They hate when you serve iconic trio
seen from United Kingdom
seen from China
seen from China
seen from China
seen from T1

seen from Malaysia
seen from Guyana
seen from Poland

seen from Malaysia

seen from Malaysia
seen from Malaysia

seen from Malaysia

seen from United States
seen from Poland
seen from China
seen from Australia

seen from Malaysia
seen from China
seen from Malaysia
seen from United Kingdom
They hate when you serve iconic trio
Idk if this is cannon but its at least my hc that Gray’s Ice make is super resistant to heat and most weapons and claws don’t make much of a dent on it bcs of Erza Mirajane and Natsu
Like I imagine Gray helping the guild trying to make drinks and then he makes an ice sculpture to make ice shavings to cool drinks
And he gets a shaving tool and the tool just shatters on contact
Everyone is left standing there like 🧍🏻♂️🧍🧍🏻♀️
Gray's Ice make magic's spell.
Día 14: Hielo + Espada
How to Play as Gray Fullbuster in DnD 5e
For today’s build we’re building the ice cold stripper wizard from Fairy Tail, Gray Fullbuster. For this build we need to be able to create a wide array of weapons and inanimate objects out of ice, be extremely versatile with our ice magic, and be able to dance naked in a blizzard without shivering.
He’s Mister White Christmas
As is my standard rule for Anime characters, Gray is a Variant Human. We’ll make sure he has Elemental Adept for Cold damage so that enemies can’t resist your Ice Make Magic. We’ll use our race to give ourselves +1 DEX and +1 INT. We mix magic with melee combat, so we’ll pick up proficiency with Athletics to stay in shape.
We’re grumpy, but we don’t tend to violate rules with reckless abandon. I would say we’re Neutral Good.
For background, we’re a wizard for the Fairy Tail guild, a paid hero. You could chalk him up as a Folk Hero because the Fairy Tail guild is famous (and infamous) in the land of Farore. However, because Fairy Tail is also a structured guild with ranks and hierarchy, he could be considered a Soldier, a Knight of the Order, or a member of the City Watch.
Ice Make Magic
Frostbite (Artificer, Druid, Sorcerer, Warlock, Wizard) Ray of Frost (Artificer, Sorcerer, Wizard) Shape Water* (Druid, Sorcerer, Wizard) Armor of Agathys (Warlock) Ice Knife (Druid, Sorcerer, Wizard) Mage Armor (Sorcerer, Wizard, Eldritch Invocation: Armor of Shadows) Shield (Sorcerer, Wizard, Hexblade Warlock, Artillerist Artificer, Armorer Artificer, Battle Smith Artificer) Cloud of Daggers (Bard, Sorcerer, Warlock, Wizard) Melf’s Acid Arrow (Wizard) Shadow Blade (Sorcerer, Warlock, Wizard) Snilloc’s Snowball Storm (Sorcerer, Warlock, Wizard) Spiritual Weapon (Cleric, Conquest Paladin, Raven Queen Warlock) Glyph of Warding (Bard, Cleric, Wizard) Sleet Storm (Druid, Sorcerer, Wizard) Fabricate (Artificer, Wizard, Forge Cleric) Ice Storm (Druid, Sorcerer, Wizard) Cone of Cold (Sorcerer, Wizard, Lurker in the Deep Warlock) Creation (Artificer, Sorcerer, Wizard, Forge Cleric, Noble Genie Warlock) Freezing Sphere (Wizard) Investiture of Ice (Sorceer, Warlock, Wizard) Wall of Ice (Wizard) Arcane Sword (Bard, Wizard) Control Weather* (Cleric, Druid, Wizard)
The Mark of a Hero
Wizards of the Cost just released Unearthed Arcana for magical tattoos, and two work very nicely for Gray.
Absorbing Tattoo: Blue. As soon as he joined Fairy Tail as a child, Gray was stamped with a magical tattoo on his chest. While it’s true that Gray’s stamp is Black, which is Necrotic and not cold, it doesn’t take much to change his guild mark into a blue one instead. What matters is that Gray needs to resist cold damage, he already has a tattoo, and Wizards just gave us a tattoo that lets him resist cold damage. This permanent cold resistance also means he is adapted to cold climates and won’t suffer exhaustion in extreme cold. On top of that, once per dawn, Gray can use a reaction to become immune to cold damage and eat the cold damage to regain HP equal to half the cold damage, a skill Gray demonstrates in later seasons.
Blood Fury Tattoo. This is a legendary tattoo. He won’t get this until much later in the build, but it’s a nice parallel to his Demon Slayer mark. You crit on 19 or 20, and crit attacks deal 4d6 additional Necrotic damage, as well as giving you Temp HP equal to the extra necrotic damage. When enemies dare strike at you, you can counterattack with advantage.
Ice Ice Baby
ARTIFICER
Artillerist. Gray has made a working bazooka that fires gigantic snow blasts. However, this can also be reflavored with a Lore Mastery and turning Fireball into a cold damage spell.
BARBARIAN
Tundra Storm Herald. Your rage will cause snow flurries to swirl around you, healing your allies and allowing your to ignore cold climates. Considering Grey has walked around in winter in nothing but his underwear, it’s safe to assume he’s acclimated to cold climates. Perhaps just as important though, Gray has a bad habit of misplacing his clothes, so being able to fight in your underwear without shivering or a major disadvantage to combat is a plus for his build. However, his Absorbing Tattoo already gives him acclimation to the cold, so the main benefit now for taking levels in Barbarian is for the Unarmored Defense.
CLERIC
Forge. The Divine Domain can be used to craft objects, but the downside is that it’s an hour-long ritual, and it states that metal must be used, but Grey creates objects out of ice, so unless your DM approves of Grey using ice shards to use the Artisan’s Blessing, it won’t work for his character.
FIGHTER
Eldritch Knight. Gray is a Wizard first and foremost, but he also creates ice weapons, and this would give him a way to both use his weapon and continue gaining spell slots.
MONK
Kensei. Frankly, the only reason to take any levels in Monk is for the Unarmored Defense so that Gray can fight in his underwear and still be a competent combatant.
SORCERER
Draconic Bloodline: Silver or White. Okay this might be blasphemous on a storytelling level because Dragonslayers are their own group of magic-users in Fairy Tail, but it gives us ice magic and elemental resistance to cold damage, so it’s worth taking into consideration.
Pyromancy. While this subclass is closely tethered to fire damage, but I have seen people suggest that this subclass can easily be customized to any elemental damage type you want, turning him into a Cryomancy Sorcerer. With this, his cold damage will deal more damage, and he’ll gain resistance and eventually immunity to cold damage.
WIZARD
Conjuration. The Minor Conjuration feature is great for Grey, since it lets him create objects at will. Too bad the rest of the features expand too far past the notion of creating objects.
Lore Mastery. You can turn literally any spell damage type into cold, giving Grey a wider selection of cold-damage spells in his arsenal than the standard fair.
When it finally came time to pick his classes, I had to think about multiple elements. Gray not only needs to be acclimated to low temperatures, but he needs to be competent at fighting unarmored. Thus, while I could start Gray as a Fighter for CON proficiency so he can tough out the cold, a Tundra Storm Herald Barbarian not only gets that same CON proficiency, they flat out are immune to cold climates, and don’t suffer penalties for fighting half naked. However, Monk offers the exact same benefits, and Barbarians rage, which doesn’t fit Gray’s skills. Since our blue Absorbing Tattoo already provides Cold Resistance, we don’t need Tundra Storm Herald Barbarian to acclimate to cold temperatures. So I think the best mix of Classes are Wizard, Eldritch Knight, and a single level dip into Monk.
You’re as Cold as Ice
As an Ice Wizard, our Intelligence is our primary stat for casting. We’ll want our Dexterity to be good enough so you can fight with your ice-forged weapons, and a decent Wisdom score to improve our Base AC because we don’t want to be penalized for being allergic to shirts. A decent Constitution score will help us to not die. I wish our Strength could be higher because Gray’s definitely not a wimp, but Dexterity is more important for our AC, and we really don’t want to split our attention between any more stats than we have to. We’ll dump Charisma because while Gray certainly has Juvia all over him and I’m sure a good number of fangirls and fanboys to boot, he himself is not exactly a charming devil.
Name: Gray Fullbuster Race: Variant Human Background: Knight of the Order Alignment: Neutral Good Class: Lore Mastery Wizard (19) Monk (1)
Base Stats:
Strength: 10 (0) Dexterity: 20 (+5) Constitution: 12 (+1) Intelligence: 20 (+5) Wisdom: 14 (+2) Charisma: 8 (-1)
Saving Throws:
Strength: 0 Dexterity: +5 Constitution: +1 Intelligence: +11 Wisdom: +8 Charisma: -1
Combat Stats:
HP: 109 AC: 17 Speed: 30 Initiative: +5 Proficiency Bonus: +6 Passive Perception: 12 Dark Vision: 0 feet
Proficiencies:
Acrobatics (+4) Animal Handling (+2) Arcana (+11) Athletics (+6) Deception (-1) History (+11) Insight (+8) Intimidation (-1) Investigation (+11) Medicine (+2) Nature (+5) Perception (+2) Performance (-1) Persuasion (-1) Religion (+5) Sleight of Hand (+4) Stealth (+4) Survival (+2)
Spell Slots
1st (4) 2nd (3) 3rd (3) 4th (3) 5th (3) 6th (2) 7th (1) 8th (1) 9th (1)
Gray’s Spellbook
Cantrips Firebolt Frostbite Green-Flame Blade Mending Ray of Frost 1st Level Burning Hands Ice Knife Magic Missile Shield 2nd Level Aganazzar’s Scorcher Cloud of Daggers Melf’s Acid Arrow Mind Thrust Scorching Ray Shadow Blade 3rd Level Fireball Glyph of Warding Lightning Bolt Melf’s Minute Meteors Psionic Blast Sleet Storm Slow Tidal Wave Vampiric Touch 4th Level Black Tentacles Elemental Bane Fabricate Ice Storm Resilient Sphere 5th Level Arcane Hand Cloudkill Cone of Cold Creation Immolation Steel Wind Strike Synaptic Static 6th Level Chain Lightning Disintegrate Freezing Sphere Investiture of Ice Sunbeam Wall of Ice 7th Level Arcane Sword Delayed Blast Fireball 8th Level Control Weather Incendiary Cloud 9th Level Meteor Swarm
Features:
Absorbing Tattoo: Blue. You have resistance to cold damage, automatically succeed on CON saving throws to survive in Extreme Cold, and once per dawn, you can become immune to Cold damage, and absorb half of the Cold damage taken as HP.
Alchemical Casting. Cast a 1st and 2nd level spell without using spell slots.
Arcane Recovery. Regain 10 or less level 5 or lower spell slots on a short rest.
Blood Furry Tattoo. You crit on a 19 or 20, deal 4d6 extra Necrotic damage on a crit, recover temp HP equal to the Necrotic damage dealt with this feature, and make counterattacks with advantage on creatures that harm you.
Elemental Adept: Cold. Ignore resistance to your Cold damage spells. Damage rolls of 1 become a 2.
Knightly Regard. You receive food, shelter, healing, or risky support from those in your order, and those friendly to your order’s cause.
Lore Mastery. You have expertise in Arcana and History. Roll Initiative with INT.
Martial Arts. Make an extra unarmed strike during attack action. Unarmed strike or monk weapons deal 1d4 + 5 damage.
Master of Magic. You can cast a spell from any spell list once per long rest.
Prodigious Memory. You can replace a prepared spell with another once per rest.
Spell Mastery. Change any elemental spell damage to cold damage. Once per rest, change the saving throw stat against one of your spells.
Spell Secrets. Use a spell slot to boost damage, distance, or DC of your spells.
Unarmored Defense. Your AC is DEX mod + WIS mod when unarmored.
While I do wish we could still include the 2nd level Conjuration Wizard feature to let Gray create simple objects out of ice, I still feel this is the best blend of stats we could get. Granted, I would like to have make his Strength and Constitution higher to make him a more fitting Shonen Anime Character, but my top priority was making him an amazing wizard, and that sadly forced most of his hard stats to rot. However, in the end, I think I’m satisfied with what I could do for Gray. He was a challenge, but a fun one.
Gray and Lyon Fighting
Lyon: Ha! Gray, you are nothing compared to me, I am the greatest Ice wizard there is! Ice Make..Volcano!!!
Gray: Oh yeah? Ice Make Bigger Volcano!!
Lyon: YOU WON’T BEST ME! ICE MAKE EVEN BIGGER VOLCANO!!!!
Gray: ICE MAKE BIGGEST VOLCANO!!!!!
Fairy Tail challenge day 8
A magic that you want to have
Molding magic!
Molding Magic allows the user to mold or create something by concentrating their Magic Power into their hands, like an element, into different shapes or forms.
Best examples are:
Grey Fullbuster (ice make)
Laki Olietta (wood make)
Rufus Lore (memory make)
While there are more, I think these three are the best examples.
Why did I choose for this? I think there is a whole lot of creativity needed for Molding Magic, which I do not have. So leaving the choosing of an element/base for the molding aside, I think any person who learns this magic gets real creative... I hope.
#fairytail30daychallenge