/r/dndnext
A place to discuss Dungeons & Dragons.
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A place to discuss the latest version of Dungeons & Dragons, the fifth edition, known during the playtest as D&D Next.
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I wrote an article for my website on generating the mundane bits of settlements for world building using some roll tables I've come up with. Here's the post:
This list of roll tables are mostly applicable to a setting based in medieval Europe; there aren't any fantasy elements here. I think adding fantasy elements to your world building is the easy bit — it's filling in the mundane details that these roll tables can help with.
The first step is determining the size of your settlement. You can roll for it, or pick one from the list. The bonus die will come in useful later for weighting the results from future rolls.
1d12 | Settlement Size | Population | Bonus Die |
---|---|---|---|
1 | Hamlet | 1d10 × 10 + 10 (60) | - |
2-4 | Village | 4d10 × 10 + 100 (300) | 1d4 |
5-7 | Town | 2d10 × 100 +300 (1,300) | 1d6 |
8-9 | Market Town | 1d10 × 1000 + 2,000 (7,000) | 1d8 |
10-11 | City | 1d6 × 10,000 (30,000) | 1d12 |
12 | Capital City | 1d100 × 1,000 + 50,000 (100,000) | 1d20 |
Many settlements have some kind of defense. Roll on this table to determine the defenses. Use the bonus dice from the settlement size table when rolling. Each row in the table would generally also have the defenses from the previous row.
1d10 + Bonus Die | Defenses |
---|---|
1-6 | None |
7-8 | Town Guard |
9-10 | Guardhall or barracks |
11-12 | Walls |
13-14 | Tower |
15+ | Castle |
Roll on this table to determine what prominent locations are in the settlement. Roll as many times as you think is necessary to generate interesting locations in your settlement.
1d10 + Bonus Die | Location |
---|---|
1-2 | Farm |
3-5 | Tavern or inn |
6-7 | Church or temple |
8 | Bakery |
9 | Butchery |
10 | Artisans shop* |
11 | Market Square |
12 | Guild hall |
13 | Bathhouse |
14 | Apothecary |
15 | Stable |
16 | Jail |
17 | Courthouse |
18 | Armoury |
19 | University |
20 | Mint |
21+ | Castle or Palace |
* Roll on the Artisans Shop table to determine what kind of artisans shop it is.
1d12 | Artisan's Shop |
---|---|
1 | Tanner |
2 | Tailor |
3 | Mason |
4 | Cobbler |
5 | Brewer |
6 | Carpenter |
7 | Chandler |
8 | Farrier |
9 | Wheelwright |
10 | Fletcher |
11 | Cooper |
12 | Jeweler |
Settlements would often have many taverns or inns. It is unreasonable to create more than a couple for larger settlements even though in reality they may have hundreds. Use the table below to determine how many taverns a settlement should have.
1d10 + Bonus Die | Number of Taverns |
---|---|
1-2 | None |
3-7 | 1 |
8-10 | 2 |
11-12 | 3 |
13+ | 1d4 + 3 |
Roll on the condition of the tavern to determine how much it charges customers. Use the bonus die in the tavern building table.
1d20 | Condition | Bonus Die |
---|---|---|
1 | Squalid | - |
2-5 | Poor | 1d4 |
6-12 | Modest | 1d6 |
13-17 | Comfortable | 1d8 |
18-19 | Wealthy | 1d12 |
20 | Aristocratic | 1d20 |
Use this table with the bonus die from the condition table to determine what building a tavern occupies.
1d10 + Bonus Die | Building |
---|---|
1 | Shack |
2-3 | Barnhouse |
4-8 | Single story wooden |
9-12 | Single story stone/brick |
13-15 | Two story wooden |
16-19 | Two story stone/brick |
20+ | Repurposes tower or keep |
Use this table to determine the name structure of your tavern.
1d10 | Name Structure | Example |
---|---|---|
1 | Named for its owner or founder | Wulfrid's Keep |
2-3 | Named after local lore or history | The Cinderhouse |
4-8 | The [adjective] [noun] | The Spirited Journeyman |
9-10 | [Noun]'s [noun] | The Cat's Paw |
I dont know as a DM when do I need to reveal the damage amount that someone takes.
When players use reaction spells, do they need to know the amount of damage fist?
For example, Absorb Elements....
"Casting Time: 1 reaction, which you take when you take acid, cold, fire, lightning, or thunder damage"
Rewind Moment
4th-level Chronurgy Spell
Casting Time: 1 Reaction, which you take immediately after a willing creature you can see within range takes damage.
Range: 60 feet
Components: V, S, M (a clock hand)
Duration: Instantaneous
Description:
You manipulate the flow of time around a willing creature, reducing the damage it just sustained. The damage taken by the creature is reduced by 8d4 + your spellcasting ability modifier. After this temporal shift, the creature becomes unstable until the end of its next turn. While unstable, the creature is slowed (as per the slow spell), reducing its speed by half, giving it a -2 penalty to AC and Dexterity saving throws, and preventing it from using reactions. Additionally, the creature can only take one attack per turn if it can make multiple attacks, and it can only use an action or a bonus action, but not both.
what do you think ?, shall I allow the wizard to create this rewritted spell?
So I almost joined a game of DND. He asked if we could meet in person to see if we would gell. Had no problem with this and we talked about his setting at first and the usual, how old are, are you okey with LGBTq, are you okey with just fading to black and not being weird. Simple stuff like that. But the conversation quickly devolved into how trump is Hitler and (insert) people are racist pricks. And I'm inclined to agree with some of the stuff he's talking about but I go to DND to fight orcs and seduce goblins. So I politely left and told him I'd think about joining. Has anyone else had an experience like this?
I saw this meme a week or so ago, and thought to myself "ha ha very funny, yes it would be nice if there were warriors who got anywhere near as much combat choice as mages do".
But reading the comments, the stuff in the meme already used to exist? There used to actually be fighters (or maybe a different class, it's unclear) who had all kinds of cool maneuvers to use in combat and didn't run out of them. So I guess my question is where did they all go? Like if fighter HAS to be really basic and only get a shitty version of maneuvers if they take one subclass, why can't there be a thirteenth "warrior" class that has cool skills? According to the thread that kind of thing used to exist and wasn't overpowered, so like... why?
This is like the D&D version of finding out houses used to cost 100k, only seemingly there's no reason.
Rewind Moment
4th-level Chronurgy Spell
Casting Time: 1 Reaction, which you take immediately after a creature you can see within range takes damage.
Range: 60 feet
Components: V, S, M (a clock hand)
Duration: Instantaneous
Description:
You briefly reverse time for the target, restoring its state to what it was just moments before. The creature regains hit points equal to the damage it took from the triggering effect. After the rewind, it has disadvantage on its next attack roll, ability check, or saving throw, as the disorienting effects of time manipulation take hold. Additionally, the creature can move up to half its speed without provoking opportunity attacks after being rewound.
What do you think ? , for me it is too overpower because it can revive an ally that gets oneshooted in 1 round with 1 attack (Dragons for example, or crits... )
Should I allow it, not allow it? the character that wants it, its a Wizard lvl 5 and wants to get it at lvl 7.
Join us to discuss all things D&D here: https://discord.gg/dndnext
Three kobolds in a trench coat have been making a living running a successful business in an odd town until they scam the wrong lady. Turns out, this old lady was a Hag in disguise. She didn't appreciate being scammed and transformed the three Kobolds into a single Orc/Lizardman/Human (race variable). Now the three minds of the kobolds are trapped in the same body! The hag cackles and poofs away. Now the kobolds want to find a way to get back to their old bodies and go on an adventure to find a means to do so.
It's a quirky twist on playing the three Kobolds in a trench coat that just hit me, and want to tuck away for a goofy one shot. I'd love to hear some ideas on what could be a fun class to play with this kind of character. Feel free to expand on the backstory concept.
Hello There! I'm currently in a 5e game with 6 of my friends, we're all level 6 and while we aren't the best at teamwork and we've lost some fights I feel like the combat balance is pretty good. However, every fight I get downed at least once, and the average is closer to twice a fight. The only other person who gets down on average is our party Paladin. Partly because of this I feel like I'm not doing enough to contribute in fights: it feels like I'll be up for two rounds to heal somebody, and cast a crowd control spell, and then get knocked out ending the concentration spell.
So, I'm looking for advice in either general strategy, better spells to use, or just things I can do to be more efficient with my rounds.
Background information on the party makeup:
As mentioned above, our party is made of six players, all at level 6.
Now as mentioned, I tend to get knocked out every fight and in generally feel like I'm not doing enough. I know the first thing I should improve upon is with 13 AC I really should be nowhere near the frontline. Are there any other obvious things I should be doing? I usually give bardic inspiration to either the Paladin or the Fighter, and then heal somebody, or I use Unsettling Words to reduce an enemies Will Save and attempt to inhibit them with Tasha's Hideous Laughter or Fear.
On the note of spells, my bards spell list is:
So far Invisibility and Speak with Dead have been underperforming so I was thinking of swapping one of them our at next level. If there are any good spells people would recommend let me know.
There is probably more I should put here but if there is any advice you could give me to, not power game, but maybe not go to 0 HP so often or do a little more, I'd greatly appreciate it.
If there is anything I've missed, tell me and I can edit it into the post tomorrow. Thank you and have a nice night!
It seems like every other spellcaster in 2024 is a prepared caster - about time, because Spells Known puts a burden on players that they may not know enough to meet. However, the blurb about Pact Magic is confusing.
Prepared Spells of Level 1+. You prepare the list of level 1+ spells that are available for you to cast with this feature. To start, choose two level 1 Warlock spells.
The number of spells on your list increases as you gain Warlock levels, as shown in the Prepared Spells column of the Warlock Features table. Whenever that number increases, choose additional Warlock spells until the number of spells on your list matches the number in the table. The chosen spells must be of a level no higher than what’s shown in the table’s Slot Level column for your level. When you reach level 6, for example, you learn a new Warlock spell, which can be of levels 1–3.
Does this mean that warlocks prepare from the entire warlock list, or are they the sole 'Spells Known' caster that remains in the game?
I'll be honest, I've never played DnD but I've always wanted to play a character concept of a person using two mage hands instead of real ones because they lost both their real hands at some point in time. So, the question is, is that possible at all? I googled the description of mage hand and it seems like they disappear if you summon a second one.
Doing a one shot campaign, and our dm is being very generous with our abilities. I'm playing a human werewolf beast barbarian. He's given me the option to use all my transformation weapons interchangeably (bite, claws, and tail). I'm not focused on two handed weapons, so I'm not sure Great Weapons Master will be as useful as other barbarian builds. What other options do I have? I get 3 feats (lvl 8).
So, I would get
I would lose
I already have an Int of 22, Resilience Con, Skill Expertise in Arcana and History, Metamagic Adept (subtle and extended).
I feel Sanctuary could be a viable use for contingency (when rolling Initiative, cast Sanctuary), for out big bad fight, I intend to be an Ancient White Dragon and want this and subtle spell - counterspell to be my go to spells to make the DM think twice of targeting me with Dispel Magic in the first round.
At Level 19, I plan on getting the Epic Boon of Spell Recall, which would help mitigate against Signature Spells.
Does this feel like a good exchange?
I was also considering Cleric, given my Wizard's connection with Mystra - but I guess flavour is free.
According to the players handbook, a component pouch or spellcasting focus can take the place of a component unless it has a specified cost. I don’t see a table or anything for component costs so how do you know if it has a specified cost? Sorry for the dumb question, new to DnD here.
From the Androsphinx description in the Basic Rules:
An androsphinx tests the courage and valor of supplicants, not only by forcing them to complete quests [...] Those who pass its tests may be rewarded with a heroes' feast. [...] Sphinxes test the worth of those who seek the treasures of the gods, whether forgotten secrets or mighty spells, artifacts or magical gateways.
What would some of tests be for a party of 4 level 8s?
community name: Avalor
game style(s): it is a pbp westmarch server, both quick response and respond at your own pace.
way(s) we play: we use avrae for combat, tupperbox is optional but recommended. we accept dnd beyond and dicecloud for sheets. and we have campaign links for dnd beyond.
Start as a player and become a DM. WE have open DM applications and after doing a few trial runs with our current DM’s you can run your own rifts and explorations.
discord link: https://discord.gg/HYw9uZeB5e
additional information:
Embark on an epic journey in the last great kingdom of modern times, Avalor. Thirty-five years ago, the Shattering tore apart the fabric of reality, creating rifts that brought forth monstrous creatures and magical energies.
Avalor is a world where Renaissance-inspired traditions meet mystical advancements powered by ancient Manastones.
All characters start at lvl 3 and you get an uncommon item and 2 healing potions on top of your normal starting gear.
You start with 4 character slot with the ability to get more. Once you feel a character has played out their story or you just don’t feel like playing them anymore you can retire them giving you back your slot. You never have to worry about being stuck as a class or species you decided to experiment with but didn’t quite like.
Join us in this vibrant and dynamic high magic setting, where your adventures shape the fate of the kingdom.
Whether you are an avid role-player or a combat enthusiast, our server caters to all play styles, ensuring a fulfilling experience for every adventurer. both players and DMs are welcome!
it is a +16 server!!
Do you guys have any thoughts on which kinds of spells to give Draconic Bloodline sorcerers from a thematic perspective? Based on type, of course.
I'm curious how DMs here using the 5e24 rules would resolve a situation where a player character attempts to climb onto a Huge or larger creature. I've included relevant rules from 5e14 and 5e24 below, and then I'll explain what I see as potential options.
#Rules to Reference
In the 2014 DMG, there was a variant rule to use an Action on your turn to Climb onto a Bigger Creature. The rules for that were:
After making any ability checks necessary to get into position and onto the larger creature, the smaller creature uses its action to make a Strength (Athletics) or Dexterity (Acrobatics) check contested by the target's Dexterity (Acrobatics) check. If it wins the contest, the smaller creature successfully moves into the target creature's space, the smaller creature moves with the target and has advantage on attack rolls against it.
The smaller creature can move around within the larger creature's space, treating the space as difficult terrain. The larger creature's ability to attack the smaller creature depends on the smaller creature's location, and is left to your discretion. The larger creature can dislodge the smaller creature as an action—knocking it off, scraping it against a wall, or grabbing and throwing it—by making a Strength (Athletics) check contested by the smaller creature's Strength (Athletics) or Dexterity (Acrobatics) check. The smaller creature chooses which ability to use.
This is similar to the Grapple rules from 5e14, but notably initiating a Grapple required a Strength (Athletics) check and could be contested by either Strength (Athletics) or Dexterity (Acrobatics), whereas this rule allows the creature initiating the contest their choice of skill and requires the target to use Dexterity (Acrobatics). There also wasn't a clause of this rule stating that you could replace one attack of the Attack action with this action, like there was for the Grapple action.
In 5e24, the Grapple Rules have changed. Now, as part of an Unarmed Strike, you can grapple instead of doing damage:
The target must succeed on a Strength or Dexterity saving throw (it chooses which), or it has the Grappled condition. The DC for the saving throw and any escape attempts equals 8 plus your Strength modifier and Proficiency Bonus. This grapple is possible only if the target is no more than one size larger than you and if you have a hand free to grab it.
Clearly, there are similarities between this rule and the 5e14 Grapple rules. The choice of Strength or Dexterity saving throw is similar to the choice of Strength (Athletics) or Dexterity (Acrobatics), the DC being based on your Strength is similar to requiring an Strength (Athletics) check, and the fact that it's part of the Unarmed Strike action means that you can use it as one attack in the Attack Action.
Variant combat actions, including Climb onto a Bigger Creature, did not appear in the 2024 DMG.
#Potential Ideas
Here's how I've considered running it:
Just use the rule as presented in the 2014 DMG. Since there is no rule for it in the 2024 DMG, we just default back to the rule as presented in the 2014 DMG and run it using the contested ability check, even though those rules were created to be similar to Grappling rules, which have changed.
Change it to a Dexterity Saving Throw for the target. To parallel the new Grappling rules, we can change it so the creature the player is attempting to climb gets a Saving Throw rather than making it an ability check. We'd make it a Dex save as a parallel to the 5e14 rule requiring a Dexterity (Acrobatics) check, and the DC would be the same as a DC for initiating a Grapple (8 + Strength Modifier + Proficiency Bonus).
Same as #2, but make the DC based on your Strength or Dexterity. Since the 5e14 rule allowed you to choose whether you wanted to use Strength (Athletics) or Dexterity (Acrobatics) to Climb onto a Bigger Creature, we can say the DC for this action in 5e24 should be based on your Strength or Dexterity, similar to how Monks get to use Dex for their Grapple DC.
Any of the above, but also allow it to replace an attack. This is slightly unrelated, but I've always run this action as being able to replace an attack in your Attack action rather than requiring a full use of your action. I realized I was technically not running it RAW when I looked up the actual wording to make this post. I feel like since it's similar to a Grapple, it should be able to replace an attack like a Grapple, but that's not supported by RAW.
Which of these options seem best? Or do you have any other ideas for how to resolve this situation?
I am a beginner when it comes to DnD, and the campaign I am joining has a religious aspect, so I wanted to explore a character where they are religious, they just aren't a paladin or cleric.
He was rescued at a young age by a church, and due to that, was grateful to the God they worship. He doesn't boast about his religion, isn't too offended when people talk about religion or his God negatively, and some might not even know he worships. He's a big, burly man, so I don't think he fits a cleric. I don't think paladin does either, but that might be the only option.
Religion is a big part of his backstory, and drives his values, but I don't see him trying to prove himself to his God. He's a silent worshipper, not expecting anything in return. He's a good, honest man, who would rather treat people kindly, but he does morally grey things here or there, due to being a mercenary. He's the voice of reason to his even more morally grey, non-religious sister (who also grew up in the same church).
Perhaps I could play him as a paladin, but I'm just not sure how to go about that lore / RP wise, due to his nature. All the examples I find online is someone extremely devout and lawful good. Since he's on the larger side, I felt a melee class would suit him best. I'm just not sure what class to give him. Any thoughts or ideas?
In my campaign there is a large scale battle that will be occuring that takes place at night time. Since night is darkness, I need to figure out some way to light the entire battlefield. I was thinking Mages COULD just continuously cast Light for soldiers, but I'm not sure. I might just resort to more traditional methods of lighting, like fire, but the army has a large amount of Mages so I was hoping for a magical alternative.
Last session my DM decided to test us with a Mimic, and after a very pitiful fight where my Bladesinger simply did not have enough Strength to pull his rapier off the mimic's adhesive body, my character now carries around a Mimic Trapped in a Jar.
I honestly only tried capturing it because I was getting absolutely owned by that thing, but the only uses I could come up with so far are pretty boring stuff like handing the jar over to some unsuspecting soon-to-be-dead party.
What would be some cool uses for a Mimic in a Jar? a Pocket Mimic if you will.
And no, I'm not 100% confident the Mimic cannot escape the jar.
Excuse me if this is simple, I’m new to DnD and DM’ing. If an unconscious character is stabilized with a DC 10 Medicine check, do they lose a death saving throw if they get hit again or does that just start the death saving throw process again? TIA
Hi everyone!
I wanted to try something new for inspiration for character geberation. I drew randomly online several Magic The Gathering Cards (dismissing several others along the way like basic land cards and surprisingly many merfolk cards who I just dont find particularly interesting) and now want to create a character based on the 7 cards I picked.
The cards are:
Falconer Adept: https://scryfall.com/card/m21/18/falconer-adept
Heraldic Banner: https://scryfall.com/card/fdn/254/heraldic-banner
Sunscorched Desert: https://scryfall.com/card/akh/249/sunscorched-desert
Sorcerer's Wand: https://scryfall.com/card/dom/231/sorcerers-wand
Greta, Sweettooth Scourge: https://scryfall.com/card/woe/205/greta-sweettooth-scourge
Case of the Trampled Garden: https://scryfall.com/card/mkm/156/case-of-the-trampled-garden
Ill-tempered Loner/Howl pack Avenger: https://scryfall.com/card/vow/162/ill-tempered-loner-howlpack-avenger
I haven't refined the process, so at the moment they are just hooks to create a character, the inspiration might be the art, the name, the mechanics etc and they might relate to background, class, story, goals, species, a nemesis, a relationship of the character etc
What would you build based on these cards? (All books allowed)
I'm a veteran DM who bought and read the three Starter Sets for 5e, and ran two of them. And while I have a lot of love for them, I felt they were all somewhat lacking in one way or another.
If you want to get this story in video instead of text, I made a youtube video about this: https://www.youtube.com/watch?v=YCxaVxjGHq0
But otherwise, here's a summary in brief:
Starter Sets buying and opening the Starter Sets can be a little disappointing. Like a bag of potato chips, the boxes mostly contain air. Both of them have a white bit of cardboard designed to fill up the box so that it looks like there's more in there than there actually is. What's especially annoying about that is that the 2022 Starter Set came out after the Essentials Kit and rolled back all the improvements made by that box.
Essentials Kit is a much better bang for buck. It contains loads of handouts, a bigger dice set, rules for character creation, and a DM screen! It blows my mind that there wasn't a DM screen in the Starter Sets
On the adventures:
Lost Mine of Phandelver is a brilliant adventure, maybe the best one written for fifth edition, but seems like a big ask for new DMs. There's countless different ways a group of adventurers could go through the adventure, and while that's appealing to me as a veteran DM, I think new DMs would struggle a bit with it. But I could be wrong!
While the cover of Venomfang is iconic, it's a little disappointing that he's not the main villain, and serves largely as set-up for Hoard of the Dragon Queen which starts at level 1 and would require new players to invest in the three core rulebooks to play.
Dragon of Icespire Peak’s quest-board and faceless quest-giver NPC structure helps new DMs but at the cost of verisimilitude, and leaves me feeling artlessly detached from the joys of D&D’s storytelling possibilities.
Cryovain, the dragon on the cover, is the main villain of the adventure this time! Which I think is a fantastic improvement.
Dragons of Stormwreck Isle feels hollow compared to the rest. The adventure is really simple, and it would be easier for new DMs to run. But as a veteran I felt it was a little paint-by-numbers. I was especially put off by the cover art since none of it features in the adventure itself. There's no massive blue dragon in the adventure, just a little baby dragon. Not great.
Overall, I liked these boxsets, but man do I hope the future 2025 Starter Set will include the goodies from the Essentials Kit and pair them with an adventure that helps new DMs get started. Especially if they can include flowcharts and additional guidance on how to run the game. Two of these starter modules are no easier to run than a published hardcover adventure.
Lost Mines could've been so much easier to understand if it included some flowcharts and guidance on how the players can move between adventure locations.
Anyway, what do you folks think?
As it stands, Wisdom for Monks varies in usefulness. Some subclasses (Astral Self) can make themselves reasonably SAD with just Wisdom, while others (Drunken Master) don't really interact with it. While it is used for AC and save DCs on all Monks, it's often tied in importance with Constitution for ASIs and thoroughly trounced by Dexterity.
Compare to another MAD class like Paladin, who has spells that need DCs and many abilities that scale or interact with Charisma. With Blessed Warrior, Paladin can get pretty close to SAD, with multiclassing allowing for a perfect SAD build.
I've come up with 2 potential ideas to homebrew:
Making Unarmored Defense use either the default or 13 + Wisdom Mod. At level 1, assuming a 16 in Dex and Wis, this is the same AC. The only reason I hesitate is for multiclassing, as this could let a Cleric or Druid have higher AC at levels 4 and 8 (assuming they use their ASIs for Wisdom).
Letting Monk use Dex or Wis for Martial Arts. This one I'm iffy about because it would let Monk be completely SAD and frankly perform better at later levels compared to Dex, as their save DCs would already be higher.
Thoughts? Concerns?
So, I'm about to start a mini-campaign in 5e for a party, the thing is the must travel from Silverymoon to the high ice to get something to save someone, the thing is, I don't find relevant information about that place (the high ice) besides the wiki of forgotten realms Is there anything I should keep in mind?
Hello! Mothman here. Got a weird character concept I wanna explore and I figure I'll throw it out to see what you guys can help me find.
In a single sentence, I want to figure out how I "achieve maximum spiders".
I'm building a level 3 gestalt character, don't worry about race since my server is using a full homebrew race set up. 2014 rules of course. I'm looking for options themed around and interacting with spiders big and small. They'll be reskinned for a Monster Hunter themed thing, I'm making a character who idolizes Nercylla and Racknoids for those who know the MH series so theming off of them also works! Looking to summon on one class and fight on the other. My first concept was Shepherd Druid/Swarmkeeper Ranger but I wanna see if we can take this further.
Hi,
help me decide what character to build and play :)
I'll give you some context so far I've been playing a swashbuckler rogue. It's been fun but I want to do something else too. We will soon reach a place in our campaign where we can change characters if we wish.
I want to play a caster and be able to blast (a bit, I know warlock and sorcerer exist for that purpose). I watched the Prey movie some time ago and enjoyed it and decided to loosely base the character around the protagonist from the movie.
My options would be:
I'd love to hear your opinion.