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[Let's Read] Spheres of Power & Might for 5e
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<blockquote data-quote="Libertad" data-source="post: 8364148" data-attributes="member: 6750502"><p style="text-align: center"><img src="https://i.imgur.com/963JR8v.jpeg" alt="" class="fr-fic fr-dii fr-draggable " style="" /></p><p></p><p><strong>Shantae</strong></p><p>Medium Humanoid (Air Genasi)</p><p>Mageknight 8; Shapeshifter Path</p><p></p><p></p><p><strong>Armor Class</strong> 16</p><p><strong>Hit Points</strong> 68 (8d10+16)</p><p><strong>Speed</strong> 30 ft.</p><p></p><p>STR 9 DEX 16 CON 14 INT 10 WIS 10 CHA 16 (27 point buy, +2 DEX, +1 CON Air Genasi, +1 CHA feat)</p><p></p><p><strong>Saving Throws</strong> Dexterity +6, Charisma +6</p><p><strong>Skills</strong> Acrobatics +6, Athletics +6, Perception +3, Performance +9</p><p><strong>Tools</strong> Disguise Kit, Drums, +1 Artisan’s Tools/Musical Instrument</p><p><strong>Senses</strong> passive Perception 13</p><p><strong>Languages</strong> Common, Primordial</p><p></p><p></p><p><strong>Background:</strong> Entertainer</p><p></p><p><strong>Feats:</strong> Extra Magic Talent (+1 CHA, bonus magic talent), Magical Expertise (2 bonus magic talents)</p><p></p><p><strong>Casting Tradition: Dancing</strong></p><p><strong>Key Ability Modifier:</strong> Charisma</p><p><strong>Sphere DC</strong> 14; <strong>Spell Points</strong> 7</p><p><strong>Boons:</strong> Aptitude (Performance), Easy Focus; <strong>Drawbacks:</strong> Magical Signs, Skilled Casting (Performance), Somatic Casting 2, <strong>Variants:</strong> Lycanthropic (Alteration)</p><p><strong>Alteration Sphere</strong> - Animalistic (genotype), Anthropomorphic (genotype), Aquan (genotype), Avian (genotype), Enhanced Attacks (trait), Plant (genotype), Size Change (trait), Vermin (genotype) (+3 bonus talents from subclass & variant)</p><p><strong>Destruction Sphere</strong> - Aura (blast shape), Extra Blast Type (Bludgeoning, Lightning, Physical), Fire (blast type), Poison (blast type), Ray (blast shape), Sculpt (blast shape) (+4 bonus talents from feats & Alteration sphere)</p><p></p><p><strong>Martial Tradition: Performer</strong></p><p><strong>Sphere DC</strong> 14</p><p><strong>Athletics</strong> - Mighty Conditioning (use better of STR or DEX for Athletics/Acrobatics)</p><p><strong>Dual Wielding</strong></p><p><strong>Equipment</strong> - Unarmored Training, Unarmed Training (unarmed are finesse weapons, deal 1d4 or 1d6 with versatile property; AC is 10 + DEX + CHA modifiers when unarmored and not using shield)</p><p></p><p></p><p></p><p><strong>Special Abilities</strong></p><p><strong></strong></p><p><strong>Ambidexterity (Dual-Wielding):</strong> Expend martial focus to make off-hand attack without expending bonus action.</p><p></p><p><strong>Destructive Blast (Aura):</strong> action to activate, bonus action to use. 10 foot radius, 1 round, Dexterity or Constitution Saving Throw. Hit: 9 (2d8) bludgeoning, fire, lightning, piercing, poison, or slashing damage. Rider Effects: knock target back 5 feet (bludgeoning), target poisoned until start of next turn (poison), advantage/disadvantage for attacks/saves vs metal-armored targets (lightning), catches on fire taking 2d8 fire damage per round (fire), or is not treated as magical for purposes of resistance (physical). Special: Augment 1 SP to increase to 4d8 damage, increase rider effect to push target back 20 feet (bludgeoning, taking 1d6 +1d6 for every 10 feet they’d move if colliding with object), becomes frightened for 1 minute (fire), stun until start of next turn on failed save (lightning), poisoned for 1 minute (poison), affected squares become difficult terrain for 1 minute (physical), duration increases to 1 minute, or Augment 2 sp to not need concentration.</p><p></p><p><strong>Extra Attack:</strong> Attack twice instead of once with Attack action.</p><p></p><p><strong>Fighting Style:</strong> Natural Weapon Fighting: Crit on 19-20 when attacking only with natural weapons.</p><p></p><p><strong>Shapeshifter Path:</strong> +2 Alteration sphere talents.</p><p></p><p><strong>Steal Language:</strong> Can speak and understand one language of a touched creature until the next long rest.</p><p></p><p><strong>Unending Breath:</strong> hold breath indefinitely.</p><p></p><p></p><p><strong>Actions</strong></p><p><strong></strong></p><p><strong>Extra Attack:</strong> Shantae can attack twice when using the Attack action with any combination of weapons.</p><p></p><p><strong>Destructive Blast (Ray):</strong> Melee or Ranged Spell Attack: +6 to hit, 30 ft., one target. Hit: 9 (2d8) bludgeoning, fire, lightning, piercing, poison, or slashing damage. Rider Effects: knock target back 5 feet (bludgeoning), target poisoned until start of next turn (poison), advantage/disadvantage for attacks/saves vs metal-armored targets (lightning), catches on fire taking 2d8 fire damage per round (fire), or is not treated as magical for purposes of resistance (physical). Special: Augment 1 SP to increase to 4d8 damage, increase rider effect to push target back 20 feet (bludgeoning, taking 1d6 +1d6 for every 10 feet they’d move if colliding with object), becomes frightened for 1 minute (fire), stun until start of next turn on failed save (lightning), poisoned for 1 minute (poison), affected squares become difficult terrain for 1 minute (physical), duration increases to 1 minute, or fire 3 at a time vs different targets.</p><p></p><p><strong>Unarmed Strike: </strong>Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 6 or 7 (1d4+4 or 1d6+4 bludgeoning damage). Special: Critical on 19-20, +/- 1d4 or 1d6 for size category changes by 1-2 sizes. Depending on her form Shantae’s damage type, reach, and other properties can differ.</p><p></p><p><strong>Mingle with the Wind:</strong> Cast Levitate once per long rest.</p><p></p><p></p><p></p><p><strong>Bonus Actions</strong></p><p><strong></strong></p><p><strong>Shapeshift:</strong> can gain access to a single genotype talent for up to 10 minutes concentration with up to 2 traits beyond base talent benefits. Special: Augment 1 SP to change up to 2 size categories larger or smaller, 2 SP to not need concentration.</p><p></p><p><strong>Quick Transformation:</strong> Can shapeshift self as a bonus action.</p><p></p><p><strong>Spell Combat:</strong> Can make one weapon attack as bonus action whenever cast 0 spell point magic sphere effect as an action.</p><p></p><p></p><p><strong>Equipment</strong></p><p></p><p>5 Potions of Healing, Pulled Pork Sandwich (as Potion of Greater Healing), Shampoo, Entertainer’s Pack</p><p></p><p><strong>Conversion Details:</strong> I picked Shantae because her form of magic is rather peculiar: <a href="https://shantae.fandom.com/wiki/Forms" target="_blank">changing into various animals and monsters via the power of dance!</a> She seemed a great choice for showing off the Spheres system’s toolbox nature given the disparate magical types (bardic for dancing, druidic for shapeshifting).</p><p></p><p>Shantae has a lot of options at her disposal, mostly in the form of shapeshifting. I didn’t include all of them in the above stat block as that would make things too complicated, but with the above talents she can reliably take the forms and abilities of all of the creatures from the game series. She can also mix and match certain traits from different genotypes, something she cannot do in the games. As just a sampling of her abilities, Shantae can…</p><p></p><p>1. Gain alternative movement speeds, such as climbing, swimming, flight, and increased land speed.</p><p>2. Grow as large as an elephant (huge) or as small as a mouse (tiny) and deal greater/lesser damage with weapon attacks as a result.</p><p>3. Gain darkvision, blindsight, and/or scent.</p><p>4. Gain hands capable of fine manipulation and speak normally in any form.</p><p>5. Deal piercing or slashing as well as bludgeoning with natural weapons, all of which are treated as magical.</p><p>6. Create a web net to entangle targets.</p><p></p><p>I gave her the Destruction sphere as well to simulate the fire magic and pike ball spells from the video games, and her hair attack is basically a reflavored unarmed strike. I did have to borrow some rules from Spheres of Might, although for the appropriate martial spheres I included the effects in parenthesis.</p><p></p><p>Finally, I’ll note that this isn’t a holistic conversion. In the second game she lost access to her magic and made heavier use of gear; such a conversion would effectively be a new write-up. I also didn’t include the more obscure transformations, such as the Sophia III or Gem Jug forms given their optional nature.</p><p></p><p>If one were to try and build Shantae in default 5th Edition, they’d likely try for a Moon Druid or a Bard using Polymorph. While the former is a pretty powerful subclass, both options are still limited by uses per long rest, and if you wanted to change into another form you’d have to go back to normal and wildshape/polymorph again, costing precious uses. Shantae, on the other hand, can shapeshift as often as she desires. The only real limited-use features are using Spell Points to maintain forms and Aura blasts without concentration, or if she wants to deal a lot of damage with Destructive Blast. For that reason she doesn’t really need Spell Points unless she has to guarantee she won’t lose her shapeshifted status when taking damage.</p><p></p><p><strong>Edit:</strong> I realized that the bonus sphere in Destruction wasn't assigned to Alteration. I also realized that Shantae also has a magic attack (Flamethrower) that's a straight line, as well as a lightning-based attack (Storm Puff) in the games. I upped her level by 1 in order to give her an extra feat for 2 more magic talents: Extra Blast Type and Sculpt, both in Destruction. Neither Alteration sphere blast type seemed appropriate for her, but I chose Poison as the Form-Breaking one seemed a bit too "body horror" for the otherwise cheerful franchise.</p></blockquote><p></p>
[QUOTE="Libertad, post: 8364148, member: 6750502"] [CENTER][IMG]https://i.imgur.com/963JR8v.jpeg[/IMG][/CENTER] [B]Shantae[/B] Medium Humanoid (Air Genasi) Mageknight 8; Shapeshifter Path [B]Armor Class[/B] 16 [B]Hit Points[/B] 68 (8d10+16) [B]Speed[/B] 30 ft. STR 9 DEX 16 CON 14 INT 10 WIS 10 CHA 16 (27 point buy, +2 DEX, +1 CON Air Genasi, +1 CHA feat) [B]Saving Throws[/B] Dexterity +6, Charisma +6 [B]Skills[/B] Acrobatics +6, Athletics +6, Perception +3, Performance +9 [B]Tools[/B] Disguise Kit, Drums, +1 Artisan’s Tools/Musical Instrument [B]Senses[/B] passive Perception 13 [B]Languages[/B] Common, Primordial [B]Background:[/B] Entertainer [B]Feats:[/B] Extra Magic Talent (+1 CHA, bonus magic talent), Magical Expertise (2 bonus magic talents) [B]Casting Tradition: Dancing Key Ability Modifier:[/B] Charisma [B]Sphere DC[/B] 14; [B]Spell Points[/B] 7 [B]Boons:[/B] Aptitude (Performance), Easy Focus; [B]Drawbacks:[/B] Magical Signs, Skilled Casting (Performance), Somatic Casting 2, [B]Variants:[/B] Lycanthropic (Alteration) [B]Alteration Sphere[/B] - Animalistic (genotype), Anthropomorphic (genotype), Aquan (genotype), Avian (genotype), Enhanced Attacks (trait), Plant (genotype), Size Change (trait), Vermin (genotype) (+3 bonus talents from subclass & variant) [B]Destruction Sphere[/B] - Aura (blast shape), Extra Blast Type (Bludgeoning, Lightning, Physical), Fire (blast type), Poison (blast type), Ray (blast shape), Sculpt (blast shape) (+4 bonus talents from feats & Alteration sphere) [B]Martial Tradition: Performer Sphere DC[/B] 14 [B]Athletics[/B] - Mighty Conditioning (use better of STR or DEX for Athletics/Acrobatics) [B]Dual Wielding Equipment[/B] - Unarmored Training, Unarmed Training (unarmed are finesse weapons, deal 1d4 or 1d6 with versatile property; AC is 10 + DEX + CHA modifiers when unarmored and not using shield) [B]Special Abilities Ambidexterity (Dual-Wielding):[/B] Expend martial focus to make off-hand attack without expending bonus action. [B]Destructive Blast (Aura):[/B] action to activate, bonus action to use. 10 foot radius, 1 round, Dexterity or Constitution Saving Throw. Hit: 9 (2d8) bludgeoning, fire, lightning, piercing, poison, or slashing damage. Rider Effects: knock target back 5 feet (bludgeoning), target poisoned until start of next turn (poison), advantage/disadvantage for attacks/saves vs metal-armored targets (lightning), catches on fire taking 2d8 fire damage per round (fire), or is not treated as magical for purposes of resistance (physical). Special: Augment 1 SP to increase to 4d8 damage, increase rider effect to push target back 20 feet (bludgeoning, taking 1d6 +1d6 for every 10 feet they’d move if colliding with object), becomes frightened for 1 minute (fire), stun until start of next turn on failed save (lightning), poisoned for 1 minute (poison), affected squares become difficult terrain for 1 minute (physical), duration increases to 1 minute, or Augment 2 sp to not need concentration. [B]Extra Attack:[/B] Attack twice instead of once with Attack action. [B]Fighting Style:[/B] Natural Weapon Fighting: Crit on 19-20 when attacking only with natural weapons. [B]Shapeshifter Path:[/B] +2 Alteration sphere talents. [B]Steal Language:[/B] Can speak and understand one language of a touched creature until the next long rest. [B]Unending Breath:[/B] hold breath indefinitely. [B]Actions Extra Attack:[/B] Shantae can attack twice when using the Attack action with any combination of weapons. [B]Destructive Blast (Ray):[/B] Melee or Ranged Spell Attack: +6 to hit, 30 ft., one target. Hit: 9 (2d8) bludgeoning, fire, lightning, piercing, poison, or slashing damage. Rider Effects: knock target back 5 feet (bludgeoning), target poisoned until start of next turn (poison), advantage/disadvantage for attacks/saves vs metal-armored targets (lightning), catches on fire taking 2d8 fire damage per round (fire), or is not treated as magical for purposes of resistance (physical). Special: Augment 1 SP to increase to 4d8 damage, increase rider effect to push target back 20 feet (bludgeoning, taking 1d6 +1d6 for every 10 feet they’d move if colliding with object), becomes frightened for 1 minute (fire), stun until start of next turn on failed save (lightning), poisoned for 1 minute (poison), affected squares become difficult terrain for 1 minute (physical), duration increases to 1 minute, or fire 3 at a time vs different targets. [B]Unarmed Strike: [/B]Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 6 or 7 (1d4+4 or 1d6+4 bludgeoning damage). Special: Critical on 19-20, +/- 1d4 or 1d6 for size category changes by 1-2 sizes. Depending on her form Shantae’s damage type, reach, and other properties can differ. [B]Mingle with the Wind:[/B] Cast Levitate once per long rest. [B]Bonus Actions Shapeshift:[/B] can gain access to a single genotype talent for up to 10 minutes concentration with up to 2 traits beyond base talent benefits. Special: Augment 1 SP to change up to 2 size categories larger or smaller, 2 SP to not need concentration. [B]Quick Transformation:[/B] Can shapeshift self as a bonus action. [B]Spell Combat:[/B] Can make one weapon attack as bonus action whenever cast 0 spell point magic sphere effect as an action. [B]Equipment[/B] 5 Potions of Healing, Pulled Pork Sandwich (as Potion of Greater Healing), Shampoo, Entertainer’s Pack [B]Conversion Details:[/B] I picked Shantae because her form of magic is rather peculiar: [URL='https://shantae.fandom.com/wiki/Forms']changing into various animals and monsters via the power of dance![/URL] She seemed a great choice for showing off the Spheres system’s toolbox nature given the disparate magical types (bardic for dancing, druidic for shapeshifting). Shantae has a lot of options at her disposal, mostly in the form of shapeshifting. I didn’t include all of them in the above stat block as that would make things too complicated, but with the above talents she can reliably take the forms and abilities of all of the creatures from the game series. She can also mix and match certain traits from different genotypes, something she cannot do in the games. As just a sampling of her abilities, Shantae can… 1. Gain alternative movement speeds, such as climbing, swimming, flight, and increased land speed. 2. Grow as large as an elephant (huge) or as small as a mouse (tiny) and deal greater/lesser damage with weapon attacks as a result. 3. Gain darkvision, blindsight, and/or scent. 4. Gain hands capable of fine manipulation and speak normally in any form. 5. Deal piercing or slashing as well as bludgeoning with natural weapons, all of which are treated as magical. 6. Create a web net to entangle targets. I gave her the Destruction sphere as well to simulate the fire magic and pike ball spells from the video games, and her hair attack is basically a reflavored unarmed strike. I did have to borrow some rules from Spheres of Might, although for the appropriate martial spheres I included the effects in parenthesis. Finally, I’ll note that this isn’t a holistic conversion. In the second game she lost access to her magic and made heavier use of gear; such a conversion would effectively be a new write-up. I also didn’t include the more obscure transformations, such as the Sophia III or Gem Jug forms given their optional nature. If one were to try and build Shantae in default 5th Edition, they’d likely try for a Moon Druid or a Bard using Polymorph. While the former is a pretty powerful subclass, both options are still limited by uses per long rest, and if you wanted to change into another form you’d have to go back to normal and wildshape/polymorph again, costing precious uses. Shantae, on the other hand, can shapeshift as often as she desires. The only real limited-use features are using Spell Points to maintain forms and Aura blasts without concentration, or if she wants to deal a lot of damage with Destructive Blast. For that reason she doesn’t really need Spell Points unless she has to guarantee she won’t lose her shapeshifted status when taking damage. [b]Edit:[/b] I realized that the bonus sphere in Destruction wasn't assigned to Alteration. I also realized that Shantae also has a magic attack (Flamethrower) that's a straight line, as well as a lightning-based attack (Storm Puff) in the games. I upped her level by 1 in order to give her an extra feat for 2 more magic talents: Extra Blast Type and Sculpt, both in Destruction. Neither Alteration sphere blast type seemed appropriate for her, but I chose Poison as the Form-Breaking one seemed a bit too "body horror" for the otherwise cheerful franchise. [/QUOTE]
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