D&d Homebrew - Tumblr Posts

1 year ago
I Got Struck With An Idea For A Character And Ended Up Making A Magic Item To Go Along With 'em! I Figured

I got struck with an idea for a character and ended up making a magic item to go along with 'em! I figured I should share incase anyone else wanted to use this in their game!

GET IT ON D&D BEYOND!


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6 months ago

Just got kicked out D&D club!

I just got kicked out of D&D club at school for talking about our sessions to people outside of the club. They never said I couldn’t talk about our sessions to outsiders. I put my fucking future at stake for those bastards. I had to perform community service hours to graduate, but instead I chose to go to D&D club because I genuinely enjoyed it. Apparently they held a meeting in secret and unanimously voted to kick me out, they didn’t tell me they kicked me out until AFTER I had already told them that I had opted out of the food locker. What the hell? At least have the decency to inform me before I did that.


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3 years ago
Map I Made For My D&D Campaign A While Back With Abbreviated Versions Of The Actual Area Names, Took

Map I made for my D&D campaign a while back with abbreviated versions of the actual area names, took me a bit but that’s because I hate empty space (:


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2 years ago

Location/Puzzle Idea~!

The Moving Tower

Ingredients:

1. Multiple closed room puzzles.

2. Treasures of varying degrees of rarity.

3. PCs with questionable morals.

Premise - An ancient tower stands proud amidst a blanket of fog. As you approach the structure, you realize you cannot determine its true massive height as its pointed body shoots up past the clouds to mingle with the stars. As you approach closer, you also realize you cannot determine its depth as the path you walk is a platform connected to the midsection of this behemoth, a bridge with nothing but a sea of those same clouds surrounding you on all sides. How did you get here? Where are you? Questions for later.

The only thing you can see right now is a heavy lever and a large stone door left creaked open. Through the doors and into the tower bares a large room full of death traps, already sprung and dripping with blood. In the center of the room is a treasure chest snapped wide and full of emptiness.

You leave the room as nothing appears worth your time in there to inspect and pull the lever. Ancient gears turn and groan as they come to life somewhere deep down. The entire massive tower grinds as it slowly sinks down, turning like a drill penetrating the clouds below while your platform with the lever remains perfectly still. Eventually the tower *THUNKS* into place, and a new door appears, colored differently than the one prior. It opens to reveal a brand new room, with a new piece of treasure to claim and more puzzles to beat.

How many floors of the tower can you conquer before it conquers you?

Added Spice: This is a death-cult's tower. More death traps. More gore. More prizes worth throwing your life away for. This is an end game area worth investigating by the truly brave and OP PCs or a side quest the party can come back to once they've leveled up a bit and feel more comfortable tackling the death traps again. You could even make the prize visible from the beginning of the puzzle but somehow unattainable, this way the party knows how worth it completing the puzzle will be and makes it all the more tantalizing.

Added Flavor: This is actually a trial puzzle for one of the party members (or all) to prove themselves worthy of whatever mcguffin is needed for their quest. Tone down the difficulty and hold back on the prizes until the very end or simply swap magical items for health potions and the like to help your PCs make sure they can get through the slog.

Added Sweetness: This isn't actually a puzzle at all, but instead a massive hotel! Using the lever allows you to head from floor to floor and somehow not bother the patrons inside. Each patron is friendly and offers advice or items as thanks for chatting with them like a random villager in an RPG.

This idea is for sale. The price is to play it in your own games and tell me how it goes! Enjoy~!


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1 year ago

D&D game mode concept: monkey's paw D&D

note: not an item but a gameplay concept instead of a d20, roll with a d100 obviously rolling a 1 is a critical miss but a perfect roll is a 50 roll anything ABOVE 50 and you risk suffering from success lets use an example say you want to knock a guard out rolling a 0 would miss the guard causing you to fall over and get caught instantly rolling a 50 would be a perfect knockout rolling a 100 would cause the guard's skull to explode covering you in blood, which is both incriminating and makes walking slippery. Etc etc sometimes you WANT to roll higher than 50 for additional bonuses like in this scenario, rolling a 60 for example would knock out the guard AND the metal on his helmet would bend in a way that covers his eyes, causing the guard to be out of your hair for quite a while But be careful: the more "successful" you are, the more it will successfully backfire. I also accept calling this D&D: task failed successfully edition.

D&D Game Mode Concept: Monkey's Paw D&D

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2 years ago

Okay kids, strap in. Uncle Spy has some worldbuilding to lay on ya.

So the new Spelljammer 5e was announced a few months back, releasing in August (it's just turned June as I write this). Since then my friend and I have been gushing about it and planning some stuff around it, but one of the things that always struck me as disappointing about original Spelljammer was how... boring the Forgotten Realms solar system (Realmspace, where Abeir-Toril lies) was. It's much smaller than our solar system: eight planets, and only one of those is explicitly a giant planet (Coliar, said to be a "gas giant" but really more like a small ice giant). Two of them (Garden and H'Catha) aren't actually planets either, just constructs the size of dwarf planets. Two other planets are just ocean worlds, one with a sargasso sea around its equator and the other full of rocky atolls. Only two planets have any moons at all, to boot. Simply put: there's not a lot to look at, really. I'm hoping the new Spelljammer canon will retcon this and give Toril a larger, more varied solar system with more giant worlds and moon systems.

HOWEVER, there's another factor at play here. I made a character who's a space bard, directly inspired by all the filk I've been listening to lately. The problem is... a good chunk of that filk either A) uses names (planets, programs, people, etc) specific to real life space exploration and/or B) is rocketpunk instead of sailpunk like Spelljammer is intended to be. That got me thinking... I'd had a vague idea for a rocketpunk alt-Toril in the back of my mind for a while –a universe where the magical beings of the Forgotten Realms had reached the stars not through magicked-up sailing ships with atmosphere bubbles, but through magicked-up classic rockets– and this seemed like the perfect excuse to deploy that idea and start hammering it into a more coherent shape.

An image showing the objects of the solar system in a top-down view, arranged inner-to-outer from left to right. Differences from the real solar system include both Venus and Mars being habitable and having large moons, Jupiter having a fifth major moon named Juno, Uranus being renamed to Minerva and having only three moons, Neptune having four large moons, and the addition of a tenth planet named Janus positioned out beyond Pluto.

All of this added up to... well, something! Behold, my attempt to have my cake and eat it too: Terraspace.

This map was made using the template/assets developed by DeviantArt user slimysomething.

Terraspace is a fantasy version of our solar system within the wider Spelljammer setting where elves and dwarves and beastfolk all sing the rocketpunk blues. The Apollo Program exists as part of their history, but Apollo 13 was fine because of hasty Purify Air enchantments and some innovative abjuration. Dragons funded the Space Race. That sorta bullshit. Also, spiced up the solar system with a little idealism, as you can see; part of that was also me leaning into old Golden Age pulpy SF concepts like Jungle Venus and Pyramids of Mars. I don't thhhhhhink this counts as a new worldbuilding project,,, yet? Stay tuned I guess.


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2 years ago

Full change log:

Mercury: No physical changes from RL. Terraspace Mercury is a major mining colony, predominantly inhabited by dwarves, earth and fire elementals, and kobolds. A settlement of firenewts have also taken up residency at the north pole, to bask in the heat of the sun.

Venus: No runaway greenhouse hell; instead Terraspace Venus is a tropical paradise world teeming with life. Though still volcanically active thanks to its two moons (not present in RL; Dione and Cupid were added to stabilize the planet's spin and tectonic cycle), this volcanism is moderate and keeps the top layers of the crust enriched for the abundant flora. Native species include aarakocra, kenku, dragons and their kin, the several kinds of batrachids (bullywugs, grippli, grung), and tortles.

Terra (and Luna): Geophysically identical to the Earth and Moon we know. The main difference here lies in its inhabitants: in addition to humanity, Terra harbors the many species of close-humanoids common to fantasy worlds (dwarves, elves, giants and their kin, gnomes, goblins and their kin, halflings, and orcs) in addition to several species of beastfolk, centaurs, merfolk, and even some dragon-kin (though dragons proper are extinct on Terra). The history of Terran civilization has understandably progressed a bit differently, but recent history shares something particular in common: the Space Age. Though it may not have been the USA and USSR that raced to the moon, there was indeed a Space Race, Apollo and all. Sure these folks have magic, but magic takes energy, and the scholars of Terra found it more economical to use enchanted rocketry than go the way of typical sky-sailing spelljammers. Luna, by the way, is heavily populated and highly industrialized by the point of deep astral travel.

Mars: Orbits a bit closer to the Sun and with a much lower eccentricity, as well as retaining geological, hydrological, and atmospheric activity (in large part thanks to its sizable moon Nerio, not present in RL). Mars is a chilly world, largely arid, but still has some flora near its seas. Funny, then, that its inhabitants are mostly reptilian in nature! Mars is inhabited by dragons and their kin, as well as various species of lizardfolk and serpentfolk. The most elusive Martians of all, however, are the mantis-like Thri-kreen, who ruled Mars long before the creator civilizations arrived in Terraspace.

Ceres: Somewhat larger and denser than the real Ceres, it has also captured Vesta as its moon. Ceres, once a mining colony, has changed hands many times and is now in the process of being transformed into a micro-terra through futurist druidcraft: the current inhabitants of Ceres seek to enclose Ceres in a worldshell made of space-tolerant vegetation, and create a paradise within. The surrounding asteroid belt is aflutter with activity, mainly mining done by dwarven and kobold clans.

Jupiter: Much the same as our own Jupiter, sans a slightly smaller orbit and the magically-fortified gas mining facilities that dot its skies. The Jovian moon system, too, is very similar, with the exception of a fifth major moon: Juno, a cold waterworld slightly smaller than Mars. Juno is natively inhabited by a modest number of aquatic sapients: Kuo-toa, Locathah, Sahuagin, and Tako. All four of the other moons also have well-established populations.

Saturn: Nearly identical to our solar system's Saturn, with the sole exception of name changes for its moons and the switching of Enceladus Hyperion and Tethys Theia. The Saturn system is also well settled, particularly its largest moon Titan Rhea.

Uranus: Renamed Minerva, because goddamn she deserves a planet. Similarly strange axial tilt, but only three major moons instead of five: Victoria = Miranda, Mnemosyne = Titania, and Themis = the other three merged into one (plus some). Well-settled, particularly the academic citadels on Mnemosyne and the megacities on Themis.

Neptune: Again, identical to RL Neptune, but it has four major moons instead of 1.5: Triton still exists, but added to its retinue are Oceanus, Tethys, and the very large Salacia. Less populated than the rest of the system, though the industrial helium and methane platforms in Neptune itself have appreciable staff counts.

Pluto: Larger than RL Pluto, and its moon Proserpina is larger than Charon. Many frontier towns scattered around both bodies, capitalizing on the thin pure nitrogen atmospheres.

Janus is a new addition to the system, a Mars-sized rocky body covered in ices that orbits just outside the Kuiper Belt, acting as the outer shepherd of KBOs. Its population is largely scientists and support staff, though a few frontier towns have sprung up around the spelljammer ports.

Haven't decided exactly what equivalent year this would be, but probably 22nd or 23rd century. They got out into space a lot quicker than we have at this point. This is pretty much all I've got so far, stay tuned for more. :)

Okay kids, strap in. Uncle Spy has some worldbuilding to lay on ya.

So the new Spelljammer 5e was announced a few months back, releasing in August (it's just turned June as I write this). Since then my friend and I have been gushing about it and planning some stuff around it, but one of the things that always struck me as disappointing about original Spelljammer was how... boring the Forgotten Realms solar system (Realmspace, where Abeir-Toril lies) was. It's much smaller than our solar system: eight planets, and only one of those is explicitly a giant planet (Coliar, said to be a "gas giant" but really more like a small ice giant). Two of them (Garden and H'Catha) aren't actually planets either, just constructs the size of dwarf planets. Two other planets are just ocean worlds, one with a sargasso sea around its equator and the other full of rocky atolls. Only two planets have any moons at all, to boot. Simply put: there's not a lot to look at, really. I'm hoping the new Spelljammer canon will retcon this and give Toril a larger, more varied solar system with more giant worlds and moon systems.

HOWEVER, there's another factor at play here. I made a character who's a space bard, directly inspired by all the filk I've been listening to lately. The problem is... a good chunk of that filk either A) uses names (planets, programs, people, etc) specific to real life space exploration and/or B) is rocketpunk instead of sailpunk like Spelljammer is intended to be. That got me thinking... I'd had a vague idea for a rocketpunk alt-Toril in the back of my mind for a while –a universe where the magical beings of the Forgotten Realms had reached the stars not through magicked-up sailing ships with atmosphere bubbles, but through magicked-up classic rockets– and this seemed like the perfect excuse to deploy that idea and start hammering it into a more coherent shape.

All of this added up to... well, something! Behold, my attempt to have my cake and eat it too: Terraspace.

An image showing the objects of the solar system in a top-down view, arranged inner-to-outer from left to right. Differences from the real solar system include both Venus and Mars being habitable and having large moons, Jupiter having a fifth major moon named Juno, Uranus being renamed to Minerva and having only three moons, Neptune having four large moons, and the addition of a tenth planet named Janus positioned out beyond Pluto.

This map was made using the template/assets developed by DeviantArt user slimysomething.

Terraspace is a fantasy version of our solar system within the wider Spelljammer setting where elves and dwarves and beastfolk all sing the rocketpunk blues. The Apollo Program exists as part of their history, but Apollo 13 was fine because of hasty Purify Air enchantments and some innovative abjuration. Dragons funded the Space Race. That sorta bullshit. Also, spiced up the solar system with a little idealism, as you can see; part of that was also me leaning into old Golden Age pulpy SF concepts like Jungle Venus and Pyramids of Mars. I don't thhhhhhink this counts as a new worldbuilding project,,, yet? Stay tuned I guess.


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2 years ago

Okay well, since tumblr mangles image quality, here's the same stuff on DeviantArt.

Okay kids, strap in. Uncle Spy has some worldbuilding to lay on ya.

So the new Spelljammer 5e was announced a few months back, releasing in August (it's just turned June as I write this). Since then my friend and I have been gushing about it and planning some stuff around it, but one of the things that always struck me as disappointing about original Spelljammer was how... boring the Forgotten Realms solar system (Realmspace, where Abeir-Toril lies) was. It's much smaller than our solar system: eight planets, and only one of those is explicitly a giant planet (Coliar, said to be a "gas giant" but really more like a small ice giant). Two of them (Garden and H'Catha) aren't actually planets either, just constructs the size of dwarf planets. Two other planets are just ocean worlds, one with a sargasso sea around its equator and the other full of rocky atolls. Only two planets have any moons at all, to boot. Simply put: there's not a lot to look at, really. I'm hoping the new Spelljammer canon will retcon this and give Toril a larger, more varied solar system with more giant worlds and moon systems.

HOWEVER, there's another factor at play here. I made a character who's a space bard, directly inspired by all the filk I've been listening to lately. The problem is... a good chunk of that filk either A) uses names (planets, programs, people, etc) specific to real life space exploration and/or B) is rocketpunk instead of sailpunk like Spelljammer is intended to be. That got me thinking... I'd had a vague idea for a rocketpunk alt-Toril in the back of my mind for a while –a universe where the magical beings of the Forgotten Realms had reached the stars not through magicked-up sailing ships with atmosphere bubbles, but through magicked-up classic rockets– and this seemed like the perfect excuse to deploy that idea and start hammering it into a more coherent shape.

An image showing the objects of the solar system in a top-down view, arranged inner-to-outer from left to right. Differences from the real solar system include both Venus and Mars being habitable and having large moons, Jupiter having a fifth major moon named Juno, Uranus being renamed to Minerva and having only three moons, Neptune having four large moons, and the addition of a tenth planet named Janus positioned out beyond Pluto.

All of this added up to... well, something! Behold, my attempt to have my cake and eat it too: Terraspace.

This map was made using the template/assets developed by DeviantArt user slimysomething.

Terraspace is a fantasy version of our solar system within the wider Spelljammer setting where elves and dwarves and beastfolk all sing the rocketpunk blues. The Apollo Program exists as part of their history, but Apollo 13 was fine because of hasty Purify Air enchantments and some innovative abjuration. Dragons funded the Space Race. That sorta bullshit. Also, spiced up the solar system with a little idealism, as you can see; part of that was also me leaning into old Golden Age pulpy SF concepts like Jungle Venus and Pyramids of Mars. I don't thhhhhhink this counts as a new worldbuilding project,,, yet? Stay tuned I guess.


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2 years ago

The Midnight Sea

The Midnight Sea

Look, more Spelljammer stuff! SJ5E is only a few weeks away now, and the collaborative setting my friends and I have been building up in anticipation of it is really taking shape. So I'd like to share some things about the Midnight Sea!

The planar cosmography of the Midnight Sea universe is a little different than prior 5e canon. As stated in the previews for Spelljammer 5e, all wildspace systems are pockets of material plane which exist within the greater astral plane, though our homebrewing efforts have resolved to address the Feywild and Shadowfell as parallels to these material planes. The celestial and infernal planes, meanwhile, border the astral plane directly and mark the outer bounds of the known universe (the galaxy shown here), arranged in a loop to form the collective outer planes. The outer planes are represented by prominent constellations that form a sixteen-part zodiac used to navigate the astral sea. By contrast, the elemental planes exist at a lower energy state than the rest of the planar system, while the ethereal plane exists in a higher energy state than the rest of the planar system. Both function, therefore, as a sort of hyperspace and subspace pairing with normal space. Being the source of magic, the ethereal plane lends its energy to the lower planes via the Weave, which is then harnessed to fulfill the extreme energy cost of interstellar travel: the technomagical process of spelljamming.

The Midnight Sea is a galaxy, specifically our galaxy: what we would call the Milky Way. Indeed, the inhabitants of Terraspace (the fantastical version of our solar system) do call it the Milky Way! However, unlike our galaxy, it is the only galaxy in this universe, and its constituent star systems -as pockets of the material plane gestalt- possess mildly varying physical principles based on their location relative to the outer planes. At the center of this galaxy lies a supermassive black hole, the Cataract, about which swirls a vast region of distorted spacetime called the Maelstrom where the planar boundaries are weaker, strengthening the influence of interplanar magic on the local systems. Four major systems bear notable influence from one of the four primordial elements, while a fifth has a strong manifestation of the Weave and an unusual connection to the outer plane of Arvandor, and a sixth is so deep within the Maelstrom that the Material, Feywild, and Shadowfell planes blur together. The outer edge of the Maelstrom is a hub of interstellar civilization, but venturing deeper is quite dangerous.

The systems seen on the map here are all major systems; there are thousands more unseen in this representation. Many of these major systems are original creations (like Terraspace) or pulled in some way from the depths of the Spelljammer 3e fan website (like Banesun), but in the spirit of WotC's recent trend of linking their MtG settings to the DnD settings, we have included a few prominent MtG "planes" as part of bespoke systems: Theros lies in Nyxspace, Amonkhet lies in Godspace, Ravnica lies in Guildspace, and of course Dominaria lies in Gatespace. Though the map may look rather bare now, we expect to fill out the map more in time, as we sail the stars of the Midnight Sea.


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2 years ago

Well I've done it again. The free Spelljammer demo adventure was released last week and promptly disappointed me because WotC didn't take the opportunity to make Realmspace more interesting (instead almost literally copy-and-pasting the original AD&D canon)... so I fixed it my damn self. Behold my insanity. I hope to god tumblr doesn't scromble the image quality. So tumblr scrombled the image quality, just look at it here instead.

Well I've Done It Again. The Free Spelljammer Demo Adventure Was Released Last Week And Promptly Disappointed

First up, the sun. Named it Solis to differentiate it. Twin of our IRL sun; G2V yellow-white star. Big ol self-perpetuating nuclear explosion. Probably radiates magic too. Nobody lives there, it's the SUN.

1. Phomus: small airless metallic planet; probably a failed planetary core. Tidally locked to the sun; scorching hot on one side and frigid on the other. No endemic life; but the dwarves and kobolds adore the place and squabble over it endlessly.

2. Anadia: canon planet, retooled. Basically Mercury with an atmosphere. 3:2 spin-orbit resonance, so days are longer than a year here. Only habitable place is the poles, where there's abundant water. Halfling clans have set up dozens of domed arcologies in polar craters.

3. Coliar: canon planet; retooled. Small ice giant (like Uranus) with a quirk- its gravity, density, and warmth mean that life thrives here on countless islands floating in the air. Has 3 moons: Cyrretal, a jungle world; Voturna, an ocean world; and Aureline, a tundra world.

4. Toril: canon planet, untouched. Toril (or Abeir-Toril, if you like) is an Earthlike planet with one moon, Selune, and a cluster of asteroids floating in Selune's L5 Lagrange gravitational keyhole.

5. Karpri-Chandos: canon planets, retooled. Both ocean worlds with no seabed; only an ice mantle. Life thrives here, especially merfolk and fishfolk. Karpri and Chandos are basically twins so I made them a binary pair. Pair has two small airless icy moons: Synos and Andos.

The Garden, aka the Garden Belt: canon-ish. An asteroid belt overgrown with magic space trees. At its heart is Garden proper; a cluster of asteroids held together by an enormous space tree with an internal ecology. H'Catha, a (canon) discworld made by Beholders, is also here.

6. Almeron: small brown dwarf substar. So big that it fuses deuterium at its core, Almeron radiates a moderate level of heat and so has its own habitable zone. Has two small ice giants in its leading and trailing Lagrange points: Palocyne and Oranus. Also has 7 moons, almost like a mini solar system in themselves: Tavati is a volcanic world; Sidar is a warm desert world; Phylora is a warm forest world; Wylenir is a temperate Earthlike world; Merinal is a temperate ocean world; Airelyx is a cool ocean world; and Khysethris is a tundra world.

7. Sybil: small-ish ringed gas giant. Its air isn't breathable but folks go in to mine the gas anyways. Has 4 moons: Mingabwe, Nyralwe, and Lumenwe are small airless ice moons; Glyth (canon planet) is a cold Titan-like world with its own rings that has been claimed by illithids.

8. Ziris: large ice giant. Despite the freezing cold, toxic air, and high gravity, it still attracts gas miners... and kindori hunters. Has 2 moons: Kunain, a small airless rocky moon; and Thrinain, a small airless icy moon. These serve as spelljamming ports for space whalers!

9. Dunbaran: large icy world with thin air and rings. Frigid, silent, desolate- it is a relic of the system's chaotic formation. A network of tunnels below its surface holds eons-old secrets. Has 1 moon: Nuldor, a captured comet with something buried at its core.

The Shell: the outer comet cloud of the system, full of drifting iceballs, a handful of spelljamming ports, and flotsam from the astral sea.

If I may be sanctimonious for a moment- this is all facultative of what I felt was missing from SJ. Don't you want to dance a gravitational ballet among twelve shining moons over a violet sky? Don't you want to sail through the eye of a storm the size of your whole homeworld? Don't you want to watch the sun crest a crater rim, painting sharp shadows across a landscape of ancient cosmic violence? Don't you want to witness the glittering silent splendor of a glacial cliff, two billion miles from a sun, with your breath the only company in your helmet as you ponder how many eons your footprints will last?

Where's the cosmic awe? Where's the wonder?

THAT is what I want to bring to Spelljammer. The beauty in solitude and desolation and vastness. The wonder. The kinship of we who sail the endless deep is born of knowing that, out there, we are all alone together; and in a vast and awesome universe, all we have is each other.


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i have a bad/dumb idea for a beholder-kin (although it may already exist),,,

well.. Beholders, as we all know, can incidentally warp reality when they dream, Watchers are a form of weak beholder-kin 'born' when a beholder dreams obsessively about humanoids.

Watchers are small and weak beholder-kin with a roughly humanoid appearance, created from a beholder's dreams of humanoids. They're roughly around 5ft tall, and are far less narcissistic than true Beholders. 3 eye-stalks protrude from their back, the singular eye on a Watcher's face can (with a full action, but only for a ***VERY*** small amount of time) block magic. They're still not social, but are FAR more willing to work with others than a true Beholder. Maybe @ 5th level they can float, or maybe a feat...

How do they survive their 'parent'? Either by fleeing with a great hurry, or by pleading with a monumental amount of self-deprecation.

IDK


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2 years ago

Knock-off zelda d&d campaign

alright so like a few years back i was planning a d&d campaign with a few friends and like- i wanted to shove in zelda characters without anybody noticing they all noticed- but i'd just like to show off my fine work-

Victor (totally not Vaati)

main villain of the campaign

certified lonely boi

he's ✨royalty✨

short tempered-

closeted pan sexual

Octavius (totally not Octavo)

neat freak

same colour scheme but he now has ✨short hair✨

generally chill dude

has a book collection

the party disintegrated his couch-

Gerald (totally not the green link)

Oldest of 5 brothers

has a dead wife and now an alcohol addiction-

certified dad

cries during romantic moments

has a cloak with a green gem button thingy hence the nickname green

Violet (totally not vio)

chill dude

basically green's therapist

always get's made fun of for having a girls name

second oldest of the five brothers

he want's to be a travelling scholar

same cloak thing with green but purple this time

Barrett (totally not blue)

another short tempered dude

is twins with our boy red

he's a stickler and won't do anything without getting payment in return

whines like a child

same cloak thing but blue, hence the nickname blue

Ronan (totally not red)

emotional boyo

has a mini flower garden

tries to enjoy blue's presence but it always ends up in a fight

twins with blue

same cloak thingy but red, hence the nickname red

Salem (totally not shadow link)

left him for last but he's kinda like the middle child

he doesn't really have any of the features the rest of the brothers have which basically leads him to think he was adopted but their parents aren't around so no one knows

the brothers legit thought he was dead for the longest time just to find him working for Victor

yeah Salem was dying but Victor saved him but now both their souls are bound to a single object a hair brush

so uuuuh feel free to do with that information as you please-


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6 months ago

QUICK!!

Where can an inexperienced dungeon master go to get some guidance and assistance building a first homebrew d&d setting?


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Wailing fever

Source: Taking damage from a phonic creature or being exposed to wild magic.

DC: 12

Incubation Time: 1d12 Hours

This maddening infection causes the infected to hallucinate vivid banshee-like screaming every 1d8 minutes times half their class level.

A humanoid that experiences damage from a phonic creature or being exposed to certain forms of wild magic when below ten hit points must succeed a DC 12 constitution saving throw or become infected. After 1d12 hours, the creature begins to hallucinate vivid banshee-like screaming every 1d8 minutes times half their class level. After the symptoms appear, the infected is incapable of taking a long rest and gains 1 level of exhaustion. While exhausted, the creature develops symptoms such as lightheadedness and fever.

This disease cannot be cured or removed by magical means. However, spells such as Lesser Restoration and Lay On Hands or other effects that cure diseases may suppress symptoms for a day whenever applied (roll constitution saves with advantage).

At the end of each day, you must make a Constitution Saving Throw. If you pass, add 1d8 to the number of minutes between each scream until the value is 60. For levels above 10 the value is 100. Once you save enough to reach 60 or 100, the disease is cured. However, you must roll 1d4 the value of which determines how many days the infected must endure ear irritation after the disease is cured.

If you fail your constitution saving throw, you must subtract 1d8 points. If the value reaches zero, the infected succumbs to madness. The character experiences vivid visual hallucinations in addition to the screams and has disadvantage on ability checks. To recover from the effects of madness, you must roll Constitution Saving Throws until your minutes between each scream reaches a value 10 points greater than your original 1d8 (x half your class) role.

Elves and half-elves are immune. A humanoid so infected always has a minimum of 1 Exhaustion for the duration. The affliction if not cured by constitution saving throws persists for d6 weeks. Add 5 to your d6 roll if you’re failed constitutions saving rolls falls to zero.


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