One suggestion I'd make is to keep everything on the same scale for determining damage, rather than hopping between fractions and totals. If you're suffering an effect that reduces your max HP, for instance, and you are both under 10 and at a quarter of your max HP, which category do you use?
Askatu, hyperfocused vedalken freedom fighter in Wildspace (Zealot barb/Swashbuckler rogue/Battle Master fighter) Green Hill Sunrise, jaded tabaxi mercenary trapped in the Dark Domains (Battle Master fighter) Xhekhetiel, halfling survivor of a Betrayer Gods cult (Runechild sorcerer/fighter)
One suggestion I'd make is to keep everything on the same scale for determining damage, rather than hopping between fractions and totals. If you're suffering an effect that reduces your max HP, for instance, and you are both under 10 and at a quarter of your max HP, which category do you use?
Are you saying change stuff like 3/4 to like an actual number of HP? I need clarification.
One suggestion I'd make is to keep everything on the same scale for determining damage, rather than hopping between fractions and totals. If you're suffering an effect that reduces your max HP, for instance, and you are both under 10 and at a quarter of your max HP, which category do you use?
Are you saying change stuff like 3/4 to like an actual number of HP? I need clarification.
I think keeping them all as fractions or percentages would better avoid edge cases
I would personally streamline it too rather than having six different damage categories, but that's just me
Rollback Post to RevisionRollBack
Active characters:
Askatu, hyperfocused vedalken freedom fighter in Wildspace (Zealot barb/Swashbuckler rogue/Battle Master fighter) Green Hill Sunrise, jaded tabaxi mercenary trapped in the Dark Domains (Battle Master fighter) Xhekhetiel, halfling survivor of a Betrayer Gods cult (Runechild sorcerer/fighter)
By some stroke of luck, two of the themes are very closely related to ideas I've had for homebrew. Am I able to submit something that I've already homebrewed, or would I have to make a new one?
One suggestion I'd make is to keep everything on the same scale for determining damage, rather than hopping between fractions and totals. If you're suffering an effect that reduces your max HP, for instance, and you are both under 10 and at a quarter of your max HP, which category do you use?
Are you saying change stuff like 3/4 to like an actual number of HP? I need clarification.
I think keeping them all as fractions or percentages would better avoid edge cases
I would personally streamline it too rather than having six different damage categories, but that's just me
I've finally found the time to continue to participate! Here is my entry for the PC option, the Pearl Diver background. As always, I appreciate all feedback:
Pearl Diver
“Pearls are the gems of the sea. The priceless jewels we hunt are formed when raindrops, fattened by moonlight, drop into the sea and are swallowed by the oysters we hunt.”
As a pearl diver, you spend many long days performing the exhausting task of diving into shadowy depths full of dangerous sea creatures to haul up oysters full of shimmering pearls. It is hard, tiring work and you know the risks involved with diving into such deep and wild territory with no oxygen. You do it anyway because the sight of a shining pearl hidden in the slime and ooze of a mollusk is worth it to you. Or maybe you do it because this has always been the way your people have provided for themselves. Perhaps you were enslaved to work this dangerous job or the lure of the ocean just won’t let you leave. Whatever the reason, you dive headfirst into the dark unknown because you know that is where the treasure lies.
Equipment: A woven pouch, 100 feet of palm tree rope, a wood or bone nose clip, a small knife, a net, and a pearl worth 15 gp.
Feature:
As a diver, you have spent long amounts of time without oxygen. You add an extra minute to the amount of time you can hold your breath without suffocating.
Suggested Characteristics:
Pearl divers are shaped by the sea. Every dive they dove and pearl they find is a part of who they are. They have lived an odd and difficult lifestyle and because of this they have a unique outlook on life.
Personality Trait (d8):
My time spent in the silent, murky depths have caused me to develop a close bond with the sea that no one else can ever understand.
I’m a treasure hunter. Every oyster I find holds a glorious sea gem.
I’m still searching for my pearl of great price, the one thing that I would give up everything for.
I have heard how some wizards discovered how to artificially create pearls, and I am disgusted. True pearls are one in a thousand jewels found at the bottom of the sea.
Some say artists are the ones who design intricate sculptures and labor over paintings but I know better. The true artist is the one who dives into the deep, cold, darkness and dredges up countless foul shells in the hopes of finding a single fragment of beauty.
The waters I dive in are teeming with deadly sharks, serpents, and jellyfish, but I’m the deadliest of them all.
My father, his father, and his father before him were all pearl divers. I carry on the family tradition.
I love to discover how the beauty I have found has been shaped into finely crafted works of art.
Ideal (d6):
I continue pearl diving to carry on the trade of my ancestors and to honor their memory. (Lawful)
I believe that there is a pearl of beauty in all things, no matter how ugly. (Good)
I have always been in this for the rewards. (Evil)
Satisfaction comes from giving my all and doing the best work I can. (Neutral)
The sea and the sand is where truth is. It is harsh and not meant for humanity, but I sneak into paradise for a few minutes everytime I dive. (Chaotic)
Pearl diving is about the community. We all must support each other and work together to make sure we all get through the day and step out of the waves. (Good)
Bond (d6):
I’ve tried to leave the diving life before, but the sea calls me and I keep returning to the ocean floor in search of something I’ve never found.
I lost my love to the sea. Sometimes I see their spirit floating through the darkness below. That’s why I keep diving down.
When paired diving, the one on the boat must make sure they can pull the diver out. I make sure to always be there for my companions.
I feel duty bound to continue my family’s tradition of diving.
I owe my life to my companion who pulled me out of the water and resuscitated me when I almost drowned.
I was born on a diving boat and was raised as a pearl diver. I will die in the cool embrace of the sea.
Flaws (d8):
Every time I sell a pearl that I dived for I feel as if a piece of my soul has been lost.
I push my limits to dangerous levels and my unconscious body has had to be fished out and resuscitated several times.
I have “borrowed” a few pearls from my diving companions once or twice when my own catch was low.
While diving beneath the waves, I saw a being that brings me nightmares to this day. I never want to go near the sea again.
I have come from a long line of pearl divers and I feel a great amount of shame for giving up the tradition.
If you haven’t dove a hundred feet beneath pounding waves to scrape oysters off of the sea floor, I have no respect for you.
Pearl diving is a curse upon my life. My father drowned and my brother was killed by a sea serpent while diving and I barely ever find any pearls.
I have lost my appreciation of fine art because I have seen the cost of the materials.
Here is my submission for the Interactive category, an otherworldly flower called the Star Drinker. Any feedback would be appreciated:
Deep in hidden glades and moon touched forests, there blossoms a mysterious sort of flower. The Star Drinker flowers, also known as the Tears of Heaven, are incredibly delicate plants that only bloom under a starlit sky with no moon. Any light more powerful than that of the twinkling stars is enough to cause these fragile flowers to wither away.
Pale green stalks almost too thin to see support translucent, pearly blossoms that radiate the dull glow of starlight. These flowers grow in remarkable patterns. Sprouting from the ground in perfect alignment with the constellations above. The blossoms grow in such a way that well known constellations such as The Eagle, The Archer, The Little and Big Ladle, and The Beholder are seen scattered across star washed fields.
Because of their delicate nature and connection to the stars, several enclaves of night god acolytes and druid circles have created hidden sanctuaries for these floral treasures. Through powerful magic, they have created small domains where the sun and moon are blocked and only the distant light of the stars can grace the grasses guarded beneath. Many of the enclaves are made up of Owlin or Moon Elves who spend all of their lives tending to their stellar gardens.
Night Nectar (Ingested). Hidden inside the shimmering petals of the Tears of Heaven is a marvelous nectar that is not meant to touch the tongues of mortals. A creature that swallows any amount of this poison must make a DC 18 Constitution saving throw. On a failed save, the creature takes 26 (4d10) poison damage and becomes poisoned. The creature takes another 5 (1d10) radiant damage if exposed to any light source other than star light. The saving throw can be repeated each midnight, ending the effects of the poison on a success. On a successful save the creature takes half as much poison damage and rolls a 1d6-1, gaining that many levels of exhaustion. Each midnight, the creature can retake the saving throw, losing one level of exhaustion on a success and the difficulty class drops one point each night.
The aroma of the deadly toxin is so enticing that the slightest hint of Night Nectar can be almost irresistible. One can only believe the fragrance is the faintest taste of the scent of stars. Any creature who smells the poison or something tinged with any amount of the toxin must make a DC 15 Constitution saving throw. On a fail, they must consume the poison. On a success, they resist the urge.
The eyes of those subjected to this poison are always unfocused, giving them disadvantage on Wisdom (perception) checks, and looking into their eyes is like looking at a night sky full of stars. The skin of one suffering from the effects of the nectar is unnaturally cold to the touch but if you ask them how they feel they will respond that they are burning alive, and that it doesn't hurt as much as they thought it would. If allowed outside at night, they will stare up at the shining heavens rapturously and will point out never before seen constellations. Many constellations that are recorded today were discovered by the fevered minds of someone under the influence of Night Nectar. Would a normal, sane person look at three faint stars and say, “Well I’ll be! That sure does look like a big old bear doesn’t it?” They also seem to be able to see stars that are outside the normal field of vision and some sky charts contain stars that have only been seen by the poisoned.
Some enclaves of particularly dedicated astronomers purposefully take this poison in an attempt to acquire more understanding of the vast expanses of the stars.
Star Drinker Blossom Adventure Hooks:
A naturalist gnome labors hard to gather a seed from every specimen of flora for conservation. He enlists the party to retrieve the seed of a Star Drinker Blossom
A desperate circle of druids seeks out the party. The magical barrier that shields the Star Drinker Flowers will fall apart and wipe out one of the last remaining fields of the flowers if they don’t get fresh components for the spell that guards them.
The party is recruited by a drow assassin to retrieve the rare blossoms for their alchemical properties.
A worried lover asks the party to prevent an obsessed astronomer from using Night Nectar.
The party must search for a cure for someone important that has been poisoned by the deadly flower.
By some strange anomaly of nature, a nectar drinking bat has survived feeding on Star Drinkers and the otherworldly nectar has transformed it into a young lunar dragon.
There's long been a legend among the people of the world that a sentient species never truely goes extinct. Wether the forces of the universe won't allow it, or merely wishful thinking, it is said that if a species is fully wiped out, there will always be one exception. The stars intervene and shine their light upon the final one, granting them the infinity of the stars themselves. The final member of a species, forced to wander the cosmos alone. The first of these legendary exceptions was the Ceratopian Bronko Tikar.
This location is said to be the site were Bronko Tikar crashed into the material plane. A huge crater in the middle of the woods where even centuries later no plant will grow. The ship in its center is a husk, long ago looted of anything valuable. It is said that those who venture to close to the ship will start feeling sick, growing sores and burns. This is harmless enough for short times, but staying too long will cause irrepairable damage. Once a creature starts to vomit, it's their sign to get out of the crater. Staying longer will only result in a long painful death.
Those that explore the husk at the center of the crater may find elaborate pictograms and heiroglyphs showing the death of a species. Long ago the Ceratopians formed a small empire among the husks of the Astral Sea. The first great civilization of that empty space. But as time moved on others pushed along their borders. The Mind Flayers, Neh-thalggu and Astral Dragons limited their expansion and the Ceratopian Empire fell to civil war. The final nail in the species coffin was the arrival of the Astral dreadnoughts which tore away the last of their strongholds.
Bronko Tikar had survived this war with a small contingent of others, serving as an assistant to a noble Ceratopian that had fled the dying empire. Bronko Tikar decided that it was best if his species were to just disappear and as such he killed the other survivors on the ship. Bronko then attempted to commit the final act, but found himself to have become immortal. With the blood of the nobles and his kin still on his hands, Bronko Tikar roared out to the stars. The ship continued to move across the Astral Sea without goal. Until finally it was sucked into the Material Plane, crashing into the woods.
Where Bronko Tikar is now, is unknown. The First Exception is said to stalk the woods outside the crater, bloodcrazed and feral. Others say he is intelligent and polite, though will kill without mercy if pushed. One thing is for sure though, wherever he is, he seems unwilling to be found. But when the stars come out at night, his roars can be heard throughout the woods. And the lights in the sky seem to answer his call in kind.
deep simic hybrids are an offshoot of simic hybrids that are created using the traits from the alien, mysterious creatures from the deep dark depths of the Ocean’s trenches and sea floor. They are generally almost completely unrecognizable compared to their original, human, elf, or vedalkan forms, even more so than most simic hybrids. Due to the nature of the creatures Deep Simic hybrids were combined with, they are dependent on water to stay healthy, and they can traverse the deepest depths of the oceans with little worry.
Age: Deep Simic hybrids, like regular Simic hybrids, are created as adults. However, they usually live longer than their original races by several decades or even centuries, usually by around 100 years.
Size: Your size is medium or small.
speed: your base walking speed is 25 feet, and you have a swim speed equal to your walking speed.
water dependency: if you fail to immerse yourself in water for at least 1 hour during a day, you suffer 1 level of exhaustion at the end of that day. You can recover from this exhaustion only through magic or by immersing yourself in water for at least 1 hour.
Deep Sea adaptations : you can breathe air and water and are unaffected by the effects of deep sea pressure.
Abyssal animal enhancements: your body has been altered with animal characteristics. You choose one animal enhancement now and one at 5th level.
Insulated body (1st level or higher): your body is protected by layers of blubber, you from intense cold. have resistance to cold damage.
Translucent skin (1st level or higher): your skin and flesh is translucent like a jellyfish, allowing you to more easily hide. You have advantage on stealth checks. In addition, you gain the ability to hide as a bonus action an amount of times equal to your proficiency modifier per long rest.
Bioluminescent patterns (1st level or higher): your body is covered in bioluminescent markings that can glow and disorient foes. Your markings cause you to emit bright light in a 10 foot radius and dim light in an additional 10 foot radius. As a bonus action, you can stop the markings from glowing. As a reaction to being targeted with a melee attack, you can flash your scale in disorienting and mesmerizing patterns, granting the creature disadvantage on the attack roll.
Halo of stingers (5th level): you are covered in dozens of long, thin tentacles covered in tiny, venom filled spines, these tentacles often replacing your hair or growing on arms. These tentacles have a reach of 10 feet and can be used to pick up and manipulate one simple object at a time that weigh less than 10 pounds. In addition, as a reaction to any creature moving within 10 feet of you, you can make an unarmed strike against them using the tentacles. The attack does 2d6 poison damage on a hit and gives the target the poisoned condition until the end of their next turn.
Luring light (5th level): you have some sort of lure on your body reminiscent of an Anglerfish or other bioluminescent creature. This lure sheds bright light in a 30 foot radius, which you can control, dim, or snuff as a bonus action. As an action on your turn, you can make the lure glow brightly, causing the effects of the spell hypnotic pattern within the area of light. You are immune to the spell’s effect, and must use your bonus action on each of your turns to maintain this effect, for up to one minute. Your spellcasting modifier for this spell is constitution. You can do this once per long rest.
gnashing teeth (5th level): your mouth is full of sharp, long, needle like teeth that can grapple foes and tear them apart. You can use your bite as an unarmed strike, which does 1d8 piercing damage on a hit and grapples the target (escape DC equals 8+your proficiency modifier+Strength modifier). You have advantage on attacks against creatures you are grappling.
The power of barbarians who follows the Path of the Deep comes from crashing waves and surging tides, the implacable energy of an ocean current, and the crushing pressure of the deepest sea bed. Their connection to these primal forces fuels their attacks and wears down opponents, whether that connection comes from a deity, an elemental heritage or another source.
Tidal Pull
At 3rd level, you can subject enemies to tidal forces as part of your attacks. Once per turn while raging, you may move a creature you hit with an attack up to 10 feet closer to you or away from you in a straight line. The creature moved by the attack must make a Strength saving throw or be knocked prone. The DC of the saving throw equals 8 + your proficiency bonus + your Constitution modifier.
Aquatic Warrior
At 3rd level, you are just as comfortable fighting in the water as you are on land. You gain a swimming speed equal to your walking speed.
Pelagic Pulse
At 6th level, you can call upon the sea to protect you and your allies. As a reaction when a creature within 20 feet of you that you can see is attacked, you make the air around you in a 20 foot radius as heavy as water until the start of your next turn. During that time, melee attacks within the area against you and creatures of your choosing are made at disadvantage, and the area is considered difficult terrain for your enemies. You may use this ability a number of times equal to your proficiency bonus per long rest.
Embrace of the Waves
At 10th level, you can adapt you and your allies for undersea battles by performing a ritual that gives up to 10 creatures the following abilities:
the creature can breathe underwater
when in the water, the creature gains darkvision to a range of 60 feet
the creature gains a swim speed of 30 feet, unless they already have a superior swim speed
when fully submerged in water, the creature's attacks do additional cold damage equal to their proficiency bonus
These effects last for 8 hours. The ritual takes 1 minute to perform, and can be done once per day.
Crush of the Depths
At 14th level, your attacks can deliver the crushing pressure of the deepest ocean. While you are raging, when you hit a creature with an attack, the target must make a Constitution saving throw with a DC equal to 8 + your proficiency bonus + your Constitution modifier. If they fail, the target gains one level of exhaustion. Targets cannot gain more than one level of exhaustion from Crush of the Depths per turn, and cannot gain a 6th level of exhaustion from this feature.
Askatu, hyperfocused vedalken freedom fighter in Wildspace (Zealot barb/Swashbuckler rogue/Battle Master fighter) Green Hill Sunrise, jaded tabaxi mercenary trapped in the Dark Domains (Battle Master fighter) Xhekhetiel, halfling survivor of a Betrayer Gods cult (Runechild sorcerer/fighter)
By some stroke of luck, two of the themes are very closely related to ideas I've had for homebrew. Am I able to submit something that I've already homebrewed, or would I have to make a new one?
I've submitted the same thing to multiple competitions. Shouldn't be an issue!
If you have a better name for the Dart Poisoner, I’m all ears.
Maybe Poisoner’s Blowgun?
I like that x10 more then what I came up with. Any other ideas? Maybe a way to improve the wording?
Most poisons require a CON save, rather than a DEX save, as the target has already been hit by the time they make the save. Magic items also usually have a flat DC, rather than a scaling one; scaling DCs are for things like subclasses, species, or feats. Additionally, I would set the poison duration to a flat minute/hour, because having to roll a d4 to determine how long you’re poisoned would simply be a hassle. You don’t need to specify that nothing happens on a success, nothing is assumed to happen if nothing is stated. You should, however, specify that the d10 of extra poison damage is dealt on a hit.
Ensure that text within the item reflects the name of the item. Also, rather than say, “they all have the same function”, I would say “they all function the same way”.
My player option: Invoke Undertow (Spell) [1.1]
Come participate in the Competition of the Finest Brews, Edition XXI?
My homebrew stuff:
Spells, Monsters, Magic Items, Feats, Subclasses.
I am an Archfey, but nobody seems to notice.
Extended Signature
One suggestion I'd make is to keep everything on the same scale for determining damage, rather than hopping between fractions and totals. If you're suffering an effect that reduces your max HP, for instance, and you are both under 10 and at a quarter of your max HP, which category do you use?
Active characters:
Askatu, hyperfocused vedalken freedom fighter in Wildspace (Zealot barb/Swashbuckler rogue/Battle Master fighter)
Green Hill Sunrise, jaded tabaxi mercenary trapped in the Dark Domains (Battle Master fighter)
Xhekhetiel, halfling survivor of a Betrayer Gods cult (Runechild sorcerer/fighter)
Are you saying change stuff like 3/4 to like an actual number of HP? I need clarification.
Hi, I’m DrakenBrine, here’s my Sig
My only problem is the single drop of water for the material component. It just seems off to me. Other then that, I like it.
Hi, I’m DrakenBrine, here’s my Sig
I think keeping them all as fractions or percentages would better avoid edge cases
I would personally streamline it too rather than having six different damage categories, but that's just me
Active characters:
Askatu, hyperfocused vedalken freedom fighter in Wildspace (Zealot barb/Swashbuckler rogue/Battle Master fighter)
Green Hill Sunrise, jaded tabaxi mercenary trapped in the Dark Domains (Battle Master fighter)
Xhekhetiel, halfling survivor of a Betrayer Gods cult (Runechild sorcerer/fighter)
Im thinking of making a class related to avatar, since it would include waterbending, would I be able to submit it?
This is the new account for Efry Elf, after I switched schools and my old account got shut down.
I play rocket league, Roblox and Minecraft, or any switch games I can get my hands on.
By some stroke of luck, two of the themes are very closely related to ideas I've had for homebrew. Am I able to submit something that I've already homebrewed, or would I have to make a new one?
You can submit something you have already made
Thanks. I think I understand.
Hi, I’m DrakenBrine, here’s my Sig
Same as tidal wave
Come participate in the Competition of the Finest Brews, Edition XXI?
My homebrew stuff:
Spells, Monsters, Magic Items, Feats, Subclasses.
I am an Archfey, but nobody seems to notice.
Extended Signature
I've finally found the time to continue to participate! Here is my entry for the PC option, the Pearl Diver background. As always, I appreciate all feedback:
Pearl Diver
“Pearls are the gems of the sea. The priceless jewels we hunt are formed when raindrops, fattened by moonlight, drop into the sea and are swallowed by the oysters we hunt.”
As a pearl diver, you spend many long days performing the exhausting task of diving into shadowy depths full of dangerous sea creatures to haul up oysters full of shimmering pearls. It is hard, tiring work and you know the risks involved with diving into such deep and wild territory with no oxygen. You do it anyway because the sight of a shining pearl hidden in the slime and ooze of a mollusk is worth it to you. Or maybe you do it because this has always been the way your people have provided for themselves. Perhaps you were enslaved to work this dangerous job or the lure of the ocean just won’t let you leave. Whatever the reason, you dive headfirst into the dark unknown because you know that is where the treasure lies.
Skill Proficiencies: Athletics, Nature
Tool Proficiencies: Vehicles (water), Jeweler’s Tools
Equipment: A woven pouch, 100 feet of palm tree rope, a wood or bone nose clip, a small knife, a net, and a pearl worth 15 gp.
Feature:
As a diver, you have spent long amounts of time without oxygen. You add an extra minute to the amount of time you can hold your breath without suffocating.
Suggested Characteristics:
Pearl divers are shaped by the sea. Every dive they dove and pearl they find is a part of who they are. They have lived an odd and difficult lifestyle and because of this they have a unique outlook on life.
Personality Trait (d8):
Ideal (d6):
Bond (d6):
Flaws (d8):
Always two maybe three
Instead of saying something like, "movement takes twice the amount of movement than usual," couldn't you just say that it makes difficult terrain?
Always two maybe three
Check gust of wind for my reason to not say that. But I’ll fix the wording.
Come participate in the Competition of the Finest Brews, Edition XXI?
My homebrew stuff:
Spells, Monsters, Magic Items, Feats, Subclasses.
I am an Archfey, but nobody seems to notice.
Extended Signature
Here is my submission for the Interactive category, an otherworldly flower called the Star Drinker. Any feedback would be appreciated:
Deep in hidden glades and moon touched forests, there blossoms a mysterious sort of flower. The Star Drinker flowers, also known as the Tears of Heaven, are incredibly delicate plants that only bloom under a starlit sky with no moon. Any light more powerful than that of the twinkling stars is enough to cause these fragile flowers to wither away.
Pale green stalks almost too thin to see support translucent, pearly blossoms that radiate the dull glow of starlight. These flowers grow in remarkable patterns. Sprouting from the ground in perfect alignment with the constellations above. The blossoms grow in such a way that well known constellations such as The Eagle, The Archer, The Little and Big Ladle, and The Beholder are seen scattered across star washed fields.
Because of their delicate nature and connection to the stars, several enclaves of night god acolytes and druid circles have created hidden sanctuaries for these floral treasures. Through powerful magic, they have created small domains where the sun and moon are blocked and only the distant light of the stars can grace the grasses guarded beneath. Many of the enclaves are made up of Owlin or Moon Elves who spend all of their lives tending to their stellar gardens.
Night Nectar (Ingested). Hidden inside the shimmering petals of the Tears of Heaven is a marvelous nectar that is not meant to touch the tongues of mortals. A creature that swallows any amount of this poison must make a DC 18 Constitution saving throw. On a failed save, the creature takes 26 (4d10) poison damage and becomes poisoned. The creature takes another 5 (1d10) radiant damage if exposed to any light source other than star light. The saving throw can be repeated each midnight, ending the effects of the poison on a success. On a successful save the creature takes half as much poison damage and rolls a 1d6-1, gaining that many levels of exhaustion. Each midnight, the creature can retake the saving throw, losing one level of exhaustion on a success and the difficulty class drops one point each night.
The aroma of the deadly toxin is so enticing that the slightest hint of Night Nectar can be almost irresistible. One can only believe the fragrance is the faintest taste of the scent of stars. Any creature who smells the poison or something tinged with any amount of the toxin must make a DC 15 Constitution saving throw. On a fail, they must consume the poison. On a success, they resist the urge.
The eyes of those subjected to this poison are always unfocused, giving them disadvantage on Wisdom (perception) checks, and looking into their eyes is like looking at a night sky full of stars. The skin of one suffering from the effects of the nectar is unnaturally cold to the touch but if you ask them how they feel they will respond that they are burning alive, and that it doesn't hurt as much as they thought it would. If allowed outside at night, they will stare up at the shining heavens rapturously and will point out never before seen constellations. Many constellations that are recorded today were discovered by the fevered minds of someone under the influence of Night Nectar. Would a normal, sane person look at three faint stars and say, “Well I’ll be! That sure does look like a big old bear doesn’t it?” They also seem to be able to see stars that are outside the normal field of vision and some sky charts contain stars that have only been seen by the poisoned.
Some enclaves of particularly dedicated astronomers purposefully take this poison in an attempt to acquire more understanding of the vast expanses of the stars.
Star Drinker Blossom Adventure Hooks:
Always two maybe three
Interactive Options: Star Light, Star Bright
Crash Site of the First Exception (Location)
There's long been a legend among the people of the world that a sentient species never truely goes extinct. Wether the forces of the universe won't allow it, or merely wishful thinking, it is said that if a species is fully wiped out, there will always be one exception. The stars intervene and shine their light upon the final one, granting them the infinity of the stars themselves. The final member of a species, forced to wander the cosmos alone. The first of these legendary exceptions was the Ceratopian Bronko Tikar.
This location is said to be the site were Bronko Tikar crashed into the material plane. A huge crater in the middle of the woods where even centuries later no plant will grow. The ship in its center is a husk, long ago looted of anything valuable. It is said that those who venture to close to the ship will start feeling sick, growing sores and burns. This is harmless enough for short times, but staying too long will cause irrepairable damage. Once a creature starts to vomit, it's their sign to get out of the crater. Staying longer will only result in a long painful death.
Those that explore the husk at the center of the crater may find elaborate pictograms and heiroglyphs showing the death of a species. Long ago the Ceratopians formed a small empire among the husks of the Astral Sea. The first great civilization of that empty space. But as time moved on others pushed along their borders. The Mind Flayers, Neh-thalggu and Astral Dragons limited their expansion and the Ceratopian Empire fell to civil war. The final nail in the species coffin was the arrival of the Astral dreadnoughts which tore away the last of their strongholds.
Bronko Tikar had survived this war with a small contingent of others, serving as an assistant to a noble Ceratopian that had fled the dying empire. Bronko Tikar decided that it was best if his species were to just disappear and as such he killed the other survivors on the ship. Bronko then attempted to commit the final act, but found himself to have become immortal. With the blood of the nobles and his kin still on his hands, Bronko Tikar roared out to the stars. The ship continued to move across the Astral Sea without goal. Until finally it was sucked into the Material Plane, crashing into the woods.
Where Bronko Tikar is now, is unknown. The First Exception is said to stalk the woods outside the crater, bloodcrazed and feral. Others say he is intelligent and polite, though will kill without mercy if pushed. One thing is for sure though, wherever he is, he seems unwilling to be found. But when the stars come out at night, his roars can be heard throughout the woods. And the lights in the sky seem to answer his call in kind.
I am also here.
Am snek.
Here is my submission for:
player Options: Tidal Forces
Deep Simic Hybrid
deep simic hybrids are an offshoot of simic hybrids that are created using the traits from the alien, mysterious creatures from the deep dark depths of the Ocean’s trenches and sea floor. They are generally almost completely unrecognizable compared to their original, human, elf, or vedalkan forms, even more so than most simic hybrids. Due to the nature of the creatures Deep Simic hybrids were combined with, they are dependent on water to stay healthy, and they can traverse the deepest depths of the oceans with little worry.
Age: Deep Simic hybrids, like regular Simic hybrids, are created as adults. However, they usually live longer than their original races by several decades or even centuries, usually by around 100 years.
Size: Your size is medium or small.
speed: your base walking speed is 25 feet, and you have a swim speed equal to your walking speed.
water dependency: if you fail to immerse yourself in water for at least 1 hour during a day, you suffer 1 level of exhaustion at the end of that day. You can recover from this exhaustion only through magic or by immersing yourself in water for at least 1 hour.
Deep Sea adaptations : you can breathe air and water and are unaffected by the effects of deep sea pressure.
Abyssal animal enhancements: your body has been altered with animal characteristics. You choose one animal enhancement now and one at 5th level.
Insulated body (1st level or higher): your body is protected by layers of blubber, you from intense cold. have resistance to cold damage.
Translucent skin (1st level or higher): your skin and flesh is translucent like a jellyfish, allowing you to more easily hide. You have advantage on stealth checks. In addition, you gain the ability to hide as a bonus action an amount of times equal to your proficiency modifier per long rest.
Bioluminescent patterns (1st level or higher): your body is covered in bioluminescent markings that can glow and disorient foes. Your markings cause you to emit bright light in a 10 foot radius and dim light in an additional 10 foot radius. As a bonus action, you can stop the markings from glowing. As a reaction to being targeted with a melee attack, you can flash your scale in disorienting and mesmerizing patterns, granting the creature disadvantage on the attack roll.
Halo of stingers (5th level): you are covered in dozens of long, thin tentacles covered in tiny, venom filled spines, these tentacles often replacing your hair or growing on arms. These tentacles have a reach of 10 feet and can be used to pick up and manipulate one simple object at a time that weigh less than 10 pounds. In addition, as a reaction to any creature moving within 10 feet of you, you can make an unarmed strike against them using the tentacles. The attack does 2d6 poison damage on a hit and gives the target the poisoned condition until the end of their next turn.
Luring light (5th level): you have some sort of lure on your body reminiscent of an Anglerfish or other bioluminescent creature. This lure sheds bright light in a 30 foot radius, which you can control, dim, or snuff as a bonus action. As an action on your turn, you can make the lure glow brightly, causing the effects of the spell hypnotic pattern within the area of light. You are immune to the spell’s effect, and must use your bonus action on each of your turns to maintain this effect, for up to one minute. Your spellcasting modifier for this spell is constitution. You can do this once per long rest.
gnashing teeth (5th level): your mouth is full of sharp, long, needle like teeth that can grapple foes and tear them apart. You can use your bite as an unarmed strike, which does 1d8 piercing damage on a hit and grapples the target (escape DC equals 8+your proficiency modifier+Strength modifier). You have advantage on attacks against creatures you are grappling.
Player Option
Path of the Deep (barbarian subclass)
Path of the Deep
The power of barbarians who follows the Path of the Deep comes from crashing waves and surging tides, the implacable energy of an ocean current, and the crushing pressure of the deepest sea bed. Their connection to these primal forces fuels their attacks and wears down opponents, whether that connection comes from a deity, an elemental heritage or another source.
Tidal Pull
At 3rd level, you can subject enemies to tidal forces as part of your attacks. Once per turn while raging, you may move a creature you hit with an attack up to 10 feet closer to you or away from you in a straight line. The creature moved by the attack must make a Strength saving throw or be knocked prone. The DC of the saving throw equals 8 + your proficiency bonus + your Constitution modifier.
Aquatic Warrior
At 3rd level, you are just as comfortable fighting in the water as you are on land. You gain a swimming speed equal to your walking speed.
Pelagic Pulse
At 6th level, you can call upon the sea to protect you and your allies. As a reaction when a creature within 20 feet of you that you can see is attacked, you make the air around you in a 20 foot radius as heavy as water until the start of your next turn. During that time, melee attacks within the area against you and creatures of your choosing are made at disadvantage, and the area is considered difficult terrain for your enemies. You may use this ability a number of times equal to your proficiency bonus per long rest.
Embrace of the Waves
At 10th level, you can adapt you and your allies for undersea battles by performing a ritual that gives up to 10 creatures the following abilities:
These effects last for 8 hours. The ritual takes 1 minute to perform, and can be done once per day.
Crush of the Depths
At 14th level, your attacks can deliver the crushing pressure of the deepest ocean. While you are raging, when you hit a creature with an attack, the target must make a Constitution saving throw with a DC equal to 8 + your proficiency bonus + your Constitution modifier. If they fail, the target gains one level of exhaustion. Targets cannot gain more than one level of exhaustion from Crush of the Depths per turn, and cannot gain a 6th level of exhaustion from this feature.
Active characters:
Askatu, hyperfocused vedalken freedom fighter in Wildspace (Zealot barb/Swashbuckler rogue/Battle Master fighter)
Green Hill Sunrise, jaded tabaxi mercenary trapped in the Dark Domains (Battle Master fighter)
Xhekhetiel, halfling survivor of a Betrayer Gods cult (Runechild sorcerer/fighter)
I've submitted the same thing to multiple competitions. Shouldn't be an issue!
Version 1.1 of Invoke Undertow. Fixed original link also
Come participate in the Competition of the Finest Brews, Edition XXI?
My homebrew stuff:
Spells, Monsters, Magic Items, Feats, Subclasses.
I am an Archfey, but nobody seems to notice.
Extended Signature
Most poisons require a CON save, rather than a DEX save, as the target has already been hit by the time they make the save. Magic items also usually have a flat DC, rather than a scaling one; scaling DCs are for things like subclasses, species, or feats. Additionally, I would set the poison duration to a flat minute/hour, because having to roll a d4 to determine how long you’re poisoned would simply be a hassle. You don’t need to specify that nothing happens on a success, nothing is assumed to happen if nothing is stated. You should, however, specify that the d10 of extra poison damage is dealt on a hit.
Ensure that text within the item reflects the name of the item. Also, rather than say, “they all have the same function”, I would say “they all function the same way”.
Come participate in the Competition of the Finest Brews, Edition XXI?
My homebrew stuff:
Spells, Monsters, Magic Items, Feats, Subclasses.
I am an Archfey, but nobody seems to notice.
Extended Signature