This. Forget the kiss. This smile is what I live for.
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@darkphoenix72
This. Forget the kiss. This smile is what I live for.
SAVE MY EMO BABY PRINCE.
â a. c.
~Gabriel Gadfly
Best Kiss Award.
His smile. Commissioned by spitfire4life đ
âŠâŠ..
Commissions Open â contact me by DM or email lauramcachon(at)gmail.com
Inseparable
So kiss me and smile for me
Tell me that youâll wait for me
Hold me like youâll never let me go
d&d character generator:Â
1: race (birth month)Â
january: elfÂ
february: dwarf
march: orc
april: gnomeÂ
may: humanÂ
june: half-elfÂ
july: half-orcÂ
august: genasi
september: lizardfolk
october: tabaxi
november: goblin
december: dark elfÂ
2: class (first letter of first name)
ab: wizardÂ
cd: warlock
ef: druid
ghi: paladin
jkl: bard
mno: cleric
pqr: barbarian
stu: rogue
vwx: monk
yz: rangerÂ
3: alignment (first letter of surname)
abc: lawful good
def: neutral evil
ghi: chaotic neutral
jkl: lawful evil
mno: chaotic good
pqr: true neutral
stu: chaotic evil
vwx: neutral good
yz: lawful neutral
Narrating Combat in D&D
Combat descriptions are always difficult to come up with on the fly. Here is a guide with some tips and tricks to make your combat more interesting and dramatic!
image credit: Michael Komarck
Hit Points
When a creature or player gets hit by an attack, think about the situation surrounding the attack. Has the creature already taken damage? Figure out how much damage is being dealt before describing the attack. Is it a lot of damage or a little? How tough is the defender? is it merely a pinprick to them or a grievous wound? No matter how you slice it, hits always come back to one thing: Hit Points.
So something important that you should know about Hit Points: just because you subtracted âHit Pointsâ and they took âdamageâ doesnât necessarily mean you actually drew blood. Most people always default to âyou stab them in the face/chest/neck.â Well thatâs a pretty gruesome and very lethal hit. Most creatures would probably just flat-out die from that. This isnât a Tom & Jerry cartoon where creatures squash and stretch to absorb the damage.
To help ease into a creatureâs eventual demise over a large span of Hit Points, try describing nonlethal ways that creatures and players âtake damage." Have each attack wear down the creature. Only draw blood when a player lands multiple blows or rolled a high attack or damage roll (basically when the player feels good about their attack) or when they fall below half hit points. Thatâs why we use the term "bloodied,â after all! Here are some examples of some pre-bloodied attacks:
Your deft swordplay is wearing out the defender as they struggle to parry your strikes!
The creature is backed into a corner, its options for defenses running thin!
Their weapon is buffeted by your blows and knocked away. Nowâs your chance!
The horseman is knocked from their mount, leaving them battered and bruised as they roll back to their feet!
Your ambush forces the orc to deflect your dagger with their bare hand to save itself. It yowls in pain!
Your mace clobbers the knight upside its head, dazing them as a metallic sound reverberates through their helmet! Backpedal in confusion.
The wizard wrinkles their brow as they deflect your attack with a hasty shield, this one weaker than the last. Their concentration seems to be failing!
Once a creature is bloodied, then you can start with the more lethal attacks. Save the head, neck, chest, and femoral artery hits for when the creature is about to die. But by all means, stab them in the kidneys, flay some muscle from their arm, chop off one of their antennae or extra limbs. Donât be afraid to impart status debuffs for certain hits (even if the attack wasnât necessarily a crit). For instance, if they take a leg wound they might have slightly reduced speed as they limp around the battlefield. Perhaps you cut off their hand or shot out an eye, rendering the part useless until they receive magical healing. Here are a list of almost-lethal places where I like to describe hits that works for most humanoids:
Hit Table (1d10):
1: Eyes: blind them for 1 round if just one eye, or permanently if both.
2: Ears: deafen them for 1 round if just one ear, or permanently if both.
3: Hand/Fingers: deny them the use of that hand. If they wield a two-handed weapon, they do so with disadvantage.
4: Arms: if just a wound, give them -1 to attacks with that arm. If the limb is chopped off, obviously they canât use it.
5: Legs: half their speed. Reduce their speed to 5 ft. if the limb is chopped clean off.
6: Belly: reduce their speed by 5 ft. and give them the Poisoned condition.
7: Lower Back: no major negative impact, but they shouldnât lift any heavy objects for 6-8 weeks.
8: Side Torso: no major negative impact, but they should definitely have that looked at for internal damage.
9: Shoulder: no major negative impact. Make sure they wear a sling so it heals properly.
0: Butt: hilarity ensues. They canât sit down without immense pain.
Misses
Yes, itâs really fun to hit with an attack and roll high damage dice, but people oftentimes will remember a great missed attack just as fondly. In fact, a DM that doesnât describe a miss could risk making that player feel left out or frustrated if they miss often. So make the misses memorable and dramatic.
Keep in mind what sort of weapon they were using when they missed, or what sort of things in the environment maybe got hit instead. Heck, maybe a miss might help their situation if they break something that puts them on the advantage! Maybe they hit a support beam instead of the gnoll. You have them roll for damage, and itâs a huge amount! The support beam snaps and rocks from the old mine start to cave in a 20 ft. radius! Have everyone roll DEX saves!
Something like that works especially well on a critical failure. Always describe a critical failure in a special way, maybe imposing a debuff on the person who missed or changing the situation somehow. A comical gaffe is always welcome here, as well.
Critical Miss Ideas:
Attacker strikes a nearby object instead
Attackerâs weapon becomes damaged or broken (unless itâs a magical item)
Attackerâs weapon becomes stuck or disabled for their next turn (maybe a sword stuck in a log or a jammed crossbow)
Defender knocks the weapons from the attackerâs grasp
Attacker accidentally strikes themselves for half the normal damage
Defender rolls out of the way, repositioning themselves behind the attacker.
Personality
Accentuate the creatureâs personality by characterizing HOW they perform certain actions. A duelist might stab precisely for your thigh, but an ogre might swing a club clumsily. This can lead to comical gaffes, like the duelist yelling âha-HA! âŠoh?â as their sword slips past you and they fall on their face, despite you just calling their strike precise. The ogre can easily miss their swing and because of the clumsiness you described causing them to follow through and spin around, getting dizzy and confused for a turn.
Consider how the creature is reacting to their current Hit Point status. Do they clutch at their wound? Do they punch their wound and roar at their attacker? Are they unphased by their wound like an undead? Are they on the ground writhing in pain?
Diving into the character of an enemy will help you guide both their combat decisions and how you narrate the action. Here are some common fighting personality tropes:
Cocky: A cocky creature is fearless, but to an extent where they may make mistakes. They will also likely taunt their enemies.
Clumsy: Big, dumb creatures or drunken brawlers will not pay any heed to their surroundings, maybe even be easier to fall prone or fall for combat tricks.
Stoic: A stoic creature is likely able to notice everything in combat as they approach the battle logically and without emotion. Think highly-trained warriors like knights or samurai.
Fearful: A fearful attacker is actively trying to get away from or avoid combat.
Fearless: A fearless creature is what you typically see of a heroic attacker.
Gleeful: A gleeful attacker delights in violence and will do whatever they can to cause pain.
Angry: An angry attacker will fight recklessly without regard to their surroundings.
Hungry: A hungry creature is looking for a meal. If they get seriously hurt, they will likely just leave to find easier prey.
Confused: A confused creature will be on the defensive. It wasnât planning on fighting today.
Environment
Use the environment to guide combat. Even if your players arenât clever enough to utilize the environment, that doesnât exclude the enemies! And hey, if players witness what the enemies are doing, maybe they will learn to follow suit or just be inspired to fight more creatively. I actually had an NPC fighting alongside the players one time. They went into a cave with some bugbears around a smoldering campfire. He first kicked some of the embers up into one of the bugbearsâ eyes, blinding them for a turn. Then he kicked a bugbear over a log and face-first into the fire. The other players were simply on autoattack mode, but were thankful for the debuffs provided by the creative use of environment.
I canât really provide a complete list for this, as there are nigh-infinite combinations of generic objects that can be used to gain an upper-hand, but here is a link to one of my older posts about using environmental factors in combat!
For more content on narrating spellcasting in combat, check out this post!
Spellcasting Combat Narration for D&D
image credit: Ben Wootten
So I was gonna include this in my other article on narrating combat, but it proved far too lengthy, so I made this into part 2!Â
Combat is easy to describe compared to narrating spell attacks. I ran into this problem last session when I was getting into detail telling the barbarian how they tore off an ogreâs head but then the druid just kept using Fire Bolt and I kept defaulting to âyou shoot a bolt of fire at his face.â Iâm going to try and vary things up with these lists and help everyone else in the process! I am organizing them by energy type.
Mode of Attack
Half of a spellâs attack is how the caster shapes their spell. The same spell can look very different with every casting if you have a creative DM. Feel free to switch it up each time itâs cast, or vary the same spell when cast by different characters of different classes.
Attack Words
Generic shapes and terms that will launch from the casterâs hand.
Helix, Spiral, Beam, Erratic, Mote, Bolt, Stream, Blast, Burst, Blade, Arc, Miasma, Cloud, Eruption, Wave, Cone, Missile, Rune, Glyph
Class-Based Ideas
Bard
Energy manifests from thin air a foot in front of their instrument as they play
Energy is shaped like ribbons of written music that ripples towards enemies
Several tiny motes of energy appear with each note sung or played. Each point of damage comes from a mote hitting the opponent (rolls a 4 out of a d6, 4 of the 6 note-motes hit)
Cleric
Energy falls from the sky or emerges from the ground as the cleric prays
Beam of energy originates from holy symbol
Spell attack should highlight that the cleric is granted their powers from a greater power, donât have the energy come from their hand/finger. Have the energy come TO them, and then be thrown at the enemy.
Druid
Energy is shaped like an animal.
Energy rushes forth from the surrounding wilderness and zooms past the druid and toward the foe.
Much like Cleric, energy shouldnât come from the caster. It should come from elsewhere before being thrown at the enemy.
Fighter (Eldritch Knight)
Energy blasts from their bound weapon pointed at the enemy.
Energy fires from their mouth as they yell.
Energy surrounds their weapon and is used in tandem with it (if close enough)
Monk (Way of Four Elements)
Literally just watch Avatar: the Last Airbender and do that.
Paladin
Most Paladin spells are smite-based, so they usually happen when an attack hits. Otherwise, let the energy come from a higher power like the Cleric.
Energy bursts forth from within the creature hit
Energy surrounds weapon right as the strike lands
Energy falls from the sky or erupts from the ground
Ranger
Honestly, most Ranger spells often seem a lot like man-made traps like Cordon of Arrows (arrow traps), Fog Cloud (smoke grenade), or Grasping Vine (slipknot trap). But otherwise, Play it like the Cleric where the energy comes from a higher power.
Energy takes the form of the Rangerâs animal companion or an animal they associate with.
Spells seem to cast automatically whenever the Ranger is in a tight spot, almost as if nature itself is protecting them. The Ranger gives an approving nod whenever this happens in thanks.
Rogue (Arcane Trickster)
Energy is always accompanied by a shimmer of glitter
The Rogue plays with the energy over their fingertips as they whistle before casting the spell.
Energy enchants one of the Rogueâs daggers and casts the spell by tossing the dagger at the intended location or target.
Sorcerer (Draconic Bloodline)
Energy takes the shape of a dragon of your bloodline.
Energy surges forth from your breath
All energy takes the shape of your bloodline dragonâs energy type, regardless of the actual energy type. For instance, a sorcerer of a blue dragonâs bloodline that casts Burning Hands or Cone of Cold keeps the energy type but shapes the fire and cold damage into the form of a bolt of lightning.Â
Sorcerer (Wild Magic)Â
Energy takes on many random forms, never under the full command of the Sorcerer.
Energy erupts from random places in the environment when the Sorcerer calls upon them.
Energy bubbles and fizzes with all energy types (but mostly the one called upon), as if a piece of Limbo was thrown at the enemy.
Warlock (Archfey)
Your energy shimmers with iridescent colors and showers enemies with sparks of glitter.
Warlock (Great Old One)
Your magic corrupts and twists the flesh of the target of your spell, regardless of the energy type.
Warlock (Fiend)
Energy takes the shape of the unholy symbol of your patron.
Wizard (Abjuration)
Energy shoots forth from your magical wards, arcing towards your enemies.
Wizard (Conjuration)
You conjure a short-lived elemental of the energy type you need. It soars at the enemy.
Wizard (Divination)
You weave the glowing threads of fate in the palms of your hands, tweaking reality to cast your spell.
Wizard (Enchantment)
You enchant an object to exude the energy and toss it at the enemy.
Wizard (Evocation)
I mean, you just sorta blast them. Thatâs what this schoolâs about.
Wizard (Illusion)
Your spell usually spawns two or three illusory copies. When the attack misses, the enemy simply managed to dodge the right duplicate.
Wizard (Necromancy)
Your energy takes the shape of a skull screaming as it flies toward the enemy
Wizard (Transmutation)
You transmute the energy out of the surrounding environment and fire it at the enemy
On-Hit
So if half of a spellâs attack is the shape and travel of the spell, the other half is when the spell hits. I organized this list by energy type, as different energies will do different sorts of things when they hit a creature. This is mostly a collection of interesting effects, colorful language, and examples.
Fire
Your bolt of fire singes their armor (burning cloth, blackening leather, discoloring metal)
A tiny bead of fire explodes on contact
Showers them with red sparks
Your attack leaves behind a billowing trail of smoke
A fast-travelling meteor of flame soars from the sky towards the enemy.
Your flames leave blisters and cracked skin in its wake.
Your fire blackens the enemyâs flesh
Cold
You freeze the moisture in the air into icy daggers that fall onto your enemy
You freeze the water in their blood to damage them
Their skin turns blue and numb
You literally hurl a snowball at them.
Your spell leaves them covered in a layer of frost
A buildup of ice covers where your spell hit. (itâs easily shattered once they move, though)
A blast of icy wind and rain leaves them shivering.
Thunder
A crack of thunder pummels your foe
A high-pitched, deafening shriek focuses itself on the target
A thin trail of blood races from the foeâs ears from a sound no one else can hear
The enemy falls to their knees cupping their hands over their ears, gritting their teeth
You buffet the target with waves of thunderous sound
The ground shakes with the force of your spell. Brittle glass objects nearby shatter.
Lightning
Lightning comes from the sky to smite your foe
You all smell the faint odor of ozone before a bright bolt of lightning streaks toward the target of your spell
Before your enemy can blink they are showered in electrical sparks followed by crippling pain
The enemyâs back stiffens as the powerful current of lightning surges through them
Your attack leaves a permanent web of lightning shaped burns all over one side of their body
Your blast of lightning causes their skin to rupture as it travels through their body
Acid
Your acid sizzles as it burns a new, unnatural color into their skin
The attack melts their flesh, leaving them permanently disfigured at the site of the spell
Your spellâs acid causes blue fire to burn where it hit their skin, and bleaches their armor and belongings
A rancid smell fills the foeâs nostrils as the acid bubbles on their bare skin, burning through the simple cloth of their shirt.
Poison
You spew a poisonous cloud from your mouth at your opponent
A spectral viper or insect is flung at the opponent, biting them and filling them with magical venom
Your index and middle finger each grow a poisonous fang which you sink into your opponentâs arm (melee range spell attacks only)
The enemyâs mouth fills with a foul tasting liquid which forces its way down their throat
Necrotic
Your targetâs flesh bubbles and boils as a black ichor sputters from the spellâs origin
The foeâs flesh festers with magical disease as boils and wounds quickly cover the affected area
A skeletal hand wriggles free from beneath the earth, flying towards the target
An incorporeal undead shrieks as it flies from your finger toward the enemy to deliver the spellâs effect
Black energy swirls around your arm before launching towards the enemy as if it had a life of its own
Your iridescent blue magic enters the targetâs body and afflicts their soul, making them momentarily dazed as their eyes glaze over.
Radiant
A holy light shines from the skies to harm your target, regardless of time of day or obstructions
A halo of radiant energy surrounds your head and blinds the target as they gaze upon it
Enemies that arenât of your alignment hear the whispers of your deity moments before being enveloped in a blinding white light
The foeâs eyes and mouth emit warm light and they howl in pain
A blade of radiant energy slashes through the victim, leaving a trail of blinking motes of light in its wake
The enemyâs skin blisters from the raw positive energy surging through them
So essentially this whole post was a creative writing assignment for myself, but I hope that it gives you guys new creative ideas for new spells or new ways to describe existing spells! They donât much affect the mechanics of the spell at all, so most DMs I suspect will be fine with most of these descriptions if you want your character to cast spells a certain way.
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New d20 designs are now up on my RedBubble store and Iâll be making sticker packs for my Etsy shop soon! Other alignments will also be coming soon, feel free to suggest any that youâd like to seeÂ
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MSNBCâs Katy Tur detailed the violent death threats reporters are receiving because of Donald Trumpâs rhetoric: âAnd in case you want to argue this has nothing to do with the president, the most recent note I got ended with MAGA.â
Everyone should watch this.
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Wow! I canât believe Iâve got 10,000 followers! ( @kiss-my-asymptote was number 10,000!) To celebrate, weâll be giving away 5 prizes! (Unfortunately, law says this will only work for US followers.) Hereâs what weâre giving away!
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Self-doubt Headcanon #3. Same Korra, same.
Enjoy, patronustrip
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