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[Let's Read] Spheres of Power & Might for 5e
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<blockquote data-quote="Libertad" data-source="post: 8365175" data-attributes="member: 6750502"><p style="text-align: center"><img src="https://i.imgur.com/gLqpL2Z.png" alt="" class="fr-fic fr-dii fr-draggable " style="" /></p><p></p><p><strong>Megaman X</strong></p><p>Medium Warforged</p><p>Prodigy 10; Mimic’s Calling</p><p></p><p><strong>Armor Class</strong> 19 (+2 Breastplate, +1 AC from Integrated Protection)</p><p><strong>Hit Points</strong> 83 (10d8+30)</p><p><strong>Speed</strong> 30 ft., climb 30 ft.</p><p></p><p>STR 10 DEX 16 CON 16 INT 16 WIS 10 CHA 10 (27 point buy, +2 CON, +1 INT Warforged, +1 INT feat, +2 DEX ASI)</p><p></p><p><strong>Saving Throws</strong> Dexterity +7, Intelligence +7</p><p><strong>Skills</strong> Acrobatics +11, Athletics +8, Insight +4, Intimidation +4, Investigation +7, Perception +4 (Specialized Design)</p><p><strong>Tools</strong> 1 Gaming Set, Alchemist’s Supplies (Specialized Design), Smith’s Tools, Tinker’s Tools, Vehicles (Land), +1 tool proficiency of choice</p><p><strong>Senses</strong> passive Perception 14</p><p><strong>Languages</strong> Common, 1 other language</p><p></p><p><strong>Background:</strong> Soldier</p><p></p><p><strong>Feats:</strong> Extra Magic Talent (+1 INT, bonus magic talent)</p><p></p><p><strong>Casting Tradition: Variable Weapon System</strong></p><p><strong>Key Ability Modifier:</strong> Intelligence</p><p><strong>Boons:</strong> Overcharge; <strong>Drawbacks:</strong> Focus Casting (firearm), Prepared Caster</p><p><strong>Sphere DC</strong>; 15 <strong>Spell Points</strong> 8</p><p><strong>Destruction</strong> - Aura (blast shape), Blade (blast shape), Chain Blast (blast shape), Explosive Orb (blast shape), Extra Blast Type x2 (Corrosive, Gale, Ice, Physical, Restraining, Scorching),</p><p>Lightning (blast type), Sculpt (blast shape), Siphoning (blast type) (+2 bonus talent from feat & Universal sphere)</p><p><strong>Universal</strong> - Reaching (metasphere), Widen (metasphere)</p><p></p><p><strong>Martial Tradition: Maverick Hunter</strong></p><p><strong>Key Ability Modifier:</strong> Intelligence</p><p><strong>Sphere DC</strong> 15</p><p><strong>Athletics</strong> - Rapid Motion, Spider’s Touch (+1 bonus talent from being proficient in Acrobatics & Athletics)</p><p><strong>Equipment</strong> - Armor Training, Futuristic Voyager (proficient in medium armor & shields, proficient in futuristic weaponry)</p><p><strong>Barrage</strong> - Ceaseless Ammo (can make ranged weapon attack as bonus action, never run out of ammo if have at least 10 rounds)</p><p><strong>Tinkerer</strong> - Futuristic Firearms, Ranged Weapon Improvement (+1 bonus talent from being proficient in Tinker’s Tools) (can create up to 6 accessories or gadgets per short or long rest, can create accessories to put on ranged weapons to enhance their capabilities)</p><p></p><p><strong>Special Abilities</strong></p><p><strong></strong></p><p><strong>Constructed Resilience:</strong> advantage on saves vs poison, resistance to poison damage, immune to disease, don’t need to eat, drink, breathe, or sleep.</p><p></p><p><strong>Destructive Blast (Aura):</strong> action to activate, bonus action to use. 10 foot radius, 1 round, Strength, Dexterity, or Constitution Saving Throw. Hit: 9 (2d8) damage, variable type (acid, bludgeoning, cold, fire, lightning, piercing, psychic, slashing, thunder). Special: Augment 1 SP to increase to 29 (6d8) damage, increase rider effect, or Augment 2 sp to not need concentration.</p><p></p><p><strong>Sequence:</strong> Max 4 links. Gain links by doing special actions in combat. Can spend links to perform Finishers.</p><p></p><p><strong>Extra Attack:</strong> Attack twice instead of once with Attack action.</p><p></p><p><strong>Expertise:</strong> Acrobatics, Athletics</p><p></p><p><strong>Focused Sequence:</strong> expend martial focus to increase sequence by 1 link.</p><p></p><p><strong>Destruction Rider Effects:</strong> grappled until end of next turn (restraining, STR save), doesn’t count as magic (physical, augment 1 SP difficult terrain for 1 minute in affected squares), gain 1 temporary spell point (siphoning), disadvantage on saves vs Air package Nature sphere and Weather sphere talents until end of next turn (gale, augment 1 SP 1 minute), reduce movement speed by 10 feet (ice, CON save, augment 1 SP encase in ice and restrain for prof bonus rounds or until make STR save), advantage on attack rolls vs metal targets and creatures can’t take reactions until end of next turn (lightning, augment 1 SP stun until start of your next turn on failed save), take additional damage equal to proficiency bonus (scorching, CON save, augment 1 SP gain 1 level of exhaustion on failed save until next short or long rest)</p><p></p><p><strong>Imbue Sequence:</strong> Gain mystic energy tied to one magic sphere. Destructive Edge (Destruction, add class level to 1 damage roll, damage matching a chosen blast type)</p><p></p><p><strong>Integrated Protection:</strong> +1 AC, can adhere armor to the body and cannot be removed against your will.</p><p></p><p><strong>Integrated Techniques:</strong> Athletics (gain link if tumble through target’s space or dodge opportunity attack), Barrage (finisher, make one ranged attack per link in sequence targeting different creature each time)</p><p></p><p><strong>Sentry’s Rest:</strong> can see and hear during long rest.</p><p></p><p><strong>Unbroken Sequence:</strong> expend martial focus to prevent sequence from ending for 1 round if it would end due to Conditions.</p><p></p><p><strong>Actions</strong></p><p><strong></strong></p><p><strong>Barrage Sequence Finisher:</strong> Make one ranged attack per link in sequence, but no creature can be targeted by more than one attack. Can move as normal between attacks.</p><p></p><p><strong>Destructive Blast:</strong> 60 feet, Ranged Spell Attack, +7 to hit or Dexterity save to avoid. Hit: 9 (2d8) damage, variable type (acid, bludgeoning, cold, fire, lightning, piercing, psychic, slashing, thunder). Augment 1 SP to increase to 29 (6d8) damage, increase rider effect, or Augment 2 sp to not need concentration.</p><p></p><p><strong>Laser Pistol:</strong> Ranged Weapon Attack, +7 to hit, range 80/240. Accessories: Ranged Weapon Improvements (Far-Sight Scope, Pressurized Shot). Hit: 14 (3d6+3) radiant damage. Special: Pressurized shot can deal +1d10 damage, Destructive Edge adds +10 damage of a blast type of choice.</p><p></p><p><strong>Pressurized Shot:</strong> Build up pressure in Laser Pistol, deal +1d10 damage next attack within 1 minute.</p><p></p><p><strong>Bonus Actions</strong></p><p><strong></strong></p><p><strong>Barrage: </strong>make additional attack with ranged weapon when attacking with weapon, don’t add ability modifier to damage of attack.</p><p></p><p><strong>Focused Sequence:</strong> expend martial focus to cease concentration on a magic effect.</p><p></p><p><strong>Rapid Motion: </strong>perform the Dash action.</p><p></p><p><strong>Reactions</strong></p><p><strong></strong></p><p><strong>Mimicry: </strong>make Key ability check + proficiency bonus (+7) vs sphere or spell DC of spell, cantrip, or martial/magical sphere effect. If successful, learn base sphere or talent, up to 3 at a time, until the next short or long rest. Spells cost spell points equal to half spell’s level to activate, cantrips 0.</p><p></p><p><strong>Equipment</strong></p><p></p><p>+2 Breastplate, Laser Pistol, Smith’s Tools, Tinker’s Tools</p><p></p><p><strong>Conversion Details:</strong> Although Elementalist may seem a surefire choice for a run-and-gun build, the Mimic’s Calling of the Prodigy class was to me a more faithful conversion of the Blue Bomber. I created a custom casting and martial tradition reflecting Megaman’s futuristic setting, and specialized heavily in the Destruction sphere, with the Universal sphere choosing 2 metasphere talents to alter and enhance the size and range of the former sphere’s abilities. He’s also notable for being nimble, so for martial sphere talents I chose Athletics to simulate his speed dash and wall-climbing abilities. For his trademark X-Buster I gave him the Tinkerer sphere, allowing him to build and upgrade a laser pistol. The Destruction sphere’s Blade blast shape lets him apply the blast types and damage of his magical sphere effects to the weapon, and as his tradition uses it as a spellcasting focus that further reinforces the idea of him using it during the times he chooses to use other blast shapes. The Pressurized Shot upgrade for the Tinkerer sphere’s Ranged Weapon Improvement talent is a great choice for the iconic charged shot Megaman can do, and combined with the Destructive Edge Imbued Sequence and Extra Attacks he can dish out a lot of damage per round. Ironically he doesn’t have much need of the non-Blade (blast shape) talents if focusing mostly on damage; such talents are better for AoE affects.</p><p></p><p>Last but not least, the Mimicry ability allows Megaman to temporarily gain access to observed spells and sphere effects. This is a good way of further expanding any X-Buster abilities that may not be covered by the above talent choices. As he can maintain up to 3 at once, that’s a good number of choices to have on hand.</p><p></p><p>Building Megaman within the default 5th Edition rules would be much harder. It would most likely be accomplished via starting out as a Fighter and then multiclassing into Wizard, specializing in various damaging energy attacks. However, the crux of that build’s abilities would be tied up in spells as opposed to enhanced physical attacks, with not much room for physical mobility. And those attacks cannot have their entire damage type changed to the various energy choices, which don’t seem to exist anywhere in the default 5e rules. In Spheres, Megaman’s default laser pistol can do an awful lot of damage by itself, the Destruction sphere’s rider effects allow for a versatile assortment of negative effects to impose on enemies, and he has plenty of damage types to choose from for taking advantage of various vulnerabilities. Additionally, his casting tradition is such that he can use his magical abilities without the need for verbal, somatic, or material components beyond a firearm as a focus. All he has to do is point and shoot!</p></blockquote><p></p>
[QUOTE="Libertad, post: 8365175, member: 6750502"] [CENTER][IMG]https://i.imgur.com/gLqpL2Z.png[/IMG][/CENTER] [B]Megaman X[/B] Medium Warforged Prodigy 10; Mimic’s Calling [B]Armor Class[/B] 19 (+2 Breastplate, +1 AC from Integrated Protection) [B]Hit Points[/B] 83 (10d8+30) [B]Speed[/B] 30 ft., climb 30 ft. STR 10 DEX 16 CON 16 INT 16 WIS 10 CHA 10 (27 point buy, +2 CON, +1 INT Warforged, +1 INT feat, +2 DEX ASI) [B]Saving Throws[/B] Dexterity +7, Intelligence +7 [B]Skills[/B] Acrobatics +11, Athletics +8, Insight +4, Intimidation +4, Investigation +7, Perception +4 (Specialized Design) [B]Tools[/B] 1 Gaming Set, Alchemist’s Supplies (Specialized Design), Smith’s Tools, Tinker’s Tools, Vehicles (Land), +1 tool proficiency of choice [B]Senses[/B] passive Perception 14 [B]Languages[/B] Common, 1 other language [B]Background:[/B] Soldier [B]Feats:[/B] Extra Magic Talent (+1 INT, bonus magic talent) [B]Casting Tradition: Variable Weapon System Key Ability Modifier:[/B] Intelligence [B]Boons:[/B] Overcharge; [B]Drawbacks:[/B] Focus Casting (firearm), Prepared Caster [B]Sphere DC[/B]; 15 [B]Spell Points[/B] 8 [B]Destruction[/B] - Aura (blast shape), Blade (blast shape), Chain Blast (blast shape), Explosive Orb (blast shape), Extra Blast Type x2 (Corrosive, Gale, Ice, Physical, Restraining, Scorching), Lightning (blast type), Sculpt (blast shape), Siphoning (blast type) (+2 bonus talent from feat & Universal sphere) [B]Universal[/B] - Reaching (metasphere), Widen (metasphere) [B]Martial Tradition: Maverick Hunter Key Ability Modifier:[/B] Intelligence [B]Sphere DC[/B] 15 [B]Athletics[/B] - Rapid Motion, Spider’s Touch (+1 bonus talent from being proficient in Acrobatics & Athletics) [B]Equipment[/B] - Armor Training, Futuristic Voyager (proficient in medium armor & shields, proficient in futuristic weaponry) [B]Barrage[/B] - Ceaseless Ammo (can make ranged weapon attack as bonus action, never run out of ammo if have at least 10 rounds) [B]Tinkerer[/B] - Futuristic Firearms, Ranged Weapon Improvement (+1 bonus talent from being proficient in Tinker’s Tools) (can create up to 6 accessories or gadgets per short or long rest, can create accessories to put on ranged weapons to enhance their capabilities) [B]Special Abilities Constructed Resilience:[/B] advantage on saves vs poison, resistance to poison damage, immune to disease, don’t need to eat, drink, breathe, or sleep. [B]Destructive Blast (Aura):[/B] action to activate, bonus action to use. 10 foot radius, 1 round, Strength, Dexterity, or Constitution Saving Throw. Hit: 9 (2d8) damage, variable type (acid, bludgeoning, cold, fire, lightning, piercing, psychic, slashing, thunder). Special: Augment 1 SP to increase to 29 (6d8) damage, increase rider effect, or Augment 2 sp to not need concentration. [B]Sequence:[/B] Max 4 links. Gain links by doing special actions in combat. Can spend links to perform Finishers. [B]Extra Attack:[/B] Attack twice instead of once with Attack action. [B]Expertise:[/B] Acrobatics, Athletics [B]Focused Sequence:[/B] expend martial focus to increase sequence by 1 link. [B]Destruction Rider Effects:[/B] grappled until end of next turn (restraining, STR save), doesn’t count as magic (physical, augment 1 SP difficult terrain for 1 minute in affected squares), gain 1 temporary spell point (siphoning), disadvantage on saves vs Air package Nature sphere and Weather sphere talents until end of next turn (gale, augment 1 SP 1 minute), reduce movement speed by 10 feet (ice, CON save, augment 1 SP encase in ice and restrain for prof bonus rounds or until make STR save), advantage on attack rolls vs metal targets and creatures can’t take reactions until end of next turn (lightning, augment 1 SP stun until start of your next turn on failed save), take additional damage equal to proficiency bonus (scorching, CON save, augment 1 SP gain 1 level of exhaustion on failed save until next short or long rest) [B]Imbue Sequence:[/B] Gain mystic energy tied to one magic sphere. Destructive Edge (Destruction, add class level to 1 damage roll, damage matching a chosen blast type) [B]Integrated Protection:[/B] +1 AC, can adhere armor to the body and cannot be removed against your will. [B]Integrated Techniques:[/B] Athletics (gain link if tumble through target’s space or dodge opportunity attack), Barrage (finisher, make one ranged attack per link in sequence targeting different creature each time) [B]Sentry’s Rest:[/B] can see and hear during long rest. [B]Unbroken Sequence:[/B] expend martial focus to prevent sequence from ending for 1 round if it would end due to Conditions. [B]Actions Barrage Sequence Finisher:[/B] Make one ranged attack per link in sequence, but no creature can be targeted by more than one attack. Can move as normal between attacks. [B]Destructive Blast:[/B] 60 feet, Ranged Spell Attack, +7 to hit or Dexterity save to avoid. Hit: 9 (2d8) damage, variable type (acid, bludgeoning, cold, fire, lightning, piercing, psychic, slashing, thunder). Augment 1 SP to increase to 29 (6d8) damage, increase rider effect, or Augment 2 sp to not need concentration. [B]Laser Pistol:[/B] Ranged Weapon Attack, +7 to hit, range 80/240. Accessories: Ranged Weapon Improvements (Far-Sight Scope, Pressurized Shot). Hit: 14 (3d6+3) radiant damage. Special: Pressurized shot can deal +1d10 damage, Destructive Edge adds +10 damage of a blast type of choice. [B]Pressurized Shot:[/B] Build up pressure in Laser Pistol, deal +1d10 damage next attack within 1 minute. [B]Bonus Actions Barrage: [/B]make additional attack with ranged weapon when attacking with weapon, don’t add ability modifier to damage of attack. [B]Focused Sequence:[/B] expend martial focus to cease concentration on a magic effect. [B]Rapid Motion: [/B]perform the Dash action. [B]Reactions Mimicry: [/B]make Key ability check + proficiency bonus (+7) vs sphere or spell DC of spell, cantrip, or martial/magical sphere effect. If successful, learn base sphere or talent, up to 3 at a time, until the next short or long rest. Spells cost spell points equal to half spell’s level to activate, cantrips 0. [B]Equipment[/B] +2 Breastplate, Laser Pistol, Smith’s Tools, Tinker’s Tools [B]Conversion Details:[/B] Although Elementalist may seem a surefire choice for a run-and-gun build, the Mimic’s Calling of the Prodigy class was to me a more faithful conversion of the Blue Bomber. I created a custom casting and martial tradition reflecting Megaman’s futuristic setting, and specialized heavily in the Destruction sphere, with the Universal sphere choosing 2 metasphere talents to alter and enhance the size and range of the former sphere’s abilities. He’s also notable for being nimble, so for martial sphere talents I chose Athletics to simulate his speed dash and wall-climbing abilities. For his trademark X-Buster I gave him the Tinkerer sphere, allowing him to build and upgrade a laser pistol. The Destruction sphere’s Blade blast shape lets him apply the blast types and damage of his magical sphere effects to the weapon, and as his tradition uses it as a spellcasting focus that further reinforces the idea of him using it during the times he chooses to use other blast shapes. The Pressurized Shot upgrade for the Tinkerer sphere’s Ranged Weapon Improvement talent is a great choice for the iconic charged shot Megaman can do, and combined with the Destructive Edge Imbued Sequence and Extra Attacks he can dish out a lot of damage per round. Ironically he doesn’t have much need of the non-Blade (blast shape) talents if focusing mostly on damage; such talents are better for AoE affects. Last but not least, the Mimicry ability allows Megaman to temporarily gain access to observed spells and sphere effects. This is a good way of further expanding any X-Buster abilities that may not be covered by the above talent choices. As he can maintain up to 3 at once, that’s a good number of choices to have on hand. Building Megaman within the default 5th Edition rules would be much harder. It would most likely be accomplished via starting out as a Fighter and then multiclassing into Wizard, specializing in various damaging energy attacks. However, the crux of that build’s abilities would be tied up in spells as opposed to enhanced physical attacks, with not much room for physical mobility. And those attacks cannot have their entire damage type changed to the various energy choices, which don’t seem to exist anywhere in the default 5e rules. In Spheres, Megaman’s default laser pistol can do an awful lot of damage by itself, the Destruction sphere’s rider effects allow for a versatile assortment of negative effects to impose on enemies, and he has plenty of damage types to choose from for taking advantage of various vulnerabilities. Additionally, his casting tradition is such that he can use his magical abilities without the need for verbal, somatic, or material components beyond a firearm as a focus. All he has to do is point and shoot! [/QUOTE]
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[Let's Read] Spheres of Power & Might for 5e
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