Doctor Who builds in 5th edition D&D
ShapiroKeatsDarkMage
Member Posts: 2,428
in Off-Topic
Happy new year fellow nerds. My friends and I are working to recreate different characters in Dnd 5e. Yesterday i made The Doctor from dr. who.
If anything the Doctor is high Intelligence, low Wisdom. He gets lost in his thoughts and has a hard time remembering to explain them to the muggles, but the depth and breadth of his knowledge are unfathomable and even off-putting to people who haven't been alive for 1000 years. His CON should be high - not just the actual Regeneration process, but he is shown to be highly resistant to radiation and toxic chemicals that would harm or kill a human, and his binary vascular system (two hearts) makes him generally more robust.
Personally I would aimmore along the lines of a Divination wizard with the Sage background (knowledge is everything and you're a step ahead of everybody else). Str 10 Dex 14 Con 16 Int 20 Wis 11 Cha 18. Skills: Arcana, History, Insight, Investigation. Cantrips: Light, Mending, Minor Illusion; 1st Level: Alarm, Comprehend Languages, Detect Magic, Identify, Sleep, Shield
The Doctor prefers to talk first, run second, and defeat his enemy by messing up their plan (rather than directly attacking them) third. He does occasionally lose sight of this methodology and leave scorched earth behind, but even then it's because he uses his enemies' weapons or situation against them. He doesn't usually bring weapons.
The doctor is NOT a pacifist. The 10th and 11th doctors were reluctant to use weapons because of the mental scars left by the Time War, but earlier doctors (and for that matter also the 12th) were not afraid to kill or destroy planets for the greater good.
@Fardragon @typo_tilly
If anything the Doctor is high Intelligence, low Wisdom. He gets lost in his thoughts and has a hard time remembering to explain them to the muggles, but the depth and breadth of his knowledge are unfathomable and even off-putting to people who haven't been alive for 1000 years. His CON should be high - not just the actual Regeneration process, but he is shown to be highly resistant to radiation and toxic chemicals that would harm or kill a human, and his binary vascular system (two hearts) makes him generally more robust.
Personally I would aimmore along the lines of a Divination wizard with the Sage background (knowledge is everything and you're a step ahead of everybody else). Str 10 Dex 14 Con 16 Int 20 Wis 11 Cha 18. Skills: Arcana, History, Insight, Investigation. Cantrips: Light, Mending, Minor Illusion; 1st Level: Alarm, Comprehend Languages, Detect Magic, Identify, Sleep, Shield
The Doctor prefers to talk first, run second, and defeat his enemy by messing up their plan (rather than directly attacking them) third. He does occasionally lose sight of this methodology and leave scorched earth behind, but even then it's because he uses his enemies' weapons or situation against them. He doesn't usually bring weapons.
The doctor is NOT a pacifist. The 10th and 11th doctors were reluctant to use weapons because of the mental scars left by the Time War, but earlier doctors (and for that matter also the 12th) were not afraid to kill or destroy planets for the greater good.
@Fardragon @typo_tilly
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For the Early Doctor Who, there is an interesting YouTube series about it, which examines 1-6 (so far) in very good detail. It seems to come out every 3-4 months or so.
https://www.youtube.com/watch?v=ZqpgpED8mXc&index=2&list=WL&t=0s
@ShapiroKeatsDarkMage At the beginning, assuredly CN, but he mellows into CG over time, especially through the events of "Trial of a Time Lord". And don't forget the NE/CE Valyard as well (who was supposed to be an Evil Future Version of the Doctor. I'd also say that the 7th Doctor, later on, is more TN in his portrayal, with the way he sets up his foes to be defeated in very long games indeed. (The Curse of Fenric and Silver Nemesis, the second of which he had set up back when he was the First Doctor!)
Dalek
Medium monstrosity, lawful evil
Armor Class: 18 (Dalekanium armor)
Hit Points: 84 (20d4+43)
Speed: 20 ft., fly 40 ft.
Str 5 (-3), Dex 10 (+0), Con 20 (+5), Int 18 (+4), Wis 10 (+0), Cha 12 (+1)
Saving throws: Constitution +9, Intelligence +8, Charisma +5
Skills: Arcana +8, Intimidation +5
Damage Immunities: poison
Damage Resistances: bludgeoning piercing and slashing from nonmagical attacks
Condition Immunities charmed, exhaustion, paralyzed, petrified, poisoned, prone
Senses: Darkvision 120 ft., Passive perception 10
Languages: Common, Dalek
Challenge: 6 (2,300)
Dalek Constitution. Whenever a Dalek drops to 0 hit points, it makes Constitution saving throw with a DC of 8 plus the amount of damage taken. If it succeeds, it drops to 1 hit point instead. Additionally, if an attack deals less than 5 damage, the Dalek takes no damage.
Actions
Extermination Ray. Ranged Weapon Attack: +8 to hit, range 180 ft., one target. Hit: 25 (4d8 + 8) lightning damage.
Suction Cup. Melee Weapon Attack: The Dalek chooses a target adjacent to it, which must make a DC 13 Constitution check. On a fail, the target takes 13 (4d4 + 4) psychic damage and it is grappled. The Dalek cannot make another suction cup attack while grappling a creature. If the target creature is dropped to 0 hit points with this attack, the Dalek obtains all of their knowledge and memories and regains a number of hit points equal to the damage dealt.
If you ever wanted to make elves, dwarves, wizards or Beholders fight against Daleks, now you can.
@LadyRhian @Fardragon
Daleks are definitely not immune to the "prone" condition!
CYBERMAN
Medium construct, lawful evil
Armor class: 16
Hit Points: 64 (16d4+31)
Speed: 20 ft.
STR 18 (+4), DEX 14 (+2), COS 14 (+2), INT 18 (+4), WIS 10 (+0), CHA 10 (+0)
Saving throws: Constitution +5, Intelligence +7, Wisdom +3
Skills: Arcana +7, Intimidation +3, Perception +3
Damage Resistance: bludgeoning, piercing and slashing from nonmagical attacks.
Damage Immunities: poison, psychic
Damage Vulnerabilities: bludgeoning, piercing and slashing with Golden weapons
Condition Immunities charmed, exhaustion, frightened, paralyzed, petrified, poisoned
Senses: Passive perception 13
Languages: Common
Challenge Rating: 5 (1,800 xp)
Hive Mind. Any information that a Cyberman receives is automatically distributed among all other Cybermen. If a Cyberman’s Intelligence or Wisdom is increased, all other Cybermen’s Intelligence or Wisdom is likewise increased.
ACTIONS
Shocking Grip. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 13 (4d4 + 4) lightning damage.
Laser Gun. Ranged Weapon Attack: +5 to hit, range 60 ft., one target. Hit: 13 (4d4 + 4) radiant damage.
Upgrade. The Cyberman will grapple a small, medium or large humanoid creature (escape DC 14). If after two rounds the creature has not escaped the grapple, it must either succeed on a DC 18 Constitution check or enter Cyber-control. At this stage, it can only escape control if a friendly creature grapples it successfully for two straight rounds or uses a Wish spell to remove them. If after three rounds the creature has not escaped Cyber-control, it must either succeed on a DC 18 Constitution check or become a Cyberman permanently.
REACTIONS
Self-Upgrade. If a Cyberman is attacked by any nonmagical weapon or a weapon that isn't gold and the weapon cannot deal 13 or more damage at one time, it will upgrade itself. After one round it is immune to that particular weapon. After two rounds all Cybermen within 60 ft. of it are also immune to the same weapon.
@Fardragon @LadyRhian
However, there's one being/thing that can cut them down like a knife through butter:
The Raston Warrior Robot
https://www.youtube.com/watch?v=AjGRcgfbc0M
And this: http://tardis.wikia.com/wiki/Raston_Warrior_Robot
Now, don't blame me if you lose hours on this website...
How would you stat that robot?
WEEPING ANGEl
Medium aberration, chaotic evil
Armor class: 16 (natural armor)
Hit Points: 52 (7d8+21)
Speed: 40 ft., fly 60 ft.
Str 15 (+2), Dex 13 (+1), Cos 18 (+4), Int 12 (+1), Wis 14 (+2), Cha 16 (+3)
Saving throws: Con +7, Wis +5, Cha +6
Skills: Deception +6, Perception +5, Stealth +4
Damage Resistances: bludgeoning, piercing and slashing from nonmagical weapons that aren't adamantine
Damage Immunities: poison, psychic
Condition Immunities: Exhaustion, Petrified, Poisoned
Senses: Darkvision 120 ft., Passive perception 15
Languages: Celestial, Deep Speech, Telepathy 120 ft.
Challenge rating: 6 (2,300)
False Appearance: While the Angel remains motionless, it is indistinguishable from an inanimate statue.
Petrifying Red Light Green Light: While a creature observes the angel without blinking, it gains the petrified condition and cannot move or attack. While in this state its resistances become immunities and gains all the effects of a petrified creature. A player character can use his or her reaction to cast out a 60 ft cone with his/her sight and any angel caught in the cone will be petrified on its next turn. After 5 uses of this ability, a player character must make a Constitution saving throw with a DC of 5 to succeed on each subsequent turn. This DC increases by 5 each time it is attempted up to a maximum of 20. The area of this ability is halved if the creature is in low light (without darkvision) and cannot be used by a blinded character, creatures relying on blindsight to see, those in complete darkness, undead or constructs. While not petrified and working with other Angels, the Angel can use its reaction to ensure that it doesn't look at another Angel and If two angels fail to use their reaction and look at each other then they remain petrified until something breaks the line of sight such as a Darkness spell.
Pack Tactics. The Angel has advantage on attack rolls against a creature if at least one of its allies is within 5 feet of the creature and the ally isn't incapacitated.
ACTIONS
Multiattack: The Angel makes two attacks: one with its bite and one with its claws or can use its aging touch instead.
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d10 + 2) piercing damage.
Claws. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d10 + 2) slashing damage.
Aging Touch. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) necrotic damage and the Angel regains hit points equal to the damage done. The targets maximum hit points are lowered based on the necrotic damage done and the character ages a number of years equal to the damage of the attack. The lost hit points are restored after a long rest but the additional years of age can only be restored by a greater restoration spell or similar magic. Each time a character suffers a aging touch that takes them above a venerable age (e.g. 70 with humans) they gain a level of exhaustion and after gaining 5 levels the victim dies and turns to ash.
Ethereal Sprint. The Angel can use its bonus action to dash, disengage or hide and is ethereal while it moves allowing it to pass through objects and ignore difficult terrain. The Angel does not provoke attacks of opportunity while using its ethereal sprint.
@Fardragon
@LadyRhian @Fardragon
Davros, 19 INT, 5 WIS, STR 3, CON 5, CHR 5, DEX 3 (now, considering he is in a chair that has to have life support. Alignment: LE (same as the Daleks). Human body AC10 (or whatever unarmored is, these days).
Davros was crippled in an attack on the Khaleds, ever since, he has been confined to a mechanical wheelchair which gives him complete life support. He was so convinced that his side was in the right (when in reality, both sides were evil), that he created the ultimate weapon, the Daleks. He programmed them to think they were superior, and all others should die or be enslaved by the Daleks, not realizing that this meant that the Daleks also held the Khaleds in contempt and kill them and their creator (thus, the very low wisdom). His other low stats come from the crippled nature of his body. If removed from his life-support chair, he will die in very short order.
However, his chair is very sturdy. It moves at a slow speed (15'), and cannot go where the floors are not smooth. The chair is unarmed, but is made of the same metal as Daleks. Unfortunately, his upper body is unarmed and vulnerable.
This would seem to make him a pushover as an opponent. However, at least at first, his Daleks protected him and could be commanded by him. When the Daleks were complete, however, he was killed by his own creations, never considering that they could, and did turn on him once they were complete.
https://m.wikihow.com/Write-in-Gallifreyan