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@cosmoblackcandle
when you kiss your uncle in front of your father right before marrying your gay cousin
I love this show
by: 周记201904
Lord Vincent Baron
Tiefling / Figher-2 / Acolyte / Neutral Evil
HP: 14 (2d10) AC: 16 (leather armor, shield) Speed: 30-ft, fly 30 ft.
STR: 16 (+3) DEX: 16 (+3) CON: 11 (+0) INT: 18 (+4) WIS: 14 (+2) CHA: 13 (+1)
Saving Throws: Strength +5, Constitution +2.
Skills: Athletics +5, Acrobatics +5, Religion +6, and Insight +4.
Proficiencies(+2): All armor, shields, simple weapons, and martial weapons.
Languages: Common, Infernal, Draconic, and Abyssal.
Senses: Darkvision (60 ft.), Passive Perception: 12
FEATURES:
Shelter of the Faithful
Hellish Resistance
Winged
Fighting Style - Dueling
Second Wind (1 per short or long rest)
Action Surge (1 per short or long rest)
PERSONALITY TRAITS:
I see omens in every event and action; the gods try to speak to us, we just need to listen.
Change - We must help bring about the changes the gods are trying to work into the world (Chaotic) Everything I do is for the common people. I put too much trust in those who wield power within my temple’s hierarchy.
INVENTORY:
Leather armor, shield, longbow, longsword, 19 arrows, light crossbow, 20 bolts, Holy Symbol of Tiamat, prayer book, incense sticks x5, common clothes, owl whistle (Dr. Whoot), and a belted pouch containing 37 gp.
Jaden Blackstar
Half-Elf / Monk-12 / Acolyte
HP: 70 AC: 18 (Unarmored Defense feature) Initiative: +5 Hit Dice: 12d8 Prof. Bonus: +4 Speed: 50-ft
*STR: 12 (+1) *DEX: 20 (+5) CON: 12 (+1) INT: 10 (+0) WIS: 17 (+3) CHA: 12 (+1)
Skills: Acrobatics +9, Stealth +9, Religion +7, Insight +7, Perception +7, and Persuasion +5.
Proficiencies: Simple Weapons, Longswords, Shortswords, Longbows, Shortbows, and Weaver’s Tools.
Senses: Darkvision(60-ft), Passive Perception: 17
Ki Points: 12 Ki Save DC: 15 Shadow Art Spells: Minor Illusion(cantrip), Darkness (2 Ki), Darkvision (2 Ki), Pass without Trace (2 Ki), and Silence (2 Ki).
Languages: Common, Elven, Undercommon, Giant, and Dwarven.
FEATURES:
Shelter of the Faithful
Fey Ancestry
Elven Weapon Training
Darkvision
Unarmored Defense
Unarmored Movement
Shadow Arts
Slow Fall
Stunning Strike
Ki-Empowered Strikes
Stillness of Mind
Shadowstep
Evasion
Purity of Body
Cloak of Shadows
PERSONALITY TRAITS:
Nothing can shake my optimistic attitude.
I always try to help those in need, regardless of the personal cost.
I owe my life to the monks who took me in when I left home.
I judge others harshly and myself even more severely.
INVENTORY:
Quarterstaff, Holy Symbol of Selune, Prayer Book, Incense (5 sticks), Common Clothes, Belted Pouch, Backpack, Bedroll, Mess Kit, Tinderbox, Torches (x10), Rations (1-Day)(x10), Waterskin, and 50-ft of Hempen Rope.
Research-Professor Malarae Arkenett of the College of Haelat
Class: Swashbuckler Rogue 6/Hexblade Warlock 5 Background: Sage Race: Wood Elf Alignment: Chaotic Neutral
Born a naturally inquisitive child, Malarae benefited from being raised within the walls of the College of the City of Magic, Haelat in the kingdom of Elysium. The daughter of two teachers, her curiosity was not only encouraged, but fueled by the family of professors who taught her whatever her interests were at the time. Once Malarae became an adult, she was granted the title of Research-Professor, given a small allowance and granted papers to allow her travel to every allied kingdom in the world. With a map in one hand and her head on her shoulders, Malarae began the task of finding ancient ruins, cataloging the forgotten civilizations and the treasures inside them. After a few decades, Malarae stumbled into a cave in a mountain range, seeking shelter from a sudden snowstorm. Traveling into the cave, she found a whole catacomb system winding through the mountains and became quickly lost. Eventually, she found what appeared to be the throne room, filled with skeletons and dust. On a dais in the center of the room, a strange blade called to her. It was inky black, something coalescing around it. Suddenly set upon by the shadowy assailants that had been stalking her for weeks, Malarae took up the blade to protect herself. The blade seized her mind, demanding payment for its service. Malarae was forced to agree, selling her soul to whatever strange being resided within the blade. After a short time, Malarae escaped the catacombs changed. The blade, known to her as Chaosrazor, had granted her abilities beyond the few she had seen within the College walls. Her goals now are to find whatever civilization was lost within the mountains, to find the true name of Chaosrazor, and to somehow retrieve her soul.
Pictures from DollDivine builders Character sheet blank found on Reddit
Reblogging from my DnD blog
Lokdorre
Half-Orc / Paladin-2 / Outlander
HP: 20 AC: 18 (chainmail and shield) Initiative: +1 Hit Dice: 2d10 Prof. Bonus: +2 Speed: 30-ft
STR: 15 (+2) DEX: 12 (+1) CON: 15 (+2) INT: 8 (-1) WIS: 10 (+0) CHA: 15 (+2)
Skills: Athletics +4, Medicine +2, Survival +2, Intimidation +4, and Persuasion +4.
Proficiencies: All armor, shields, martial weapons, simple weapons, and lyres.
Senses: Darkvision(60-ft), Passive Perception: 10
Spellcasting Ability: Charisma Spell Attacks: +4 Spell Save DC: 12
Spells Known: 3 Level 1 Spells: Bless, Cure Wounds, and Shield of Faith.
Languages: Common, Orc, and Giant.
FEATURES:
Relentless Endurance: When you are reduced to 0 hit points, but not killed outright, you can instead drop to 1 hit point. You must finish a long rest to regain this feature.
Savage Attack: When you score a critical hit with a melee weapon attack, you can roll one of the weapon’s damage dice again and add it to the total damage.
Divine Sense: As an Action, you open your awareness to the location of any Celestial, Fiend, or Undead within 60-ft that is not behind total cover. You know which of those types the creature(s) are, but not their specific kind(ex. vampires or zombies.) In the same radius, you can detect any place or object that has been consecrated or desecrated, as with the Hallow spell.
Lay on Hands: You have a healing pool of energy equal to 5x your Paladin Level. As an Action, you can touch a creature to expend points from your pool as hit points. Alternatively, you can expend a burst of 5 points to cure one poison or disease in the creature. This has no effect on Undead or Constructs.
Fighting Style - Dueling: When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.
Divine Smite: When you hit a creature with a melee weapon attack, you can expend one Paladin Spell Slot to deal an additional 2d8 Radiant Damage to the target. At higher levels, increase the damage by 1d8 per slot above first to a maximum of 5d8 Radiant Damage. If the target is Undead or a Fiend, add an extra 1d8 on top of that.
INFERNAL THRI-KREEN
Touched by the infernal magic of the nine hells, these Thri-kreen are larger than their kin and have red colored exoskeletons with glowing runes of the symbol of Asmodeus and a set of wings enabling them to fly.
Ability Score Changes: Charisma (+1), Dexterity (+2) Size: Medium Speed: 25-ft 60-ft (Flight) Special Senses: Darkvision (30-ft)(Shades of Red) Languages: Common, Thri-Kreen, Infernal.
Resistant: Fire damage
Flight: Infernal Thri-Kreen have four large red-tinted wings similar to a dragonfly. The wings can be folded down along their backs like a cloak when not in use.
Infernal Thri-Kreen can only fly for up to 1-minute before their weight exhausts them and they fall to the ground. They regain the ability to Fly after a Short Rest or by taking a level of Exhaustion. Multiple Arms: You have advantage on attacks while duel wielding. Weakened Torpor: You enter a meditative state and are aware of your surroundings, rather than sleeping, to gain the benefits of a long rest. Unlike normal Thri-Kreen, Infernal Thri-Kreen require six hours of Torpor, rather than four hours, to gain the benefits of a Long Rest, due to their larger size and added wings.
Rufus (Hell Hound)
HP: 45 AC: 15 (natural armor) Speed: 50-ft
STR: 17 (+3) DEX: 12 (+1) CON: 14 (+2) INT: 6 (-3) WIS: 13 (+1) CHA: 6 (-3)
Skills: Perception +5
Damage Immunities: Fire
Senses: Darkvision(60-ft), Passive Perception: 15
Languages: Understands Common, but cannot speak it.
Keen Hearing and Smell: The Rufus has Advantage on Perception checks relying on hearing and scent.
Pack Tactics: The Rufus has Advantage on an attack roll against a creature if at least one of the hounds allies is within 5-ft of the target and isn’t incapacitated.
ACTIONS:
Bite, Melee Weapon Attack: +5 vs. AC; one target, adjacent. Hit: 1d8 + 3 piercing damage plus 2d6 fire damage.
Fire Breath(recharge 5-6) The Rufus exhales fire in a 15-ft cone. Each creature in the area must make a DC 12 Dexterity Saving Throw, taking 6d6 fire damage on a failed save, or half as much damage on a successful one.
Staff of Bones
(Quarterstaff)(1d6 Bludgeoning Damage)(Vers. 1d8)(Arcane Focus)
As a Bonus Action on your turn, all spell damage from your next spell that deals damage deals an additional 1d4 damage per damage die of necrotic damage(example: Fireball deals 4d6 Fire + 4d4 Necrotic.)
The wielder of this staff suffers one level of exhaustion per spell cast this way. If a character dies from exhaustion using this staff’s ability, the staff breaks and deals 50 Necrotic Damage to all creatures in 100-ft of the wielder.
Blackcandle Mirror
(Arcane Focus)(Accessory)
While you are attuned to this mirror, you gain a +2 bonus to your Arcana and Persuasion skills. In addition, you may cast Misty Step once without matieral components or using a spell slot. You must finish a Short Rest to regain use of this feature.
An amethyst with a golden border on each half of the folding mirror, an illusion of a black candle is visible inside the gem with a small violet flame. Inside, there is a normal mirror. The mirror can be closed and fashioned with a simple metal clasp.
Sword of the Raven Queen
(+1 Longsword)(1d8+1 Slashing Damage)(Vers. 1d10+1)(Silvered)
While you are attuned to this weapon, you can summon it to your hand as a Bonus Action. In addition, you and allies within 5-ft have Advantage on Death Saving Throws. This silver blade has a black hilt; the cross-guard is decorated to resemble outstretched wings of a raven, with the head pointing down the center towards the grip. The head of the raven has two small sapphires for eyes, which glow with arcane energy. The pommel has a large sapphire. The grip is comprised of wrapped black leather strands and hands off in strips in several places, though it remains firmly attached.