Aasimar

So I asked my resident DM what I should research today and he directed me to page 104 in Volo’s Guide to Monsters, where you can find the Aasimar. They’re pretty cool!

For those who know nothing about Dungeons and Dragons, and I know there are a few reading this, Aasimar is a race of people you can choose to play. Unless something happens to them as a young person, they seem to be almost inherently good. Not to just transcribe the book, here’s the first part:

“Aasimar bear within their souls the light of the heavens. They are descended from humans with a touch of the power from Mount Celestia, the divine realm of many lawful good deities. Aasimar are born to serve as champions of the gods, their births hailed as blessed events. They are a people of otherworldly visages, with luminous features that reveal their celestial heritage.”

Pretty people, champions of the gods, you get it. Angels? Nah. But they are guided by angels. Not so much in coming down from the clouds, blowing trumpets, but in dreams and visions. These angels are from a realm of pure law and light and good and justice, and will always try and urge the champions of the gods in that direction as well. The book says that these dreams lead an aasimar to a “sense of destiny and desire for righteousness.”

As all this is such, aasimar will attract the attention of evil, ready to “strike down a celestial champion,” and so will often choose to hide their identities behind a hood or helms. I don’t know why but that is just fascinating to me. Maybe because there’s that trope of a hooded adventurer. I never really thought why that might be until now.

Anyway, if you’re interested, the book has some more information on what the guiding angels or devas are like.

The next bit that caught my eye were the different types of aasimar. There’s protector aasimar, scourge aasimar, and fallen aasimar, that we’ll get to in a minute.

Protector aasimar get a wisdom score increase by 1, and their special thing is Radiant Soul: your eyes glimmer and two luminous, incorporeal wings sprout from your back. For one minute, you get to fly, and deal extra radiant damage to one target, equaling your level. Scourge aasimar gets a constitution increase of one, and “a searing light [radiates] from you, [pouring] out of your eyes and mouth and threatening to char you.” Lasting for a minute, you shed bright light, and also deal extra radiant damage equal to your level.

So basically, if you’re not going to be evil, you choose between those two. Having celestial wings and glimmering eyes just sounds so much more appealing to me than light that “threatens to char you.” I’m just picturing it like equipping my wings in Diablo. Much cooler.

So I asked Thor, with your patrons being all justice and good and law, do you have any choice but to be lawful good? I asked, what if you disagree with the law of the land?

He brought up Strahd. He makes the law and the law under Strahd probably isn’t great. But you can still have a code, and that can be your law. But they are generally good.

UNLESS. “An aasimar who was touched by dark powers as a youth or who turns to evil in early adulthood can become one of the fallen–a group of aasimar whose inner light has been replaced by shadow.” Fallen aasimar get a strength increase of 1, and can transform, “causing your eyes to turn into pools of darkness and two skeletal, ghostly, flightless wings to sprout from your back.” Metal. Deal extra necrotic damage to a target, equaling your level.

I guess it’s up to your backstory! The book makes sure to mention that you can change from good to evil or vice versa with the DM’s consent.

Here’s some pictures!

aasimar 1
By missuskisses on deviantart

aasimar 2

aasimar 3

Thor says he especially appreciates the tables that give you angelic names and personalities. He says any time you can give the DM a hook like that, will only further the story.

 

There you have it! That’s what I’ve learned today!

Shopping montage!

Fae LOVES shopping. Once I really discovered the joy that is interacting with NPCs, I got behind it real quick. We went to an information broker, for lack of a term that I’m sure I’ll think of later when I rethink this in bed at midnight, and he sent us on basically a money-making quest, and so we got monies, and I went SHOPPING. First of all, we bought a portable hole. Originally we were just going to get a bag of holding, but since we’re fighting giants, the DM advised/gently nudged me in the direction of something that will hold giant-sized loot, thus portable hole. I also got a cloak of displacement. Take a read:

“While you wear this cloak, it projects an illusion that makes you appear to be standing in a place ear your actual location, causing any creature to have disadvantage on attack rolls against you.”

There is strategy behind that, for once. I’ve been trying to focus more on my spellcasting abilities. I really want to have a good grasp on D&D, and try everything, which involves me not being a polar bear from time to time. So I figured, if I’m going to be standing there waving my arms and looking squishy (not too bad, at an AC 16), I should be prepared. Thus, cloak of displacement.

But really, my greatest purchase of the day was the BAG OF BEANS.

One of the things you should understand about Faelinthara, and me as an extension (at least during hypo/mania), is that she is impulsive. Her flaw, as is written, is: “There’s no room for caution in a life lived to the fullest.” That might manifest as a visit to a brothel for information turned into, uh, availing herself of their services. Or rushing straight into a battle. Or deciding that the Uthgard guy holding the dragon’s chains should drop them right now, which admittedly may have caused the rest of the party some concern…

So it was perfect to buy this bag of beans, which the DM had already told me was in his sights. He is excited to use it. Said it only took him a short amount of time to prepare for it, and now I have it.

For the uninitiated:

“Inside this heavy cloth bag are 3d4 dry beans. The bag weighs 1/2 pound plus 1/4 pound for each bean it contains.

If you dump the bag’s contents out on the ground, they explode in a 10/foot radius, extending from the beans. Each creature in the area, including you, must make a DC 15 Dexterity saving throw, taking 5d4 fire damage on a failed save, or half as much damage on a successful one. The fire ignites flammable objects in the area that aren’t being worn or caried.

If you remove a bean from the bag, plant it in dirt or sand, and then water it, the bean produces an effect 1 minute later from where it was planted. The DM can choose an effect from the following table [chart included], determine it randomly, or create an effect.”

That’s to say, plant a bean, and something C R A Z Y will happen, depending on the will of the dice or the DM. Here’s some examples of what can happen, as chosen by myself and the DM sitting at the other end of this couch I’m on:

An inanimate, immobile statue in your likeness makes verbal threats against you. If you leave, and others come nearby, it’s going to tell others that you are a terrible villain, and that they should go attack you.

A bunch of eggs pop out. If you succeed on a constitution saving throw, your lowest ability score increases by one. If you fail, you take 10d6 force damage.

Toadstools sprout. You become either poisoned, or gain 5d6 temporary hit points.

On the innocuous seeming, a campfire with blue flames springs forth and burns for 24 hours.

A treant sprouts, and it has a 50/50 chance it is chaotic evil and attacks.

A geyser erupts and spouts water, beer, berry juice, tea, vinegar, oil, or wine.

A giant beanstalk sprouts, growing to a height of the DM’s choice. The top leads where the DM chooses, such as to a great view, a cloud giant’s castle, or a different plane of existence.

Sooooooo. I’m not saying Fae is going to plant one of these beans. Now she has a cat to keep her company to occupy her, besides her regular company of fine traveling-companions. But she does get bored awfully easily. On the other hand, she now has a bomb.

This can only go well.

druid

Illithids–Mind Flayers—Mind Flares?

For the longest time, the D&D bogeyman for me was the “mind flare.” Thor told me so much about them, as the terrible things that live in the deep recesses of the Monsters Manual. I had no idea until I actually took the time to look it up that they are in fact mind flayers, which makes a little more… sense?

They are still the ultimate D&D bogeyman to me.

Mind_flayer_-_5E
Here’s this guy from page 222 of the Monsters Manual, but I prefer this picture:

Illithid
I think this guy more accurately depicts the Lovecraftian horror that is the mind flayer.

Let’s crack open the text!

“Mind flayers, also called illithids, are the scourge of sentient creatures across countless worlds. Psionic tyrants, slavers, and interdimensional voyagers, they are insidious masterminds that harvest entire races for their own twisted ends. Four tentacles snake from their octopus-like heads, flexing in hungry anticipation when sentient creatures come near.

In eons past, illithids controlled empires that spanned many worlds. They subjugated and consequently warped whole races of humanoid slaves. … Conjoined by a collective consciousness, the illithids hatch plots as far-reaching and evil as their fathomless minds can conceive.

Since the fall of their empires, illithid collectives on the Material Plane have resided in the Underdark.”

Some of the more horrifying highlights:

They lay eggs that hatch into tadpoles into a briny pool. So then they find a humanoid and they are rendered incapacitated. A newly hatched tadpole is inserted into the victim’s cranium, usually via a nostril or ear canal. Over the course of a week, a humanoid body changes as the tadpole consumes the victim’s brain and attaches to their brainstem, thus becoming the new brain. This whole process is called ceremorphosis and it sounds terrifying. And also reminds me of Yeerks from Animorphs.

“Most illithids belong to a colony of sibling mind flayers devoted to an elder brain–a massive brain-like being that resides in a briny pool… It is arrogant, scheming, and power-hungry, yet quick to flee or beg for mercy in the face of a powerful foe. It has no concept of joy, sympathy, or charity, but it is well-acquainted with fear, anger, and curiosity. It is an intellect utterly incapable of empathy or concern for creatures other than itself.

Illithids subsist on the brains of humanoids. The brains provide enzymes, hormones, and psychic energy necessary for their survival. An illithid healthy from a brain-rich diet secretes a thin glaze of mucus that coats its mauve skin.

An illithid experiences euphoria as it devours the brain of a humanoid, along with its memories, personality, and innermost fears. Mind flayers will sometimes harvest a brain rather than devours it, using it as part of some alien experiment or transforming it into an intellect devourer.”

Fun fact, illithids read a type of braille called Qualith, which is read with their tentacles. It’s “written in four-line stanzas and is so alien in construction that non-illithids must resort to magic to discern its meaning.”

They communicate almost exclusively through telepathy but on the occasion it needs to speak, it forces one of its tentacles down its own throat and then curls the tip up to act as a tongue, resulting in a sound often “harrowing to hear.”

W.T.F.

I actually am a big Lovecraft fan and encountering one of these would be awesome. That’s the great thing about D&D to me–bringing the fantasy things you know and love as close to real-life as you can. We probably wouldn’t want them any closer to real-life, actually.

If you ever need to know how to defeat one–check this out. It is 3.5, but it’s still Winning Tactics Against Mind Flayers. Among is this bit: “Mind flayers are not tough melee opponents. If you can summon in a creature of the construct, elemental, ooze, plant, or undead type, you can negate most of the mind flayer’s advantages and quickly defeat it. Such creatures of Large or larger size do very well grappling illithids.” It also talks about their low fortitude which I’m being told by my friendly resident DM is what constitution is now.

Side note, today was Free Comic Book Day, and so we hit up three comic book stores and one geeky place. We had a great day at Collector’s Paradise, The Perky Nerd (my new obsession), stopped by Geeky Teas since we were right down the street, and stopped at Emerald Knights to feed my growing dice addiction. Bought some gorgeous copper-y dice and added them to my modest but well-loved collection.

dice
That’s added to my purple dice and my Critical Role set.

Hope everyone is having a great weekend!

Ki-rin

Thor got Volo’s Guide to Monsters for his birthday! He’s been flipping through and leaned over to show me the ki-rin, one of my new very favorite things.

Growing up, some girls liked dogs. Or cats. Or horses, there were lots of horse girls. I was all about two things: unicorns, and dragons. And now here THIS thing is, that’s almost a combination of the two. Here’s an amazing rendering of a ki-rin, by Sakimichan.

ki-rin

SO COOL. From Volo’s:

“Noble, celestial creatures. In the Outer Planes, ki-rins in service to benevolent deities take a direct role in the eternal struggle between good and evil. In the mortal world, a ki-rin is celebrated far and wide as a harbinger of destiny, a guardian of the sacred, and a counterbalance to the forces of evil.

Ki-rins are the embodiment of good… A typical ki-rin looks like a muscular stag the size of an elephant, covered in golden scales lined in some places with golden fur. It has a dark gold mane and tail. coppery cloven hooves, and a spiral-shaped coppery horn just above and between its luminous violet eyes. In a breeze or when aloft, the creature’s scales and hair can create the impression that the ki-rin is ablaze with a holy, golden fire….

Common folk consider ki-rins to be rare and remote heralds of good fortune. Seeing a ki-rin fly overhead is a blessing, and events that happen on such a day are especially auspicious… Ki-rins have also been known to appear at the sites of great battles to inspire and strengthen the side of good, or to rescue heroes from certain death…

Ki-rins are attracted to the worship of deities of courage, loyalty, selflessness, and truth, as well as the advancement of just societies….

Because a ki-rin is renowned for its wisdom, other creatures would naturally seek it out with questions and requests if they could. For that reason among others, the creature makes its lair atop a forbidding mountain peak or in some other equally inaccessible location. Only those that have the tenacity to complete the daunting journey to a ki-rin’s lair can prove themselves worthy of speaking with its occupant.”

 

I’m more attached to Fae than I’ve ever been to a D&D character before, because this go-around I’ve actually tried. But now that I know how to get more out of the game than I used to, my next character has been crossing my mind. I think maybe my next character will be a cleric in service of some god that has yet to be determined, who’s life mission is to seek the wisdom of a ki-rin.

Faelinthara Moonwalker

Faelinthara
Beautiful artwork by Ameera, @mikandii on Twitter.

(Did I have some inspiration when making my druid? Perhaps. In my defense, I have red to rose-gold hair and very pale skin, so this is not just a reflection of Keyleth, but of myself as well.)

 

Stumbling out of the trees, pack slung on her back, the red-headed wood elf blinked in the midday sun. She had come upon a trail she had been told went to Westfield, the nearest town, and her first stop on what would be a very long journey. After walking in silence for the better part of an hour, her ears caught the sound of singing in the near distance.

At length, a band of dwarves appeared, singing and laughing joyfully. The elf had only met a small handful of dwarves in her twenty-eight years, sheltered as she had been growing up in her small woodland village.

“Ho, friend!” one of them declared, stopping in his tracks. He peered at the obviously distraught elf. “What’s the matter? Why do you travel alone on this fine day?”

She bit her lip and shook her head.

“Ah. Well, where are you headed?”

“Westfield,” she squeaked.

“We’ve just come from Westfield. You don’t want to go there. Not much interesting happening,” another remarked. “We’re headed to Corona.”

“Won’t you join us?” the first dwarf asked, and the other four nodded in agreement.

She agreed, and they made way to Corona, which the dwarves promised was much larger than Westfield. They were adventurers in search of treasure, and were looking to unload several rare human artifacts which, while interesting, were not as interesting to them as the gold they could get in exchange. They believed they would get the best prices in the black markets of Corona.

Adrik, Darrak, Gardain, Rangrim and Tordek entertained their new, nameless elf friend with tales of their daring, dangerous escapades, and at length she was laughing along with them, enraptured with their stories.

Sensing her mood had lifted, Adrik cleared his throat. “So what brings you out to the world?”

Her face was somber and she told her tragic tale. She told how a mysterious plague had struck her village. The greatest healers in the land had been summoned, and even they were baffled at the sickness. Every elf was afflicted… all except her, but no one knew why. While others succumbed to their illness, she remained, and as their numbers dwindled and the last few became sick, the elders had summoned her. She was told that as the last of the Moonwalkers, she should leave this place of despair, and seek out a new life with a new clan. She tearfully bid farewell to her people, certain they would never meet again, and had set out through hidden woodland paths to their closest neighbors, which weren’t very close at all, when she stopped.

“I was forced to leave my home, but then I was given a choice. If I went to another elf clan, I would integrate into their society. I had grown up with a deep love of nature. There was never any question I would be a druid. I would go and join their ranks of druids and care for their groves and creatures, and the name Moonwalker would soon be lost. Or—I could go into the world. Make a name for myself, and keep our name and traditions alive through me. And maybe I could find a new clan, one of my choosing. Besides,” she continued, tossing her long hair back, “even for elves, I’ve seen firsthand that life is too short. Shouldn’t we want to experience it all?”

“I’ll drink to that!” Darrak exclaimed.

“And I will, as soon as we get to Corona,” Rangrim quipped.

About an hour after nightfall, and several rousing choruses of “Intro the Dragon’s Lair” later, they did arrive in Corona. Though it was dark out, the city was alive, and the young elf marveled at the variety of life she saw all around. Markets were beginning to close, but there were still carts and stalls selling their wares, and so many spilled out of taverns. She had never before seen so many humans, elves, dwarves, gnomes, and everyone in between all together in one place. The air hummed with activity, conversation, bartering, song, laughter. The dwarves steered her towards one tavern in particular, The Tipsy Goat.

There they learned more about their elf companion. She was born and raised in Arrowan, to her mother, Ilenia, and her father, Carric (who was one of the few of her clan left alive, at the time of her departure), an elder and one-time ranger. Druidry came naturally to her—from a young age, she followed the village druids on their daily tasks and spied on them at every opportunity. She truly became a druid in her own right when she helped expel a shambling band of undead and their puppet master from a nearby human settlement. From then on a member of the Emerald Enclave, she belonged to the Circle of the Moon, and helped keep balance in the natural world, even sometimes bringing an end to those who would threaten it.

It became evident over time that she would follow in her father’s footsteps and become a leader of her people. Her moral code was simple, and one best described by a certain community of humans—if it harms none, do as you will. But she took it very seriously. Nature had always been her religion and her first love, and she honored it by caring for every creature, and she always firmly believed in helping those who could not help themselves. She was just as likely to jump to defend people’s freedom as she was to protect the innocent.

As she had such a deep connection to nature, it was no wonder she identified so closely with the elven god Rillifane Rallathil, god of the woodland and the wild places, the father of wood elves and protector of druids. Though ever since she was a young girl, she had a fascination with the unicorn goddess Lurue, and held her in her heart. But as a druid, she revered all the gods of the first circle, those deities closest to the power and majesty of the natural world, including Chantea, Eldath, Mielikki, Silvanus, and even more.

The band of dwarves introduced her to her first drink of Dwarvish ale, which over time, she would grow to have quite a fondness for. As she had brought a tidy sum of money with her, she paid for lodging for quite some time, and over the next week explored the city with her new friends. She accompanied them to meet shady characters to pawn their artifacts. They took her to eat at many varied establishments, and she tried to be kind to their less elegant Dwarvish fare, but discovered she had a real love of the many varieties of cheeses that humans in particular had come up with. She tried every food that came her way, and every drink, save for one rum that Rangrim snatched from her hands, promising that her headache the next day would not be worth the amber liquid. While Elvish berrywine reminded her of home, Dwarvish ale and human-made fizzy concoctions were her favorite. Her affinity and bond with animals only grew stronger—when she grew lonely and sad, she had only to find a raccoon skittering in an alley, a dog outside begging for affection, or a cat moping in a shop, and her mood would be lifted.

She held on to her druidry even in the city. She soon became known throughout the area for revitalizing the trees and green spaces in the city. No creature or plant was too small—she cared for house plants, and was known to leave little trails of flowers wherever she walked. She began to work as a healer in the city—she couldn’t save her people, but there were still some that could be saved. She was beloved in the community but became known for her impulsiveness and her social awkwardness—she had always spent so much time with animals and trees and neglected to cultivate better social skills, but she was always eager to make new friends to laugh with.

Two weeks after their arrival in the city, her dwarven friends packed up to go, and they offered for her to join them on their adventures. She declined—there was still so much to discover in the city and in her new civilization. As she bid them farewell, they promised they would meet again someday.

After staying in Corona for several months, she felt the open road calling. Corona held so much life, and surely there was still much to discover beyond it. She said goodbye to the Tipsy Goat and its resident cat Fluffers and set out for adventure.

 

She had traveled for a few days before reaching the next place that was anything more than a small village, though she was pleased to have healed a few in need along the way. No sooner had the town come into view when she heard an enormous ruckus. Exhausted as she was from her journey, she ran as fast as she could towards the noise.

She came upon quite a scene—a band of goblins ran amok through the main street of town, numbering at least fifteen. A beast of a man that she recognized as a seven-foot goliath, roared, shaking a gigantic war hammer above his head and charging forward into the biggest group of goblins. Townsfolk yelped and scattered, and several merchants moaned as goblins, grinning and laughing maniacally, toppled over carts and trampled over goods. A tall woman clad in black emerged from a doorway on the right side of the street, poking her head out to see what the commotion was, and appeared almost bored as she launched a blast of fiery energy towards a gaggle of three diminutive figures. Across the street a shadow slipped a dagger into the back of one of the creatures who groaned and then lay still; the shadow disappeared into an alley, but she could have sworn it belonged to a gnome. On the far side of the crowd she spied a human man, dressed as a monk, plunge into the crowd of goblins. She herself flung her pack to the side and entered the fray.

At length the vile creatures were repelled from the town, chittering and grouching the whole way out. Townsfolk reemerged from their homes, businesses, and taverns they had sought shelter in, and began the clean-up process. The five were hailed as heroes and while the people set about repairing and dealing with the mess, they retired to the nearest tavern, the Snuggly Duckling, with a caricature of a duckling brandishing a great axe welcoming visitors to the establishment.

She and her new friends all had their reasons for venturing out into the world, but they had no idea the adventure that still lay before them…

Questions for the DM:

Here’s the rabbit hole I fell into for a while here. Does Purify Food and Drink work on poisonous mushrooms?

DM Thor had to think about this for a while. His instant inclination was no, but I read the text to him:

“All nonmagical food and drink within a 5-foot-radius sphere centered on a point of your choice within range is purified and rendered free of poison and disease.”

And he had to admit yes! In case we are ever stranded in the forest and poisonous mushrooms look like the best option. We have never really played where we had to think much about food. We just have rations and I’ve always taken that for granted. Besides, if things got really desperate, I have the spell Goodberry:

“Up to ten berries appear in your hand and are infused with magic for the duration. A creature can use its action to eat one berry. Eating a berry restores 1 hit point, and the berry provides enough nourishment to sustain a creature for one day.

As I said, we’ve never really needed to worry about it before but it’s just good to know that it’s available. I was a little worried about the logistics of talking a flying cat with us. I know I tend to overthink some things, but I was worried about how I would feed him in the icy wastes of the Valley of Khedrun. Flipping through my spells the other day, and I saw this and felt a lot better about it. I also like helping people–you know, saving innocent townsfolk or perhaps people stranded in the depths of a spider-infested, ice giant temple–and that would be an easy way for me to help out. It’s just a cool spell.

 

SPEAKING of cool spells, it’s something totally simple and small but something I’m just now paying attention to, and that’s my cantrips. In particular, Druidcraft.

“Whispering to the spirits of nature, you create one of the following effects within range:

  • You create a tiny, harmless sensory effect that predicts what the weather will be at your location for the next 24 hours. The effect might manifest as a golden orb for clear skies, a cloud for rain, falling snowflakes for snow, and so on. This effect persists for 1 round.
  • You instantly make a flower blossom, a seed pod open, or a leaf bud bloom.
  • You create an instantaneous, harmless sensory effect, such as falling leaves, a puff of wind, the sound of a small animal, or the faint odor of a skunk. The effect must fit in a 5-foot-cube.
  • You instantly light or snuff out a candle, a torch, or a small campfire.

The DM’s given me a few ideas on this. Mostly I want to incorporate it to add more flavor to my druid.

Oh, did I not introduce you? I will do that in a separate post!

Quote of the day: “So I’m just furious and covered in spiders?”–Brottor, our dwarf barbarian, after raging but then being rendered immobile as many, many baby spiders swarmed him.