16 Total: 27 pts. #### 1st level For **Sorcerous origin** choose storm sorcery. 'Nuff said. Use the Uthgardt Tribe Member background as a template for whatever trive you want. Choose a primitive-sounding language like Giant, or maybe Orc. #### 3rd level **Metamagic:** empowered spell, twinned spell #### Bloodwell Vial (+1) *wondrous item, uncommon* It's the best uncommon magic item for a sorcerer and really you are just that powerful anyway. Add +1 to your spell attack and DC and recover sorcery points when you spend a hit dice to recover HP (recover your level sorcery points up to 5 max). \columnbreak ___ > ## Storm >##### 3rd level Storm Sorcerer >*Human, Chaotic Good* > ___ > - **Armor Class** 13 (10 + dex) > - **Hit Points** 20 (3d6 hit dice) > - **Speed** 30 ft. > - **Initiative** +3, **Proficiency** +2 >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >| 9 (-1)| 16 (+3) | 14 (+2) | 10 (0) | 12 (+1) | 16 (+3)| >___ > #### Features > **Senses** Passive Perception: 11 > **Languages** Common, Giant, Primordial > **Saving throws** Con, Cha > **Skills** Athletics, Insight, Intimidation, Survival > **Proficiencies** simple weapons > **Font of Magic:** 3 sorcery points to buy spell slots or use metamagic > **Metamagic:** **Empowered Spell** (1 pt) re-roll any of you spell damage dice **Twinned Spell** (2 pts.) to target two creatures instead of one (range not self) > ___ > #### Actions > ***Dagger*** +4 to hit 1d4+2 slashing > ***Cast Spell*** +6 to attack, DC 14 > ___ > #### Bonus Actions > ***Tempestuous Magic*** fly up to 10 feet without provoking opportunity attacks when you cast a leveled spell > ***Font of Magic*** convert sorcery points and spell slots > ___ > #### Spellcasting > **Cantrips** (at-will): *gust, ray of frost, shocking grasp, thunderclap* > **1st level**: *chromatic orb* (lightning, thunder, or cold), *thunderwave*, *fog cloud* > **2nd level**: *gust of wind* >___ > **Equipment:** *common clothes, explorer's pack, belt pouch, dagger, arcane focus crystal* \pagebreakNum ## Beast The X-men's furry genius scientist Beast is basically good at everything. So we had to cheat and use the gauntlets of ogre power to pump up his strength and use the point buy system to jack up all the rest of his stats. Granted, his Con is not super high, but he gets lots of temp HP from Fighting Spirit. Make sure to action surge on the turn you use Fighting Spirit. ### Character build **Race:** Leonin (just ignore the mane) **Class:** Samurai Fighter (the noble savage) **Background:** Izzet Engineer **Alignment:** Chaotic Good ##### Ability levels (point buy): * **Strength:** (0 pts) 8 * **Dexterity:** (5 pts) 8 + 5 + *1* = 14 * **Constitution:** (7 pts) 8 + 6 = 14 * **Intelligence:** (7 pts) 8 + 6 + *2* = 16 * **Wisdom:** (4 pts) 8 + 4 = 12 * **Charisma:** (4 pts) 8 + 4 = 12 Total: 27 pts. #### 1st level **Fighting Style** Choose unarmed fighting. Beast is going to clobber with his claws for d8+4 slashing damage. Beast also can deal 1d4+4 bludgeoning damage to a creature he's grappling for free at the start of his turn—no attack action necessary. (That's one cozy nuggy.) **Healing factor** Beast's accelerated healing manifests in the fighter's second wind feature. #### 2nd level **Action Surge** Use it. Love it. Take short rests to recharge this and second wind. #### 3rd level **Martial Archetype:** Samurai Ignore the Asian flair. Focus on the noble savage warrior piece of it. When you use your fighting spirit and gain temp HP, that's more of Beast's healing factor kicking in. Or perhaps this is beast shifting from his human form to the bad blue monster. For your skill pick either Persuasion or History. Beast has been involved in politics. ___ > ## Beast >##### 3rd level Samurai Fighter >*Leonin, Chaotic Good* > ___ > - **Armor Class** 16 (breastplate + Dex) > - **Hit Points** 28 (3d10 hit dice) > - **Speed** 30 ft. > - **Initiative** +2 > - **Proficiency** +2 >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|19 (+3) | 14 (+2) | 14 (+2) | 16 (+3) | 12 (+1) | 12 (+1)| >___ > #### Features > **Senses** Darkvision, Passive Perception: 13 > **Languages** Common, Draconic > **Saving throws** Str, Con > **Skills** Acrobatics, Athletics, Arcana, Investigation, Perception, Persuasion > **Proficiencies** all weapons, all armor, shields, tinker's tools > **Action Surge** extra action phase this turn (regain with rest) > **Unarmed Fighting Style** Claws deal d6+Str slashing or d8 +Str slashing if you have no weapons in hand. You can deal d4+Str damage to a creature you have grappled at the start of your turn. >___ > #### Actions > ***Unarmed Strike*** +6 to hit 1d8+4 slashing with claws and no weapons in hand (otherwise d6) > ***Heavy Crossbow*** +6 to hit 1d10+4 piercing (100/400) > ***Great Axe*** +5 to hit 1d2+4 slashing > #### Bonus actions > ***Second Wind*** recover fighter level + 1d10 HP (regain with rest) > ***Fighting Spirit*** gain 5 temp HP and advantage on attack rolls under the end of this turn (3/day) >___ > **Equipment:** common clothes, explorer's pack, breastplate, heavy crossbow and 20 bolts, great ax, tinker's tools, *gauntlets of ogre power* (19 Strength) \pagebreakNum ## Jubilee One of the second tier of X-men, Jubilee is actually a pretty fun character to play. We are capturing her immigrant heritage with the half-elf race and her difficult-to-control fireworks powers with the wild magic sorcerer subclass. Of course, we'll be providing a custom wild magic surge table tailored to her fireworks powers. ### Character build **Race:** Half Elf **Class:** Wild Magic Sorcerer **Background:** Entertainer **Alignment:** Chaotic Good ##### Ability levels (point buy): * **Strength:** (2 pts) 10 * **Dexterity:** (5 pts) 8 + 5 + *1* = 14 * **Constitution:** (9 pts) 8 + 7 + *1* = 16 * **Intelligence:** (0 pts) 8 * **Wisdom:** (2 pts) 10 * **Charisma:** (7 pts) 8 + 6 + *2* = 16 Total: 27 pts. #### 1st Level Pick up 2 skills from Half-Elf and Darkvision. **Wild Magic Sorcerous Origin** Controlling fireworks magic is fundamentally difficult. Roll for a wild magic surge whenever you upcast a spell, spend a sorcery point for metamagic, or cast a spell at your maximum spell slot level. Roll 1d6 for upcast or maximum spell level, and additional d6's for each sorcery point spent. Take the highest result. You also get the Tides of Chaos feature that recharges on each magic surge roll. | d6 | Wild Magic Surge affect | |:-|:-| | 1 | **Dud** The spell is not cast. You cast the cantrip *[dazzle](https://www.gmbinder.com/share/-NjQsUCvTW6wFK4NPrag)* instead. No spell slot or sorcery points can be used. | | 2 | **Underpowered** The spell is cast at its minimal level, which may be lower than the spell slot used. | | 3-4 | **Perfect** The spell is cast as intended. | | 5 | **Surge (flash)** The spell is cast at the intended level. Additionally the spell *color spray* is cast at that level without a spell slot and targets every creature in range including you. You have adavantage on the save. If you are casting *color spray* the spell level increases by one, including to levels higher than your maximum spell slot. Sorcery points can be used. | | 6 | **Surge (bang)** The spell is cast at the intended level. Additionally the spell *thunderwave* is cast at that level and you must also make a save against the damage. You have advantage on the save and additionally half any damage. You fall prone on a failed save. If you are casting *thunderwave* to begin with, then it is cast at one spell level higher than you cast, including to levels higher than your maximum spell slot level. You recover any sorcery points you spent on this spell. | \columnbreak #### Ring of Mind Shielding *wondrous item, uncommon, requires attunement* This reflects Jubilee's powers of avoiding telepathic interference. ___ > ## Jubilee >##### 3rd-level Wild Magic Sorcerer >*Human (variant), Lawful Good* > ___ > - **Armor Class** 12 > - **Hit Points** 23 (3d6 hit dice) > - **Walking Speed** 30 ft. > - **Initiative** +2 > - **Proficiency Bonus** +2 >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|10 (0)| 14 (+2) | 16 (+3) | 8 (-1) | 10 (0) | 16 (+3)| >___ > #### Features > **Senses** Passive Perception: 10 > **Languages** Common, Elvish, Infernal > **Saving throws** Con, Cha > **Skills** Acrobatics, Athletics, Deception, Performance, Persuasion, Stealth > **Proficiencies** simple weapons, performance (e.g. singing/dancing) or instrument of your choice, disguise kit > **Tides of Chaos** take adv. on an attack, check, or save. Regain a use when you roll for a Wild Magic Surge. > **Font of Magic:** 3 sorcery points to buy spell slots or use metamagic > **Metamagic:** **Heightened Spell** (3 pts) impose disadvantage on spell save **Twinned Spell** (2 pts.) to target two creatures instead of one (range not self) > ___ > #### Actions > ***Dagger*** (20/60) +4 to hit, 1d4+2 slashing > ***Light Crossbow*** +4 to hit, 1d8+2 piercing >___ > #### Bonus Actions > ***Dagger*** (20/60) +4 to hit, 1d4 slashing (when you attack with 2 daggers) >___ >#### Spellcasting > +5 to attack, DC 13 > ***Spell slots*** 1st level (4), 2nd level slots (2) > ***Cantrips*** *control flames*, *dancing lights*, *[dazzle](https://www.gmbinder.com/share/-NjQsUCvTW6wFK4NPrag)*, *fire bolt* > ***1st level spells*** *burning hands, chaos bolt, color spray, blindness/deafness* > **Equipment:** explorer's pack, 2 daggers, light crossbow, disguise kit, instrument \pagebreakNum
#### References and Credits | Type | Use | |:-|:-| | Art | Midjourney v6 tool. | Portions of this work are used under the Wizards of the Coast Fan Content Policy. ### Change Log | Date | Change | |:-|:-| | 2025.03.12 | initial release; still proofreading (sorry) |