Hi everyone! So There's been two ideas that have been highly requested since I Created this. Namely, an earth based sorcerer, and a temporal self warlock patron. Since these have been so highly requested, I've decided to go over my plans for them.
Earth-element based sorcerer:
This is a really great idea. However, there are two reasons I am unlikely to make this in the near future. Firstly, there are not enough earth based spells, so I would need to homebrew a lot of earth based spells. Secondly, I personally think it would make more sense to make a general elemental sorcerer instead.
Temporal Self Warlock:
Although this is also a good idea, Yamana_Eajii already has a good one. Additionally, I have no idea how to make it. And we all know from experience that I'm not good at future-y subclasses.
Well while there may not be many earth based spells earth also branches into plants so we could use that as a helpful hand if needing more spells. Also we could use sandstorms and dust devils as an idea too like say an ability the earth sourcer get after a high level and it creates a light obscured area around it. Many things can be done due to the moldability of earth. Heck even making golems is from earth so that could also be part of there build if so desired like say they're more of a support based sorcerer who use earthly spells to help the party as in making obscured area to affect enemy's and golems giving them orders to protect the party and even send them out with tools to keep enemy's busy by attacking.
I am planning on creating a play by post, to play-test the homebrew here. I haven't really decided much yet, but if this sounds interesting, PM me you interest, possibly with character information (I'm thinking level 5, but may still be changed). I will also accept input on world (I may create a new on for this, we'll see), genre, and anything else really.
After I see who's all interested, I'll create a more concrete recruitment post/thread/PM.
Sounds awesome! I might try. I may have 100+ PbP threads active, but I can try!
I am planning on creating a play by post, to play-test the homebrew here. I haven't really decided much yet, but if this sounds interesting, PM me you interest, possibly with character information (I'm thinking level 5, but may still be changed). I will also accept input on world (I may create a new on for this, we'll see), genre, and anything else really.
After I see who's all interested, I'll create a more concrete recruitment post/thread/PM.
I’ll join. PM will be sent by tomorrow (probably).
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Shadow Dancers follow the way of the raven queen, using shadow magic to their advantage. They specialize in the spiked chain, and are masters in wielding it with the shadow magics.
Pact Magic
3rd level Shadow Dancer feature
Your connection to the raven queen augments your roguish expertise with the ability to cast spells. See chapter 10 of the PHB for the general rules of spellcasting and chapter 11 of the Player’s Handbook for the Warlock spell list.
Cantrips
You learn two cantrips of your choice from the warlock spell list. You learn an additional warlock cantrip of your choice at 10th level.
Spell Slots
The Shadow Dancer Spellcasting table shows how many spell slots you have. The table also shows what the level of those slots is; all of your spell slots are the same level. To cast one of your warlock spells of 1st level or higher, you must expend a spell slot. You regain all expended spell slots when you finish a short or long rest.
For example, when you are 8th level, you have two 2nd-level spell slots. To cast the 1st-level spell witch bolt, you must spend one of those slots, and you cast it as a 2nd-level spell.
Spells Known of 1st-Level and Higher
At 3rd level, you know two 1st-level spells of your choice from the warlock spell list, one of which must be from either the necromancy or illusion schools of magic.
The Spells Known column of the Shadow Dancer table shows when you learn more warlock spells of your choice of 1st level and higher. Each of these spells must be of the necromancy or illusion schools of magic. A spell you choose must be of a level no higher than what’s shown in the table’s Slot Level column for your level. When you reach 11th level, for example, you learn a new warlock spell, which can be 1st, 2nd, or 3rd level.
The spell you learn at 7th, 13th, and 19th level can be from any school of magic.
Whenever you gain a level in this class, you can replace one of the warlock spells you know with another spell of your choice from the warlock spell list. The new spell must be of a level for which you have spell slots, and it must be a necromancy or illusion spell, unless you’re replacing the spell you gained at 1st, 7th, 13th, or 19th level from any school of magic.
Spellcasting Ability
Charisma is your spellcasting ability for your warlock spells, so you use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a warlock spell you cast and when making an attack roll with one.
Spell save DC = 8 + your proficiency bonus + your Charisma modifier
Spell attack modifier = your proficiency bonus + your Charisma modifier
Rogue Level
Cantrips Known
Spells Known
Spell Slots
Slot Level
3rd
2
2
1
1st
4th
2
2
1
1st
5th
2
3
1
1st
6th
2
3
2
1st
7th
2
4
2
2nd
8th
2
4
2
2nd
9th
2
5
2
2nd
10th
3
5
2
2nd
11th
3
6
2
2nd
12th
3
6
2
2nd
13th
3
7
2
3rd
14th
3
7
2
3rd
15th
3
8
2
3rd
16th
3
8
2
3rd
17th
3
9
2
3rd
18th
3
9
2
3rd
19th
3
10
2
4th
20th
3
11
2
4th
Shadow Dancer Weapon Training
3rd level Shadow Dancer feature
You gain proficiancy in the Spiked Chain. Additionally, when you hit a creature with your spiked chain and deal your sneak attack damage, the target has a disadvantage on the saving throw against being knocked prone. When you deal sneak attack damage with a spiked chain, you can choose to deal necrotic damage instead of any damage type you would have done.
You are a master of teleportation through the shadows. As a bonus action on your turn, and can teleport a number of feet up to twice your movement speed, to and unoccupied space you can see. Both the space you teleport from and the space you teleport to must be in dim light or darkness. When you do this, your speed in reduced to 0 for the turn. In addition, you gain an advantage on stealth checks for the round.
When you use this bonus action, you can form a spiked chain weaved from the shadowfell, as part of the same action. This spiked chain uses the same game statistics as a normal spiked chain, but counts as magical for the purpose of overcoming resistance and immunity to nonmagical attacks, and deals an additional 1d6 damage on a hit. Creatures knocked prone by this spiked chain have their speed reduced to 0 until the end of their next turn. The spiked chain lasts for a minute, and requires your concentration (as if concentrating on a spell).
You can use this feature once, regaining use after a short rest.
Cloak of Illusions
13th level Shadow Dancer feature
When you cast an illusion spell of 1st level or higher, you can chose to cloak yourself in the illusion instead of casting it normally. When you do this, you are changed to look the like illusion you would have created, instead of the illusion appearing. For instance, if you cast major image to create an illusion of a table, you could use this feature to make yourself look like a table. This effects lasts as long as the illusion spell would have. This requires your concentration, as if concentrating on a spell.
When you move, the illusion moves with you. You obey the normal rules for the illusion spell while cloaked in this way.
You can do this a number of times equal to your charisma modifier, regaining use after a long rest.
Song of the Raven Queen
17th level Shadow Dancer feature
You can channel the power of the raven queen through yourself, using the true power of the shadow dancer. As an action you can begin the song of the raven queen. This lasts for minute. While the song of the raven queen lasts, you gain the following benefits:
You gain a flying speed equal to twice your walking speed.
After using your shadow jump feature, your turn partially incorporeal until the start of your next turn, giving you resistance to all damage.
When a creature comes within 60 feet of you for the first time or starts their turn there, they creature must make a wisdom saving throw against your spell save DC. On a failed save, the creature becomes frightened until the start of it's next turn.
You can only do this once, regaining use after a long rest. While in the shadowfell, you can instead use this feature twice.
Teleport Object
5th-level conjuration Casting Time: 1 action Range: 100 miles Components: V, S Duration: Instantaneous Class: Wizard, Bard
You touch an object that medium or smaller. The object in immediately teleported to a space of your choice within range. The location can be a place you can see, one you can visualize, or one you can describe by stating distance and direction, such as "200 feet straight downward" or "upward to the northwest at a 45- degree angle, 2 miles."
If this spell causes an object to be teleported to an occupied space, the spell fails and you take 2d6 force damage.
At Higher Levels. When you cast this spells using a spell slot of 6th level or higher, you can teleport an object of one larger size for every two levels above 5th.
You curse the triggering creature to have bad luck. When the triggering creature must use a d12 for the ability check or attack roll, instead of a d20. If the triggering roll was an attack roll, the creature can count a roll of 12 on the d12 as a critical hit.
At Higher Levels. When you cast this spells using a spell slot of 4th level or higher, the duration becomes concentration, up to a minute. The target must use a d12 instead of a d20 for ability checks and attack rolls for the duration in addition to using one for the triggering roll.
* - When a creature within range makes an ability check or attack roll
** - (A dice)
Scroll of Secrets
Scroll, very rare
This scroll has stored inside it many secrets. As an action while holding this scroll, you can choose a creature, object, or place within 60 feet of yourself. You ask the scroll a question about the target. The answer appears written on the scroll.
The scroll crumbles to dust after you read the answer.
This sword is meant for immobilizing enemies. As an action you can choose a creature grappled by this magic sword. That creature must succeed a DC 12 constitution saving throw or be incapacitated while grappled in this way.
Once you use this property, it cannot be used until the next dawn.
When you deal damage to a creature with this magic item, the creature must make a DC 14 strength saving throw. On a failed save the creature is pushed back 5 feet. If the creature fails the save by 5 or more, the target is also knocked prone.
Infinite Pendant
Wondrous Item, rare (required attunement)
This magic item is a small, ordinary looking pendant. It pendant has 3 charges. As an action while wearing the pendant, a creature can expend a charge to choose an object or willing creature within 30 feet of itself. That creature or object is magically stored in the pendant. The pendant can never have more than one creature or object in it at once time.
As an action, a creature wearing the pendant or stored in it can release the object or creature stored in the pendant. When this happens, it appears in an unoccupied space within 5 feet of the pendant. If the pendant is destroyed while a creature or object is inside of it, the creature or object is ejected into an unoccupied space within 5 feet of the pendant.
All charges are restored by spending 48 hours and 200 gp.
Wish Side Effects
The wish spell is so powerful it can alter the very foundations of the world. When a player character casts it, they are unleashing this power. As such, it is fair for the casting of the spell to have consequences and side effects. There are already some such consequences in the spell's description. However, you may want to change these.
When the wish spell is cast, as a variant rule, you can roll on the following table for side effects. This is meant to be done instead of the effects in the spells description. However, you can use both. Any side effects cannot be cured or ended by any means short of the wish spell.
Wish Side Effects
d20
Effect
1
The caster dies
2
The caster gains a level of exhaustion. This level cannot be cured by any means.
3
The caster looses a random spell.
4
The caster permanently looses the ability to speak.
5
The caster's maximum hp is reduced by 4d6 permanently.
6
The casters gains a permanent -4 penalty to a random ability score.
7
The caster's arms turn into legs permanently. They cannot hold anything, but they gain a +10 bonus to their walking speed.
8
The caster forgets everything they know. They still have the ability to do things they could before (such as cast a certain spell or the ability to walk), but don't remember anyone or anything.
Shadow Dancers follow the way of the raven queen, using shadow magic to their advantage. They specialize in the spiked chain, and are masters in wielding it with the shadow magics.
Pact Magic
3rd level Shadow Dancer feature
Your connection to the raven queen augments your roguish expertise with the ability to cast spells. See chapter 10 of the PHB for the general rules of spellcasting and chapter 11 of the Player’s Handbook for the Warlock spell list.
Cantrips
You learn two cantrips of your choice from the warlock spell list. You learn an additional warlock cantrip of your choice at 10th level.
Spell Slots
The Shadow Dancer Spellcasting table shows how many spell slots you have. The table also shows what the level of those slots is; all of your spell slots are the same level. To cast one of your warlock spells of 1st level or higher, you must expend a spell slot. You regain all expended spell slots when you finish a short or long rest.
For example, when you are 8th level, you have two 2nd-level spell slots. To cast the 1st-level spell witch bolt, you must spend one of those slots, and you cast it as a 2nd-level spell.
Spells Known of 1st-Level and Higher
At 3rd level, you know two 1st-level spells of your choice from the warlock spell list.
The Spells Known column of the Shadow Dancer table shows when you learn more warlock spells of your choice of 1st level and higher. A spell you choose must be of a level no higher than what’s shown in the table’s Slot Level column for your level. When you reach 11th level, for example, you learn a new warlock spell, which can be 1st, 2nd, or 3rd level.
Additionally, when you gain a level in this class and archetype, you can choose one of the warlock spells you know and replace it with another spell from the warlock spell list, which also must be of a level for which you have spell slots.
Spellcasting Ability
Charisma is your spellcasting ability for your warlock spells, so you use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a warlock spell you cast and when making an attack roll with one.
Spell save DC = 8 + your proficiency bonus + your Charisma modifier
Spell attack modifier = your proficiency bonus + your Charisma modifier
Rogue Level
Cantrips Known
Spells Known
Spell Slots
Slot Level
3rd
2
2
1
1st
4th
2
2
1
1st
5th
2
3
1
1st
6th
2
3
2
1st
7th
2
4
2
2nd
8th
2
4
2
2nd
9th
2
5
2
2nd
10th
3
5
2
2nd
11th
3
6
2
2nd
12th
3
6
2
2nd
13th
3
7
2
3rd
14th
3
7
2
3rd
15th
3
8
2
3rd
16th
3
8
2
3rd
17th
3
9
2
3rd
18th
3
9
2
3rd
19th
3
10
2
4th
20th
3
11
2
4th
Shadow Dancer Weapon Training
3rd level Shadow Dancer feature
You gain proficiancy in the Spiked Chain. Additionally, when you hit a creature with your spiked chain and deal your sneak attack damage, the target has a disadvantage on the saving throw against being knocked prone. When you deal sneak attack damage with a spiked chain, you can choose to deal necrotic damage instead of any damage type you would have done.
You are a master of teleportation through the shadows. As a bonus action on your turn, and can teleport a number of feet up to twice your movement speed, to and unoccupied space you can see. Both the space you teleport from and the space you teleport to must be in dim light or darkness. When you do this, your speed in reduced to 0 for the turn. In addition, you gain an advantage on stealth checks for the round.
When you use this bonus action, you can form a spiked chain weaved from the shadowfell, as part of the same action. This spiked chain uses the same game statistics as a normal spiked chain, but counts as magical for the purpose of overcoming resistance and immunity to nonmagical attacks, and deals an additional 1d6 damage on a hit. Creatures knocked prone by this spiked chain have their speed reduced to 0 until the end of their next turn.
You can use this feature once, regaining use after a short rest.
Cloak of Illusions
13th level Shadow Dancer feature
When you cast an illusion spell of 1st level or higher, you can chose to cloak yourself in the illusion instead of casting it normally. When you do this, you are changed to look the like illusion you would have created, instead of the illusion appearing. For instance, if you cast major image to create an illusion of a table, you could use this feature to make yourself look like a table. This effects lasts as long as the illusion spell would have. This requires your concentration, as if concentrating on a spell.
When you move, the illusion moves with you. You obey the normal rules for the illusion spell while cloaked in this way.
You can do this a number of times equal to your charisma modifier, regaining use after a long rest.
Song of the Raven Queen
17th level Shadow Dancer feature
You can channel the power of the raven queen through yourself, using the true power of the shadow dancer. As an action you can begin the song of the raven queen. This lasts for minute. While the song of the raven queen lasts, you gain the following benefits:
You gain a flying speed equal to twice your walking speed.
You can use your shadow jump feature at will. Additionally, after using it your turn partially incorporeal until the start of your next turn, giving you resistance to all damage.
When a creature comes within 60 feet of you for the first time or starts their turn there, they creature must make a wisdom saving throw against your spell save DC. On a failed save, the creature becomes frightened until the start of it's next turn.
You can only do this once, regaining use after a long rest. While in the shadowfell, you can instead use this feature twice.
Teleport Object
5th-level conjuration Casting Time: 1 action Range: 100 miles Components: V, S Duration: Instantaneous Class: Wizard, Bard
You touch an object that medium or smaller. The object in immediately teleported to a space of your choice within range. The location can be a place you can see, one you can visualize, or one you can describe by stating distance and direction, such as "200 feet straight downward" or "upward to the northwest at a 45- degree angle, 2 miles."
If this spell causes an object to be teleported to an occupied space, the spell fails and you take 2d6 force damage.
At Higher Levels. When you cast this spells using a spell slot of 6th level or higher, you can teleport an object of one larger size for every two levels above 5th.
You curse the triggering creature to have bad luck. When the triggering creature must use a d12 for the ability check or attack roll, instead of a d20.
At Higher Levels. When you cast this spells using a spell slot of 4th level or higher, the duration becomes concentration, up to a minute. The target must use a d12 instead of a d20 for ability checks and attack rolls for the duration in addition to using one for the triggering roll.
* - When a creature within range makes an ability check or attack roll
** - (A dice)
Scroll of Secrets
Scroll, very rare
This scroll has stored inside it many secrets. As an action while holding this scroll, you can choose a creature, object, or place within 60 feet of yourself. You ask the scroll a question about the target. The answer appears written on the scroll.
The scroll crumbles to dust after you read the answer.
This sword is meant for immobilizing enemies. As an action you can choose a creature grappled by this magic sword. That creature must succeed a DC 12 constitution saving throw or be incapacitated while grappled in this way.
Once you use this property, it cannot be used until the next dawn.
When you deal damage to a creature with this magic item, the creature must make a DC 14 strength saving throw. On a failed save the creature is pushed back 5 feet. If the creature fails the save by 5 or more, the target is also knocked prone.
Spiked Gauntlet of Force
Wondrous Item, rare (required attunement)
This magic item is a small, ordinary looking pendant. It pendant has 3 charges. As an action while wearing the pendant, a creature can expend a charge to choose an object or willing creature within 30 feet of itself. That creature or object is magically stored in the pendant. The pendant can never have more than one creature or object in it at once time.
As an action, a creature wearing the pendant or stored in it can release the object or creature stored in the pendant. When this happens, it appears in an unoccupied space within 5 feet of the pendant. If the pendant is destroyed while a creature or object is inside of it, the creature or object is ejected into an unoccupied space within 5 feet of the pendant.
All charges are restored by spending 48 hours and 200 gp.
Wish Side Effects
The wish spell is so powerful it can alter the very foundations of the world. When a player character casts it, they are unleashing this power. As such, it is fair for the casting of the spell to have consequences and side effects. There are already some such consequences in the spell's description. However, you may want to change these.
When the spell]wish[/spell] spell is cast, as a variant rule, you can roll on the following table for side effects. This is meant to be done instead of the effects in the spells description. However, you can use both. Any side effects cannot be cured or ended by any means short of the wish spell.
Wish Side Effects
d20
Effect
1
The caster dies
2
The caster gains a level of exhaustion. This level cannot be cured by any means.
3
The caster looses a random spell.
4
The caster permanently looses the ability to speak.
5
The caster's maximum hp is reduced by 4d6 permanently.
6
The casters gains a permanent -4 penalty to a random ability score.
7
The caster's arms turn into legs permanently. They cannot hold anything, but they gain a +10 bonus to their walking speed.
8
The caster forgets everything they know. They still have the ability to do things they could before (such as cast a certain spell or the ability to walk), but don't remember anyone or anything.
The caster's speed becomes 0 for 6d4 days. After this, Their speed is permanently 10 feet.
13
The caster must use a d10 for attack rolls, ability checks, and saving throws. This change is permanent.
14
The caster permanently gains vulnerability three random damage types.
15
The casters cast polymorph on Them self, requiring no concentration. The change is permanent.
16
The caster must make a DC 19 constitution saving throw when they finish a long rest. On a failed save, they are stunned for 8 hours.
17
The caster gains a level of infinite madness.
18
The DM chooses a random creature within a mile of the caster. The cater gains a new flaw: "The only person I can trust is the chosen creature"
19
The DM chooses a random gole. The cast gains a new flaw: "I must complete the goal to survive"
20
Roll twice, ignoring results of 20
This looks overall good on first impression. Although I can't judge the shadow dancer as there isn't spiked chain weapon stats on here, which the spiked chain is obviously a homebrew weapon.
May I suggest being able to use your spiked chains as spellcasting foci as a shadow dancer? Otherwise spellcasting becomes nearly impossible, because you have to hold spiked chains in two hands.
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May I suggest being able to use your spiked chains as spellcasting foci as a shadow dancer? Otherwise spellcasting becomes nearly impossible, because you have to hold spiked chains in two hands.
May I suggest being able to use your spiked chains as spellcasting foci as a shadow dancer? Otherwise spellcasting becomes nearly impossible, because you have to hold spiked chains in two hands.
Good idea!
Thanks!
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Pact magic. That's a cool one to see in a subclass. However, yours is OP for one big reason:
You can choose any warlock spell at any level, so there's more diversity in spells than Arcane Trickster or Eldritch Knight, who are mostly keyed to two schools
Spiked Chain? That's a really interesting second feature, it's not really rogue-like but it's cool.
Shadow Jump is a powerful teleport, with a powerful attack. How long does the shadow chain last?
Cloak of Illusions is hilarious. Not powerful, but still fitting.
The Song of the Raven Queen is potent. OP potent. Removing the at-will shadow jump or the flying speed + the frightened effect will stabilize this feature though.
Mechanics: 6/7 Theme: 5/7 Idea: 6/7
The Magic Items & Spells:
I'm dumb and can't tell balance, but most are fine except for Jinx of the Unlucky - a d20 has an average of 10 to roll, whereas a d12 has an average of 6 to roll. Also, a d12 will negate all critical hits, and the maximum number possible to be rolled on a d12 is 8 less than a d20 - that is effectively on average a +4 to AC, ranging up to a +8 to AC. Potent, when all crits are also negated. It's more powerful than, say, shield, but if rolling a 12 on the d12 counted as a crit, it would be balanced.
Wish Effects:
My least favorite things here. Wish has so many debilitating effects already, extra ones make Wish just a horrible spell to cast.
I disagree about wish, but that's fine, we all have our opinions.
Yes, I like the wish effects. It does specify that you can use these instead of the normal wish side effects, and one of them is really OP, though causes some roleplay problems.
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I disagree about wish, but that's fine, we all have our opinions.
Yes, I like the wish effects. It does specify that you can use these instead of the normal wish side effects, and one of them is really OP, though causes some roleplay problems.
Are you talking about permanent polymorph? Or permanent invisibility?
I disagree about wish, but that's fine, we all have our opinions.
Yes, I like the wish effects. It does specify that you can use these instead of the normal wish side effects, and one of them is really OP, though causes some roleplay problems.
Are you talking about permanent polymorph? Or permanent invisibility?
Permanent invisibility. Permanent polymorph is just annoying, because you lose all your abilities. If you retained your levels and intelligence, wisdom and charisma scores it would also be great.
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I have a HUGE announcement! I will be releasing the Candlekeep's Secret Scrolls PDF soon! It will have everything ever released here, plus 5 new homebrews! It will have way of the flowing mists monk, oath of the underdark paladin, collage of onomancy bard, earthen magic sorcerer, and a large surprise release! In addition, I will be revising and updating some existing content to make it even better!!
Here's you clue for the surprise:
Var***t ***e - M****** *d*****i***
Feel free to guess! The person who guesses it get's an early sneak peak!
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I can't wait for the PDF, t will make your homebrew so much easier to look through.
Also, the monster adaptions were something I was really excited about when they were first announced, and I am really excited that they are going to be finished soon.
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I can't wait for the PDF, t will make your homebrew so much easier to look through.
Also, the monster adaptions were something I was really excited about when they were first announced, and I am really excited that they are going to be finished soon.
Give me all the illithids. And hags. And whatever. Monster rules rule.
I'm still more interested in the mist-monk though.
I can't wait for the PDF, t will make your homebrew so much easier to look through.
Also, the monster adaptions were something I was really excited about when they were first announced, and I am really excited that they are going to be finished soon.
Give me all the illithids. And hags. And whatever. Monster rules rule.
I'm still more interested in the mist-monk though.
Yes, it will be interesting for sure.
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Yep, they were. That said, you pretty much said the same thing, so you can both get the sneak peak.
Well, that’s nice of you. I actually thought the two were unrelated (for some reason) until I saw Yaman_Eajii’s post.
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Well while there may not be many earth based spells earth also branches into plants so we could use that as a helpful hand if needing more spells. Also we could use sandstorms and dust devils as an idea too like say an ability the earth sourcer get after a high level and it creates a light obscured area around it. Many things can be done due to the moldability of earth. Heck even making golems is from earth so that could also be part of there build if so desired like say they're more of a support based sorcerer who use earthly spells to help the party as in making obscured area to affect enemy's and golems giving them orders to protect the party and even send them out with tools to keep enemy's busy by attacking.
Sounds awesome! I might try. I may have 100+ PbP threads active, but I can try!
Frequent Eladrin || They/Them, but accept all pronouns
Luz Noceda would like to remind you that you're worth loving!
I’ll join. PM will be sent by tomorrow (probably).
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Candlekeep's Secret Scrolls 7: Shadow Dancer, Wish Side Effects, Spells, and Magic Items
I am an average mathematics enjoyer.
>Extended Signature<
This looks overall good on first impression. Although I can't judge the shadow dancer as there isn't spiked chain weapon stats on here, which the spiked chain is obviously a homebrew weapon.
May I suggest being able to use your spiked chains as spellcasting foci as a shadow dancer? Otherwise spellcasting becomes nearly impossible, because you have to hold spiked chains in two hands.
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Good idea!
I am an average mathematics enjoyer.
>Extended Signature<
Thanks!
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Feedback on the Shadow Dancer:
Mechanics: 6/7
Theme: 5/7
Idea: 6/7
The Magic Items & Spells:
I'm dumb and can't tell balance, but most are fine except for Jinx of the Unlucky - a d20 has an average of 10 to roll, whereas a d12 has an average of 6 to roll. Also, a d12 will negate all critical hits, and the maximum number possible to be rolled on a d12 is 8 less than a d20 - that is effectively on average a +4 to AC, ranging up to a +8 to AC. Potent, when all crits are also negated. It's more powerful than, say, shield, but if rolling a 12 on the d12 counted as a crit, it would be balanced.
Wish Effects:
My least favorite things here. Wish has so many debilitating effects already, extra ones make Wish just a horrible spell to cast.
Frequent Eladrin || They/Them, but accept all pronouns
Luz Noceda would like to remind you that you're worth loving!
Thanks so much for the feedback! Changes made.
I disagree about wish, but that's fine, we all have our opinions.
I am an average mathematics enjoyer.
>Extended Signature<
Yes, I like the wish effects. It does specify that you can use these instead of the normal wish side effects, and one of them is really OP, though causes some roleplay problems.
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Are you talking about permanent polymorph? Or permanent invisibility?
I am an average mathematics enjoyer.
>Extended Signature<
Permanent invisibility. Permanent polymorph is just annoying, because you lose all your abilities. If you retained your levels and intelligence, wisdom and charisma scores it would also be great.
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Variant Rule - Monster Adjustments
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Luz Noceda would like to remind you that you're worth loving!
Variant rule-monster adaptions.
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No connection to Dragonslayer8 other than knowing them in real life.
I can't wait for the PDF, t will make your homebrew so much easier to look through.
Also, the monster adaptions were something I was really excited about when they were first announced, and I am really excited that they are going to be finished soon.
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.
Give me all the illithids. And hags. And whatever. Monster rules rule.
I'm still more interested in the mist-monk though.
Frequent Eladrin || They/Them, but accept all pronouns
Luz Noceda would like to remind you that you're worth loving!
Well at least I know I probably got this wrong:
I bet Dragonslayer9 was right.
Frequent Eladrin || They/Them, but accept all pronouns
Luz Noceda would like to remind you that you're worth loving!
Yes, it will be interesting for sure.
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.
Well, that’s nice of you. I actually thought the two were unrelated (for some reason) until I saw Yaman_Eajii’s post.
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.