My superhero-themed Masks: A New Generation campaign just ended, and I wanted to throw together most the little doodles I made for it in one place. Context for each drawing should be in the alt text (if I did it right lol)
Your art is absolutely gorgeous it deserves to have more recognition if I was Leonardo Da Vinci I would be proud of this generation I really hope you achieve your dream
Heh, thanks! My dream was to make something beautiful with my art, and I think I've achieved it, what with all the beautiful friendships I've made through my art.
Merry Christmas! Thank you for all of the wonderful stuff you've given us all over the years!
(Also, sidenote, if you havent said already, when did you become rin?)
Thank you! Happy to hear I'm still spreading joy with my silly drawings, truly the best Christmas present to receive. And lol uh... maybe a year? Maybe a little less than that. I've lost track of time.
I know this might be a long shot, but I found your post about Rosemary in the Humblewood tag recently. It's funny timing bc I was considering reworking a warforged pc of mine to be zero dmg and full support. If it's not too much trouble, could you explain the class/feats/spells Rosemary had? I just really wanna know how you pulled it off.
Yes, I would be absolutely delighted to share Rosemary's build with you! Though the campaign has been over for months, so I'm going by memory here. However, there is one other, bigger problem: Rosemary was built in dnd 5e, and 5.5e (or dnd 2024, or whatever it's called) kind of kills the entire build. So if your campaign is in 5.5e, I don't know how much of this will be usable. Maybe there will be bits and pieces that can work!
Here's the gist of Rosemary:
Up front, Rosemary is an absolute mess of multi-classing, so you probably won't be getting feats anytime soon, maybe even ever depending on what the max level of the campaign is.
I wanted Wisdom and Constitution as the primary stats, mostly for spellcasting+concentration purposes. Strength and Charisma are good secondaries; Strength allows for non-damaging combat options like shoves and grapples, and if you’re playing a more peaceable character, it helps to have the Charisma to deescalate potentially violent situations. Dexterity and Intelligence were kinda my dump stats. I completely dumped Dexterity, relying on Heavy Armor and shields for my AC. Dexterity is a bit dangerous to dump because of how common Dex Saves are, but I thought it fit the character better. I think my stat line was…
14 STR, 8 DEX, 14 CON, 12 INT, 16 WIS, and 14 CHA. It’d be more tactically optimal to switch DEX and INT, or even them out to 10/10, but I say whatever fits the flavor!
I took Fighter as the first Level, to get the Constitution Saving Throw proficiency, which helped keep concentration on all the support spells. I also took Athletics Proficiency so I could grapple/shove/knock enemies prone. The old “Grapple+knock prone” combo is a good non-damaging way to neutralize an enemy.
For Fighting Style, I went with Interception for some guaranteed damage mitigation (you won’t be using your Reaction for Opportunity Attacks anyhow, so your Reaction is more free than most PCs), but Protection is also a solid option with the same idea. Oh, take the equipment option that gives you a shield, you’ll need that for these Fighting Styles. (Disclaimer: Our campaign started at level 3. If it didn’t I probably would’ve gone with a level in Cleric first lol)
Next, Cleric time, and we’re taking Peace Domain for that sweet, sweet Emboldening Bond. This is your bread and butter, the go-to move. For Spells, the main one is Bless; that combos with Emboldening Bond, giving allies +2d4 on rolls, which is amazing. It does take two turns to set up, but for prolonged combats, it’s so worth it. Keep in mind, if you include yourself in the combo, you get reeeeally good at maintaining Concentration (the lowest you can possibly roll is a 7), enabling you to be more of a frontliner. You get Sanctuary from Peace Domain, which is amazing to cast on yourself, as you won't be attacking the enemy. Command is just a great all-purpose spell for when you're not sure what to do with your turn and got a Spell Slot to burn. For Cantrips, take whatever fits your flavor.
That's kind of the foundation of the Build, here's everything else you can put on top of it. You’re going to want:
2 more levels in Cleric; You want your Channel Divinity: Balm of Peace, just an extraordinary multi-purpose healing option. And at level 3, you finally get your 2nd Level Cleric spells; Hold Person and Silence are exceptional control spells. Zone of Truth is one of the best Roleplay spells in the game. Warding Bond is also cool for even more damage mitigation on top of Interception, but be careful, as getting damaged will trigger Concentration checks.
2 more levels in Fighter; Action Surge lets you get the Emboldening Bond+Bless combo up in 1 turn, which is crazy good. You’ll take the Battle Master subclass for some neat maneuvers. You can take Parry to reduce your own damage, could help you entirely shrug off a weak attack that would’ve otherwise triggered a Concentration Check (although note it uses your DEX, so you'd probably want a different statline if you take this). Tactical Assessment is great for Insight Checks, and you get multiple opportunities to gain Proficiency in Insight with this build, so that works even better. Grappling Attack is so fun too; You can Shove a target Prone, then follow it up with Grappling Attack to immediately pin them to the ground. It's a damage-free way of largely taking a martial fighter out of the fight for a bit.
2 levels in Druid; Entangle and Fog Cloud are neat control spells, but what we’re really after is the notoriously busted Bear Spirit Totem from the Shepard Circle at level 2. I'm pretty sure Bear Totem makes your Shoves/Grapples better too? I forget if the "Advantage on Strength Checks" applies to that. Also you can turn into a little critter now, could be good for non-combat utility.
I didn’t go with this myself, but taking a level or two in Bard would also work wonders. Bardic Inspiration is just a great support tool, but more importantly the Bard Spell list gives you access to the Sleep Spell. I cannot overstate how powerful Sleep is as a non-lethal combat finisher. Genuinely, I would unironic say it would be worth getting a level in Bard just to get Sleep. If you ever get the opportunity to learn a free Spell, take Sleep. If you can convince your DM to swap out a different class feature for Sleep (like Wild Shape), do it.
Oh, and don't forget about any Tool Proficiency you might've picked up from your background too! Herbalism kit synergies well with the build. But if you got Mason Tools, you can put your Strength to extra use by breaking down walls!
I hope any of this is useful for you! I love, love, love building characters, and Rosemary was one of my favorites! If you have any follow-up questions, feel free to ask!
Yes, absolutely, I would love to rant about my OC more, thank you. To note, all these stats are just made up and don't reflect any actual mechanics of the Masks system. They just kinda help me guide the narrative of a scene and create expectations for the GM / other players.
Mobility: How fast she can run and how agile her movements can be. Being a plant, she's generally not very mobile, which creates a clear weakness for villains to exploit.
Physical Power: How strong she can smack something. If I want her to fulfill a more "Hulk" archetype for a scene, I pick a form with high Physical.
Super Power: In almost all her forms, Hollow can mutate her limbs into different plants. This stat dictates how fast she can mutate, how extreme her mutations can become, and how many different mutations she can maintain (basically how bullshit I can make her powers behave). As an added limitation, getting burned turns off Hollow's Super Power, so she can always be reined in if need be.
Stability: To create even more narrative limitations, I made it so she can't maintain any of her Special Forms for an infinite amount of time. This stat illustrates how long she can stay in that form.
Control: One of Hollow's big narrative hurdles was having a lack of control over her powers. When she loses her sense of self, she becomes more feral. So this is just how likely Hollow will go Shin Godzilla mode (Higher number = less likely).