Today's magical Monday is The Depths Below. Create any monster, subclass, spell, magic item, race, feat, or other homebrew* based on or involving having the underdark. You have until next Monday to submit your homebrew. I will put all submitted homebrew in the original post. Happy Homebrewing!
*Other homebrew includes anything else homebrew, such as eldritch invocations, epic boons, fighting styles, variant rules, backgrounds, mundane items, ect.
The following two Eldritch Invocations are available to you at 2nd level and again whenever you can learn or replace an Eldritch Invocation you know.
Aberrant Tentacle
You can cast the mage hand cantrip at will, though it doesn't count against the number of spells you can know. When you cast this cantrip in this way, it appears as a long, spectral tentacle extending from you, and you can cause it to move and act using your bonus action, rather than your action. Additionally, while in darkness, the tentacle radiates dim light within 5 feet of it.
Underworld Traveler
Prerequisite: 5thlevel
You are trained in exploring the Underdark, knowing that which others don't. You gain darkvision out to 30 feet of you, and you see creatures and objects with this darkvision based on heat; for instance, if a creature is hot, you see it as red, while a cold stone appears as blue to you. Additionally, you can speak, read, and write Undercommon, if you couldn't already; this also allows you to use a variation of sign language to communicate ideas silently, which you can do even in darkness, as long as you are within 30 feet of all creatures you are communicating to and your darkvision isn't obscured by any means.
I am way late (over a week in fact) for this magical monday, but I just had this idea last night
Umber-ella
Weapon (quarterstaff), Rare
This umbrella has a dark brownish color to it and its handle is made of a dark wood. As an action, you can open or close the umbrella. While the umbrella is closed, it acts as a magical quarterstaff which deals necrotic damage instead of bludgeoning. While the umbrella is open, you gain a +1 bonus to your AC and have resistance to radiant damage. If you possess the Sunlight Sensitivity trait, its effect is suppressed while the umbrella is open.
This magic item has 4 charges, and regains 1d4 charges at dusk. You can expend 2 charges to cast the Darkness spell.
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I am way late (over a week in fact) for this magical monday, but I just had this idea last night
Umber-ella
Weapon (quarterstaff), Rare
This umbrella has a dark brownish color to it and its handle is made of a dark wood. As an action, you can open or close the umbrella. While the umbrella is closed, it acts as a magical quarterstaff which deals necrotic damage instead of bludgeoning. While the umbrella is open, you gain a +1 bonus to your AC and have resistance to radiant damage. If you possess the Sunlight Sensitivity trait, its effect is suppressed while the umbrella is open.
This magic item has 4 charges, and regains 1d4 charges at dusk. You can expend 2 charges to cast the Darkness spell.
I like it, but if it’s open and held horizontally and way out at arm’s length, RAW it would still protect from sunlight. Was that intentional, or is it supposed to be held up like a parasol. (Ha-ha “parry-sol.” 😂 I’m so punny! I’ll see myself out now.)
Note: This has moved from being at a regular time, to around once a week, but really whenever I can. I hope that is acceptable for you all.
Magical Monday Challenge TEN:
Marketplace
Today's magical Monday is Market Place Create any monster, subclass, spell, magic item, race, feat, or other homebrew* based on or involving the market. You have until next challenge to submit your homebrew, though late submissions will also be included. I will put all submitted homebrew in the original post. Happy Homebrewing!
*Other homebrew includes anything else homebrew, such as eldritch invocations, epic boons, fighting styles, variant rules, backgrounds, mundane items, ect.
Note: This has moved from being at a regular time, to around once a week, but really whenever I can. I hope that is acceptable for you all.
I’m okay with whatever you can do. I was glad to have found this when I did and look forward to each whenever I see them. As long as you don’t make us wait like Rothfuss we’ll be able to stay patient enough. I will anyway and I was born without a patience gland. (If it wasn’t for that match who had that accident all those years ago….)
On the market place, not everyone has the money they need to buy goods, some of the people there are poor and need to beg others for money. And maybe, one of them is lucky enough to come across the Crutch of the Beggar?
I've been itching to give this a try, so here's a spell. Might be a little rough, but here goes:
Mezzurah’s Magical Market Stall
2nd-level conjuration
Casting Time: 1 action
Range: 30 ft
Components: V, S, M (an abacus or other calculation tool)
Duration: 8 hours
You conjure forth an open air market stall in an unoccupied space that can encompass up to 6 cubes, with each cube being 5 foot by 5 foot in length and up to 10 feet in height. While active, the stall has the following properties:
The stall is furnished and decorated as you choose. Any object created by this spell disappears if it takes any damage or is removed from the stall.
A short auditory effect, such as the chiming of a bell or a brief greeting, plays whenever a small or medium creature enters or exits the stall.
Creatures within the stall are insulated from the effects of extreme cold and extreme heat.
You have advantage on persuasion checks related to bartering you make within the stall, as well as perception checks against thievery.
A near-transparent servant assists you within the stall. You decide the visual appearance of the servant and its attire. It is completely obedient to your orders. The servant can perform any task a normal human servant could perform, but it can’t attack or take any action that would directly harm another creature.
The stall lasts for 8 hours, or if you use an action to dismiss it. You can also make the stall permanent by adding 50 gp for each level of the spell slot used to create it, which is them consumed by the spell.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, it can encompass two additional cubes of unoccupied space for each slot level above 2nd, and has an additional servant for every two slot levels above 2nd.
Here is my option. For those DMs who don't want their players to have to worry about keeping track of specific coins or finding a specific hole-in-the-wall shop to acquire a spellcasting component.
Bag of Trade and Commerce
Wondrous Item, Legendary
A beautiful handbag adorned with the image of a set of scales and sewn with golden threads. This item acts as a Bag of Holding. While you have coinage or non-magical treasures (including gems, jewelry, art, and trade goods) stored in a bag of trade and commerce, as part of a short rest you can choose to exchange some of the coins or treasure for one of the following:
Any combination of currency of equal value. When you exchange for currency, you can choose the mint and general appearance of the coins. You can also choose to make bars of copper, silver, electrum, gold, or platinum. To do so you must exchange goods worth 100 of the coins of the material per bar created.
A gemstone or a spellcasting component worth up to 100 gp.
Up to 10 sets of rations, with a 5 sp cost per set, which will sustain a creature for a day
A weapon, set of armor, shield, 10 pieces of ammunition, or any other piece of equipment which is worth no more than 100 gp. Alternatively, with the DMs permission you could also exchange for a Common magic item.
The items produced using this magic item appear in the bag at the end of the short rest, with the coins and treasure being consumed. Other items stored in the bag of trade and commerce, including weapons, armor, shields, magic items, or any materials which lack a cost, cannot be used as part of the exchanges listed above.
LanguagesUnderstands all languages but does not speak.
Challenge0 (10 XP)
Proficiency Bonus+2
Inexorable Existence. Whenever the Spirit of Commerce is reduced to 0 HP it disappears and then reappears in a random marketplace on a random plane with all of its HP restored.
Incorporeal Movement. The spirit of commerce can move through other creatures and objects as if they were difficult terrain. It takes 2* 5(1d10) force damage if it ends its turn inside an object. *After resistance.
Intangible. The spirit of commerce leaves no tracks when it moves, cannot Use an Object, can neither make nor be forced to make Strength checks or saving throws, and adds twice it’s proficiency bonus to its armor class (included).
Magic Resistance. The spirit of commerce has advantage on saving throws against spells and other magical effects.
Undetectable and Ineffable. The spirit of commerce can't be targeted by any divination magic or perceived through magical scrying sensors. The spirit of commerce is also immune to magic that would allow other creatures to read its thoughts, or know its alignment or creature type.
Unusual Nature. The spirit of commerce doesn’t require air, food, drink, or sleep.
Actions
Encourage Commerce. Each creature within 15 feet of the spirit of commerce must make a Charisma saving throw (DC 18), a creature has disadvantage on this save if they have made or agreed to to a purchase, sale, or trade within the past 10 minutes. A creature can choose to fail this saving throw. A creature is charmed by the spirit for (1d4) hours on a failed saving throw, or (1d4 × 10) minutes on a successful save. While charmed in this way, the creature feels compelled to spend the time shopping if it is a customer, or running a sale if it is a vendor or trader. A creature can choose to repeat the saving throw at the end of each hour, ending the condition on a success. When the condition ends, the creature is immune to the spirit of commerce’s Encourage Commerce for the next 24 hours.
Bonus Actions
Flit. The spirit of commerce teleports to an unoccupied space within 60 ft.
Irrepressible Action. The spirit of commerce takes the Disengage action, and either the Dodge or Search actions.
Reactions
Facilitate Spending. Whenever a Charisma check made to negotiate a price fails within 30 feet of the spirit of commerce, it can use its reaction to roll a d20 and add the result to the initial check, possibly changing the outcome.
Legendary Actions
The spirit of commerce can take 1 legendary action, but only at the end of another spirit of commerce's turn. The spirit regains it’s spent legendary action each dawn.
Induce Shopping Frenzy (1/day). The spirit of commerce chooses a point within 30 feet, all creatures within a 30-foot cone originating from that point must make an Intelligence saving throw (DC 18), a creature has disadvantage on this save if it is already under the effects of a spirit of commerce’s Encourage Commerce ability. A creature can choose to fail their save. A creature is charmed by the spirit for (12d20) minutes on a failed saving throw, or (6d10) minutes on a successful save. While charmed in this manner, a creature has advantage on Strength checks, can take either the Dash or Use an Object action as a bonus action on each of its turns, and is compelled to make purchases. A creature can choose to repeat this saving throw every 10 minutes, ending the condition on a success. When the effect ends, a creature is immune to any spirit of commerce’s Induce Shopping Frenzy for the next 24 hours.
Description
Spirits of Commerce are fascinating creatures. The leading theory is that they were manifest into being the moment the first negotiated trade was made between two creatures. They take up residence wherever commerce happens, and encourage it to thrive, no one is quite sure yet why. What we do know is that whenever they congregate en mass, the side effects can be deadly.
— Sposta
Spirits of Commerce can be found across the planes anywhere commerce takes place, from the largest permanent marketplaces in the most crowded cities, to transient desert bazaars, coastal trading villages, and half frozen mountain pass outposts, even within the City of Brass itself. Wherever creatures of any sort buy, sell, or exchange anything from goods and services, to information, to souls, at least one spirit of commerce is sure to be nearby. Some spirits of commerce apparently choose to roam from market to market, spending varying amounts of time in each. Others obviously set up residence making a particular marketplace their home for extended periods of time. Perhaps, given their longevity, they all occasionally engage in either practice. Who’s to know?
Their presences can only be located by those with the most extraordinary gifts, or by tracking their effects on a market, and all attempts to communicate with them have failed. It is unknown if they somehow feed off of the commerce they encourage around them, or if they have some other purpose for their actions. Perhaps they are pure beings, and affect the world around them for no other reason than it’s their nature to do so. What we do know is, whenever and wherever they cluster in large numbers, they can trigger shopping frenzies known to claim lives in the form of accidents such as shopper stampedes, and even violent disputes over available inventory.
Lair
A spirit of commerce will only take up a long-standing residence in a permanent marketplace, or the site of a semipermanent market with rotating vendors.
Regional Effects
The region containing a spirit of commerce’s lair is warped by its presence, which creates one or more of the following effects:
The area gains a reputation for its marketplace, attracting vendors and customers from far and wide with its allure.
Within 1 mile of a spirit of commerce’s lair, a black market, or other means of making illicit purchases will evolve and prosper.
The area will attract other spirits of commerce like a beacon during peak shopping seasons.
Whenever a spirit of commerce leaves its lair, either abandoning it by choice or being driven out, if another spirit of commerce doesn’t take its place within 1 month’s time, the regional effects will fade over the next two months.
Today's magical Monday is Feywild Create any monster, subclass, spell, magic item, race, feat, or other homebrew* based on or involving the plane of the fey, the feywild. You have until next challenge to submit your homebrew, though late submissions will also be included. I will put all submitted homebrew in the original post. Happy Homebrewing!
*Other homebrew includes anything else homebrew, such as eldritch invocations, epic boons, fighting styles, variant rules, backgrounds, mundane items, ect.
This is only lightly related, but I came up with some homebrew invocations for the Pact of the Chain warlock which could involve summoning a fey creature.
Pact Steed
Prerequisite: 5th level, Pact of the Chain
You can cast Find Steed once without expending a spell slot. You cannot cast it again until you finish a long rest. When you cast the spell, you can choose one of the normal forms for your steed or one of the following special forms: Blink Dog, Worg, or Warhorse Skeleton. Each of these special forms keep their original creature type when summoned this way.
Additionally, when you take the Attack action while mounted, you can forgo one of your own attacks to allow your summoned steed to make one attack with its reaction.
Improved Pact Steed
Prerequisite: 7th level, Pact Steed Invocation
You can cast Find Greater Steed once without expending a spell slot. You cannot cast it again until you finish a long rest. When you cast the spell, you can choose one of the normal forms for your steed or one of the following special forms: Ankheg, Owlbear, HellHound, or Nightmare. Each of these special forms keep their original creature type when summoned this way.
Additionally, when you take the Attack action while mounted, you can forgo one of your own attacks to allow your summoned steed to make one attack (or use a Recharge ability, if it has one) with its reaction.
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I haven’t finished what I plan to submit yet, but I got a lot going on IR currently and two big projects that both require my attention. So just in case I don’t have it ready in time, I wanted to at least submit something.
It just so happens that I whipped this up the other night, and it is specifically at least “Feywild adjacent,” so I figured it should at least technically qualify for the current theme. It was inspired by the following post:
Basically the title. The party adopted a small lizard from a fey, to rescue it from a gambling house, where it was forced to race. How do make this lizard interesting? How do I roleplay a lizard? So many questions. And no, I had no idea they would try to rescue it.
It’s barely even “spaghetti homebrew” (you know, what you throw at the wall to see if it’ll stick), so it’s not really been considered much past what it took me to slap together, but it does countxas “something,” so here it is:
LanguagesUnderstands Common, Elvish, and Sylvan, but cannot speak.
Challenge0 (10 XP)
Proficiency Bonus+2
Chameleonic Coloring. The lizard can change the appearance of its skin to match the color and texture of its surroundings. As a result, it has advantage on Dexterity (Stealth) checks made to Hide.
Hold Breath. The lizard can hold its breath for up to 15 minutes.
Magic Resistance. The lizard has advantage on saving throws against spells and other magical effects.
Spider Climb. The lizard can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
Standing Leap. The lizard’s long jump is up to 10 feet and its high jump is up to 5 feet, with or without a running start.
Actions
Multiattack. The lizard makes two bite attacks.
Bite. Melee Weapon Attack:+0 to hit, reach 5 ft., one target. Hit: 1 piercing damage.
Spellcasting. The lizard casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability:
1/day each: cure wounds,* blur *(Whenever the lizard cast Cure Wounds, the target regains a minimum of 1 HP.)
Bonus Actions
Ready, Steady, Go. The lizard can take the Dash, or Disengage action as a bonus action on each of its turns, when it does it’s speed increases by 1d10 until the end of its turn.
Reactions
Racing Reflexes (3/Long Rest). Whenever the lizard is hit with an attack or fails a Dexterity saving throw while it is not surprised, it can spend its reaction to roll 1d4 and add the result to its AC against that attack, or it’s saving throw, possibly changing the result of the attack or save.
Description
This lizard used to belong to a Fey who forced it to race in a gambling house until it was adopted by a group of adventurers. It was selected as a racing lizard because it was already an exceptional specimen of its kind. After having spent much of its life training in the Feywild, it is both exceptionally fast by comparison to other lizards, and the magic of that realm has suffused it, granting it other ppeculiar abilities as well, including some limited Spellcasting.
Peculiar Fey Mark. The lizard has been transformed in some small way by its stay in the Feywild and gained a fey mark, determined by rolling on the Peculiar Fey Mark table.
Peculiar Fey Mark
d8
Peculiar Fey Mark
1
The lizard’s eyes swirl with iridescent colors.
2
The lizard has a sweet scent, like that of nectar or honey.
3
The lizard has long whiskers like those of a cat.
4
The lizard’s earholes are covered with soft tufts of fur.
5
The lizard’s skin sparkles in moonlight.
6
Flowers either bloom or wilt (it’s choice) in the lizard’s presence.
7
The lizard has 3-inch long hair made of vines or brambles that grows back to normal length within 1 hour of being cut.
8
The lizard purrs like a cat or wags it’s tail like a dog when it is happy.
Alrighty, here’s what I had actually planned to submit. It would require playtesting for balance of course (but that goes for all homebrew). It was inspired by the countless (unfavorable) comparisons I have seen between flame blade and shadow blade. Obviously the latter is much better, so I wanted to create something for Druids that would better stand up to comparisons against shadow blade. The “shadow” part of it made me think of the Shadowfell, and as that is a counterpart to the Feywild, it inspired me to“whip” this up 😂:
Whip-o’-the-’Wild
LEVEL
2nd
CASTING TIME
1 Bonus Action
RANGE/AREA
Self
COMPONENTS
V, S
DURATION
Concentration 1 Minute
SCHOOL
Conjuration
ATTACK/SAVE
None
DAMAGE/EFFECT
Force
You summon a small amount of Feywild essence that manifests in your empty hand as a magic, semitransparent whip of tangible, glittering twilight. The weapon lasts until the spell ends, and counts as a simple melee weapon with which you are proficient. The whip deals 3d4 force damage on a hit, and has the finesse, and reach properties. In addition, when you use the whip to attack a target that is in an area of neither bright light nor total darkness, you make the attack roll with advantage.
While holding the whip it sheds dim light in a 5-foot radius. If you drop or let go of the weapon it disappears, but while the spell persists you can conjure it again as a bonus action.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d4 for every slot level above 2nd.
Magical Monday Challenge NINE:
The depths below
Today's magical Monday is The Depths Below. Create any monster, subclass, spell, magic item, race, feat, or other homebrew* based on or involving having the underdark. You have until next Monday to submit your homebrew. I will put all submitted homebrew in the original post. Happy Homebrewing!
*Other homebrew includes anything else homebrew, such as eldritch invocations, epic boons, fighting styles, variant rules, backgrounds, mundane items, ect.
I am an average mathematics enjoyer.
>Extended Signature<
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Eldritch Invocations
The following two Eldritch Invocations are available to you at 2nd level and again whenever you can learn or replace an Eldritch Invocation you know.
Aberrant Tentacle
You can cast the mage hand cantrip at will, though it doesn't count against the number of spells you can know. When you cast this cantrip in this way, it appears as a long, spectral tentacle extending from you, and you can cause it to move and act using your bonus action, rather than your action. Additionally, while in darkness, the tentacle radiates dim light within 5 feet of it.
Underworld Traveler
Prerequisite: 5th level
You are trained in exploring the Underdark, knowing that which others don't. You gain darkvision out to 30 feet of you, and you see creatures and objects with this darkvision based on heat; for instance, if a creature is hot, you see it as red, while a cold stone appears as blue to you.
Additionally, you can speak, read, and write Undercommon, if you couldn't already; this also allows you to use a variation of sign language to communicate ideas silently, which you can do even in darkness, as long as you are within 30 feet of all creatures you are communicating to and your darkvision isn't obscured by any means.
Frequent Eladrin || They/Them, but accept all pronouns
Luz Noceda would like to remind you that you're worth loving!
Cavern Haunter, my submission for this week's challenge. A cute little treasure hoarding spirit that inhabits caves.
Edit: I somehow forgot my own category and though it was underground not underdark... Oh well.
I am an average mathematics enjoyer.
>Extended Signature<
There are plenty of twisted cute things in the underdark.
Frequent Eladrin || They/Them, but accept all pronouns
Luz Noceda would like to remind you that you're worth loving!
I am way late (over a week in fact) for this magical monday, but I just had this idea last night
Three-time Judge of the Competition of the Finest Brews! Come join us in making fun, unique homebrew and voting for your favorite entries!
I like it, but if it’s open and held horizontally and way out at arm’s length, RAW it would still protect from sunlight. Was that intentional, or is it supposed to be held up like a parasol. (Ha-ha “parry-sol.” 😂 I’m so punny! I’ll see myself out now.)
Creating Epic Boons on DDB
DDB Buyers' Guide
Hardcovers, DDB & You
Content Troubleshooting
Note: This has moved from being at a regular time, to around once a week, but really whenever I can. I hope that is acceptable for you all.
Magical Monday Challenge TEN:
Marketplace
Today's magical Monday is Market Place Create any monster, subclass, spell, magic item, race, feat, or other homebrew* based on or involving the market. You have until next challenge to submit your homebrew, though late submissions will also be included. I will put all submitted homebrew in the original post. Happy Homebrewing!
*Other homebrew includes anything else homebrew, such as eldritch invocations, epic boons, fighting styles, variant rules, backgrounds, mundane items, ect.
I am an average mathematics enjoyer.
>Extended Signature<
I’m okay with whatever you can do. I was glad to have found this when I did and look forward to each whenever I see them. As long as you don’t make us wait like Rothfuss we’ll be able to stay patient enough. I will anyway and I was born without a patience gland. (If it wasn’t for that match who had that accident all those years ago….)
Creating Epic Boons on DDB
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On the market place, not everyone has the money they need to buy goods, some of the people there are poor and need to beg others for money. And maybe, one of them is lucky enough to come across the Crutch of the Beggar?
The bank golem, a way to keep the player from robbing banks
https://www.dndbeyond.com/monsters/2108889-bank-golem
My homebrew content: Monsters, subclasses, Magic items, Feats, spells, races, backgrounds
I've been itching to give this a try, so here's a spell. Might be a little rough, but here goes:
Mezzurah’s Magical Market Stall
2nd-level conjuration
Casting Time: 1 action
Range: 30 ft
Components: V, S, M (an abacus or other calculation tool)
Duration: 8 hours
You conjure forth an open air market stall in an unoccupied space that can encompass up to 6 cubes, with each cube being 5 foot by 5 foot in length and up to 10 feet in height. While active, the stall has the following properties:
The stall lasts for 8 hours, or if you use an action to dismiss it. You can also make the stall permanent by adding 50 gp for each level of the spell slot used to create it, which is them consumed by the spell.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, it can encompass two additional cubes of unoccupied space for each slot level above 2nd, and has an additional servant for every two slot levels above 2nd.
Here is my option. For those DMs who don't want their players to have to worry about keeping track of specific coins or finding a specific hole-in-the-wall shop to acquire a spellcasting component.
Three-time Judge of the Competition of the Finest Brews! Come join us in making fun, unique homebrew and voting for your favorite entries!
The Secured Loan ability is super creative. Love it
Three-time Judge of the Competition of the Finest Brews! Come join us in making fun, unique homebrew and voting for your favorite entries!
Inexorable Existence. Whenever the Spirit of Commerce is reduced to 0 HP it disappears and then reappears in a random marketplace on a random plane with all of its HP restored.
Incorporeal Movement. The spirit of commerce can move through other creatures and objects as if they were difficult terrain. It takes 2*
5(1d10) force damage if it ends its turn inside an object.*After resistance.
Intangible. The spirit of commerce leaves no tracks when it moves, cannot Use an Object, can neither make nor be forced to make Strength checks or saving throws, and adds twice it’s proficiency bonus to its armor class (included).
Invisible. The spirit of commerce is invisible.
Magic Resistance. The spirit of commerce has advantage on saving throws against spells and other magical effects.
Undetectable and Ineffable. The spirit of commerce can't be targeted by any divination magic or perceived through magical scrying sensors. The spirit of commerce is also immune to magic that would allow other creatures to read its thoughts, or know its alignment or creature type.
Unusual Nature. The spirit of commerce doesn’t require air, food, drink, or sleep.
Encourage Commerce. Each creature within 15 feet of the spirit of commerce must make a Charisma saving throw (DC 18), a creature has disadvantage on this save if they have made or agreed to to a purchase, sale, or trade within the past 10 minutes. A creature can choose to fail this saving throw. A creature is charmed by the spirit for (1d4) hours on a failed saving throw, or (1d4 × 10) minutes on a successful save.
While charmed in this way, the creature feels compelled to spend the time shopping if it is a customer, or running a sale if it is a vendor or trader. A creature can choose to repeat the saving throw at the end of each hour, ending the condition on a success. When the condition ends, the creature is immune to the spirit of commerce’s Encourage Commerce for the next 24 hours.
Flit. The spirit of commerce teleports to an unoccupied space within 60 ft.
Irrepressible Action. The spirit of commerce takes the Disengage action, and either the Dodge or Search actions.
Facilitate Spending. Whenever a Charisma check made to negotiate a price fails within 30 feet of the spirit of commerce, it can use its reaction to roll a d20 and add the result to the initial check, possibly changing the outcome.
The spirit of commerce can take 1 legendary action, but only at the end of another spirit of commerce's turn. The spirit regains it’s spent legendary action each dawn.
Induce Shopping Frenzy (1/day). The spirit of commerce chooses a point within 30 feet, all creatures within a 30-foot cone originating from that point must make an Intelligence saving throw (DC 18), a creature has disadvantage on this save if it is already under the effects of a spirit of commerce’s Encourage Commerce ability. A creature can choose to fail their save. A creature is charmed by the spirit for (12d20) minutes on a failed saving throw, or (6d10) minutes on a successful save.
While charmed in this manner, a creature has advantage on Strength checks, can take either the Dash or Use an Object action as a bonus action on each of its turns, and is compelled to make purchases. A creature can choose to repeat this saving throw every 10 minutes, ending the condition on a success. When the effect ends, a creature is immune to any spirit of commerce’s Induce Shopping Frenzy for the next 24 hours.
Description
Spirits of Commerce can be found across the planes anywhere commerce takes place, from the largest permanent marketplaces in the most crowded cities, to transient desert bazaars, coastal trading villages, and half frozen mountain pass outposts, even within the City of Brass itself. Wherever creatures of any sort buy, sell, or exchange anything from goods and services, to information, to souls, at least one spirit of commerce is sure to be nearby. Some spirits of commerce apparently choose to roam from market to market, spending varying amounts of time in each. Others obviously set up residence making a particular marketplace their home for extended periods of time. Perhaps, given their longevity, they all occasionally engage in either practice. Who’s to know?
Their presences can only be located by those with the most extraordinary gifts, or by tracking their effects on a market, and all attempts to communicate with them have failed. It is unknown if they somehow feed off of the commerce they encourage around them, or if they have some other purpose for their actions. Perhaps they are pure beings, and affect the world around them for no other reason than it’s their nature to do so. What we do know is, whenever and wherever they cluster in large numbers, they can trigger shopping frenzies known to claim lives in the form of accidents such as shopper stampedes, and even violent disputes over available inventory.
Lair
A spirit of commerce will only take up a long-standing residence in a permanent marketplace, or the site of a semipermanent market with rotating vendors.
Regional Effects
The region containing a spirit of commerce’s lair is warped by its presence, which creates one or more of the following effects:
Whenever a spirit of commerce leaves its lair, either abandoning it by choice or being driven out, if another spirit of commerce doesn’t take its place within 1 month’s time, the regional effects will fade over the next two months.
Creating Epic Boons on DDB
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Magical Monday Challenge ELEVEN:
Feywild
Today's magical Monday is Feywild Create any monster, subclass, spell, magic item, race, feat, or other homebrew* based on or involving the plane of the fey, the feywild. You have until next challenge to submit your homebrew, though late submissions will also be included. I will put all submitted homebrew in the original post. Happy Homebrewing!
*Other homebrew includes anything else homebrew, such as eldritch invocations, epic boons, fighting styles, variant rules, backgrounds, mundane items, ect.
I am an average mathematics enjoyer.
>Extended Signature<
This is only lightly related, but I came up with some homebrew invocations for the Pact of the Chain warlock which could involve summoning a fey creature.
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A small feywild monster, to terrorize your players as they wander the woods of the feywield.
https://www.dndbeyond.com/monsters/2130372-torchlight-specter.
My homebrew content: Monsters, subclasses, Magic items, Feats, spells, races, backgrounds
I haven’t finished what I plan to submit yet, but I got a lot going on IR currently and two big projects that both require my attention. So just in case I don’t have it ready in time, I wanted to at least submit something.
It just so happens that I whipped this up the other night, and it is specifically at least “Feywild adjacent,” so I figured it should at least technically qualify for the current theme. It was inspired by the following post:
It’s barely even “spaghetti homebrew” (you know, what you throw at the wall to see if it’ll stick), so it’s not really been considered much past what it took me to slap together, but it does countxas “something,” so here it is:
Chameleonic Coloring. The lizard can change the appearance of its skin to match the color and texture of its surroundings. As a result, it has advantage on Dexterity (Stealth) checks made to Hide.
Hold Breath. The lizard can hold its breath for up to 15 minutes.
Magic Resistance. The lizard has advantage on saving throws against spells and other magical effects.
Spider Climb. The lizard can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
Standing Leap. The lizard’s long jump is up to 10 feet and its high jump is up to 5 feet, with or without a running start.
Multiattack. The lizard makes two bite attacks.
Bite. Melee Weapon Attack: +0 to hit, reach 5 ft., one target. Hit: 1 piercing damage.
Spellcasting. The lizard casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability:
4/day: dancing lights, druidcraft, false life, spare the dying
1/day each: cure wounds,* blur
*(Whenever the lizard cast Cure Wounds, the target regains a minimum of 1 HP.)
Ready, Steady, Go. The lizard can take the Dash, or Disengage action as a bonus action on each of its turns, when it does it’s speed increases by 1d10 until the end of its turn.
Racing Reflexes (3/Long Rest). Whenever the lizard is hit with an attack or fails a Dexterity saving throw while it is not surprised, it can spend its reaction to roll 1d4 and add the result to its AC against that attack, or it’s saving throw, possibly changing the result of the attack or save.
Description
This lizard used to belong to a Fey who forced it to race in a gambling house until it was adopted by a group of adventurers. It was selected as a racing lizard because it was already an exceptional specimen of its kind. After having spent much of its life training in the Feywild, it is both exceptionally fast by comparison to other lizards, and the magic of that realm has suffused it, granting it other ppeculiar abilities as well, including some limited Spellcasting.
Peculiar Fey Mark. The lizard has been transformed in some small way by its stay in the Feywild and gained a fey mark, determined by rolling on the Peculiar Fey Mark table.
Peculiar Fey Mark
Creating Epic Boons on DDB
DDB Buyers' Guide
Hardcovers, DDB & You
Content Troubleshooting
Alrighty, here’s what I had actually planned to submit. It would require playtesting for balance of course (but that goes for all homebrew). It was inspired by the countless (unfavorable) comparisons I have seen between flame blade and shadow blade. Obviously the latter is much better, so I wanted to create something for Druids that would better stand up to comparisons against shadow blade. The “shadow” part of it made me think of the Shadowfell, and as that is a counterpart to the Feywild, it inspired me to“whip” this up 😂:
PS- If anyone has any feedback about this one I’d appreciate it.
Creating Epic Boons on DDB
DDB Buyers' Guide
Hardcovers, DDB & You
Content Troubleshooting