The city of Mousehammer hangs from the ceiling of the Underdark, and over an enormous abyssal crater. How either of these came to be, no one knows, but since its creation, Mousehammer has invented lanterns that actually give off daylight, protecting it from Underdark monsters and giving comfort to its gnome denizens. Mousehammer is the city of invention, and is sought out by spirits of both chaos and brilliance, for both can be found within the hanging city.
(this is kinda big, so tell me if you don't like it and I can get rid of this)
Recently, a very large band of freedom fighter assembled to take down the spirits that caused the world to fall, to free the world. They were am massive group, containing warriors from all over the land, near and far, great adventurers, the most powerful sorcerers, the remnants of small armies. The group really thought they had a good chance of rooting out the spirits for good. Almost everyone knew of this great rebellion soon to come, and it was the hope of the land.
However, they stood no chance. They cam to the spirits, attacking them in hopes of slaying them. They were demolished, along with the hope of many, and thousands of lives were lost. This defeat reinforced the unendable rule of tyranny in he minds of the people. After this, people stepping out of line became even rarer, to the point where almost one one did it, and those who did were reminded of this great defeat.
(this is kinda big, so tell me if you don't like it and I can get rid of this)
Recently, a very large band of freedom fighter assembled to take down the spirits that caused the world to fall, to free the world. They were am massive group, containing warriors from all over the land, near and far, great adventurers, the most powerful sorcerers, the remnants of small armies. The group really thought they had a good chance of rooting out the spirits for good. Almost everyone knew of this great rebellion soon to come, and it was the hope of the land.
However, they stood no chance. They cam to the spirits, attacking them in hopes of slaying them. They were demolished, along with the hope of many, and thousands of lives were lost. This defeat reinforced the unendable rule of tyranny in he minds of the people. After this, people stepping out of line became even rarer, to the point where almost one one did it, and those who did were reminded of this great defeat.
maybe done down the scale a bit, but otherwise great.
the Spirit Domain guides the spirits of the ethereal plane, helping them and gaining power from them. they learn from spirits, as spirits learn from them. they become somewhere between a spirit and a human, challenging the powers of the ethereal plane. Deities of the spirit domain include Sehanine Moonbow, Kiaransalee, Osiris, Velsharoon, the ancestral spirits of the Undying Court, Hades, and Leira. the followers of these deities travel both the marital and ethereal plane, seeking spirits to guide, and learn from.
Domain Spells
You gain domain spells at the cleric levels listed in the Grave Domain Spells table. See the Divine Domain class feature for how domain spells work.
You can reach out to spirits to guide you and others. You learn the guidance cantrip, which doesn’t count against the number of cleric cantrips you know. For you, it has a range of 60 feet when you cast it.
additionally, after you cast the guidance cantrip, you can use your bonus action to move up to 5 feet in any direction. you can do this a number of time equal to your proficiency bonus, regaining spent uses after a long rest.
Ethereal Sight
starting at 1st level, you can see 15 feet into the Ethereal plane.
Channel Divinity: Flicker
starting at 2nd level, as a reaction when you are hit by a weapon attack, you can use your channel divinity to become temporarily incorporeal, like the spirits you learn from. When you do this, the attack automatically as misses, and all attack until the start of your next turn have a disadvantage on the attack roll.
Spirit Session
starting at 6th level, You can channel spirits to gain insights into magic. You can conduct an hour-long ritual channeling spirits (which can be done during a short or long rest).
You can conduct the ritual with a number of creatures equal to your proficiency bonus (including yourself). At the end of the ritual, you temporarily learn one spell of your choice from any class.
The spell you choose must be of a level equal to the number of creatures that conducted the ritual or less, the spell must of a level you can cast, and it must be in the school of illusion or necromancy. The chosen spell counts as a cleric spell for you but doesn’t count against the number of cleric spells you know.
Once you perform the ritual, you can’t do so again until you start a long rest, and you know the chosen spell until you start a long rest.
Potent Spellcasting
Starting at 8th level, you add your Wisdom modifier to the damage you deal with any cleric cantrip.
Spirit Step
when you reach 17th level, you learn to step through the Ethereal Plane. As an action, you can cast the etherealness spell with this feature, without expending a spell slot, but the spell ends at the end of the current turn.
the Spirit Domain guides the spirits of the ethereal plane, helping them and gaining power from them. they learn from spirits, as spirits learn from them. they become somewhere between a spirit and a human, challenging the powers of the ethereal plane. Deities of the spirit domain include Sehanine Moonbow, Kiaransalee, Osiris, Velsharoon, the ancestral spirits of the Undying Court, Hades, and Leira. the followers of these deities travel both the marital and ethereal plane, seeking spirits to guide, and learn from.
Domain Spells
You gain domain spells at the cleric levels listed in the Grave Domain Spells table. See the Divine Domain class feature for how domain spells work.
You can reach out to spirits to guide you and others. You learn the guidance cantrip, which doesn’t count against the number of cleric cantrips you know. For you, it has a range of 60 feet when you cast it.
additionally, after you cast the guidance cantrip, you can use your bonus action to move up to 5 feet in any direction. you can do this a number of time equal to your proficiency bonus, regaining spent uses after a long rest.
Ethereal Sight
starting at 1st level, you can see 15 feet into the Ethereal plane.
Channel Divinity: Flicker
starting at 2nd level, as a reaction when you are hit by a weapon attack, you can use your channel divinity to become temporarily incorporeal, like the spirits you learn from. When you do this, the attack automatically as misses, and all attack until the start of your next turn have a disadvantage on the attack roll.
Spirit Session
starting at 6th level, You can channel spirits to gain insights into magic. You can conduct an hour-long ritual channeling spirits (which can be done during a short or long rest).
You can conduct the ritual with a number of creatures equal to your proficiency bonus (including yourself). At the end of the ritual, you temporarily learn one spell of your choice from any class.
The spell you choose must be of a level equal to the number of creatures that conducted the ritual or less, the spell must of a level you can cast, and it must be in the school of illusion or necromancy. The chosen spell counts as a cleric spell for you but doesn’t count against the number of cleric spells you know.
Once you perform the ritual, you can’t do so again until you start a long rest, and you know the chosen spell until you start a long rest.
Potent Spellcasting
Starting at 8th level, you add your Wisdom modifier to the damage you deal with any cleric cantrip.
Spirit Step
when you reach 17th level, you learn to step through the Ethereal Plane. As an action, you can cast the etherealness spell with this feature, without expending a spell slot, but the spell ends at the end of the current turn.
The Assassin's Guild is an underground organization based in Wayward. For the right price, they'll find one of their members who specializes in the kind of killing you need, be it monster killing or nobleman killing.
wayward’s mines were encroaching on obsidian delves lands. The stoneborn responded by collapsing the mines killing several miners. Wayward sent it’s warbound to exterminate the monster that collapsed the mine. The stoneborn defended successfully but many lives were lost in the conflict on both sides. From then on mining to the south of wayward is tightly controlled
To the far South, there is a range of extremely jagged obsidian mountains. Some say they were created by demons; some say they were brought about by anguished souls; some say they were created during a close encounter with the plane of Pandemonium; and some say they have always been there, and always will be. One thing is for certain, though - the green lights that fill the crags at night are not natural.
I’m going to say obsidian delve was built near the base of them
Windswept a town build on what was known as the lowmoors
they worship Uralter and spirits of wind and storm
They believe that by resurrecting him the spirits will calm down
they send groups to try and infiltrate the storm eyes but they haven’t succeeded
they also have build wind skimers airships enchanted with spirits of wind. They are light and fast but can’t carry much and break easily.
this is pretty nice (might homebrew the wind skimmers)
since their low weight threshold and durability reducing practical use. windswept plays a host of sports with the device including simple racing,stunts and a ball passing game similar to soccer(football if your from the uk).these games are often played of the many large open fields in the town and mostly in the rare occasion where the wind is favorable.
To the far South, there is a range of extremely jagged obsidian mountains. Some say they were created by demons; some say they were brought about by anguished souls; some say they were created during a close encounter with the plane of Pandemonium; and some say they have always been there, and always will be. One thing is for certain, though - the green lights that fill the crags at night are not natural.
this has some minor problems demons only sorta exist and pandemonium most certainly does not exist so you may want to edit the list a bit.
Windswept a town build on what was known as the lowmoors
they worship Uralter and spirits of wind and storm
They believe that by resurrecting him the spirits will calm down
they send groups to try and infiltrate the storm eyes but they haven’t succeeded
they also have build wind skimers airships enchanted with spirits of wind. They are light and fast but can’t carry much and break easily.
this is pretty nice (might homebrew the wind skimmers)
since their low weight threshold and durability reducing practical use. windswept plays a host of sports with the device including simple racing,stunts and a ball passing game similar to soccer(football if your from the uk).these games are often played of the many large open fields in the town and mostly in the rare occasion where the wind is favorable.
Gearcliff is a fairly recent addition to the vast plateau of Errenis. It is a mining town which is built from the top to bottom of the cliff on a mile-wide portion of the cliffside. Cable lines with sturdy wooden platforms connect the buildings built into the cliff face.
Gearcliff is a fairly recent addition to the vast plateau of Errenis. It is a mining town which is built from the top to bottom of the cliff on a mile-wide portion of the cliffside. Cable lines with sturdy wooden platforms connect the buildings built into the cliff face.
Is parts of it made from the ruins of the tree that was there
Gearcliff is a fairly recent addition to the vast plateau of Errenis. It is a mining town which is built from the top to bottom of the cliff on a mile-wide portion of the cliffside. Cable lines with sturdy wooden platforms connect the buildings built into the cliff face.
Is parts of it made from the ruins of the tree that was there
the remains of the tree is completely petrified by now, only those versed in lore actually know that it is a tree stump. Others think it is made of rock, and therefore use it as such. In short yes
working on a pbp adventure taking place in this world
Check out my homebrew subclasses spells magic items feats monsters races
i am a sauce priest
help create a world here
cool cool
The city of Mousehammer hangs from the ceiling of the Underdark, and over an enormous abyssal crater. How either of these came to be, no one knows, but since its creation, Mousehammer has invented lanterns that actually give off daylight, protecting it from Underdark monsters and giving comfort to its gnome denizens. Mousehammer is the city of invention, and is sought out by spirits of both chaos and brilliance, for both can be found within the hanging city.
Come participate in the Competition of the Finest Brews, Edition XXVIII?
My homebrew stuff:
Spells, Monsters, Magic Items, Feats, Subclasses.
I am an Archfey, but nobody seems to notice.
Extended Signature
I put Pòsdǔdìzayī through text-to-speech and this is what it said:
"Poz-do-diz-yi"
Come participate in the Competition of the Finest Brews, Edition XXVIII?
My homebrew stuff:
Spells, Monsters, Magic Items, Feats, Subclasses.
I am an Archfey, but nobody seems to notice.
Extended Signature
(this is kinda big, so tell me if you don't like it and I can get rid of this)
Recently, a very large band of freedom fighter assembled to take down the spirits that caused the world to fall, to free the world. They were am massive group, containing warriors from all over the land, near and far, great adventurers, the most powerful sorcerers, the remnants of small armies. The group really thought they had a good chance of rooting out the spirits for good. Almost everyone knew of this great rebellion soon to come, and it was the hope of the land.
However, they stood no chance. They cam to the spirits, attacking them in hopes of slaying them. They were demolished, along with the hope of many, and thousands of lives were lost. This defeat reinforced the unendable rule of tyranny in he minds of the people. After this, people stepping out of line became even rarer, to the point where almost one one did it, and those who did were reminded of this great defeat.
I am an average mathematics enjoyer.
>Extended Signature<
maybe done down the scale a bit, but otherwise great.
Check out my homebrew subclasses spells magic items feats monsters races
i am a sauce priest
help create a world here
oh hey, just realized my spirit domain cleric fits for this world!
Spirit Domain:
the Spirit Domain guides the spirits of the ethereal plane, helping them and gaining power from them. they learn from spirits, as spirits learn from them. they become somewhere between a spirit and a human, challenging the powers of the ethereal plane. Deities of the spirit domain include Sehanine Moonbow, Kiaransalee, Osiris, Velsharoon, the ancestral spirits of the Undying Court, Hades, and Leira. the followers of these deities travel both the marital and ethereal plane, seeking spirits to guide, and learn from.
Domain Spells
You gain domain spells at the cleric levels listed in the Grave Domain Spells table. See the Divine Domain class feature for how domain spells work.
Spirit Domain Spells
Guiding Whispers
You can reach out to spirits to guide you and others. You learn the guidance cantrip, which doesn’t count against the number of cleric cantrips you know. For you, it has a range of 60 feet when you cast it.
additionally, after you cast the guidance cantrip, you can use your bonus action to move up to 5 feet in any direction. you can do this a number of time equal to your proficiency bonus, regaining spent uses after a long rest.
Ethereal Sight
starting at 1st level, you can see 15 feet into the Ethereal plane.
Channel Divinity: Flicker
starting at 2nd level, as a reaction when you are hit by a weapon attack, you can use your channel divinity to become temporarily incorporeal, like the spirits you learn from. When you do this, the attack automatically as misses, and all attack until the start of your next turn have a disadvantage on the attack roll.
Spirit Session
starting at 6th level, You can channel spirits to gain insights into magic. You can conduct an hour-long ritual channeling spirits (which can be done during a short or long rest).
You can conduct the ritual with a number of creatures equal to your proficiency bonus (including yourself). At the end of the ritual, you temporarily learn one spell of your choice from any class.
The spell you choose must be of a level equal to the number of creatures that conducted the ritual or less, the spell must of a level you can cast, and it must be in the school of illusion or necromancy. The chosen spell counts as a cleric spell for you but doesn’t count against the number of cleric spells you know.
Once you perform the ritual, you can’t do so again until you start a long rest, and you know the chosen spell until you start a long rest.
Potent Spellcasting
Starting at 8th level, you add your Wisdom modifier to the damage you deal with any cleric cantrip.
Spirit Step
when you reach 17th level, you learn to step through the Ethereal Plane. As an action, you can cast the etherealness spell with this feature, without expending a spell slot, but the spell ends at the end of the current turn.
do you like it? can it be part of the world?
I am an average mathematics enjoyer.
>Extended Signature<
yes and sure.
Check out my homebrew subclasses spells magic items feats monsters races
i am a sauce priest
help create a world here
The Assassin's Guild is an underground organization based in Wayward. For the right price, they'll find one of their members who specializes in the kind of killing you need, be it monster killing or nobleman killing.
Come participate in the Competition of the Finest Brews, Edition XXVIII?
My homebrew stuff:
Spells, Monsters, Magic Items, Feats, Subclasses.
I am an Archfey, but nobody seems to notice.
Extended Signature
Can I get help with a world or are we just building this one?
I am a conjurer, but the only thing I can summon is disappointment
Status: schools started, so weekday posting is limited.
I'm a member of the "oops I accidentally destroyed someone's brain cult"
I might be losing it at the rate of the heat death of the universe.
Extended Sig
You should make a thread for your world this is just world building
Mostly nocturnal
help build a world here
ok thanks for the advice
I am a conjurer, but the only thing I can summon is disappointment
Status: schools started, so weekday posting is limited.
I'm a member of the "oops I accidentally destroyed someone's brain cult"
I might be losing it at the rate of the heat death of the universe.
Extended Sig
The darken war
wayward’s mines were encroaching on obsidian delves lands. The stoneborn responded by collapsing the mines killing several miners. Wayward sent it’s warbound to exterminate the monster that collapsed the mine. The stoneborn defended successfully but many lives were lost in the conflict on both sides. From then on mining to the south of wayward is tightly controlled
Result Obsidian delve victory
Mostly nocturnal
help build a world here
I’m going to say obsidian delve was built near the base of them
Mostly nocturnal
help build a world here
Windswept a town build on what was known as the lowmoors
they worship Uralter and spirits of wind and storm
They believe that by resurrecting him the spirits will calm down
they send groups to try and infiltrate the storm eyes but they haven’t succeeded
they also have build wind skimers airships enchanted with spirits of wind. They are light and fast but can’t carry much and break easily.
Mostly nocturnal
help build a world here
this is pretty nice (might homebrew the wind skimmers)
since their low weight threshold and durability reducing practical use. windswept plays a host of sports with the device including simple racing,stunts and a ball passing game similar to soccer(football if your from the uk).these games are often played of the many large open fields in the town and mostly in the rare occasion where the wind is favorable.
Check out my homebrew subclasses spells magic items feats monsters races
i am a sauce priest
help create a world here
this has some minor problems demons only sorta exist and pandemonium most certainly does not exist so you may want to edit the list a bit.
Check out my homebrew subclasses spells magic items feats monsters races
i am a sauce priest
help create a world here
(Quidditch?)
Mostly nocturnal
help build a world here
Gearcliff is a fairly recent addition to the vast plateau of Errenis. It is a mining town which is built from the top to bottom of the cliff on a mile-wide portion of the cliffside. Cable lines with sturdy wooden platforms connect the buildings built into the cliff face.
Come participate in the Competition of the Finest Brews, Edition XXVIII?
My homebrew stuff:
Spells, Monsters, Magic Items, Feats, Subclasses.
I am an Archfey, but nobody seems to notice.
Extended Signature
Is parts of it made from the ruins of the tree that was there
Mostly nocturnal
help build a world here
the remains of the tree is completely petrified by now, only those versed in lore actually know that it is a tree stump. Others think it is made of rock, and therefore use it as such. In short yes
Come participate in the Competition of the Finest Brews, Edition XXVIII?
My homebrew stuff:
Spells, Monsters, Magic Items, Feats, Subclasses.
I am an Archfey, but nobody seems to notice.
Extended Signature