Absolutely no idea what I'm doing, and this is one of the first times I've used this site (Sorry if I'm posting this in the wrong spot or some other etiquette faux pas), but it seems that when my homebrewed magic item summons a homebrewed creature, trying to include the stat blocks in the description makes it invalid for publishing, because of the "External Links" and "Embedded Images." I've troubleshooted the problem a bit, and I've found that you have to copy and paste an existing creature's stat block into the description but replace the embedded tooltips with your own. However, even after doing this, I went through every element of the description and found that the problem is those little red triangle images that come from copy-pasting creature stat blocks.
(These)
I copied them from inside the website, and I understand if I just can't do it, but I always try to make my homebrew as similar to the actual style of the books as possible. I've seen other homebrew with these triangles for stat blocks, and I don't know if I just rolled low on my intelligence stat, but I love complex and faithful homebrew, and if I can't use these, I just want to know if there's another way to replicate that "Stat Block" aesthetic to make it look "Real." No idea if I'm just wordspewing here, but... I guess I just wanted to try to get help? Again, if I'm asking in the wrong place (I've checked quite literally every single thread on here (that I could find) asking for help on publishing homebrew), please let me know, but my description and stat blocks should be posted below (they're a mess, I know) and if I'd love help on identifying whatever mistake(s) I made. (I copied/edited the stat blocks of the androsphinx, air elemental, and the allosaurus, if that helps.)
Magic Item: "Essence D'Egbert"
This bottle of fancy perfume is labeled "Essence D'Egbert" and contains a light blue swirling mist. You can apply the perfume to yourself or another creature/object as an action. A creature or object affected by the perfume gains a flying speed of 30 feet and does not provoke opportunity attacks when flying out of a hostile creature's reach. At the start of your next turn after the perfume was used, John Egbert appears in the closest unoccupied space next to you and is friendly to you and your companions. John takes his turn immediately after yours, with the DM deciding what he will do on each of its turns. Alternatively, you can telepathically command him on your turn (no action required.) John will obey your commands to the best of his ability and disappears at the end of its turn or when he drops to 0 hit points, whichever comes first. Following this, Jade Harley will appear at the start of your next turn in her Grimbark form and takes her turn immediately after yours, defending herself or momentarily halting combat with the use of her Spatial Displacement legendary action. She is neutral to you and your companions at first, but is attempting to track and apprehend John. If the players assist with this or give valuable information about his current location, she may assist you in combat for one round before teleporting away. If the party does not give any information, Jade will immediately teleport away. If the party is actively hostile or defiant to her, she will become hostile to you and your companions. If Jade is hostile to the party, John will reappear or revive (depending on if he dropped to 0 hit points or disappeared) and assist you in combat, taking his turn directly before Jade's. When John is present, Jade will ignore all creatures except him, trying to capture and/or incapacitate him. John will not damage Jade directly, but will defend and hinder her when she attacks. At the end of John's second turn after reappearing, Jade will attempt to grapple him as John uses his Windy Escape feature to avoid it. After this, John will disappear into the breeze as Jade teleports away to follow him.
"LOOK AT YOUR MATESPRIT!
NOW AT ME.
NOW BACK AT YOUR MATESPRIT!
NOW AT ME.
Sadly, your Matesprit isn't me, but if they started using Essence D'Egbert, like I have, they could possibly smell like me: Dave Strider.
Look down. Back up. Where are we?
We're in the apartment of the man your Matesprit could smell like. Look down.
What's in your hand? Back at me. I have it.
It's two special editions of that SBAHJ comic you love!
Close your eyes. Open them. The comics are now wind! Anything is possible when your Matesprit uses the odor of NERD MUSK!
God Tier. When John dies, the DM declares his death one of the following: Just, Heroic, or Neutral.On a Just or Heroic death, nothing happens. On a Neutral death, however, John will revive on the second turn after his death with all of his hit points and spell slots, and cured of any curses, diseases, or negative effects.
Air Form. John can move through a hostile creature's space and can move through a space as narrow as 1 inch wide without squeezing. If John ends his turn inside of an object or creature, he is shunted out to the nearest unoccupied space and takes 5 force damage for every 5 feet he was moved.
Innate Spellcasting. John's spellcasting ability is Charisma (spell save DC 16, +8 to hit with spell attacks). He can cast the following spells, not requiring material components:
Hammer. Melee Weapon Attack:+8 to hit, reach 5 ft., one target. Hit: 20 (3d8 + 5) bludgeoning damage.
The Windy Thing (Recharge 4–6). A blast of wind swirls around John, extinguishing all fires within 30 feet of him. Each creature of John's choice within this 30-foot range must make a DC 15 Strength saving throw. On a failure, a target takes 22 (4d8 + 2) bludgeoning damage and is flung up 30 feet away from him in a random direction and knocked prone. If a thrown target strikes an object, such as a wall or floor, the target takes 5 (1d6) bludgeoning damage for every 5 feet it was thrown. If the target is thrown at another creature, that creature must succeed on a DC 15 Dexterity saving throw or take the same damage and be knocked prone.
If the saving throw is successful, the target takes half the bludgeoning damage and isn't flung away or knocked prone.
Reactions
Windy Escape. When a creature makes an unarmed strike or melee natural weapon attack, or when a creature attempts to grapple John, he can use his reaction to transform into wind, avoiding the attack/grapple and moving up to 20 feet in any direction (even through a space occupied by a creature(s)) without provoking opportunity attacks.
Jade Harley
Medium Humanoid, Lawful Good, Lawful Evil (Grimbark Form)
God Tier. When Jade dies, the DM declares her death one of the following: Just, Heroic, or Neutral, depending on the recent actions or circumstances for the character. On a Just or Heroic death, nothing happens. On a Neutral death, however, Jade will revive on the second turn after her death with all of her hit points and spell slots, and cured of any curses, diseases, or negative effects.
Magic Weapons. Jade's weapon attacks are magical.
Becquerel's Gift. The spirit of Jade's First Guardian, Becquerel has fused with Jade and shares some of his powers with her. Jade can communicate with dogs and dog-like beings telepathically or verbally, getting vague feelings and images if the creature is incapable of full thought. Jade is also considered to be a beast in addition to her other species.
Grimbark Mode. Whenever Jade is charmed or is dealt psychic damage by an evil-aligned creature, she must make a contested Charisma saving throw versus the creature's Charisma (Intimidation/Persuasion, whichever one is higher) check. On a success, Jade suffers no effects. On a failure, Jade transforms into her Grimbark mode. While Jade is in this mode, her alignment changes to lawful evil, she is charmed by the creature who caused her to transform and obeys their commands. Jade still keeps all of her personality traits, memories, and instincts while in this mode, but simply prioritizes the orders and well-being of the creature she is [condition]charmed[/condition by.
Spellcasting. Jade's spellcasting ability is Intelligence (spell save DC 17, +9 to hit with spell attacks). She requires no material components to cast her spells. Jade can cast the following spells, not requiring material components:
At will: teleport (Can only teleport to very familiar or less vague locations), Dimension door (Can cast as a bonus action), thunder step (Can cast as a reaction, taken when she succeeds a saving throw to reduce or avoid taking damage, or when a creature misses her with an attack),
3/day: teleport (Can only teleport to seen casually or less vague locations), far step (Does not require concentration, lasts for 1 minute, ends if Jade takes damage)
Multiattack.Jade makes two bite or claw attacks. She can replace one of these attacks with a use of Legendary Bark.
Pounce. If Jade moves at least 20 feet straight towards a creature and then hits it with a claw attack on the same turn, the target must make a DC 15 Strength or Dexterity saving throw (Jade's choice) or be knocked prone. If the target is prone, she can make one bite attack against it as a bonus action.
Hunting Rifle. Ranged Weapon Attack: +12 to hit, reach 200 ft., one target. Hit: 24 (3d10 + 6) piercing damage.
Claw. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 24 (3d10 + 6) piercing damage.
Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 24 (3d10 + 6) piercing damage.
Legendary Bark (3/Day). Jade emits a magical bark. Each time she barks before finishing a long rest, the bark is louder and the effect is different, as detailed below. All chosen creatures within 500 feet of Jade that are able to hear the bark must make a saving throw.
First Bark. Each creature that fails a DC 18 Wisdom saving throw is frightened for 1 minute. A frightened creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Second Bark. Each creature that fails a DC 18 Wisdom saving throw is deafened and frightened for 1 minute. A frightened creature is paralyzed and can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Third Bark. Each creature makes a DC 18 Constitution saving throw. On a failed save, a creature takes 24 (4d10) thunder damage and is knocked prone. On a successful save, the creature takes half as much damage and isn't knocked prone.
Legendary Actions
Jade can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. Jade regains spent legendary actions at the start of its turn.
Claw Attack. Jade makes one claw attack.
Teleport (Costs 2 Actions). Jade magically teleports, along with any equipment she is wearing or carrying, up to 120 feet to an unoccupied space she can see.
Spatial Displacement (Costs 3 Actions). Jade targets any number of creatures she can see and temporarily banishes them to a demiplane. All creatures in the demiplane are unable to take actions or interact with their surroundings in any way. After the creatures are banished, roll a d20. Jade can concentrate on this effect (as if concentrating on a spell) for a number of rounds equal to the number rolled minus the number of creatures banished (minimum of 1 round). This effect ends early if Jade willingly drops concentration, takes damage, or has her concentration broken by another method. If Jade willingly drops concentration on the effect, her and her allies get a surprise round on the creatures when they return. This effect also ends if Jade moves more than 30 feet away from where she was when the effect started. Either way, she suffers 1 level of exhaustion when the effect ends. If Jade rolls a 20 on this effect, she can maintain concentration for as long as she wants. If she rolls a 1, Jade suffers 2 levels of exhaustion, and all banished creatures instantly reappear, getting a free surprise round. When they return, creatures banished by this effect are unaffected by Jade's Spatial Displacement for 24 hours, or until they take a long rest.
Thanks! I'll make that edit, but just for future reference, if I want to make my homebrew look "Faithful," are there any templates/images or such to help emulate the style of the WOTC books?
Thanks! I'll make that edit, but just for future reference, if I want to make my homebrew look "Faithful," are there any templates/images or such to help emulate the style of the WOTC books?
I suppose you could create each of the summons as a monster, then link them back to the item. That would use the official Monster Manual format for their stats.
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Absolutely no idea what I'm doing, and this is one of the first times I've used this site (Sorry if I'm posting this in the wrong spot or some other etiquette faux pas), but it seems that when my homebrewed magic item summons a homebrewed creature, trying to include the stat blocks in the description makes it invalid for publishing, because of the "External Links" and "Embedded Images." I've troubleshooted the problem a bit, and I've found that you have to copy and paste an existing creature's stat block into the description but replace the embedded tooltips with your own. However, even after doing this, I went through every element of the description and found that the problem is those little red triangle images that come from copy-pasting creature stat blocks.
This bottle of fancy perfume is labeled "Essence D'Egbert" and contains a light blue swirling mist. You can apply the perfume to yourself or another creature/object as an action. A creature or object affected by the perfume gains a flying speed of 30 feet and does not provoke opportunity attacks when flying out of a hostile creature's reach. At the start of your next turn after the perfume was used, John Egbert appears in the closest unoccupied space next to you and is friendly to you and your companions. John takes his turn immediately after yours, with the DM deciding what he will do on each of its turns. Alternatively, you can telepathically command him on your turn (no action required.) John will obey your commands to the best of his ability and disappears at the end of its turn or when he drops to 0 hit points, whichever comes first. Following this, Jade Harley will appear at the start of your next turn in her Grimbark form and takes her turn immediately after yours, defending herself or momentarily halting combat with the use of her Spatial Displacement legendary action. She is neutral to you and your companions at first, but is attempting to track and apprehend John. If the players assist with this or give valuable information about his current location, she may assist you in combat for one round before teleporting away. If the party does not give any information, Jade will immediately teleport away. If the party is actively hostile or defiant to her, she will become hostile to you and your companions. If Jade is hostile to the party, John will reappear or revive (depending on if he dropped to 0 hit points or disappeared) and assist you in combat, taking his turn directly before Jade's. When John is present, Jade will ignore all creatures except him, trying to capture and/or incapacitate him. John will not damage Jade directly, but will defend and hinder her when she attacks. At the end of John's second turn after reappearing, Jade will attempt to grapple him as John uses his Windy Escape feature to avoid it. After this, John will disappear into the breeze as Jade teleports away to follow him.
"LOOK AT YOUR MATESPRIT!
NOW AT ME.
NOW BACK AT YOUR MATESPRIT!
NOW AT ME.
Sadly, your Matesprit isn't me, but if they started using Essence D'Egbert, like I have, they could possibly smell like me: Dave Strider.
Look down. Back up. Where are we?
We're in the apartment of the man your Matesprit could smell like. Look down.
What's in your hand? Back at me. I have it.
It's two special editions of that SBAHJ comic you love!
Close your eyes. Open them. The comics are now wind! Anything is possible when your Matesprit uses the odor of NERD MUSK!
I am now a bird.
caw caw caw caw caw cawcawcaw."
-Dave Strider/Davesprite, 2009
God Tier. When John dies, the DM declares his death one of the following: Just, Heroic, or Neutral. On a Just or Heroic death, nothing happens. On a Neutral death, however, John will revive on the second turn after his death with all of his hit points and spell slots, and cured of any curses, diseases, or negative effects.
Air Form. John can move through a hostile creature's space and can move through a space as narrow as 1 inch wide without squeezing. If John ends his turn inside of an object or creature, he is shunted out to the nearest unoccupied space and takes 5 force damage for every 5 feet he was moved.
Innate Spellcasting. John's spellcasting ability is Charisma (spell save DC 16, +8 to hit with spell attacks). He can cast the following spells, not requiring material components:
At will: gust of wind, warding wind, wind wall,
2/day: control winds, investiture of wind, wind walk
1/day: whirlwind
Multiattack. John makes two Hammer attacks.
Hammer. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 20 (3d8 + 5) bludgeoning damage.
The Windy Thing (Recharge 4–6). A blast of wind swirls around John, extinguishing all fires within 30 feet of him. Each creature of John's choice within this 30-foot range must make a DC 15 Strength saving throw. On a failure, a target takes 22 (4d8 + 2) bludgeoning damage and is flung up 30 feet away from him in a random direction and knocked prone. If a thrown target strikes an object, such as a wall or floor, the target takes 5 (1d6) bludgeoning damage for every 5 feet it was thrown. If the target is thrown at another creature, that creature must succeed on a DC 15 Dexterity saving throw or take the same damage and be knocked prone.
If the saving throw is successful, the target takes half the bludgeoning damage and isn't flung away or knocked prone.
Windy Escape. When a creature makes an unarmed strike or melee natural weapon attack, or when a creature attempts to grapple John, he can use his reaction to transform into wind, avoiding the attack/grapple and moving up to 20 feet in any direction (even through a space occupied by a creature(s)) without provoking opportunity attacks.
God Tier. When Jade dies, the DM declares her death one of the following: Just, Heroic, or Neutral, depending on the recent actions or circumstances for the character. On a Just or Heroic death, nothing happens. On a Neutral death, however, Jade will revive on the second turn after her death with all of her hit points and spell slots, and cured of any curses, diseases, or negative effects.
Magic Weapons. Jade's weapon attacks are magical.
Becquerel's Gift. The spirit of Jade's First Guardian, Becquerel has fused with Jade and shares some of his powers with her. Jade can communicate with dogs and dog-like beings telepathically or verbally, getting vague feelings and images if the creature is incapable of full thought. Jade is also considered to be a beast in addition to her other species.
Grimbark Mode. Whenever Jade is charmed or is dealt psychic damage by an evil-aligned creature, she must make a contested Charisma saving throw versus the creature's Charisma (Intimidation/Persuasion, whichever one is higher) check. On a success, Jade suffers no effects. On a failure, Jade transforms into her Grimbark mode. While Jade is in this mode, her alignment changes to lawful evil, she is charmed by the creature who caused her to transform and obeys their commands. Jade still keeps all of her personality traits, memories, and instincts while in this mode, but simply prioritizes the orders and well-being of the creature she is [condition]charmed[/condition by.
Spellcasting. Jade's spellcasting ability is Intelligence (spell save DC 17, +9 to hit with spell attacks). She requires no material components to cast her spells. Jade can cast the following spells, not requiring material components:
At will: teleport (Can only teleport to very familiar or less vague locations), Dimension door (Can cast as a bonus action), thunder step (Can cast as a reaction, taken when she succeeds a saving throw to reduce or avoid taking damage, or when a creature misses her with an attack),
3/day: teleport (Can only teleport to seen casually or less vague locations), far step (Does not require concentration, lasts for 1 minute, ends if Jade takes damage)
2/day: teleport, arcane gate
1/day: gate
Multiattack. Jade makes two bite or claw attacks. She can replace one of these attacks with a use of Legendary Bark.
Pounce. If Jade moves at least 20 feet straight towards a creature and then hits it with a claw attack on the same turn, the target must make a DC 15 Strength or Dexterity saving throw (Jade's choice) or be knocked prone. If the target is prone, she can make one bite attack against it as a bonus action.
Hunting Rifle. Ranged Weapon Attack: +12 to hit, reach 200 ft., one target. Hit: 24 (3d10 + 6) piercing damage.
Claw. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 24 (3d10 + 6) piercing damage.
Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 24 (3d10 + 6) piercing damage.
Legendary Bark (3/Day). Jade emits a magical bark. Each time she barks before finishing a long rest, the bark is louder and the effect is different, as detailed below. All chosen creatures within 500 feet of Jade that are able to hear the bark must make a saving throw.
First Bark. Each creature that fails a DC 18 Wisdom saving throw is frightened for 1 minute. A frightened creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Second Bark. Each creature that fails a DC 18 Wisdom saving throw is deafened and frightened for 1 minute. A frightened creature is paralyzed and can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Third Bark. Each creature makes a DC 18 Constitution saving throw. On a failed save, a creature takes 24 (4d10) thunder damage and is knocked prone. On a successful save, the creature takes half as much damage and isn't knocked prone.
Jade can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. Jade regains spent legendary actions at the start of its turn.
Claw Attack. Jade makes one claw attack.
Teleport (Costs 2 Actions). Jade magically teleports, along with any equipment she is wearing or carrying, up to 120 feet to an unoccupied space she can see.
Spatial Displacement (Costs 3 Actions). Jade targets any number of creatures she can see and temporarily banishes them to a demiplane. All creatures in the demiplane are unable to take actions or interact with their surroundings in any way. After the creatures are banished, roll a d20. Jade can concentrate on this effect (as if concentrating on a spell) for a number of rounds equal to the number rolled minus the number of creatures banished (minimum of 1 round). This effect ends early if Jade willingly drops concentration, takes damage, or has her concentration broken by another method. If Jade willingly drops concentration on the effect, her and her allies get a surprise round on the creatures when they return. This effect also ends if Jade moves more than 30 feet away from where she was when the effect started. Either way, she suffers 1 level of exhaustion when the effect ends. If Jade rolls a 20 on this effect, she can maintain concentration for as long as she wants. If she rolls a 1, Jade suffers 2 levels of exhaustion, and all banished creatures instantly reappear, getting a free surprise round. When they return, creatures banished by this effect are unaffected by Jade's Spatial Displacement for 24 hours, or until they take a long rest.
Yeah, you won't be able to publish it to the global community if it includes any images, like those triangles.
(Of course, you can use it in your own campaigns as-is, without publishing.)
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Oof. Is there a built-in table or something to help separate the sections in the stat block?
You could use a horizontal line:
You can find it in the toolbar as a flat line, next to the "Numbered List" option.
Need help with D&D Beyond? Come ask in the official D&D server on Discord: https://discord.gg/qWzGhwBjYr
Thanks! I'll make that edit, but just for future reference, if I want to make my homebrew look "Faithful," are there any templates/images or such to help emulate the style of the WOTC books?
I suppose you could create each of the summons as a monster, then link them back to the item. That would use the official Monster Manual format for their stats.