This isn't actually a signature, just something I copy and paste onto the bottom of all my posts. Or is it? Yep, it is. Or is it..? I’m a hobbit, and the master cranial imploder of the "Oops, I Accidently Destroyed Someone's Brain" cult. Extended sig. I'm actually in Limbo, it says I'm in Mechanus because that's where I get my WiFi from. Please don't tell the modrons, they're still angry from the 'Spawning Stone' fiasco. No connection to Dragonslayer8 other than knowing them in real life.
Hi everyone.I'm sorry to announce that I have had major irl life changes (everything's fine, just different), and will be very busy. For the foreseeable future, content will come at a much reduced rate. I will still do my best to create content here as regular, just less of it because of time restraints.
Ouch. That is both cool and sucks for you. I don't mind rate of content, hope you're okay with your tasks.
On a happier note, I am literally SO close being done with the PDF! And I'd like your input on your favorite few aberrations, humanoids, or fey to make adaptations for, in addition to the ones I'v already made. Feel free to comment them here or PM them to me.
Okay! In the spoilers I have a list of MUST HAVE and NICE variants! 5 for each, because my list is infinite.
Dream Hags! And other Must Haves.
Dream Hags that invade the mind and possess things, the sort of doll-pricking hags.
Fungal Beholder, an undead variant beholder covered in toxic fungal spores.
Phantom Illithids, Illithids that can use their psi to turn invisible.
Chaos Elementals, elementals that can temporarily manifest an extra element's power.
Ankhegs for ants, centipedes, and similar.
Snot Gnomes and other Nice Things.
Basilisks who do crazy eye things, like fire eye rays.
Vampire Bats that drink blooood.
Clay Golems with different types of powering gems, eg. Sapphires are psychic.
Chromatic Dragons that can change into human forms
Werebeasts that might have slightly different capabilities, eg. super leaps or speed.
In addition (seriously, my dnd language had spread into my normal talking...) I have not released anything in a while, so I'll post a small release with ranger - the studious, a magic item or two, a feat or two, and possibly something else larger, along with the PDF to come soon.
Very very excited for a Strixhaven Student Ranger. Or a Clever Ranger. SO HYPED!
Thanks you all for the support and sorry for the inconvenience!
I'm not too bothered, more just concerned that you're okay. You've said you are though, so that's fine.
STUDIOUS is officially the BEST SUBCLASS in terms of thematics ever written for ranger ever ever ever. In terms of mechanics, the Proficiencies is difficult, and the number of monsters and bonuses you get is excessive (maybe only have a maximum of 5 creatures + 1 for each additional ranger level in the book at a time and previous ones dissapear) but otherwise 6.5/7. SO INCREDIBLE!
Okay! In the spoilers I have a list of MUST HAVE and NICE variants! 5 for each, because my list is infinite.
Dream Hags! And other Must Haves.
Dream Hags that invade the mind and possess things, the sort of doll-pricking hags.
Fungal Beholder, an undead variant beholder covered in toxic fungal spores.
Phantom Illithids, Illithids that can use their psi to turn invisible.
Chaos Elementals, elementals that can temporarily manifest an extra element's power.
Ankhegs for ants, centipedes, and similar.
Snot Gnomes and other Nice Things.
Basilisks who do crazy eye things, like fire eye rays.
Vampire Bats that drink blooood.
Clay Golems with different types of powering gems, eg. Sapphires are psychic.
Chromatic Dragons that can change into human forms
Werebeasts that might have slightly different capabilities, eg. super leaps or speed.
Just had a chance to look at these. I was only looking for fey, aberrations, and humanoids for now, as those are the ones I'm making adaptions for this release. It would be far to large to do all monster types at once. Those all sound awesome, thanks!
sidenote: I was just looking for the monsters not the adaptations for them, but this is even better!
Ranger of The Studious study their foes, learning every weakness. They specialize, not in a fighting technique or a style of magic, but their great wisdom and knowledge. This knowledge they use to bring down every foe and face every obstacles. It is all recorded in their Tome of Foes, which is a source of knowledge and power to them.
Studious One's Magic
3rd-level The Studious feature
You learn an additional spell when you reach certain levels in this class, as shown in the Studious Spells table. Each spell counts as a ranger spell for you, but it doesn’t count against the number of ranger spells you know.
You gain a tome of foes, which records you information of the foes you have faced. When you gain this feature, all creatures of your favored enemy type are considered in the book. In addition, you can choose 2 monsters you have encountered, and add them to the book.
As an action while holding the book you can choose a creature within range, and add it to your book. This adds the type of creature such as adult red dragon or ankheg, not the specific creature. You can also spend 2 hours to choose a monster. You then make a wisdom check with DC equal to 10 + 1 for very 2 challenge ratings of the monster, and must spend 25 gp per challenge rating of the monster. If the check succeeds, you can add the monster to the book. You can never have more monsters in your book than a number equal to twice your wisdom modifier.
When you make an intelligence check to recall information about a creature in your tome of foes, you make a wisdom (survival) check to track the a creature in your tome of foes, or you make a wisdom (perception) check to detect a creature in your tome of foes, you can gain a +2 bonus to the check. You can also apply the bonus to attack rolls made against creatures in your tome of foes and saving throws a creature in your tomes of foes forced you to make. This bonus increases by 1 at 5th level (+3), 11th level (+4), and 17th level (+5) in this class.
Knowledge Expertise
3rd level The Studious feature
Choose a wisdom or intelligence based skill you are proficient in. You can add twice your proficiency bonus to checks made with that skill.
Know your Enemy
7th level The Studious feature
You begin to be able to exploit the weaknesses of your targets. As an action you can choose a creature you can see that is on the same plane as you. That creature must succeed on a wisdom saving throw against you spell save DC, or have their weaknesses revealed to you. You learn any damage vulnerabilities, resistance, and immunities it has. In addition, the DM tells you it's personality flaws. For instance, you might learn that a beholder thinks they are more powerful than any other mortal.
Creature's in your tome of foes have a disadvantage on saving throws against this feature.
Scholar's Magic
11th level The Studious feature
Your studying not only grants you power against monsters, but grants you powers of magic. When you finish a long rest, you can choose a spell. This spell can from any spell list, but must be of 3rd level or lower. You learn this spell. Additionally, you can cast it without expending a spell slot or materiel components. This can be done only once between long rests. When you finish a long rest, you loose the spell you learned from this feature.
You can spend 24 hours of studying and 500 gp to change your favored enemy or favored terrain.
Perfected Defense
15th level The Studious feature
Your immense knowledge has let you perfect your defensive capabilities. When you finish a long rest, you can choose a creature in your tome of foes. You gain resistance to one damage type that creature is resistance or immune to. You loose this resistance at the end of your next long rest.
If you take damage that reduces you to 0 hit points and doesn’t kill you outright, you can choose to turn into a creature in your tome of foes, as if by the polymorphspell, requiring no concentration. At the end of your next turn, the spell end ands you transform back into yourself at 0 hp. This can be done only once, regaining use after a long rest.
The claymore of space grants the wielder control over the manipulation of space itself. You can use your bonus action to teleport a number of feet up to 2d4 times 10, to an unoccupied space you can see. In addition, you can cast the arcane gate from this magic item twice, regaining use at dawn.
When you take the attack action to attack with this magic item, you can choose a creature or object within 60 feet of yourself. The target is pushed up to 30 feet in any direction. A creature can succeed a DC 19 strength saving throw to resist the effect. If the creature of object hits another creature, that creature takes 2d8 bludgeoning damage and is knocked prone.
The falchion of time let's the wielding control time itself.You can use your bonus action to cast either the haste or slow spells from this magic item. This property can be used twice, regaining at dawn. The spell save DC for these spells is 19. In addition, you can roll and add 2d4s to your initiative rolls.
A creature attuned to this magic item can use it's time magic it delay events. When a creature you can see within 120 feet of you takes an action, you can use your reaction to attempt to delay the action. You make an arcana check check, contested against the triggering creature's wisdom saving throw. If you win, the action does not happen. At the start of the creature's next turn, the action happens as if the creature just preformed it. This does not take the creature's action. This property can be used 5 times, regaining uses at dawn.
Long ago, a colony of crushers experimented with the powers of space and time, of reality itself. They forged two blade immense power. One was a light scimitar that possessed power over the flow of time, called the falchion of time. The other was a massive greatsword with the power to manipulate space, called the claymore of space. When brought together, they would magically combine into the blade of reality, a sword that can manipulate every aspect of reality.
This blade was given to the ruler of the colony, a devious crusher who would stop at nothing to end slaads forever. The colony attacked the slaads using the power of the blade of reality. The battle was close, but the crushers were outnumbered and they were defeated. Not wanting their weapon to come into the hand of the slaads, they broke into it's two blades, the falchion of time and the claymore of space, and threw them into the planes, where they were lost to time.
When a creature is attuned to both the claymore of space and the falchion of time, they both transform into the blade of reality.
Magic Weapon. The Blade of Reality is a magic weapon that functions as a both a Claymore of space and a Falchion of time. It also functions as a weapon, +1
Random Properties. The sword has the following randomly determined properties, as described in chapter 7 of the Dungeon Master’s Guide:
1 major beneficial property
2 major detrimental properties
Manipulate Reality. As an action, you can cast the creation from this magic item, requiring no concentration. This property can be used once, regaining the ability at dawn.
Destroying the Sword. To destroy the sword, a creature must unattune to blade of reality to separate it into it's two parts, then cast each into a black hole.
Martial Versatility
Prerequisite: Strength of Dexterity of 13 or higher
You have mastered many different fighting techniques. As a bonus action on your turn, you can choose to attune one of the following fighting techniques. When you do this, the effect lasts until the start of your next turn, and it requires you concentration (as if concentrating on a spell).
Testudo Form. To attune this form, you must be holding a shield. While this form is attuned, you can wield you shield effectively to protect your entire body. You are considered behind half cover. However, you have a disadvantage on all attack rolls made with weapons that are not light.
Duelist's Form. To attune this form you must be wielding a finesse weapon. While this form is attuned, you master the arts of dueling. You walking speed increases by 10 feet. When you damage a creature with a melee weapon attack, you do not provoke opportunity attacks from that creature.
Volley Form. While this form if attuned, you master the ability to fire many shafts in quick succession. As an action you can make a ranged weapon attack against any number of creatures within 10 feet of a point within range of the weapon. These attack rolls are made at a disadvantage.
Kenjutsu Form. While this form is attuned, you can wield you weapon in sweeping blows. As an action you can make a melee attack against any number of creatures within 5 feet of you. On a hit, each attack deals 1d4 less damage.
Studious One's Magic. Very nice spells list. Not sure about contact other plane, but otherwise great.
Tome of Foes. Why so costly, if Wizards get spells for 50 gp max? Also, why is a all the favored enemy stats put in? That immediately makes some types of creatures better than others, especially if you add you're putting potentially hundreds of creatures in the book instantly. Also, as this feature relies on the now somewhat dead version of the original feature, the whole subclass is incompatible with Tasha's. While this feature is flavorsome, it's not balanced (undead is better than fey as a favored foe as more instant known monsters, and you instantly have to delete dozens. Also, doing two humanoid species would become even worse!) Maybe make it choose six creatures when you gain the book, lower the cost greatly, and remove the check? And make a clause so you can change the monsters in the book and they can't be of a CR higher than 1 + your ranger level?
Power from Knowledge. This feature's proficiency seems... most monsters don't have proficiencies, and this doesn't make sense for me. Maybe Animal Handling? Also, the bonus to damage rolls as well as attack rolls is a bit much, no? Maybe just add the +bonus from ToF to damage instead of the To Hit.
Know Your Enemy. Nice, but it's got few mechanical benefits as you only know personality traits and vulnerabilities. Detect Thoughts is way, way stronger than this, so maybe you can cast this spell once without slots instead on the chosen monster? Also, as few monsters actually have Vulnerabilities, maybe add in resistances and immunities if you don't buff the personality stuff?
Scholar's Magic. This feature seriously stinks. It is themeless, mechanically pathetic, and really a let down from the otherwise great subclass (I know I'm so pointedly picking holes, but this is for perfection.) Maybe replace this with a feature that allows you to imitate mating calls and stuff?
Perfected Defense. On the resistances: love it. For a studier, it makes no thematic sense (unless flavor text), but it's mechanically very good. However, the second clause (polymorph phase) is so weird. It makes no sense. Dunno about a good replacement, but this feature is just strange.
Idea: 7/7. The best idea I've ever seen, and, at early levels, near perfect in execution. Theme: 5/7. The first seven levels are absolutely fine theme wise, but they get a bit less scholarly and more bonkers after 11th. Mechanics: 4/7. There's so much RP in this subclass, but it's misdone and made to cost absurd amounts. Additionally, bonuses whack around, and the subclass can't adapt to Tasha's Class Feature Variants. Needs a bit of a new frame, but the painting is nice, if you get the allegory.
Claymore of Space
I consider myself a knowledgeable being, but a Claymore is beyond my comprehension. What is it?
Incredibly powerful, but this is a legendary item, so as balanced as they... come? Legendries are so hard.
Falchion of Time
"They've got falchions and cunning..."
Potent as well, but also legendary, so I can't balance, because they aren't meant to be balanced.
Blade of Reality
"There's a monster incoming..."
No idea what's going on with this thing. Oh well. I get to spam the Critical Role theme tune, so no complains.
This is a feat, right? It's just got the same name as a Tasha's OCF. This feature is also for melee it seems, so Concentration is poor, but oh well. Also, RAW, this could be used every turn. Every turn. Every turn. Every turn. Every turn. Every turn. If you needed to be made aware of that.
Testudo. OH! We're doing Japanese fighting styles? Why didn't you say so? Does this count as a magic item attunement slot? Cool feature, but the banes can be circumvented by taking the bonus action after all the rounds attack's have been made.
Duelist. Ah, not Japanese. There's no bane from this feature, and it's so much more potent that Testudo. Plus, you are permanently disengaged from all creatures hit! You need to specify this is until the end of the turn.
Volley. You don't need a bow in hand for this form. Not sure what this feature does. You make several attack rolls, but against who (the 10-foot stuff is confuzzling), and why (no damage is dealt)?
Kenjutsu. We're in Japan again! Yay! Not sarcastic, just saying you need to find a Japanese name for each feature. But you make an attack against some creatures (up to 9 Mediums, which is better than volley which can do at most 4 Mediums), and then what? Do you roll damage for them? If so, do you roll for each target individually? Or is it like a group damage thing? Also, there's no reason not to spam this, and concentration is not a barrier to this feature, same with Duelist and Volley.
All in all, if this is a feat, it's bit and far too powerful for one. There's mechanical problems that need fixing. You've made a great new "Supernatural Boon" style thing though!
Idea: 5/7. It's cool, but it's melee, and I'm usually ranged, so it's not for me. Theme: 6/7. Spot on. Just need to rename Volley to Borē and Duelist to Kettō or something (I just used Google Translate for that, so 100% untrustworthy). Mechanics: 3/7. It's not really a feat, it's got no really reasonable warrant for Concentration other than to belittle Testudo, it's far too powerful and yet some features, RAW, do nothing really (Volley and Kenjutsu), and it's just needing of work. A good polish will make this a great feature though.
Tome of Foes. Why so costly, if Wizards get spells for 50 gp max? Also, why is a all the favored enemy stats put in? That immediately makes some types of creatures better than others, especially if you add you're putting potentially hundreds of creatures in the book instantly. Also, as this feature relies on the now somewhat dead version of the original feature, the whole subclass is incompatible with Tasha's. While this feature is flavorsome, it's not balanced (undead is better than fey as a favored foe as more instant known monsters, and you instantly have to delete dozens. Also, doing two humanoid species would become even worse!) Maybe make it choose six creatures when you gain the book, lower the cost greatly, and remove the check? And make a clause so you can change the monsters in the book and they can't be of a CR higher than 1 + your ranger level?
Will reduce the cost and remove favored enemy (I was trying to make favored enemy actually give more of a mechanics bonus, but you convinced me that it's not a good idea in this circumstance). Why does CR matter? Except for the last feature, your just getting bonuses against them.
It doesn't, it was just a suggestion on the CR front.
Power from Knowledge. This feature's proficiency seems... most monsters don't have proficiencies, and this doesn't make sense for me. Maybe Animal Handling? Also, the bonus to damage rolls as well as attack rolls is a bit much, no? Maybe just add the +bonus from ToF to damage instead of the To Hit.
I'll probably replace this feature with something completely new if the proficiency part doesn't work (I was thinking you learn from studying the monster). How about double proficiency in an intelligence based skill of your choice?
Sure? Although Wisdom's good too.
Know Your Enemy. Nice, but it's got few mechanical benefits as you only know personality traits and vulnerabilities. Detect Thoughts is way, way stronger than this, so maybe you can cast this spell once without slots instead on the chosen monster? Also, as few monsters actually have Vulnerabilities, maybe add in resistances and immunities if you don't buff the personality stuff?
Okay, I'll add resistances and immunities. detect thoughts is pretty different. You learn a worry or fear in you probe deeper (not a personality flaw), among other differences.
Okay. That's great!
Scholar's Magic. This feature seriously stinks. It is themeless, mechanically pathetic, and really a let down from the otherwise great subclass (I know I'm so pointedly picking holes, but this is for perfection.) Maybe replace this with a feature that allows you to imitate mating calls and stuff?
AMAZING Idea, thanks! The pocking holes is good, it let's me see what's bad. The only reason I have half way reasonable homebrew is feedback like this!
Haha! Just thinking that Newt Scamander and the Erumphant in Fantastic Beasts (plug in here - Aarbia Iyengar is the author of Harry Potter, not Joanne Kathleen Rowboat).
Perfected Defense. On the resistances: love it. For a studier, it makes no thematic sense (unless flavor text), but it's mechanically very good. However, the second clause (polymorph phase) is so weird. It makes no sense. Dunno about a good replacement, but this feature is just strange.
My reasoning for the defense was that you studies the monsters enough to learn from them. The polymorph is kinda weird I guess. I didn't really have any ideas. Maybe you can study magic items and make replicas? IDK.
That's not very studious monster themed. Maybe you can create mechanical things that imitate things like beholder eye rays? Or maybe you can create an effect when you hit them with an attack, eg. 1d4 extra damage or push 15 feet?
Idea: 7/7. The best idea I've ever seen, and, at early levels, near perfect in execution.
Thanks!
Theme: 5/7. The first seven levels are absolutely fine theme wise, but they get a bit less scholarly and more bonkers after 11th.
I ran out of ideas...
Mechanics: 4/7. There's so much RP in this subclass, but it's misdone and made to cost absurd amounts. Additionally, bonuses whack around, and the subclass can't adapt to Tasha's Class Feature Variants. Needs a bit of a new frame, but the painting is nice, if you get the allegory.
Okay. RP is fine IMO, but I'lkl still work on making changes.
Claymore of Space
I consider myself a knowledgeable being, but a Claymore is beyond my comprehension. What is it?
Incredibly powerful, but this is a legendary item, so as balanced as they... come? Legendries are so hard.
Yeah, artifact, and to some degree legendaries, aren't really meant to be balanced. They kinda just exist. Oh, and claymores are a type of Scottish great sword. Claymore (Wikipedia). I just wanted to make it sound cooler than greatsword.
Right...
Falchion of Time
"They've got falchions and cunning..."
Potent as well, but also legendary, so I can't balance, because they aren't meant to be balanced.
You said it!
I had to.
Blade of Reality
"There's a monster incoming..."
No idea what's going on with this thing. Oh well. I get to spam the Critical Role theme tune, so no complains.
Lol. It's mainly a lore dump, but also could be really cool for a campaign to work on destroying it or finding it or something.
Are you confused because of the Crushers? They're like the coolest monsters ever. I created them and will post all the stablocks a page or two of lore about them soon. Basically they're extremely lawful aberrations who live in demiplanar colonies and hate slaads. Oh, and they can manipulate gravity, forgot that (important) part.
Okay I'm even more confused. I glossed over that whole part. It's the one item acting as two items that weirded me out.
Martial Versatility
This is a feat, right? It's just got the same name as a Tasha's OCF. This feature is also for melee it seems, so Concentration is poor, but oh well. Also, RAW, this could be used every turn. Every turn. Every turn. Every turn. Every turn. Every turn. If you needed to be made aware of that.
Yes it's a feat and yes you can use it every turn. I tried to account for that.
Testudo. OH! We're doing Japanese fighting styles? Why didn't you say so? Does this count as a magic item attunement slot? Cool feature, but the banes can be circumvented by taking the bonus action after all the rounds attack's have been made.
I think it's actually roman. Testudo formation (Wikipedia). But I do love using Japanese culture in dnd. I'll make sure to fix that circumvention (thanks for pointing it out!)
Oh. I am daft.
Duelist. Ah, not Japanese. There's no bane from this feature, and it's so much more potent that Testudo. Plus, you are permanently disengaged from all creatures hit! You need to specify this is until the end of the turn.
I'll limit it to end of turn and add a bane.
Volley. You don't need a bow in hand for this form. Not sure what this feature does. You make several attack rolls, but against who (the 10-foot stuff is confuzzling), and why (no damage is dealt)?
I'll... just make a new archer one.
Kenjutsu. We're in Japan again! Yay! Not sarcastic, just saying you need to find a Japanese name for each feature. But you make an attack against some creatures (up to 9 Mediums, which is better than volley which can do at most 4 Mediums), and then what? Do you roll damage for them? If so, do you roll for each target individually? Or is it like a group damage thing? Also, there's no reason not to spam this, and concentration is not a barrier to this feature, same with Duelist and Volley.
You don't get extra attack I guess... And yes, you make damage and attack rolls for everything. I really wanted to use Kenjutsu, so I'll remake this.
All in all, if this is a feat, it's bit and far too powerful for one. There's mechanical problems that need fixing. You've made a great new "Supernatural Boon" style thing though!
Okay. Thanks for the feedback!
Idea: 5/7. It's cool, but it's melee, and I'm usually ranged, so it's not for me.
There's volley, and I could make more ranged.
Theme: 6/7. Spot on. Just need to rename Volley to Borē and Duelist to Kettō or something (I just used Google Translate for that, so 100% untrustworthy).
I always have higher theme than mechanics.... Anyway, those are japanese words but aren't actual fighting styles (I didn't use google translate for kenjutsu, it's an actual fighting style. Same with Testudo). I could use them though.
Mechanics: 3/7. It's not really a feat, it's got no really reasonable warrant for Concentration other than to belittle Testudo, it's far too powerful and yet some features, RAW, do nothing really (Volley and Kenjutsu), and it's just needing of work. A good polish will make this a great feature though.
Yeah... I'll get to fixing them. Thanks for the feedback!
Hello everyone! I am excited to announce I am creating a little "mini game" I guess you could call it. From time to time, in important posts like this, I'll hide links to previews for upcoming homebrew, sneak peaks to future releases, and/or clues for a secret release, which can be accessed after solving the mystery!
Hello everyone! I am excited to announce I am creating a little "mini game" I guess you could call it. From time to time, in important posts like this, I'll hide links to previews for upcoming homebrew, sneak peaks to future releases, and/or clues for a secret release, which can be accessed after solving the mystery!
Hello everyone! I am excited to announce I am creating a little "mini game" I guess you could call it. From time to time, in important posts like this, I'll hide links to previews for upcoming homebrew, sneak peaks to future releases, and/or clues for a secret release, which can be accessed after solving the mystery!
Sounds like fun!
Rollback Post to RevisionRollBack
This isn't actually a signature, just something I copy and paste onto the bottom of all my posts. Or is it? Yep, it is. Or is it..? I’m a hobbit, and the master cranial imploder of the "Oops, I Accidently Destroyed Someone's Brain" cult. Extended sig. I'm actually in Limbo, it says I'm in Mechanus because that's where I get my WiFi from. Please don't tell the modrons, they're still angry from the 'Spawning Stone' fiasco. No connection to Dragonslayer8 other than knowing them in real life.
Hello Everyone. I said I was very close to being done, an yet I have still not release it. What went wrong? I've been extremely busy recently, and haven't had any time to work on it since then. Because It's taking so long, I've decided to release what I have so far for the large doc and add everything else later.
Hello! It's been so long! I said I'd be back it the last update, so where we are. I should be back-in-action, at least for the next few months. I have a release close to ready (hopefully under a week?). I'm excited to be finally continuing this project, and hope you are as well.
As a few other notes, I have updated The Homebrew Doc slowly over time. I have added some mundane items, races, and some other stuff. I never felt it was enough for a release but a bit of content nevertheless. Secondly, I will likely have to pause again in a month or two. During this time I will still slowly make content, but my plan is to release it in full release once in a while. h ttps://homebrewery.naturalcrit.com/share/MWFgYc-6q4e0
Warlocks who make a pact with a future version of themself inherit temporal abilities to manipulate the timestream.
When making a Temporal Self warlock it s important to consider how the pact was made. Was the future version of yourself a time traveler? Did a power magic item connect you via dream? These are important questions when making a warlock who made a pact with their future self.
Expanded Spell List
1st level Temporal Self feature
The Temporal Self lets you choose from an expanded list of spells when you learn a warlock spell. The following spells are added to the warlock spell list for you.
You can take resources from your future self. When you cast a spell of 1st level or higher, you can choose to cast it without expending any pact slots. When you do this, you gain a Temporal Loan. When you gain any number of Temporal loans, you gain exhaustion levels equal to the number of temporal loans you just gained. These levels of exhaustion cannot by nonmagical means.
As an action while you have any numbers of temporal loans, you can expend a pact slot to remove a temporal loan. When you do this, your exhaustion is also reduced by one level.
Chronal Shift
6h level Temporal Self feature
You can subtly manipulate the order in which events happen. When you roll initiative, you can choose to switch the positions in the initiative order of any two creatures.
In addition, when a creature you can see within 60 feet of yourself would take an action, you can use your reaction to delay it. The target must succeed on a charisma saving throw against your spell save DC or have their action delayed. Their action is used, but any effects of it do not happen. At the start of their next turn, their action takes place. It does not take their action on that turn.
You have a number of uses of this feature equal to your proficiency bonus, regaining spent uses after a long rest. Using either effect takes an use.
Chronological Experiment
10th level Temporal Self feature
You can perform experiments through time. As an action you anchor your position in time. Once you do this, events play out as they would normally but it is a temporary future. During the next minute, if you would be reduced to 0 hp, you instead are returned to the point in time in which you anchored yourself, and the experiment ends. At the end of the minute, you also return.
Once you return to the point in time, everything is returned to it's position at that point in time. Any changes you made are undone. Any levels you gained are lost. Any objects interacted with are return to their previous state. All other creatures forget what happened during the time. The future effectively did not happen. However, you retain any information gather and remember the events of the temporary future.
Once you use this feature, you cannot use it again until you finish 1d4 long rests.
Paridoxical Ally
14th level Order of the Temporal Nexus feature
You can open a conduit through the timestream to bring your future self as an ally. You can spend a minute concentrating your powers, during which time you cannot move, and you are blinded, deafened, and incapacitated. At the end of this time, a phantasmal copy of yourself appears in an unoccupied space within 10 feet of yourself.
The copy lasts for an hour or until it is reduced to 0 hp. While it lasts, it is friendly to you and creatures you designate. It obeys your spoken commands, moving and acting in accordance with your wishes and acting on your turn in combat. The copy lacks the ability to learn or become more powerful.
Your future self has the exact same game statistics as you. It looks exactly like you except for an intangible glow, and a slight transparency. When either you or the future self is damaged, it must make a constitution saving throw with DC equal to half the damage taken. On a failed save, the one not damaged also takes damage equal to the damage taken by the other.
At the end of your next long rest after using this feature, you disappear for 8 hours. You completely cease to exist during this time. After you return, you cannot use this feature until you finish a long rest.
Druids who follow the circle of the herbalist learn to use the powers inherent to nature to heal and destroy. They utilize the herbs and plants to create healing concoctions and debilitating drafts.
Circle Spells
2nd level Circle of the Herbalist feature
You have learned to utilize the magic of herbs. This knowledge grants you access to some spells when you reach certain levels in this class, as shown on the Circle of the Herbalist Spells table.
Once you gain access to one of these spells, you always have it prepared, and it doesn’t count against the number of spells you can prepare each day. If you gain access to a spell that doesn’t appear on the druid spell list, the spell is nonetheless a druid spell for you.
You gain proficiency with the medicine skill. Additionally, you are considered proficient and can double your proficiency bonus for all nature checks made to identify herbs.
Herbalism Die
2nd level Circle of the Herbalist feature
You can extrude your druidic power to heal others through herbalism, which is represented by your herbalism die. You have a number of herbalism die equal to twice your proficiency bonus, which are d6s. Spent herbalism die are regained after a long rest.
As an action on your turn you can choose a creature within 30 feet of yourself and expend any number of herbalism die to roll them and heal the creature by the total. If you spent at least two die, the target is also healed of any effects causing it to be poisoned.
Restoritive Herbs
6th level Circle of the Herbalist feature
Your druidic herbs can restore and regenerate. When you use your Herbalism die to heal a creature, you can expend additional die as shown on the table below to end one condition effecting the target of the corresponding die cost.
You can harm and wither with your mastery over herbs and toxins. When you use your herbalism die, you can instead choose to deal damage with them. The target must succeed on a constitution saving throw against your spell save DC or take poison damage equal to the roll of the herbalism die. If the target fails the save by 5 or more, they are also poisoned until the start of your next turn.
Aquired Immunity
10th level Circle of the Herbalist feature
Through your dealings with toxins, you develop resistance to them. You gain immunity to the poisoned condition and resistance to both poison and necrotic damage.
Arcane Infusion
14th level Circle of the Herbalist feature
You herbalism dice become d8s. Additionally, You can infuse your druidic mastery into potions to contain their effects. You can spend an hour of down-time with and herbalist kit, which can be part of a short or long rest, after which time you cast a spell of 5th level or lower with a casting time of one action. The spell's effect is contained a potion.
The potion appears as a small vile filled with a faintly iridescent green liquid. As an action, a creature can drink the potion. They immediately gain the effects as if they had cast the spell. If the spell uses a spellcasting modifier or spell save DC, it uses yours.
The potion becomes turns into water after 4 hours.
Monster Adaptations
As a variant rule to add more uniqueness and flavor to individual monsters, you may want to use monster adaptations. This variant rule provides a table of adaptations you can add to monsters.
When you wish to use a creature, you can roll or choose an entry from the monster adaptation table to generate an additional adaptation, skill, or trait. The entry will describe the change added to the creature's statblock.
Some of the changes change physical aspects of the creature, such as granting it a flying speed. In these cases, it is up to you to determine how it changes the creature itself. Does the creature grow wings or can it fly magically? These are the questions you must answer.
Monster Adaptations
d20
Adaptation
1
The creature gains double proficiency in a random skill
2
The creature learns a random spell of 1st level It can cast the spell innately a number of times per day equal to the creature's proficiency bonus. The creature's spellcasting ability for this spell is either intelligence, wisdom, or charisma, whichever is highest. The spell is instead 2nd if the creature is at least challenge rating 4, 3rd for a challenge rating 8, 4th for challenge rating 12 and 5th for challenge rating 16.
3
The creature gains proficiency in a random saving throw it is not already proficient in.
4
The creature gains a flying speed equal to its walking speed.
5
The creature gains resistance to random damage type.
6
The creature gains immunity to a random condition.
The creaure gains the following feature. Nimble Escape. The creature can take the Disengage or Hide action as a bonus action on each of its turns.
9
The creature gains the following feature. Pack Tactics. The creature has advantage on an attack roll against a creature if at least one of the it's allies is within 5 feet of the target and the ally isn't *incapacitated*.
10
The creature gains the following feature. Incorporeal Movement.The creature can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object.
11
The creature gains the following feature. Magic Resistance.The creature has advantage on saving throws against spells and other magical effects.
12
The creature gains the following feature. Amorphous.The creature can move through a space as narrow as 1 inch wide without squeezing.
13
The creature gains the following action. Frightful Presence. A creature of the dragon's choice that is within 60 feet of the creature and aware of it must succeed on a Wisdom saving throw or become frightened for 1 minute. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours. The DC for the saving throw is 8 + the creature's charisma score + the creature's proficiency bonus.
14
The creature gains the following action. Teleport (proficiency bonus/day. The creature magically teleports to an unoccupied space of its choice it can see within 60 feet of itself.
15
The creature gains the following action. Chameleon Skin. The creature's skin and close change color to match there surroundings. The creature is invisible until it moves or takes an action other than the [action]hide[action] action.
16
The creature gains the following feature. Disarming Attack (proficiancy bonus/day). When the creature hits a creature with a weapon attack, it can force the target to make a dexterity saving throw with DC equal to 8 + the creature's attack bonus for the attack that hit. On a failed save, the creature drops on object it is holding of your choice. The object lands at the targets feet.
17
Creature gains the following action. Manipulate Gravity (proficiency bonus/day). The creature chooses a point in can see within 30 feet of itself. In a 10-foot sphere centered on that point, gravity changes direction for a minute. When the creature uses this action and at the start of each of their turns after that, they can choose a direction, in which all creatures in the sphere fall.
18
The creature can use the help action out to a range of 30 feet.
19
The creature gains the following feature. Detect Thoughts. The creature knows the surface emotions of all creatures within 20 feet of itself. It cannot tell the exact thoughts of the creatures, only it emotions. For example, it might detect happy, sad, or angry.
20
Roll twice, ignoring results of 20
Luck Points
Dungeons and dragons has luck as a major element. The players dictate the story but often the dice determine success or failure. This can lead to a particular players bad luck or good luck dominating the story, whether it be natural 20s instantly ending combat encounters or natural 1s stopping situations from resolving. As a variant rule, you may want to use luck points to minimize the impact this has and give some fairness to the luck.
Each player has one benign luck point each session. Each time a player character rolls a number 5 or lower on a d20 roll, they record the roll. Whenever a player makes an ability check, attack roll, or saving throw, they can expend a benign luck point to add the number of recorded rolls to the roll. A player can do this after they see the roll but before the hear the result of it. A player gains another benign luck point each time they roll a natural one on a 20-sided-die. All recorded rolls are lost at the end of a session.
Each player also gains a malignant luck point each time they roll a natural 20 on a 20-sided die. As a reaction when you make an attack roll, ability check, or saving throw a creature who can see a player character and is within 150 feet of them can expend their malignant luck point to impose disadvantage on this roll. All unspent malignant luck points are lost at the end of a session.
Game Sessions with Luck points
Luck points are designed with the "average" session length of 4 hours in mind. If your sessions are substantially longer or shorter, using a different period of time to reset luck points may be necessary.
Bead of Detonation
Wounderous Item, Uncommon
This small red bead measures an inch and a half in diameter. Typically, 1d4 + 3 beads of detonation are found together.
You can use an action to throw the bead up to 60 feet, at which time it becomes activated. As an action, you can cause all beads you activated to explode. All creatures in a 10-foot sphere centered on each of the beads must make a DC 13 dexterity saving throw, taking 3d4+4 fire damage on a failed save or half as much on a successful one.
Choose a point you can see within range. An arcane force pulls everything towards that point, creating an implosion. All creatures within 10 feet of the points must succeed a strength saving throw or be pulled to the point and take 2d8 bludgeoning damage. All object that weigh 200 pounds or less that are not secured to anything are also pulled and take the damage.
At Higher Levels. When you cast this spell using a spell slot of 2nd or higher level, the damage increases by 1d8 and the weight limit increases by 50 pounds for each slot level above 1st.
**- (An object dense enough to sink in water)
Revitalizing Aroma
3rd-level Transmutation Casting Time: 1 action Range: touch Components: V, S, M* Duration: Concentration, up to a minute Class: Druid, Warlock, Bard
You touch a plant, which begins to emit a tantalizingly revitalizing aroma, which lasts for the duration. Whenever a creature who is within 10 feet of the plant makes a saving throw, they can make it at advantage. In addition, a creature who comes within 10 feet of it for the first time or ends their turn there may expend a hit die to roll it and regain hit points equal to the roll plus their constitution modifier.
When a creature starts their turn within 60 feet of the plant, they must succeed on a wisdom saving throw or use all there movement that turn to move towards the plant in the safest available route.
Hello everyone! A small update here. Firstly, just a reminder that Candlekeep's Secret Scrolls 8 is now out, and any feedback would be appreciated.
Secondly, I'd like to announce a smell project for the DMs guild which should be done within a few months. It will be called Tirvar's Guide to Warfare, and will be a simple 10-20 page-ish guide with army rules, siege weapons, mundane weapons, and more general content (magic items, subclasses, etc) related to warfare. The primary purpose for this is to give me more experience with the DMs guild before I create larger XGtE/TCoE style book, and to gauge interest in my content.
Greetings all, it's been a while. It feels like I've said that so many times. Well, unfortunately, all things must come to and end. This thread is unfortunately permanently ending. I've known it for a while, as probably have you all. This thread has simply been too inactive for too long, with only relatively short periods of activity. Looking ahead, I can't foresee any extended period of time in which I would actually be able to work on this project, so I will unfortunately just have to end this. So here is the official announcement of what has been obvious for far too long: This thread will not be continuing.
Although this thread has basically been dead for the last few months, I still find it sad that this will be officially ending. Despite the cringe of the homebrew, my terrible grammar, and my constant inability to deliver upon what I said I would, I still have thoroughly enjoyed this journey, and I hope you have all too.
Nice!
Frequent Eladrin || They/Them, but accept all pronouns
Luz Noceda would like to remind you that you're worth loving!
I understand.
This isn't actually a signature, just something I copy and paste onto the bottom of all my posts. Or is it? Yep, it is. Or is it..? I’m a hobbit, and the master cranial imploder of the "Oops, I Accidently Destroyed Someone's Brain" cult. Extended sig. I'm actually in Limbo, it says I'm in Mechanus because that's where I get my WiFi from. Please don't tell the modrons, they're still angry from the 'Spawning Stone' fiasco.
No connection to Dragonslayer8 other than knowing them in real life.
Ouch. That is both cool and sucks for you. I don't mind rate of content, hope you're okay with your tasks.
Okay! In the spoilers I have a list of MUST HAVE and NICE variants! 5 for each, because my list is infinite.
Dream Hags! And other Must Haves.
Snot Gnomes and other Nice Things.
Very very excited for a Strixhaven Student Ranger. Or a Clever Ranger. SO HYPED!
I'm not too bothered, more just concerned that you're okay. You've said you are though, so that's fine.
STUDIOUS is officially the BEST SUBCLASS in terms of thematics ever written for ranger ever ever ever. In terms of mechanics, the Proficiencies is difficult, and the number of monsters and bonuses you get is excessive (maybe only have a maximum of 5 creatures + 1 for each additional ranger level in the book at a time and previous ones dissapear) but otherwise 6.5/7. SO INCREDIBLE!
Frequent Eladrin || They/Them, but accept all pronouns
Luz Noceda would like to remind you that you're worth loving!
Okay, just three more then!
Frequent Eladrin || They/Them, but accept all pronouns
Luz Noceda would like to remind you that you're worth loving!
Candlekeep's Secret Scrolls 8: The Studious, Magic Items, and Feat
I am an average mathematics enjoyer.
>Extended Signature<
Oh shoot, new content! Have a rating up later.
Edit: Ratings in Spoilers.
Studious:
Studious One's Magic. Very nice spells list. Not sure about contact other plane, but otherwise great.
Tome of Foes. Why so costly, if Wizards get spells for 50 gp max? Also, why is a all the favored enemy stats put in? That immediately makes some types of creatures better than others, especially if you add you're putting potentially hundreds of creatures in the book instantly. Also, as this feature relies on the now somewhat dead version of the original feature, the whole subclass is incompatible with Tasha's. While this feature is flavorsome, it's not balanced (undead is better than fey as a favored foe as more instant known monsters, and you instantly have to delete dozens. Also, doing two humanoid species would become even worse!) Maybe make it choose six creatures when you gain the book, lower the cost greatly, and remove the check? And make a clause so you can change the monsters in the book and they can't be of a CR higher than 1 + your ranger level?
Power from Knowledge. This feature's proficiency seems... most monsters don't have proficiencies, and this doesn't make sense for me. Maybe Animal Handling? Also, the bonus to damage rolls as well as attack rolls is a bit much, no? Maybe just add the +bonus from ToF to damage instead of the To Hit.
Know Your Enemy. Nice, but it's got few mechanical benefits as you only know personality traits and vulnerabilities. Detect Thoughts is way, way stronger than this, so maybe you can cast this spell once without slots instead on the chosen monster? Also, as few monsters actually have Vulnerabilities, maybe add in resistances and immunities if you don't buff the personality stuff?
Scholar's Magic. This feature seriously stinks. It is themeless, mechanically pathetic, and really a let down from the otherwise great subclass (I know I'm so pointedly picking holes, but this is for perfection.) Maybe replace this with a feature that allows you to imitate mating calls and stuff?
Perfected Defense. On the resistances: love it. For a studier, it makes no thematic sense (unless flavor text), but it's mechanically very good. However, the second clause (polymorph phase) is so weird. It makes no sense. Dunno about a good replacement, but this feature is just strange.
Idea: 7/7. The best idea I've ever seen, and, at early levels, near perfect in execution.
Theme: 5/7. The first seven levels are absolutely fine theme wise, but they get a bit less scholarly and more bonkers after 11th.
Mechanics: 4/7. There's so much RP in this subclass, but it's misdone and made to cost absurd amounts. Additionally, bonuses whack around, and the subclass can't adapt to Tasha's Class Feature Variants. Needs a bit of a new frame, but the painting is nice, if you get the allegory.
Claymore of Space
I consider myself a knowledgeable being, but a Claymore is beyond my comprehension. What is it?
Incredibly powerful, but this is a legendary item, so as balanced as they... come? Legendries are so hard.
Falchion of Time
"They've got falchions and cunning..."
Potent as well, but also legendary, so I can't balance, because they aren't meant to be balanced.
Blade of Reality
"There's a monster incoming..."
No idea what's going on with this thing. Oh well. I get to spam the Critical Role theme tune, so no complains.
"Roll. Roll. Critical Role. Roll. Roll. Critical Role. Roll."
Martial Versatility
This is a feat, right? It's just got the same name as a Tasha's OCF. This feature is also for melee it seems, so Concentration is poor, but oh well. Also, RAW, this could be used every turn. Every turn. Every turn. Every turn. Every turn. Every turn. If you needed to be made aware of that.
Testudo. OH! We're doing Japanese fighting styles? Why didn't you say so? Does this count as a magic item attunement slot? Cool feature, but the banes can be circumvented by taking the bonus action after all the rounds attack's have been made.
Duelist. Ah, not Japanese. There's no bane from this feature, and it's so much more potent that Testudo. Plus, you are permanently disengaged from all creatures hit! You need to specify this is until the end of the turn.
Volley. You don't need a bow in hand for this form. Not sure what this feature does. You make several attack rolls, but against who (the 10-foot stuff is confuzzling), and why (no damage is dealt)?
Kenjutsu. We're in Japan again! Yay! Not sarcastic, just saying you need to find a Japanese name for each feature. But you make an attack against some creatures (up to 9 Mediums, which is better than volley which can do at most 4 Mediums), and then what? Do you roll damage for them? If so, do you roll for each target individually? Or is it like a group damage thing? Also, there's no reason not to spam this, and concentration is not a barrier to this feature, same with Duelist and Volley.
All in all, if this is a feat, it's bit and far too powerful for one. There's mechanical problems that need fixing. You've made a great new "Supernatural Boon" style thing though!
Idea: 5/7. It's cool, but it's melee, and I'm usually ranged, so it's not for me.
Theme: 6/7. Spot on. Just need to rename Volley to Borē and Duelist to Kettō or something (I just used Google Translate for that, so 100% untrustworthy).
Mechanics: 3/7. It's not really a feat, it's got no really reasonable warrant for Concentration other than to belittle Testudo, it's far too powerful and yet some features, RAW, do nothing really (Volley and Kenjutsu), and it's just needing of work. A good polish will make this a great feature though.
Frequent Eladrin || They/Them, but accept all pronouns
Luz Noceda would like to remind you that you're worth loving!
It doesn't, it was just a suggestion on the CR front.
Sure? Although Wisdom's good too.
Okay. That's great!
Haha! Just thinking that Newt Scamander and the Erumphant in Fantastic Beasts (plug in here - Aarbia Iyengar is the author of Harry Potter, not Joanne Kathleen Rowboat).
That's not very studious monster themed. Maybe you can create mechanical things that imitate things like beholder eye rays? Or maybe you can create an effect when you hit them with an attack, eg. 1d4 extra damage or push 15 feet?
Right...
I had to.
Okay I'm even more confused. I glossed over that whole part. It's the one item acting as two items that weirded me out.
Oh. I am daft.
I don't know a lot.
Frequent Eladrin || They/Them, but accept all pronouns
Luz Noceda would like to remind you that you're worth loving!
Update:
Hello everyone! I am excited to announce I am creating a little "mini game" I guess you could call it. From time to time, in important posts like this, I'll hide links to previews for upcoming homebrew, sneak peaks to future releases, and/or clues for a secret release, which can be accessed after solving the mystery!
I am an average mathematics enjoyer.
>Extended Signature<
"Where is the rabbit's foot?"
Frequent Eladrin || They/Them, but accept all pronouns
Luz Noceda would like to remind you that you're worth loving!
Sounds like fun!
This isn't actually a signature, just something I copy and paste onto the bottom of all my posts. Or is it? Yep, it is. Or is it..? I’m a hobbit, and the master cranial imploder of the "Oops, I Accidently Destroyed Someone's Brain" cult. Extended sig. I'm actually in Limbo, it says I'm in Mechanus because that's where I get my WiFi from. Please don't tell the modrons, they're still angry from the 'Spawning Stone' fiasco.
No connection to Dragonslayer8 other than knowing them in real life.
Update:
Hello Everyone. I said I was very close to being done, an yet I have still not release it. What went wrong? I've been extremely busy recently, and haven't had any time to work on it since then. Because It's taking so long, I've decided to release what I have so far for the large doc and add everything else later.
here it is! https://homebrewery.naturalcrit.com/share/ZEncH2cRrx1V. I have also added it to the original post.
I am an average mathematics enjoyer.
>Extended Signature<
Nice!
Frequent Eladrin || They/Them, but accept all pronouns
Luz Noceda would like to remind you that you're worth loving!
Yep.
Update:
Hello! It's been so long! I said I'd be back it the last update, so where we are. I should be back-in-action, at least for the next few months. I have a release close to ready (hopefully under a week?). I'm excited to be finally continuing this project, and hope you are as well.
As a few other notes, I have updated The Homebrew Doc slowly over time. I have added some mundane items, races, and some other stuff. I never felt it was enough for a release but a bit of content nevertheless. Secondly, I will likely have to pause again in a month or two. During this time I will still slowly make content, but my plan is to release it in full release once in a while. h ttps://homebrewery.naturalcrit.com/share/MWFgYc-6q4e0
Sorry for the wait, and safe adventures!
I am an average mathematics enjoyer.
>Extended Signature<
And so I rise from beyond the grave to purloin the ideas from the illithid's grasp.
Jokes aside, FINALLY. This has to be one of the best homebrew threads on this site.
Frequent Eladrin || They/Them, but accept all pronouns
Luz Noceda would like to remind you that you're worth loving!
Also.... Preview time! Here is a preview for the next release:
In addition, there may be more small stuff.
I am an average mathematics enjoyer.
>Extended Signature<
Candlekeep's Secret Scrolls 8: The Temporal Self, Circle of the Herbalist, Monster Adaptations, and Luck Points
I am an average mathematics enjoyer.
>Extended Signature<
Nice! Brain dead, I'll work on comments later
Frequent Eladrin || They/Them, but accept all pronouns
Luz Noceda would like to remind you that you're worth loving!
Goooood luck!
Frequent Eladrin || They/Them, but accept all pronouns
Luz Noceda would like to remind you that you're worth loving!
Update:
Greetings all, it's been a while. It feels like I've said that so many times. Well, unfortunately, all things must come to and end. This thread is unfortunately permanently ending. I've known it for a while, as probably have you all. This thread has simply been too inactive for too long, with only relatively short periods of activity. Looking ahead, I can't foresee any extended period of time in which I would actually be able to work on this project, so I will unfortunately just have to end this. So here is the official announcement of what has been obvious for far too long: This thread will not be continuing.
Although this thread has basically been dead for the last few months, I still find it sad that this will be officially ending. Despite the cringe of the homebrew, my terrible grammar, and my constant inability to deliver upon what I said I would, I still have thoroughly enjoyed this journey, and I hope you have all too.
Thank you all, farewell, and safe adventuring.
-HomebrewMindFlayer
I am an average mathematics enjoyer.
>Extended Signature<