decafnerd - Nerdecaf
Nerdecaf

507 posts

I'M ALIVE

I'M ALIVE

About time I post something D&D related, for those who still follow me. And ohboy do I got something juicy for you.

After 2 months of work, I'm proud to present, the Hemonomicon!

I'M ALIVE

It was meant to be released by halloween, but it got delayed 😅

A huge expansion to blood magic, fist introduced by MAtt Mercer's Blood Hunter, and expanded here

It includes a lot of stuff! And its all for just 5 dollars! You can get it on DMsGuild or by joining my patreon on the 5+ dollar tier, whatever you prefer.

The Blood Mage class, which I already showed here, but fixed a few things since then, and you can also check out the 2 hemotypes locked behind my patreon by buying this. Also it has better pics and formatting now.

2 new races, The Svinos, a monstrous race of pigmen, and the Redcaps, who can give up their murderous tendencies in order to become members of society.

I'M ALIVE
I'M ALIVE

8 new subclasses, 4 of which are for the Blood Hunter, here are 2 of them, the Path of Osteomancy for Barbarian, and the Order of the Holiest for the Blood Hunter!

I'M ALIVE
I'M ALIVE
I'M ALIVE

And that's not all! It includes 2 subraces: The Brudarum Elf (because an elf race is obviously mandatory) and the Hemogoblin. On top of dozens of spells, feats, magic items, and even blood curses.

I hope you like it, it was a lot of work.

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More Posts from Decafnerd

11 months ago
Moonwoven Quiver
Wondrous Item, artifact, vestige of divergence (requires attunement)

“This quiver of arrows was created by the goddess of the Moon for one of her champions. Imbued with the magic of illusions and trickery, it served the champion in their fight against evil. The quiver is covered with twilight dragon scales that shine like a clear night sky. The emblem of the goddess is also emblazoned on the quiver’s straps, a crescent moon lined with arrows.”

Dormant State
While attuned to this artifact you gain a +1 bonus to damage rolls on ranged attacks.
This artifact creates magic arrows that can be used to apply various magical effects to their targets. It produces 1d4+1 magic arrows daily at dawn. It holds a maximum number of arrows equal to your level.
When you fire an arrow from this quiver you can choose one of the following spell effects to apply to your target if you hit; slow, bane or fear. The effect lasts until the end of your next turn.

Awakened State
The bonus to damage rolls on ranged attacks increased to +2.
When you are hit by an attack roll you can use your reaction to teleport up to half of your speed. Once you’ve used this property it can’t be used again until you finish a short or long rest.
The artifact refills 1d6+2 magic arrows daily at dawn.
The artifact gains the following magic arrow spell effects: enlarge\reduce, ray of enfeeblement, blindness\deafness.

Exalted State
The bonus to damage rolls on ranged attacks increased to +3.
When using your reaction to teleport, you can teleport your full speed. You gain an additional use of this property. 
The artifact gains the following magic arrow spell effects: confusion, silence. You can also choose to teleport adjacent to the target as an effect.

We're SO excited to share this item, we've been holding onto it for over a month waiting for the illustration. We got it done like two days before the player it was made for received.

Our campaign takes place in Exandria, so this is a newly created Vestige of Divergence from Sehanine, the Moonweaver for our Pallid Elf Drakewarden Ranger! We hope you all like it.

Moonwoven Quiver

Wondrous Item, artifact, vestige of divergence (requires attunement)

“This quiver of arrows was created by the goddess of the Moon for one of her champions. Imbued with the magic of illusions and trickery, it served the champion in their fight against evil. The quiver is covered with twilight dragon scales that shine like a clear night sky. The emblem of the goddess is also emblazoned on the quiver’s straps, a crescent moon lined with arrows.”

Dormant State

While attuned to this artifact you gain a +1 bonus to damage rolls on ranged attacks.

This artifact creates magic arrows that can be used to apply various magical effects to their targets. It produces 1d4+1 magic arrows daily at dawn. It holds a maximum number of arrows equal to your level.

When you fire an arrow from this quiver you can choose one of the following spell effects to apply to your target if you hit; slow, bane or fear. The effect lasts until the end of your next turn.

Awakened State

The bonus to damage rolls on ranged attacks increased to +2.

When you are hit by an attack roll you can use your reaction to teleport up to half of your speed. Once you’ve used this property it can’t be used again until you finish a short or long rest.

The artifact now refills 1d6+2 magic arrows daily at dawn.

The artifact gains the following magic arrow spell effects: enlarge\reduce, ray of enfeeblement, blindness\deafness.

Exalted State

The bonus to damage rolls on ranged attacks increased to +3.

When using your reaction to teleport, you can teleport your full speed. You gain an additional use of this property. 

The artifact gains the following magic arrow spell effects: confusion, silence. You can also choose to teleport adjacent to the target as an effect.

Join us on Twitch every Mon\Wed\Fri to create new Homebrews and check out our Patreon for 492+ magic items, tokens, maps, and more.


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11 months ago
Worm

worm

11 months ago
The Sanctum Of Xibalba Battle Map

The Sanctum of Xibalba Battle Map

Beneath the jungle is a twisting dungeon filled with spiked pits and boulder traps... What monsters might roam these tunnels, DM?

→ Download it here!

11 months ago
DM Tip: The Trouble With Treasure/ An Alternate Wealth System

DM Tip: The Trouble With Treasure/ An Alternate Wealth System

If you’re a player or dungeonmaster who’s at all interested in game design you might’ve noticed D&D’s treasure and economy systems suck. You also might have noticed even if you’re not interested in game design, because the longer you play d&d the more it becomes glaringly obvious that the game doesn’t actually HAVE a treasure and economy system despite pretending otherwise.  This is a major problem given that seeking riches is one of the default adventuring motivations, and largely stems from the fact that back in ye-olden days gold was directly related to experience points, so wealth accrued exponentially in line with the increasing cost of levelling up. This is why magic items cost to damn much despite being not only a staple of the genre but absolutely necessary to the long-term viability of certain classes (as I discuss here in my post about gear as class features).  

After being cut lose however, nothing was really DONE with gold in d&d from a gameplay perspective: Treasure generation largely fell to dm discretion or random tables, and the useful things a party could buy steadily shrunk to the point where characters could be stuck with their starting equipment for an entire campaign.  “Too much gold and nothing to spend it on” became one of the major criticisms of d&d 5e, but only touched on the problem that without something worthwhile to spend treasure on the party has less and less reason to venture into the dangerous unknown, take dodgy contracts, or perform any of a half dozen other plot beats that make up traditional adventuring.

 The system likewise breaks down once you pass a certain threshold of wealth, or once you try to model larger economic activities: divvying up a lockbox full of dungeon plunder to reequip your heroes before launching out on the next mission works great for the first couple of levels, but completely falls apart when you’re dealing common enough story tropes such as running a business, transporting cargo as merchants, or caring for the estates around a castle.

What I propose is splitting d&d’s economy into two halves: Wealth, which represents the piles of GP and other coins the party carries with them, and Resources, more abstract points which chart how plugged in the party is to local systems of production, trade, and patronage.

If you’d like an explanation of how these systems work, and how they can improve your game like they improved mine, I’ll explain both of these mechanics in detail below the cut, as well as subsystems that let your party open businesses, operate estates, build castles, and make a living as merchants.

Keep reading


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11 months ago

Welcome to the lab, research assistant! Don't mind the blood seeping from the regulatory binders.

Our handbook, OUTLIERS, will guide you through navigating this new position. Give it a read, then pick up your new badge from the wailing void. I'm sure you'll be fine!


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