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.
Force damage is nice, but for some reason I think acid or psychic might also work, so that's an idea. Also, for the "neither bright light or total darkness", the words "dim light" can be useful replacements. However, perhaps instead of making a roll with advantage in these situations, a creature hit by the whip starts to find everything funny and their movement speed is halved (or, perhaps more balanced, reduced by 10) for their next turn? It's more powerful, but also more fun and less situational. Or even if, on a hit, you can transfer your enemy's joy onto yourself, granting you advantage on saves against the charmed condition and 1 + spellcasting ability modifier temporary hit points which both last for one minute?
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.
This is interesting, but if it's a wild whip, why is it shedding light? There are plenty of evil and dark things in the Feywild (Hags, Jabberwock, and, whether Wizards believe it or not, all manner of Unseelie swamp monsters) that would prefer darkness. Maybe instead of shedding light those around it can hear children laughing/screaming and playing/running?
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.
PS- If anyone has any feedback about this one I’d appreciate it.
Other than the name (Whip-'o-the-'wild is a cool name for a magic item, but not really a spell for me), this is an excellently thought out piece. As an alternative name suggestion, would "Fey Lashes" work better?
I used the phrase “neither bright light nor total darkness” as a way to inspire folks to think of the dichotomous nature of the Feywild, and it’s inhabitants: both Seelie and Unseelie, both good and evil, both light and darkness.
Its not a “wild whip” because it’s “wild,” but because it’s made “of the ‘Wild,” as in Whip-o’-the-Feywild. The apostrophe at the beginning of the word “‘Wild” is there to replace the “Fey” part of the word as a contraction. Much like the apostrophe after the letter o indicates it is a contraction of the word “of,” the same way the word “o’clock” uses an apostrophe to contract the phrase “of the clock.” (Being Fey inspired made me go a little Irish with it.)
I wrote it as shedding dim light because it is made of “tangible twilight.” That part was inspired by the DMG entry on the Feywild: “It is a realm of everlasting twilight….”
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.
Force damage is nice, but for some reason I think acid or psychic might also work, so that's an idea. Also, for the "neither bright light or total darkness", the words "dim light" can be useful replacements. However, perhaps instead of making a roll with advantage in these situations, a creature hit by the whip starts to find everything funny and their movement speed is halved (or, perhaps more balanced, reduced by 10) for their next turn? It's more powerful, but also more fun and less situational. Or even if, on a hit, you can transfer your enemy's joy onto yourself, granting you advantage on saves against the charmed condition and 1 + spellcasting ability modifier temporary hit points which both last for one minute?
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.
This is interesting, but if it's a wild whip, why is it shedding light? There are plenty of evil and dark things in the Feywild (Hags, Jabberwock, and, whether Wizards believe it or not, all manner of Unseelie swamp monsters) that would prefer darkness. Maybe instead of shedding light those around it can hear children laughing/screaming and playing/running?
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.
PS- If anyone has any feedback about this one I’d appreciate it.
Other than the name (Whip-'o-the-'wild is a cool name for a magic item, but not really a spell for me), this is an excellently thought out piece. As an alternative name suggestion, would "Fey Lashes" work better?
Thank you. I do try to put quite a bit of thought into my homebrews, both mechanically and thematically. Naming them on the other hand has never been my strongest suit. (I’m terrible with names, both IR and otherwise.)
Today's magical Monday is Support. Create any monster, subclass, spell, magic item, race, feat, or other homebrew* based on or involving healing, buffing, or supporting. 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 came up with this optional class feature for Sorcerers that let them use their metamagic to support other casters in the party
Pull the Weave
10th&17th-level sorcerer feature
Your ability to twist and change magical energies extends to the area around you. Starting at 10th level, when a willing creature within 10 feet of you casts a spell you can use your reaction to apply one of your known metamagic options to their casting of the spell, expending sorcery points as normal. A spell still cannot have more than one metamagic option affecting it at a time, unless otherwise stated by the description of the metamagic option.
At 17th level, the range of this feature extends to 30 feet.
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This one was a toughy, but this is where I ended up. It’s likely out of bal, but I got it as far as I think I’m gonna. Enjoy:
Gregarious Aggrandizement
Prerequisite: 4th Level
You know you’re better as part of a team, and they know you help them be better too.
You are always ready to lend a hand. You can take the Help action as a bonus action on each of your turns, and you gain the following Action.
Restore Energy. As an action you can touch a willing or friendly creature other than yourself to restore some of the energy that creature‘s energy. The creature must use its reaction, the creature must use its reaction and vhoose one of the following:
The creature regains up to 2 expended Hit Dice.
The creature regains up to 4 expended Ki points
The creature regains up to 2 expended Sorcery points
The creature regains 1 Spell Slot or Pact Magic Slot no higher than 3rd-level.
The creature regains 1 use of any feature or trait that they would normally regain at the end of their next short or long rest.
The creature can reduce their Exhaustion by up to 1 level.
Once you restore a creature’s energy you cannot do so again until you finish your next long rest.
Interesting idea, but I think it has some issues (aside from the obvious wording mistakes/typos) as the options for Restore Energy lack scaling (and 2 hit dice, 4 ki, 2 sorcery points or a 3rd level spell slot aren't much at high levels), reduction of Exhaustion steps on the Ranger's toes, and the option to regain 1 use of any feature or trait that would otherwise come back on a short or long rest is broken in several ways, considering Limited Wish, Mystic Arcanum, Divine Intervention, Unearthly Recovery, Paladin capstones... all are class features that come back on a short or long rest and thus qualify for that option.
Interesting idea, but I think it has some issues (aside from the obvious wording mistakes/typos) as the options for Restore Energy lack scaling (and 2 hit dice, 4 ki, 2 sorcery points or a 3rd level spell slot aren't much at high levels), reduction of Exhaustion steps on the Ranger's toes, and the option to regain 1 use of any feature or trait that would otherwise come back on a short or long rest is broken in several ways, considering Limited Wish, Mystic Arcanum, Divine Intervention, Unearthly Recovery, Paladin capstones... all are class features that come back on a short or long rest and thus qualify for that option.
I’m terrible at spelling so if spellcheck didn’t catch it (or auto-fixed it incorrectly) I wouldn’t know, so please point them out.
Your point about scaling is valid, but I think you think it’s a bigger disparity than it is because I believe you are mistaken about those other features. Not a single one of those refreshes on a “short or long rest.” Not one.
Limited Wish. This is only after 1d4 long rests.
Divine Intervention. This is long rest or 7 days
Mystic Arcanum, Unearthly Recovery. These are long rest only
Paladin capstones. These are all long rest only, only a few state you spend a 5th-level slot to cast again.
The feature/trait/whatever must say “short or long rest.” The power level of the feat is supposed to be like I little “micro-break.”
For example: if used on a Fighter it could give them back 1 expended use of Second Wind, or Action Surge, but not Indomitable. An Arcane Archer could get back 1 expended use of Arcane Shot, a Battle Master could get back 1 expended Superiority die, an Echo Knight could get back 1 use of Shadow Martyr, a Gunsmith could get back 1 expended Grit, a Psi Warrior could get back an expended use of their ability to recover 1 Psionic Energy die, a Rune Knight could get a single refresh on a single invoked Runes, and I think that’s absolutely everything for Fighters.
It would work to refresh an expended casting of the 1st-level spell granted by the Aberrant Dragonmark feat, but none of the other Feats that I can recall.
Today's magical Monday is Hexed. Create any monster, subclass, spell, magic item, race, feat, or other homebrew* based on or involving curses or hexes. 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.
For the 13th magical monday: Hexed, I am submitting a Human Variant based around the nomadic Vistani people who are prevalent in Ravenloft and the other Domains of Dread. The "hexed" portion of the homebrew comes from their ability to lay curses on those that cross them, an ability know as the Evil Eye in the lore. As a disclaimer, I know that Curse of Strahd has gone through some revisions to make their portrayal of the Vistani less problematic. In the same vein, although I wanted to keep the "Evil Eye" as a feature, I did try to reflavor it as a magic that the vistani use to defend themselves rather than an inherently evil ability (but one that has given them a bad reputation to outsiders all the same).
Vistana (Human Variant)
Ability Score Increase
Choose one ability score to increase by 2 and another to increase by 1.
Nomad
The vistani generally form small tribes in the form of caravans which travel across the countryside. You are proficient with land vehicles and gain proficiency with one instrument or one gaming set of your choice.
You also gain proficiency in one of the following skills of your choice: Insight, Performance, or Survival.
Sixth Sense
As a traveler of the Mists, you have an acute awareness of the dark forces of the Shadowfell. As an action, you can focus this sense on the area around you. Until the end of your next turn, you know the location of any undead or monstrosity within 60 feet of you that is not behind total cover. For a creature you sense using this feature, you do not learn its identity but can sense whether its CR (or level when applicable) is higher or lower than your level.
This feature also reveals whether any creatures or objects within 60 feet that are not behind total cover bear a curse, although it does not reveal what the curse is. Once you use this feature, you cannot use it again until you finish a short or long rest.
Evil Eye
As travelers in foreign lands, the vistani are always on guard against those who want to persecute or take advantage of them. The “Evil Eye”, as it has come to be known, represents arcane skills developed by the vistani to bring misfortune to those who seek to harm them. You learn the Vicious Mockery cantrip.Starting at 5th level, you can cast Bestow Curse once using this trait and regain the ability to do so when you finish a long rest. You can also cast these spells using any spell slots you have available of the appropriate level. Intelligence, Wisdom, or Charisma can be your spellcasting modifier for these spells (chosen when you take this feature).
When you cast Bestow Curse using this feature, you can choose one of the following in addition to the curse options available to you through the spell:
The target loses one non-magical item of your choice in its possession. The item vanishes to an extradimensional space for the duration of the spell.
The target becomes unable to drink alcohol, as any which passes their lips becomes water instead. If you maintain the spell for its full duration, have the target make an additional Wisdom saving throw. On a failed save this curse effect becomes permanent for that creature and lasts indefinitely or until the target is targeted by the Remove Curse spell.
Variant Feature: Prescience
This feature replaces Evil Eye if taken
There are some among the vistani who are gifted with the ability to read fortunes and see brief glimpses of the future. You gain a Tarokka Deck and gain proficiency with playing cards. If you gain the Spellcasting or Pact Magic feature as part of your chosen class or subclass, you can use your Tarokka Deck as a spellcasting focus for casting your spells.
You learn the Guidance cantrip. Starting at 3rd level you are able to cast Augury as a ritual. At 7th level, you are able to cast Divination as a ritual as well. Once per day, when you cast one of the spells granted by this feature as a ritual you can ignore the spell’s material component provided you are holding your Tarokka Deck. Intelligence, Wisdom, or Charisma can be your spellcasting modifier for these spells (chosen when you take this feature).
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You invoke the power of your patron to jinx a creature of your choice that you can see within range. Until the spell ends, you deal an extra 1d6 necrotic damage to the target whenever it takes damage from failing a saving throw you force it to make. Also, choose one ability when you cast this spell. The target has disadvantage on ability checks made with the chosen ability.
If the target drops to 0 hit points before this spell ends, you can use a bonus action on a subsequent turn of yours to place your deity’s sign a new creature.
At Higher Levels. When you cast this spell using a spell slot of 3rd or 4th level, you can maintain your concentration on the spell for up to 8 hours. When you use a spell slot of 5th level or higher, you can maintain your concentration on the spell for up to 24 hours.
Spell Tags: [DAMAGE] [DEBUFF] Available For: [WARLOCK]
I made this subclass for a CoS character but never used it, going in another direction instead. It's the same as a normal Rune Knight except as noted
Rune Knight (Fomorian)
Rune Knights enhance their martial prowess using the supernatural power of runes, an ancient practice that originated with giants. Whether you found the giant’s work carved into a hill or cave or learned of the runes from a sage, you studied the giant’s craft and learned how to apply magic runes to empower your equipment. However, the legacy of these runes may not be what you thought -- this is the magic of the fomorians, a race of giants cursed by the fey after an attempted invasion of the Feywild. Fomorians themselves forgot their magic long ago, but extensive use of their lost runes may make you subject to the same fey curse that brought them low.
Bonus Proficiencies 3rd-level Rune Knight feature
Rune Carver 3rd-level Rune Knight feature
Eye Rune (additional option)
This rune’s magic evokes the honeyed tongue and keen mind of a race once considered the most brilliant of the giants. While wearing or carrying an object inscribed with this rune, you have advantage on Intelligence (History) checks and Charisma (Persuasion) checks.
In addition, when you are damaged by a spell or magical effect, you can use your reaction to invoke this rune and gain resistance to the damage type dealt. The first time you hit with a melee attack on your next turn, the target takes an additional 1d6 plus your proficiency bonus damage of the same type you took. Once you invoke this rune, you can’t do so again until you finish a short or long rest.
Giant’s Might 3rd-level Rune Knight feature
Cast the Runes (Runic Shield re-branded) 7th-level Rune Knight feature
You learn to invoke your runic magic to potentially change fate. When another creature you can see within 60 feet of you is hit by an attack roll, you can use your reaction to force the attacker to reroll the d20 and use the new roll.
You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
Monstrous Stature 10th-level Rune Knight feature
The magic of your runes permanently alters you. When you gain this feature, roll 3d4. You grow a number of inches in height equal to the roll. Moreover, the extra damage you deal with your Giant’s Might feature increases to 1d8.
In addition, you have begun to be affected by the fey curse on the fomorians. Your features become distorted and deformed, giving you disadvantage on Charisma (Persuasion) and Charisma (Deception) checks.
Master of Runes 15th-level Rune Knight feature
Runic Juggernaut 18th-level Rune Knight feature
Evil Eye Curse 18th-level Rune Knight feature
Your features become even more distorted as the fomorian curse takes hold. However, you also gain the ability to curse others with your evil eye. As an action, you can force a creature you can see within 60 feet of you to make a Charisma saving throw with a spell save DC equal to 8 + your proficiency bonus + your Constitution modifier. On a failed save, the target takes 6d8 psychic damage, or half as much on a successful save. On a failed save, the creature is also cursed with magical deformities. While deformed, the creature has its speed halved and has disadvantage on ability checks, saving throws, and attacks based on Strength or Dexterity. The transformed creature can repeat the saving throw each dawn, ending the effect on a success.
You may not use this ability again until you have taken a long rest.
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Active characters:
Carric Aquissar, elven wannabe artist in his deconstructionist period (Archfey warlock) Lan Kidogo, mapach archaeologist and treasure hunter (Knowledge cleric) Mardan Ferres, elven private investigator obsessed with that one unsolved murder (Assassin rogue) Xhekhetiel, halfling survivor of a Betrayer Gods cult (Runechild sorcerer/fighter)
You touch a creature and cause them to wither into nothingness. That creature must succeed a constitution saving throw or be effected by a curse of withering. The target takes 1d6 constitution damage and have their constitution score reduced by half the damage they take at the start of each of their turns. A creature can repeat the save at the end of each of its turns, ending the effect on a success.
If this spell reduces a creature's constitution score to 0, they die and wither to dust. Otherwise, the reduction lasts for the duration.
Just a few things.
1) Minor grammatical thing, but it should be "affected" instead of "effected"
2) What is "constitution damage"? Did you mean necrotic damage?
3) This reads a little weird to me. Do both the damage and con reduction occur at the start of the target's turns? If so, then it may be better to start the sentence as "At the start of the target's turns for the duration..." instead of having it at the end. Also, when you say "half the damage dealt" does this round up or down?
Overall seems fun.
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You touch a creature and cause them to wither into nothingness. That creature must succeed a constitution saving throw or be effected by a curse of withering. The target takes 1d6 constitution damage and have their constitution score reduced by half the damage they take at the start of each of their turns. A creature can repeat the save at the end of each of its turns, ending the effect on a success.
If this spell reduces a creature's constitution score to 0, they die and wither to dust. Otherwise, the reduction lasts for the duration.
Just a few things.
1) Minor grammatical thing, but it should be "affected" instead of "effected"
Oops.
2) What is "constitution damage"? Did you mean necrotic damage?
Oops. Correct, I mean necrotic damage.
3) This reads a little weird to me. Do both the damage and con reduction occur at the start of the target's turns? If so, then it may be better to start the sentence as "At the start of the target's turns for the duration..." instead of having it at the end. Also, when you say "half the damage dealt" does this round up or down?
Yes they do. And the official 5e ruling is that, unless specified, you always round down.
Force damage is nice, but for some reason I think acid or psychic might also work, so that's an idea. Also, for the "neither bright light or total darkness", the words "dim light" can be useful replacements. However, perhaps instead of making a roll with advantage in these situations, a creature hit by the whip starts to find everything funny and their movement speed is halved (or, perhaps more balanced, reduced by 10) for their next turn? It's more powerful, but also more fun and less situational. Or even if, on a hit, you can transfer your enemy's joy onto yourself, granting you advantage on saves against the charmed condition and 1 + spellcasting ability modifier temporary hit points which both last for one minute?
This is interesting, but if it's a wild whip, why is it shedding light? There are plenty of evil and dark things in the Feywild (Hags, Jabberwock, and, whether Wizards believe it or not, all manner of Unseelie swamp monsters) that would prefer darkness. Maybe instead of shedding light those around it can hear children laughing/screaming and playing/running?
Other than the name (Whip-'o-the-'wild is a cool name for a magic item, but not really a spell for me), this is an excellently thought out piece. As an alternative name suggestion, would "Fey Lashes" work better?
Frequent Eladrin || They/Them, but accept all pronouns
Luz Noceda would like to remind you that you're worth loving!
I used the phrase “neither bright light nor total darkness” as a way to inspire folks to think of the dichotomous nature of the Feywild, and it’s inhabitants: both Seelie and Unseelie, both good and evil, both light and darkness.
Its not a “wild whip” because it’s “wild,” but because it’s made “of the ‘Wild,” as in Whip-o’-the-Feywild. The apostrophe at the beginning of the word “‘Wild” is there to replace the “Fey” part of the word as a contraction. Much like the apostrophe after the letter o indicates it is a contraction of the word “of,” the same way the word “o’clock” uses an apostrophe to contract the phrase “of the clock.” (Being Fey inspired made me go a little Irish with it.)
I wrote it as shedding dim light because it is made of “tangible twilight.” That part was inspired by the DMG entry on the Feywild: “It is a realm of everlasting twilight….”
Thank you. I do try to put quite a bit of thought into my homebrews, both mechanically and thematically. Naming them on the other hand has never been my strongest suit. (I’m terrible with names, both IR and otherwise.)
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Magical Monday Challenge TWELVE:
Support
Today's magical Monday is Support. Create any monster, subclass, spell, magic item, race, feat, or other homebrew* based on or involving healing, buffing, or supporting. 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<
Hey, lucky me I'm working on a support focused druid subclass at this exact moment.
My homebrew content: Monsters, subclasses, Magic items, Feats, spells, races, backgrounds
I came up with this optional class feature for Sorcerers that let them use their metamagic to support other casters in the party
Three-time Judge of the Competition of the Finest Brews! Come join us in making fun, unique homebrew and voting for your favorite entries!
This one was a toughy, but this is where I ended up. It’s likely out of bal, but I got it as far as I think I’m gonna. Enjoy:
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Interesting idea, but I think it has some issues (aside from the obvious wording mistakes/typos) as the options for Restore Energy lack scaling (and 2 hit dice, 4 ki, 2 sorcery points or a 3rd level spell slot aren't much at high levels), reduction of Exhaustion steps on the Ranger's toes, and the option to regain 1 use of any feature or trait that would otherwise come back on a short or long rest is broken in several ways, considering Limited Wish, Mystic Arcanum, Divine Intervention, Unearthly Recovery, Paladin capstones... all are class features that come back on a short or long rest and thus qualify for that option.
I’m terrible at spelling so if spellcheck didn’t catch it (or auto-fixed it incorrectly) I wouldn’t know, so please point them out.
Your point about scaling is valid, but I think you think it’s a bigger disparity than it is because I believe you are mistaken about those other features. Not a single one of those refreshes on a “short or long rest.” Not one.
The feature/trait/whatever must say “short or long rest.” The power level of the feat is supposed to be like I little “micro-break.”
For example: if used on a Fighter it could give them back 1 expended use of Second Wind, or Action Surge, but not Indomitable. An Arcane Archer could get back 1 expended use of Arcane Shot, a Battle Master could get back 1 expended Superiority die, an Echo Knight could get back 1 use of Shadow Martyr, a Gunsmith could get back 1 expended Grit, a Psi Warrior could get back an expended use of their ability to recover 1 Psionic Energy die, a Rune Knight could get a single refresh on a single invoked Runes, and I think that’s absolutely everything for Fighters.
It would work to refresh an expended casting of the 1st-level spell granted by the Aberrant Dragonmark feat, but none of the other Feats that I can recall.
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Magical Monday Challenge THIRTEEN:
Hexed
Today's magical Monday is Hexed. Create any monster, subclass, spell, magic item, race, feat, or other homebrew* based on or involving curses or hexes. 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<
For the 13th magical monday: Hexed, I am submitting a Human Variant based around the nomadic Vistani people who are prevalent in Ravenloft and the other Domains of Dread. The "hexed" portion of the homebrew comes from their ability to lay curses on those that cross them, an ability know as the Evil Eye in the lore. As a disclaimer, I know that Curse of Strahd has gone through some revisions to make their portrayal of the Vistani less problematic. In the same vein, although I wanted to keep the "Evil Eye" as a feature, I did try to reflavor it as a magic that the vistani use to defend themselves rather than an inherently evil ability (but one that has given them a bad reputation to outsiders all the same).
Three-time Judge of the Competition of the Finest Brews! Come join us in making fun, unique homebrew and voting for your favorite entries!
Jinx
You invoke the power of your patron to jinx a creature of your choice that you can see within range. Until the spell ends, you deal an extra 1d6 necrotic damage to the target whenever it takes damage from failing a saving throw you force it to make. Also, choose one ability when you cast this spell. The target has disadvantage on ability checks made with the chosen ability.
If the target drops to 0 hit points before this spell ends, you can use a bonus action on a subsequent turn of yours to place your deity’s sign a new creature.
At Higher Levels. When you cast this spell using a spell slot of 3rd or 4th level, you can maintain your concentration on the spell for up to 8 hours. When you use a spell slot of 5th level or higher, you can maintain your concentration on the spell for up to 24 hours.
Spell Tags: [DAMAGE] [DEBUFF]
Available For: [WARLOCK]
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Does feel awfully spooky to be doing Hexed homebrew on the 13th Magical Monday on June 13th
Three-time Judge of the Competition of the Finest Brews! Come join us in making fun, unique homebrew and voting for your favorite entries!
Kind of.
I made this subclass for a CoS character but never used it, going in another direction instead. It's the same as a normal Rune Knight except as noted
Active characters:
Carric Aquissar, elven wannabe artist in his deconstructionist period (Archfey warlock)
Lan Kidogo, mapach archaeologist and treasure hunter (Knowledge cleric)
Mardan Ferres, elven private investigator obsessed with that one unsolved murder (Assassin rogue)
Xhekhetiel, halfling survivor of a Betrayer Gods cult (Runechild sorcerer/fighter)
(that may or may not have influenced my decision to my the category hexed)
I am an average mathematics enjoyer.
>Extended Signature<
Curse of Withering
I totally advise riding an animated castle.
Just a few things.
1) Minor grammatical thing, but it should be "affected" instead of "effected"
2) What is "constitution damage"? Did you mean necrotic damage?
3) This reads a little weird to me. Do both the damage and con reduction occur at the start of the target's turns? If so, then it may be better to start the sentence as "At the start of the target's turns for the duration..." instead of having it at the end. Also, when you say "half the damage dealt" does this round up or down?
Overall seems fun.
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Oops.
Oops. Correct, I mean necrotic damage.
Yes they do. And the official 5e ruling is that, unless specified, you always round down.
Thank you for the feedback.
I totally advise riding an animated castle.
Curse of Wither v.2.0
I totally advise riding an animated castle.
The Scarlet Sacrament