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D&D dark carnival warlock patron
September 4, 2018
2:20 pm
Iris The Tranny juggalette
Iris The Tranny juggalette
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I’m sure I’ve posted this before, but I made some edits to it recently and I think its loads of fun. 

Not sure how many here play d&d.  We can be pretty nerdy here (some of us anyways) 

also I heard some ppl were playing d&d at DCGcon, I even heard somewhere that there were great milenko figures, but I couldn’t find any pictures other than the one of the poster.

For those of you that don’t know the warlock class in d&d gains its power from a patron you choose when you choose the class, so, inspired by some icp comics I read a long time ago, I made this so I can show my clown love in my favorite game. 

I made it a bit complex (specifically with the riddlebox mechanic) but I think its fun, and I’m looking for a good opportunity to use it. 

Shangri-la warlock patron

(the Shangri-la patron can only be taken by chaotic good or chaotic neutral units)

Extended spell list:

Level      Spells

1 Tasha’s hideous laughter, Detect evil and good
2 Spiritual weapon, Phantasmal force
3 Feign death, Fear
4 Phantasmal killer, Death Ward
5 Raise Dead, Reincarnate

Carnival joy:

Starting at level one you gain proficiency in performance, if you already have it you gain double proficiency in it.

Dark Justice:

Starting at 1st level, as a patron of Shangri-la the dark carnival has bestowed upon you access to the 1st and 2nd joker’s cards the Blades of carnage and the claws of the ringmaster

            Blades of carnage-

            As an action you activate the 1st Joker’s card to open a portal to the dark carnival, target an enemy you believe is evil, if they are not then the portal closes, if they are then a flurry of blades is thrown out of the portal at the enemy. Making an attack of Xd4 + X piercing damage each where X is your charisma modifier, with a hit modifier of 4+ your proficiency bonus + your charisma. If the target has 8 or more intelligence it does this attack again The portal closes when the attack finishes. This feature can only be used once before a long rest, or a short rest or if 2d12 evil enemies are killed by you or by allies of you within 100 feet.

            Claws of the ringmaster-

            As an action you can activate the 2nd joker’s card to summon the Ringmaster, and target an enemy you suspect is evil, if the enemy is not evil, the ringmaster makes an attack against you and disappears. If the enemy is, the ringmaster will pursue them until making an attack on them. And after that attack the portal closes taking the Ringmaster away at the start of your next turn. This feature can only be used once before a long rest, or a short rest if allies of you killed at least 2d12 evil enemies within 100 feet of you.

           

The Riddle box

Starting at 6th level, the dark carnival has bestowed upon you the 3rd joker’s card the riddlebox the riddlebox is an item, it can be opened to trigger a random effect, which is also influenced by who it is opened by. In addition you can take an action to hide inside of it, and when it is opened you will appear, and you can use your blades of carnage to have an elemental with 25 charisma appear and hand somebody the box. This feature can only be used once before a long rest, or a short rest or if allies of you kill 2d20 evil creatures.

 

The great Milenko:

Starting at 10th level The Dark Carnival now has trust in your ability to kill things, And so grants you access to the powers of the grand necromancer illusionist, the great Milenko. The great Milenko can be summoned as a bonus action, while under his guidance you gain effects on certain spells. All saving throws against your illusion spells have disadvantage. When using reincarnate you may reroll the race given up to 2 times. When using Raise dead the penalty to attack rolls is reduced by 1d4. You gain advantage on persuasion, deception, and performance. The great Milenko will remain for 1d4 x 10 minutes before returning to the dark carnival. This feature can only be used one time before a short rest.

In addition, as an action, you can use the Great Milenko’s power to cast one immensely powerful illusion spell. Mentally placing them into the halls of illusion. The target must succeed a dc (12 + your proficiency) wisdom saving throw, or else be mentally put into the halls of illusion. Seeing what could have and should have and would have been real. The target is incapacitated until the start of their next turn. If they are neutral they take 1d12 + (your charisma) psychic damage, if they are evil they take 4d12 + (your charisma) psychic damage. This feature cannot be used until you finish a long rest.

The Amazing Jeckel brothers:

Starting at 14th level the dark carnival grants you the most sacred of powers held within the dark carnival, the ability to send people to Shangri-la. Through the power of the Amazing Jeckle brothers and their amazing juggling act.

As an action you can call upon the Amazing Jeckle brothers with a specific target. The brothers will appear and attempt to grapple the target, following a successful attempt, they will juggle the creature’s body and souls, it weighing more with each sin they have committed. If the target is alive, each juggle will attack while juggling. When they die, or if they are already dead, an evil target will be dropped, due to the weight of their soul, and sent into an endless pit of infinite evil, transporting them into another plane where they cannot be accessed, and their soul is forever lost, within this plane they cannot cast magic, and it is impossible to find anyone in it, or even go inside of it by any means, they cannot be brought back by anything short of a wish spell. If they are neutral, their body and soul will be flung off in a random direction, up to 2000 feet. If they are good, their soul will be so light that they can be flung into Shangri-La, where they will live in eternal peace and enlightenment (at least by the dark carnival’s definition). Their soul enters another plane, Shangri-la is inaccessible by anybody except one of its patrons, however if the soul has interplanar powers, they can leave if they choose, but they most likely will not. They cannot be brought back by any means short of a wish spell. This feature can only be used once before completing a short rest, or if 4d20 enemies die within 100 feet of you

 

Here’s the riddlebox table: Riddle Box I tried to just paste it in with the spoiler thing but it didnt work right.

 

And then here’s the compedium of monsters 

 

The Ringmaster

(size depends on the enemy *see rp instructions) Elemental, Chaotic good

Armor Class 18

Hit Points 300

Speed 30 ft walking 50 ft flying

STR
16 (+3)
DEX
16 (+3)
CON
14 (+2)
INT
18 (+4)
WIS
20 (+5)
CHA
20 (+5)

Saving Throws Wisdom/charisma +10

Skills Intimidation +9, acrobatics + 5, Performance +5

Damage Resistances Non-magical

Condition immunities Charms, frightens restraints, blinds, deafens, poisons,

When large also add: grapples, prone, petrify, paralysis

When huge add: those + stuns and unconsciousness

When gargantuan: add those + death and incapacitation

Senses passive perception 15

Languages Common, Celestial

Violent Magic. All of The Ringmasters attacks are magical

Overpower. The ringmaster gains +(creators proficiency) to hit for each size .

ACTIONS________________________________________________

Multiattack. The Ringmaster makes one claw attack and one greataxe attack.

Claw. Melee weapon attack: +7 to hit, reach 5 ft., one target. Hit: (summoners warlock level/3)d4 + 3 slashing damage

Greataxe. Melee weapon attack +5 to hit, reach 5 ft, one target, hit 9 (2d6 + 3) slashing damage

REACTIONS_____________________________________________

Tear apart. If the targeted enemy attempts to disengage the ringmaster, he will spend his reaction to make a multiattack against them

ROLEPLAYING INFORMATION_________________________

The Ringmaster is a being of pure just wrath, he will physically grow depending on the sins of his enemies (as decided by the DM) and will gladly tear them apart. He is typically a being of the afterlife, battling people using their own sins against them as power, to decide how worthy they are. He takes immense joy in tearing down evil. His personality is archaic, he is constantly hungering for his next target. Like most of the dark carnival he acts insane, and takes immense joy in intimidating just about everyone.

Ideal: “Fight, kill, destroy in the name of justice.”

Bond: “Justice, fun, the dark carnival.”

Flaw: “One track mind killing machine, despite strong intellect.”

Jake Jeckel

Large Elemental, Chaotic good

Armor Class 20

Hit Points 300

Speed 20 flying speed

STR
16 (+3)
DEX
20 (+5)
CON
16 (+3)
INT
12 (+1)
WIS
22 (+6)
CHA
20 (+5)

Saving Throws

Skills Intimidation +9, Performance +19, Athletics +7

Damage Resistances Non-magical

Condition immunities Charms, frightens restraints, blinds, deafens, poisons, stuns,

Senses passive perception 20

Languages Common, Celestial

Violent Magic. All of Jake Jeckel’s  attacks are magical

ACTIONS________________________________________________

Multiattack. Jake throws 3 times.

Throw. Melee weapon attack: +14 to hit, reach 1 ft (only usable on grappled opponents), hit: 11 (1d8 + 3) fire damage. When throw is used the target is thrown over to Jack Jeckle, who automatically grapples the target without taking up an action

ROLEPLAYING INFORMATION_________________________

Jake is a dead serious and very angry being of justice

Ideal: “Fight, kill, destroy in the name of justice.”

Bond: “Justice.”

Flaw: “Always mad, just, just always.”

Jack Jeckel

Large Elemental, Chaotic neutral

Armor Class 20

Hit Points 300

Speed 20 flying speed

STR
16 (+3)
DEX
20 (+5)
CON
16 (+3)
INT
12 (+1)
WIS
20 (+5)
CHA
22 (+6)

Saving Throws

Skills Intimidation +10, Performance +20, Athletics +7

Damage Resistances Non-magical

Condition immunities Charms, frightens restraints, blinds, deafens, poisons, stuns,

Senses passive perception 19

Languages Common, Celestial

Violent Magic. All of Jack Jeckel’s attacks are magical

ACTIONS________________________________________________

Multiattack. Jack throws 3 times.

Throw. Melee weapon attack: +14 to hit, reach 1 ft (only usable on grappled opponents), hit: 11 (1d8 + 3) fire damage. When throw is used the target is thrown over to Jake Jeckle who automatically grapples the target without using an action

ROLEPLAYING INFORMATION_________________________

Jack is insane and fun loving, often described as sinister, if not for his brother he very well wouldn’t fight for the cause of Shangri-la at all, he enjoys juggling and loves putting on shows, specifically taking great joy in juggling the souls of infamous people following their deaths.

Ideal: “Ima just spend eternity juggling, because its fun.”

Bond: “Fun, thrills, the dark carnival.”

Flaw: “Doesn’t take anything seriously.”

Slinky

Small construct, Chaotic neutral

Armor Class 13

Hit Points (opener’s hp/3 +3)

Speed 40 ft.

STR
14 (+2)
DEX
14 (+2)
CON
8(-1)
INT
4 (-3)
WIS
8 (-1)
CHA
18 (+4)

Skills Acrobatics +7, Intimidation +9

Senses passive perception 9

Languages Common (but only scream and laugh)

Sharp body. Any creature who attempts to grapple or otherwise comes into direct contact with the slinky takes 1d4 piercing damage.

ACTIONS________________________________________________

Multiattack. Slinky makes a stretch, twist, and kazoom attack.

Stretch. Melee weapon attack: +7 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) slashing damage.

Twist. Melee weapon attack: +3 to hit, reach 5 ft., one target. Hit: 7 (1d10 + 2) bludgeoning damage.

Kazoom. Melee weapon attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) slashing damage.

ROLEPLAYING INFORMATION_________________________

The slinky is a construct with a very basic purpose, stretch, twist, KAZOOM and rip your body all over the fucking room. They laugh hysterically as they brutalize everything their target. And love to tear people’s faces up and throw them around. The first one was believed to have been created by a child with artificer training, who wanted to kill people in an entertaining way. And is currently a clown of the dark carnival, after being jailed as a child and learning that he shouldn’t kill innocents.

Ideal: “Kill.”

Bond: “Kill.”

Flaw: “Kill.”

Wicked Clown

Medium Humanoid, Chaotic good

Armor Class 15

Hit Points (riddlebox creator’s hp /2)

Speed 30 ft.

STR
16 (+3)
DEX
16 (+3)
CON
14(+2)
INT
10 (0)
WIS
12 (+1)
CHA
18 (+4)

Skills Sleight of hand +10, Performance +11, intimidation +11,

Senses passive perception 11

Languages Common, celestial, undercommon, theive’s cant

WE NEVER EVER GON DIE. After being killed, the dark carnival’s power (specifically the great milenko) will bring them back to live, via use of either the raise dead, or reincarnate spell (depending on their physical condition) after an hour of being dead.

ACTIONS________________________________________________

Multiattack. A wicked clown can make 2 melee weapon attacks, in any combination.

Dagger. Melee weapon attack: +8 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) piercing damage.

Hatchet Melee weapon attack +7 to hit, reach 5 ft, one target hit 6 (1d6 + 3) slashing damage

Thunder cannon. Ranged weapon attack: +7 to hit, reach 120 normal 300 max ft., one target. Hit: 9 (2d6 + 3) piercing damage.

ROLEPLAYING INFORMATION_________________________

The wicked clowns are the most common weapon of the dark carnival, from spreading their influence to killing their enemies, they are a consistent and powerful force, anyone who is chaotic good can be turned into a clown by the dark carnival, so long as they are willing, this will grant them powers of the dark carnival, with the side effect of going rather insane.

Ideal: “LETS KILL EM MUDDA FUGGAAAA.”

Bond: “The Dark Carnival.”

Flaw: “Overly confident, will attack without thinking.”

Mr. Happy

Medium Humanoid, Chaotic evil

Armor Class 13

Hit Points (riddlebox creator’s hp )

Speed 30 ft.

STR
16 (+3)
DEX
18 (+4)
CON
12(+1)
INT
8 (-1)
WIS
10 (0)
CHA
8 (-1)

Senses passive perception 11

Languages Common

Every time I murder I get happy: after killing somebody Mr. happy heals to full hp

ACTIONS________________________________________________.

Choke. Melee unarmed attack, +2 to hit, reach 5 ft, hit 14 (2d10 +4)

Thunder cannon. Ranged weapon attack: +7 to hit, reach 120 normal 300 max ft., one target. Hit: 10 (2d6 + 4) piercing damage

ROLEPLAYING INFORMATION_________________________

Mr. happy is a creepy psychotic person, he likes to scream psychotically and loves murder, as well as supposedly loving people, by whatever definition he gives that. He is not exactly subtle, but tries to act pleasant and neighborly.

Ideal: “I love people, I love to kill people.”

Bond: “Seemingly nothing.”

Flaw: “Gross, creepy, insane.”

Disembodied hand

Tiny aberration, Chaotic neutral

Armor Class 14

Hit Points 5

Speed 35 ft.

STR
6 (-2)
DEX
16 (+3)
CON
8 (-1)
INT
12 (+1)
WIS
14 (+2)
CHA
8 (-1)

Skills Stealth +7, Acrobatics +7, Athletics +2, Sleight of hand +11

Senses passive perception 12 Darkvision 60 ft

Languages understands common but cannot speak

BIG HOODOO

Medium Human, Alignment

Armor Class 18

Hit Points (the riddlebox creator’s max hp)

Speed 30 walking or flying ft.

STR
12 (+1)
DEX
12 (+1)
CON
14 (+2)
INT
18 (+4)
WIS
20 (+5)
CHA
20 (+5)

Saving Throws Charisma +11, wisdom 11, intelligence 10

Skills Intimidation +11, Stealth +7, Athletics +7

Damage Resistances Psychic

Senses passive perception 15, Darkvision 120

Languages Common, celestial, infernal, abyssal

Crystal skull. As a bonus action BIG HOODOO may drink from his crystal skull, or may have another willing creature within 5 feet to drink it. Whoever drinks it swaps their wisdom for their strength and their intelligence with their dexterity. In addition they are filled with bloodlust, and their eyes turn red.

Spellcasting. BIG HOODOO’s spell casting level is equal to the riddlebox creators, and can only use up to that level. Their spellcasting ability is Charisma (Spell save DC 18; +11 to hit with spell).  They have the following Class spells prepared:

Cantrips (at will): Poison spray, Minor illusion, eldritch blast, chill touch, prestidigitation, mage hand

1st level (5 slots): Arms of hadar, Charm person, Hex, witch bolt, ray of sickness, bane

2nd level (4 slots): Crown of madness, mirror image, detect thoughts, phantasmal force, levitate

3rd level (3slots): hunger of hadar, vampiric touch, major image, hypnotic pattern, fear, animate dead

4th level (2 slots): phantasmal killer, hallucinatory terrain, greater invisibility, blight, banishment

5th level (2 slots): Telekinesis, Raise dead, contact another plane

Pact magic BIG HOODOO regains all spell slots after a short rest.

ACTIONS________________________________________________

Multiattack. Firstname makes two melee attacks.

Hatchet. Melee weapon attack: +7 to hit, reach 5 ft., one target. Hit: 4 (1d6 + 1) Slashing damage

Thundercannon ranged weapon attack +7 to hit, reach 120 ft 300 with disadvantage. One target, hit 7 (2d6 +1) piercing damage.

REACTIONS_____________________________________________

Ability. Lorem ipsum dolor sit amet, consectetur adipiscing elit, sed do eiusmod tempor incididunt ut labore et dolore magna aliqua.

ROLEPLAYING INFORMATION_________________________

Big hoodoo is a black magic practitioner from another world, he has a knack for communication with spirits and anything from another plane, and uses his power for both darkness and liberation. He takes great joy in his work, and often will act just for the fun of it, such as hexing random people in a bar, and drinking from his crystal skull just to get a rush.

Ideal: “To be powerful, and live for the hell of it”

Bond: “The dark carnival, his debts to spirits”

Flaw: “Doesn’t think ahead often, lives using what feels best at the time.”

Twiztid psycho

Medium human, Chaotic neutral

Armor Class 15

Hit Points (Half of the health of the riddlebox creator)

Speed 30 ft.

STR
16 (+3)
DEX
18 (+4)
CON
12 (+1)
INT
10 (+0)
WIS
8 (-1)
CHA
18 (+4)

Skills Sleight of hand +7, Performance +10

Senses passive perception 9

Languages common

The voices all telling me where to go. Twiztid psychos have torturous voices in their head that tell them to kill, even if they do not want to. As an effect of having a voice in their head they gain advantage on all wisdom saving throws.

ACTIONS________________________________________________

Multiattack. Twiztid psycho makes three melee attacks.

Choke. Melee unarmed attack, +3 to hit, reach 5 ft, hit 14 (2d10 +3)

Dagger. Melee weapon attack, +8 to hit, reach 5 ft, hit 7 (1d4 +4)

Hatchet. Melee weapon attack, +8 to hit, reach 5 ft, hit 8 (1d6 +4)

Thundercannon ranged weapon attack +8 to hit, reach 120 ft 300 with disadvantage. One target, hit 10 (2d6 +4) piercing damage

REACTIONS_____________________________________________

No escape. If twiztid would make an opportunity attack, he instead makes a grapple followed by a Choke attack, with advantage on the grapple, and a +10 to the choke’s hit

ROLEPLAYING INFORMATION_________________________

Twiztid psychos almost always find themselves overshadowed by wicked clowns, as well as other mavericks that have connections to the dark carnival, even going as far as being on the receiving end of many of their jokes, but even still they fight and perform if for nothing else than pure enjoyment, and the fact that the voices in their head won’t let them stop. They focus on speed and are impossible to keep tabs on due to their constantly changing headspaces, one minute they won’t want to fight, the next they’ll be slaughtering everything in sight.

Ideal: “to become as powerful as an actual member of the dark carnival.”

Bond: “Killing shit.”

Flaw: “Tends to make really bad decisions.”

Lyte

Medium Humanoid, Chaotic good

Armor Class 15

Hit Points (riddlebox creator’s hp /2)

Speed 30 ft.

STR
16 (+3)
DEX
16 (+3)
CON
14 (+2)
INT
10 (0)
WIS
12 (+1)
CHA
18 (+4)

Skills Sleight of hand +10, Performance +11, intimidation +11,

Senses passive perception 11

Languages Common, celestial, undercommon, theive’s cant

Combat shooter Lyte does not gain disadvantage on thunder cannon attacks done in melee range.

ACTIONS________________________________________________

Multiattack. Lyte can make 2 ranged weapon attacks.

Thunder cannon. Ranged weapon attack: +7 to hit, reach 120 normal 300 max ft., one target. Hit: 9 (2d6 + 3) piercing damage.

ROLEPLAYING INFORMATION_________________________

Lyte is a longstanding member of the dark carnival, and a fighter based around hitting quickly and hitting often.

Ideal: “To lead his allies to become more powerful.”

Bond: “The Dark carnival, his friends.”

Flaw: “overly confident.”

The Bogyman

Medium Humanoid, Chaotic evil

Armor Class 22

Hit Points 100

Speed 30 ft.

STR
18 (+4)
DEX
18 (+4)
CON
12(+1)
INT
8 (-1)
WIS
16 (+3)
CHA
18 (+4)

Skills Stealth +14, intimidation +14

Senses passive perception 18

Languages Common

ACTIONS________________________________________________.

Multiattack The Bogygman makes 4 shank attacks

Shank. Melee weapon attack, +7 to hit, reach 5 ft, hit 6 (1d4 +4)

ROLEPLAYING INFORMATION_________________________

The Bogyman exists only to kill things and strike fear in the hearts of mortals. Especially small children.

Ideal: “Murder.”

Bond: “The satisfaction of slaughter.”

Flaw: “Easily annoyed.”

 

And here’s some eldrich invocations to go with them, the juggalo fury is a key one and you’d pretty much always want to talke it imo

Milenko’s favor

Perquisites: level 17, Shangri-la pact

Upon summoning The Great Milenko you may ask for a wish. Upon doing so Milenko will cast the wish spell for you, and then he will leave. This feature can only be used 3 times before becoming unusable. And only once before finishing a long rest. You can regain 1 wish by killing a evil enemy of CR 25 or higher.

Riddlebox’s favor

Perquisites: Shangri-la pact

Upon opening the riddlebox you may reroll the number obtained up to 3 times

Dark carnival summoning

Perquisites: level 15 Shangri-la pact

When summoning something via the riddlebox, the ringmaster, or the amazing jeckel brothers, you may use your concentration to keep them there up to an hour.

 

Juggalo Fury

Prerequisites: Shangri-la pact, pact of of the blade

As a bonus action you can go into fury, in this fury you can gain the following benefits.

-you gain advantage on saving throws

-you can move hex or hunter’s mark to new target as a fee action

-you may add your charisma modifier to your damage with your pact weapon

-you can use eldriched blast after attacking with your pact weapon, but it must target the enemy you hit with the pact weapon, unless that enemy died

-you can deal yourself damage equal to your charisma modifier + your proficiency to yourself to gain 15 more movement

While under the effects of Juggalo fury you must attack each turn as well as shout random obscenities and threats. You cannot willingly choose to not attack an enemy within range of you accounting for walking range, if the +15 movement feature would allow you to reach somebody you must use it. If you end a turn without attacking the fury wears off. This feature cannot be used again until you finish a long rest.

I see no difference between a corpse and a sex toy

September 4, 2018
2:59 pm
Iris The Tranny juggalette
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oh lol the original post is like 15 posts under this one, oh well, this version is ever so slightly better.

I see no difference between a corpse and a sex toy

September 6, 2018
4:45 pm
Iris The Tranny juggalette
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I just realized that I put the unedited version of the ring master. here’s the proper one. 

The Ringmaster

(size depends on the enemy *see rp instructions) Elemental, Chaotic good

Armor Class 18

Hit Points 300

Speed 30 ft walking 50 ft flying

STR
16 (+3)
DEX
16 (+3)
CON
14 (+2)
INT
18 (+4)
WIS
20 (+5)
CHA
20 (+5)

Saving Throws Wisdom/charisma +10

Skills Intimidation +9, acrobatics + 5, Performance +5

Damage Resistances Non-magical

Condition immunities Charms, frightens restraints, blinds, deafens, poisons,

When large also add: grapples, prone, petrify, paralysis

When huge add: those + stuns and unconsciousness

When gargantuan: add those + death and incapacitation

Senses passive perception 15

Languages Common, Celestial

Violent Magic. All of The Ringmasters attacks are magical

Overpower. The ringmaster gains +2 strength for each size rating past medium, and -2 strength for each under medium.

ACTIONS________________________________________________

Multiattack. The Ringmaster makes one claw attack and one greataxe attack.

Claw. Melee weapon attack: +7 to hit, reach 5 ft., one target. Hit: (summoners warlock level/3)d4 + 3 slashing damage

Greataxe. Melee weapon attack +5 to hit, reach 5 ft, one target, hit 9 (2d6 + 3) slashing damage

REACTIONS_____________________________________________

Tear apart. If the targeted enemy attempts to disengage the ringmaster, he will spend his reaction to make a multiattack against them

ROLEPLAYING INFORMATION_________________________

The Ringmaster is a being of pure just wrath, he will physically grow depending on the sins of his enemies (as decided by the DM) and will gladly tear them apart. He is typically a being of the afterlife, battling people using their own sins against them as power, to decide how worthy they are. He takes immense joy in tearing down evil. His personality is archaic, he is constantly hungering for his next target. Like most of the dark carnival he acts insane, and takes immense joy in intimidating just about everyone.

Ideal: “Fight, kill, destroy in the name of justice.”

Bond: “Justice, fun, the dark carnival.”

Flaw: “One track mind killing machine, despite strong intellect.”

I see no difference between a corpse and a sex toy

September 6, 2018
4:54 pm
Drunkalo
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Kudos to you for knowing what any of this means. An extra kudos for having written it yourself. Your a unique one ms. Iris. 

Mouse trap anyone?

Whoop whoop Drunkalo :

SPOOKYtheFUNGI

Yeah bitches, im that short gentleman mentioned in that youtube video.

And the very nice, level headed guy from that other youtube video.

September 6, 2018
7:41 pm
Psyral Infection
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We play DnD at work during lunch in the IT department. It is an incredible game. The fact that there is no DM rule book – it’s a DM Guide – lets you create campaigns that break the mold and make the game into anything you want. I especially like the 5e version since it fits nicely within the Open Gaming guidelines. 

I’ve been playing DnD for almost 30 years since the first edition and I have liked every version change since. It’s an evolving game with such an open system allowing for modifications. 

Whoop whoop Psyral Infection :

Iris The Tranny juggalette
Yeah.gif
September 6, 2018
7:48 pm
Drunkalo
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Ive been interested in learning since ive heard it was a taboo thing and kids have killed other people over it. I just cant get past the instructions. The descriptions of whatever Iris is showing is anxiety enough. Im good with one, six sided dice and a moveable game piece. All of my games age range from 4-14. Last one i bought was mousetrap cause the mrs said shes never played. Just roll the dice and collect that cheese man, im good with that.

Yeah bitches, im that short gentleman mentioned in that youtube video.

And the very nice, level headed guy from that other youtube video.

September 6, 2018
8:20 pm
The Warlock
The Warlock
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thanks for modeling a character off of me.. #JuggaloOG

flh-banna-copyDD_zpsKKl9s7vkap.jpg

September 6, 2018
9:51 pm
Iris The Tranny juggalette
Iris The Tranny juggalette
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Drunkalo said
Ive been interested in learning since ive heard it was a taboo thing and kids have killed other people over it. I just cant get past the instructions. The descriptions of whatever Iris is showing is anxiety enough. Im good with one, six sided dice and a moveable game piece. All of my games age range from 4-14. Last one i bought was mousetrap cause the mrs said shes never played. Just roll the dice and collect that cheese man, im good with that.  

I recommend finding a DM you know and just asking him to play, maybe get a pre-made character sheet online or have him help you make one. Then just learn the rules as you go along, it really is easier than trying to read them all.

I’ve been put in mental hospitals before (as I’ve mentioned a lot) and I have managed to dm a lot of people through the game that never even considered playing before, by just taking them through it and teaching them as they went. Also because I did that I have the ability to say the sentence, “I DM’d a gang member a fellow schizophrenic and an arsonist all in one game”

it all looks really complicated but it can become very self explanatory after playing a little.

Whoop whoop Iris The Tranny juggalette :

Drunkalo

I see no difference between a corpse and a sex toy

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