MCYT as D&D Characters 5 - Philza
Part 5 of me turning MCYTs into playable D&D characters! Today, as you might’ve guessed, I’m taking a crack at the man, the myth, the legend, Philza Minecraft. And, of course, before we begin, the ground rules.
This will not be balanced and the builds may not be very good. This isn’t for the minmaxers (not that there's anything wrong with that), this is purely based on either stories these people have participated in or their overall persona on the internet
These characters will go up to level 20, but in no way do you have to play them to the max level to get all the mechanics that make up the character
There will be no homebrew in this build.
I will be using standard array for all of these characters (15, 14, 13, 12, 10, 8) when determining the stats for these characters for my own ease of use.
Character Traits to Emulate:
Race, Class, Background and Stats
Race: Protector Aasimar (There was a lot of debate on what race Phil would be, if he would be a full bird or more human, but I decided on Aasimar purely for the connection to celestials/gods in D&D canon. Plus, they live longer than the bird races and have some fun features!)
Ability Score Improvement: +2 to Charisma, +1 to Wisdom
Darkvision: You can see in the dark! Sick
Celestial Radiance: You’re resistant to necrotic and radiant damage
Healing Hands: You can heal people a number of hit points equal to your level once per long rest. Maybe use it on a particular pig to make sure he can keep standing…
Radiant Soul: Once per long rest, for a minute you gain the power of flight (a fly speed equal to your walking speed) and deal extra radiant damage on attacks.
Background: Far Traveler (I think this one fits the best with Phil and his connection to his hardcore world, where he’s generally implied to be from.)
Proficiencies: Insight, Perception, a musical instrument or game of your choice (let’s choose lute) and a language of your choice
Class: Ranger 11, Cleric 9 (This one may need some explanation, but the features Rangers get are just about getting knowledge about creatures quickly and fucking people up, which is a very Philza vibe. Cleric is for his connection to Mumza)
The stat distribution is also somewhat self-explanatory, Phil isn’t really lacking in any stat but he’s definitely not the most charismatic and as a bird man, probably not the strongest. Not to worry, he definitely uses finesse weapons rather than heavy longbows.
Favored Enemy: You’re really good at tracking and know quite a bit about certain enemies. I’m not sure what Phil’s would be, maybe undead or something like that.
Deft Explorer: This is a more general replacement for the normal level 1 ability Natural Explorer. Natural Explorer makes you specialize in different areas but I think the more general expertise that comes with Deft Explorer makes more sense.
Expertise in one ability of your choice
Two more languages of your choice
You get a +2 to damage rolls with a weapon if you’re only holding that weapon
Spellcasting: You get some cool spells! Like Hunter’s Mark! To kill things better!
Primeval Awareness: You can expend a spell slot to become aware of the kind of creatures around you like abjurations, fiends, fey, undead, etc.
Sssssssssssssssssssssubclass time! The subclass being…
Monster Slayer! Fuck yeah, this subclass is exclusively about learning the weaknesses of your enemies and fucking shit up. It’s just better Hunter, I will not be taking criticism.
Hunter’s Sense: As an action, you can choose an enemy within 60ft of you and learn any immunities, resistances and vulnerabilities as long as they aren’t immune to divination. You can do this a number of times equal to your proficiency bonus
Slayer’s Prey: As a bonus action, you can designate a creature within 60ft to be your victim. The first time each turn you hit the creature, you deal an extra 1d6 damage
Extra Attack! Not much, but hey, you can hit shit more often
Time to finally go into those Cleric levels! Clerics are pretty fun, especially since they get their subclass at level one. That subclass, of course, being…
Death Domain!! There was a bit of debate between this and Grave Cleric, especially with how the two synergize with other members of SBI (especially a certain pig), but I chose Death Domain because it really is just a Cleric class for people who want to fuck shit up. Also, Death, Mumza, pretty obvious.
Bonus Proficiency: You get proficiency in martial weapons. Unnecessary, since Rangers already have proficiency in martial weapons, but I’m mentioning it just so I’m not skipping any features
At first level, you learn a necromancy spell from any spell list. And, when you cast a necromancy spell that targets one creature, you can target two within range and within five feet of each other
Channel Divinity! This is one of Clerics more fun features, and there are two options open to you. You can do this once per long or short rest.
Turn Undead! As an action, any undead within 30ft of you must make a Wisdom saving throw. If it fails, it must take it’s entire action to either run away or, if it cannot run away, take the dodge action
Touch of Death. This is something exclusive to Death Domain Clerics, and it's pretty fun. Whenever you make a melee attack, you can add necrotic damage equal to 5 + double your Cleric level
ASI Time! This time we’re adding a +2 to his Wisdom, bringing it to 18
Nothing special here but you have more spells!
Back to ranger baby! Rangers are so cool, they are my favorite class and if I can put my favorite CCs in the ranger class, I will
Deft Explorer Improvement: Walking speed increases by 5 (that’s 45ft for those of you keeping track) and you have a climbing and swimming speed equal to your walking speed! That’s also a 45ft fly speed, so good luck to anyone trying to escape you.
Supernatural Defense: Whenever an enemy makes you make a saving throw or escape a grapple, add a 1d6 to the roll. Helpful, especially with the grapple. You have a +0 to Strength, you’re not escaping anything
Destroy Undead: Basically an improvement to Turn Undead, if the undead you’re targeting is under a certain challenge rating, they’re instantly destroyed
ASI Time! We’re going to be adding another +2 to Wisdom, bringing it to 20
Inescapable Destruction: Necrotic damage dealt by Cleric spells/abilities ignore resistance to necrotic damage
Land’s Stride: Moving through non-magical difficult terrain costs you no extra movement, as well as being able to move through non-magical plants without taking any damage from hazards. You also have advantage on magical plant spells meant to impede movement
Nothing special here, but you get more ranger spells!
ASI Time! Now, we’re taking another feat, and it’s going to be Observant! With the observant feat, you gain a +1 to Wisdom, can read lips as well as a +5 to passive perception and investigation. And if Phil is one thing, it’s perceptive. Seriously, he could tell his eggs were being played by different admins on the QSMP insanely quickly, this fits so well.
Divine Strike: Your weapon attacks are infused with necrotic energy. 1d8 until 14th level, so effectively 2d8. Pretty sweet, and it fits perfectly, thematically speaking!
Nothing special here, unfortunately
Nature’s Veil: Briefly, you can turn invisible until your next turn a number of times equal to your proficiency bonus and regain all expended uses with a long or short rest. Kinda redundant with invisibility, but hey, could also free up spell slots
ASI Time! We’re going for Shadow Touched. You can add a +1 to Charisma, Intelligence or Wisdom, obviously we’re going for Wisdom. You also learn invisibility and another 1st level illusion or necromancy spell, and there are some fun ones out there. Seriously, do not discount 1st level spells, some of those things are broken. Also, I think it’s fun that both Phil and Wilbur have this feat, since they’re both touched by death. Also, Phil now has a 22 in Wisdom, so a +6. Fucking christ.
Magic User’s Nemesis: If an enemy is casting a spell within 60ft of you, you can effectively counterspell them by making them make a Wisdom saving throw against your spell save DC. You can only use this once per short or long rest, but it’s pretty nice to be able to counterspell if your allies can’t!
And that's pretty much it! I hope you enjoyed reading and let me know any requests for future mcyts, I accept requests for pretty much everyone