JUSTSOMERANDOMGUY101 Posted June 24 Posted June 24 (edited) In this mod idea, hopefully someone talented can impliment Gale's trusty Tressym, Tara as a summonable companion. My idea is for her to be a Support/Debuff/Blaster Caster hybrid that levels up and gets stronger with you. She can also be interacted with by party members and has all her usual dialoge if you're controlling Gale as if it's an origin playthrough. Tara's Stats: Tiny Monstrosity Base movement speed 9m/30ft. Hit Points: 6 + CON at Level 1. 4 + CON every level after. Ability Scores + AC: (Level 1-4) STR 8 / DEX 14 / CON 14 / INT 16 / WIS 14 / CHA 16 / AC = 10 + DEX (Level 5-8) STR 8 / DEX 16 / CON 16 / INT 18 / WIS 16 / CHA 18 / AC = 13 + DEX (Level 9-12) STR 8 / DEX 18 / CON 18 / INT 20 / WIS 18 / CHA 20 / AC = 16 + DEX Saving Throw Proficencies: DEX, CON, INT, WIS, CHA. Class Actions: Claws: 1d8 + DEX Slashing damage Fly: Up to 18m/60ft. Help, Dash, Disengage, Hide. Arcane Recovery (Can Recover Spell slots via charges that recharge on a short rest) Cat Nap (Reskinned Song of Rest, once per Long Rest) Sorcery Points (Work Like regular Sorcery Points, Refreshes on a Short Rest) Provocing Screech (Works like an AOE Taunt in combat on a Failed Wisdom save, once per Short rest) Telekinesis (Once Per battle) Passives: (Level 1-4) See Invisibility Poison Immunity Fall Damage Immunity. Blind Immunity Illusion Quickening (After Casting a Damaging Spell as an Action, you can cast an Illusion or Enchantment spell as a Bonus Action. Works the other way around too.) Split Enchantment Potent Cantrip Sculpt Spells When dealing damage with a spell or attack, gain 2 Lightning Charges Increase Spell Save DC and Spell Attack rolls by 1 and all Spells deal 1 more damage. (Level 5-8) War Caster Reactive Spell + Advantage on Concentration Saves. Empowered Evocation. Fast Hands. Psychic Missles. Blessed Mercy Mystra's Blessing Warding Hands Increase Spell Save DC and Spell Attack rolls by 2 and all Spells deal 2 more damage. (Level 9-12) Elemental Adept: Acid, Cold, Fire, Lightning and Thunder Elemental Affinity: Damage (Acid, Cold, Fire, Lightning and Thunder) Can now Dash, Disengage, or Help as a Bonus Action. Gain an extra Reaction Blaster Caster (When dealing damage with a spell, roll all damage die twice and take the higher result) Increase Spell Save DC and Spell Attack rolls by 3 and all Spells deal 3 more damage. Spellbook: (Level 1-4) Cantrips: Acid Splash, Fire Bolt, Ray of Frost, Shocking Grasp, Invisibility (Conc), Healing Paws (Heals 1d8 Hit points as an Action with a range of 9m/30ft. At Level 5, Heals 2d8 and gives Lesser Restoration, at Level 11, Heals 3d8 + INT modifier and gives Greater Restoration). 1st Level: Sleep, Hex, Magic Missle, Create/Destroy Water, Chromatic Orb, Ice Knife. 2nd Level: Shatter, Scorching Ray, Hold Person, Darkness, Misty Step, Mirror Image, Silence. (Level 5) 3rd Level: Fireball, Lightning Bolt, Counterspell, Hypnotic Pattern, Blink. (Level 7) 4th Level: Banishment, Confusion, Dimension Door, (Level 9) 5th Level: Cone of Cold, Destructive Wave, Hold Monster. (Level 11) 6th Level: Chain Lightning, Desintigrate, Otto's Irresistible Dance. Metamagics: Twinned Spell, Quickened Spell, Distant Spell, Extended Spell. Aquisition: Origin Gale: Will show up in camp after 1st Long Rest. Other: Will show up in camp after you've learned of Gale's Orb (i.e. Given him 3 snacks or met Elminster) and Resolve the Grove conflict in any way. Edited June 25 by JUSTSOMERANDOMGUY101
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