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African witchcraft strain is a popular cannabis strain known for its powerful effects and unique flavor profile. This strain is highly sought after by cannabis enthusiasts for its strong potency and intense psychedelic experience. The African witchcraft strain is a sativa-dominant hybrid that is a cross between a landrace African strain and a potent sativa strain. The resulting strain is known for its energizing and uplifting effects, making it a great choice for daytime use and social gatherings. The African witchcraft strain is renowned for its sweet and fruity aroma, with hints of tropical fruits and spices. It also has a complex flavor profile, with notes of citrus, earthiness, and a hint of diesel.


These rules attempt to smooth the difference between these two extremes, allowing GMs to extend the adventuring day without overly punishing casters, and opening up the opportunity to move your adventure at the speed of plot rather than the speed of slot. They are written for people who are not afraid of house rules, are nodding along with this saying "yes, that's really annoying!", and want a way to fix it without fundamentally altering the game balance within encounters themselves. If you think casters are fine and don't care, this isn't for you, don't use it and feel free to pretend that resting every 2-4 encounters isn't just doing the exact same thing but in a narratively and mechanically awkward way =).

If the DPR of a 5th level fireball on 3 targets is within about 10-20 of a fighter s single target damage, and in many circumstances the fighter will actually do more DPR on a single target than the fireball s 3 targets, that is technically balanced. Plus, I only get nine swatches for skin tones when I choose spellcaster, but all of the skin tones are there for the humans and the mermaids; I do have cc, but I don t think that is the cause, because the cc that I have in the game does not effect the human sims, nor the mermaids, so what is wrong with my spellcasters.

Resting spell caster face mug

It also has a complex flavor profile, with notes of citrus, earthiness, and a hint of diesel. This makes it a favorite among cannabis connoisseurs who appreciate the variety of flavors that this strain offers. One of the defining characteristics of the African witchcraft strain is its high THC content, which can range anywhere from 20% to 28%.

D&D 5E Utility Spellcaster Build

Edit: Clarification of context: This character is a Swiss-Army-Knife approach to utility, having tools to handle a plethora of fringe scenarios that specialized characters won't be equipped to resolve. As a secondary aspect of the character, this build is designed to also be able to "understudy" for party members who can't make it to a session, so the story can keep moving forward.
The personality of the character is fairly light-hearted, using Cantrips and low-level spells for entertaining effects.
Ex: Pouring water from a flask, using Shape water to turn it into an ice goblet, pouring more liquid water into the ice-goblet, and using Prestidigitation to make the liquid water look and taste like wine.
This character is not built to out-perform anyone at their specialized role. This character is built to handle the situations that other characters aren't built for, so we can get through as efficiently as possible.
This character is not built to be a buffer/debuffer. I acnowledge the usefulness of that role, and the following suggestions of using a Bard would definitely be good for a character filling that role, but that isn't the role I'm interested in playing.

A second option I'm building that would have one primary ability score for all of the casting, would be a Gnome, Sage Background, Artificer (L1), Wizard (L2+). I'm curious what people would think of that. similar to this one, but it would have more spell options, but not some of the fun stuff Sorcerers have like Metamagic.

This build:
Race: Half-Elf (Player's Handbook, pg38)
Background: Urchin (Player's Handbook, pg141)
Class (L1): Knowledge Domain Cleric (Player's Handbook, pg56, 59)
Class (L2+): Divine Soul Sorcerer (Player's Handbook, pg99), (Xanathar's Guide to Everything, pg50)
Metamagic Choices: Subtle, Extended, Quickened, Empowered.
Feats: Shield Master, Lucky, Resilient, Prodigy, Tough. (If I roll sub-par stats, I can replace the latter three feats with ability improvements)
I have a sheet with the character built at level one, with every decision made through level 20, so I could throw this character into any level game without needing to decide or roll anything but Ability Scores and Hit Points.

Final Spell list upon reaching Level 20:
0: Sacred Flame (Dex Sv, Radiant)
0: Toll the Dead (Wis Sv, Necrotic)
0: Fire Bolt (To-Hit roll, Fire)
0: Guidance
0: Mending
0: Mold Earth
0: Shape Water
0: Prestidigitation
0: Mage Hand
1: Identify (Ritual) (from the Cleric level, so I can actually cast it as a ritual)
1: Detect Magic (Ritual) (from the Cleric level, so I can actually cast it as a ritual)
1: (an additional first-level Cleric Spell prepared daily)
1: Command (locked in for Knowledge Domain, otherwise I'd switch it out)
1: Cure Wounds
1: Shield
1: Mage Armor
2: Misty Step
2: Invisibility
3: Tongues
3: Fireball
3: Remove Curse
4: Greater Invisibility
4: Dimension Door
5: Wall of Stone
6: Heal
6: Disintegrate
7: Plane Shift
7: Firestorm
9: Wish
*I want to fit Knock into the list, but I haven't yet figured out what to replace, as there is so much I can do with each of the selections.

This character can:

-cast spells when silenced and/or bound
-fly with wings than can be manifest and dismissed at will
-spontaneously regain 1/2 of total hit points once per day
-3/day roll an extra d20 on a save or attack and use the better roll
-1/short rest roll an additional 2d4 and add it to a failed save or attack, potentially changing the outcome.
-wield a shield without penalty, taking no damage on a successful Dex save that would normally halve damage, and gaining the Shield's bonus on Dex Saves that target only this character.

-serve as a healer in the absence of an actual Cleric
-serve as a blaster in the absence of a Wizard
-open locks, disable traps and scout in the absence of an actual Rogue
-AC Tank in the absence of an actual Fighter (Mage Armor (13) + physical Shield (+2+enhancements) + Shield Spell (+5) + Dex

This character can:
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This high THC level is what contributes to the strain's potent effects and intense psychedelic experience. Users often report feeling euphoric, creative, and focused after consuming this strain. It is also known to provide a burst of energy, making it a great choice for those looking for a boost in productivity or creativity. The African witchcraft strain is also believed to have various medicinal properties. Some users claim that it helps alleviate symptoms of depression, anxiety, and stress. It is also said to provide relief from chronic pain and inflammation. However, it is important to note that more research is needed to fully understand the therapeutic potential of this strain. In conclusion, the African witchcraft strain is a highly potent and flavorful cannabis strain known for its energizing effects and unique flavor profile. Whether used for recreational purposes or for its potential medicinal benefits, this strain is highly regarded among cannabis enthusiasts for its strong potency and mood-enhancing properties..

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kitty kat lyrics megan thee stallion genius

kitty kat lyrics megan thee stallion genius