It looks overall pretty good. I think the stage 1 being good is a cool twist. My main feedback would be you could add a DC to smell the "tangy scent of blood" so people have a chance of figuring out what it is. Also, do you still of the effects of the previous stage? This should be specified.
Wizards who pursue the School of Witchcraft learn to infuse their spells with curses and dark magic.
Witchcraft Savant
2nd level School of Witchcraft feature
The gold and time you must spend to copy a spell with the debuff tag into your spellbook is halved.
Cursecraft
2nd level School of Witchcraft feature
You can manipulate your magics to infuse them with dark magic. You gain a number of cursecraft points equal to twice your proficiancy bonus. When you cast a spell, you can expend your cursecraft points in the following ways.
Impair Ability. When you cast a spell that targets a creature, you can spend a number of cursecraft points up to your spellcasting modifier to force the target to make a charisma saving throw against your spell save DC. On a failed save, the creature gains a reduction to all their ability checks equal to the number of points you expended for a minute. They that repeat the save at the end of each of their turns, ending the effect early on a success.
Cursed Thralls. When you deal damage to a creature with a spell, you can spend a cursecraft points to change the damage type to necrotic. If this damage reduces the creature to 0 hit points, they must make a charisma saving throw against your spell save DC. On a failed save, the target regains 1 hit point and are charmed until the end of their next turn. While charmed in this way, they obey any verbal commands that you issue to them (no action required by you). You can specify a simple and general course of action, such as "Attack that creature," "Run over there," or "Fetch that object," but you cannot choose how it does so or which actions it takes. If the creature completes the order and doesn't receive further direction from you, it defends and preserves itself to the best of its ability.
You regain unspent cursecraft points when you finis a long rest.
Master of Hexes
6th level School of Witchcraft feature
You can to fine tune your hexes with expertise. You add bestow curse to your spellbook if it was not there already. When you cast bestow curse, you can choose two options for the nature of the curse. In addition, you can expend a number of cursecraft points equal to the level at which the spell was cast to cast the spell without requiring concentration.
Armor of Transformations
10th level School of Withcraft feature
You can transfigure your enemies to protect yourself from harm. When you are targeted by an attack from a creature you can see within 60 feet of yourself, you can use your reaction to cast the polymorph spell targeting the creature who attacked you.
You can use this feature once, regaining use after a long rest.
Total Control
14th level School of Witchcraft feature
You can take complete control of others with your magic. When you charm a creature with your Cursed Thralls feature, the duration is increased to 48 hours. While charmed ion this way, you can use your action to take total and precise control of the target. Until the end of your next turn, the creature takes only the actions you choose, and doesn't do anything that you don't allow it to do. During this time, you can also cause the creature to use a reaction, but this requires you to use your own reaction as well.
Each time the target takes damage, it makes a new Wisdom saving throw against your spell save DC. If the saving throw succeeds, the effect ends early and the creature is reduced to 0 hit points.
Today's magical Monday is Spell School: Divination. Create any monster, subclass, spell, magic item, race, feat, or other homebrew* based on or involving the school of magic divination. 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.
You point at a creature within range and your magic grants you a brief insight into the target's offense. Until the end of your next turn, the creature has disadvantage on its first attack roll against you, provided that this spell hasn't ended.
Spell Tags: [FOREKNOWLEDGE] [WARDING]
Available For: [BARD] [CLERIC] [DRUID] [SORCERER] [WARLOCK] [WIZARD]
You extend your hand and point a finger at a target in range. Your magic grants you a brief insight into the target’s defenses and how to circumvent them. The next attack roll you make against the target gains the following benefits, provided that this spell hasn’t ended:
You ignore any bonus to the target's AC granted by shields, half cover, or three-quarters cover
Your attack roll cannot incur disadvantage
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Three-time Judge of the Competition of the Finest Brews!Come join us in making fun, unique homebrew and voting for your favorite entries!
Wondrous Item, rare (requires attunement by a successful use (ability check) on a lock or trap)
Once per day, these lock picks may be used to cast augury, with the picks as the divining focus. The specific action you receive an omen regarding must involve use of the Harbinger Lock Picks (i.e. "Will we find good fortune beyond that locked door?")
In addition, if while using the picks you trigger a trap that would inflict damage reducing your hit points to 0 or which has an effect that would kill you instantly without dealing damage, you are considered to be under the protection of a death ward spell. The picks then turn to dust and are destroyed.
These lock picks appear to be made from the finger bones of some unknown creature or creatures, with carved patterns and runes along their lengths.
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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)
Wanted to put forward a suggestion for a future Magical Monday theme: Dangerous when Cornered.
Homebrew focused around deadly retaliation when a creature is at its weakest. Perhaps a monster that begins to bring down their lair around them when they fall below a certain HP threshold, or a Fighter that is able to inflict a portion of the damage they take back onto the attacker, or more spells similar in fashion to Hellish Rebuke.
Today's magical Monday isDangerous When Cornered. Create any monster, subclass, spell, magic item, race, feat, or other homebrew* based on or involving deadly retaliation when a creature is at its weakest. 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.
Whenever your back is against the wall, you lash out with all your might, and find a way to dig deep and not give up. While you are at or below 25% of your maximum HP you gain the following benefits:
Your speed increases by 10 feet.
Whenever you make a damage roll you can roll 1 additional damage die and drop the lowest.
Whenever you make a saving throw, you can reroll a result of 1, 2, or 3 on the d20.
If you would drop to 0 hit points as a result of taking damage, you may instead cast Extraction. You drop to 1 hit point and teleport to any unoccupied space you can see within 60 feet.
In your place, an illusory copy of yourself appears in the space you just left. Hostile creatures who do not succeed on an Intelligence saving throw against your spell save DC are considered charmed and will not recognize the copy as an illusion. Instead, they must continue attacking your illusory copy until the end of your next turn, at which time the copy disappears. Creatures that succeed on the saving throw will be aware that you have escaped your seemingly imminent death.
* - which you take when you take damage that would reduce you to 0 hit points from a source you can see
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)
This spell is the result of a joke between some friends and me, we all like both D&D and Smash. In German, "Zephyr" sounds almost exactly like "C4", and thus "Zephyr Strike" became "C4 Strike". Plant the bomb and detonate it when the creature it is stuck to is the most vulnerable, such as paralyzed or under the effect of elemental bane, just like how Snake does in Smash.
(I will publish the spell here on Beyond later; I am considering increasing the initial damage actually.)
Casting Time: 1 Reaction, when you drop to 0 hitpoints
Range: 120 feet
Components: V
Duration: 1 minute
When an attack or another harmful action taken by a creature reduces you to 0 hit points, you can link your deathly fate to it provided the target is within range. At the end of each of the target’s turns, it must make a death saving throw regardless of if it has been reduced to 0 hit points. Following three failures, the target dies and the spell ends. If you die as a result of accumulating three failures within the duration of the spell, the target must immediately make another death save, after which the spell ends.
The effect of this spell ends early if you are no longer making death saving throws due to being stabilized or having hit points restored. The effect of the spell also ends early if the target accumulates three successes on its death saving throws within the duration**
** a fun technical caveat of this is that unlike death saving throws made under normal circumstances, the target of this spell is not "in the clear" if they critically succeed on their death save. Rolling a 20 on the d20 only restores 1 hit point, it does not grant a success on the death saving throw. Normally this ends the need to make death saving throws for an unconscious creature, but not for the target of this spell, making their death saves a little harder to pass.
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Three-time Judge of the Competition of the Finest Brews!Come join us in making fun, unique homebrew and voting for your favorite entries!
Today's magical Monday isTraversing the Planes. Create any monster, subclass, spell, magic item, race, feat, or other homebrew* based on or involving planar travel. 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.
Here is the Circle of Mist Druid, one who is familiar with carefully walking the boundary between the Material Plane and Shadowfell. The theme is largely more Ravenloft inspired, but the mechanics behind connecting the Material Plane and Domains of Dread are present in the Summon Mist & Lost in the Mists features. Let me know what you think
Circle of Mist
Druids belonging to this circle have a deep connection to the supernatural terrains of the Land of Mists and the Domains of Dread which suffuse it. Several come from within such domains and harness the power of the Mists so that they may travel it freely. In other cases, druids from this circle draw on the dark powers to become monsters themselves
Dreadful Premonition
Your familiarity with one or more of the Domains of Dread has heightened your sense of dark influences. Starting at 2nd level, 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 effect of the curse is.
Once you use this feature, you cannot use it again until you finish a short or long rest.
Summon Mist
Also at 2nd level, you are able to call forth a small cloud of the mists which connect the Material Plane and Domains of Dread. As an action you can expend a use of your Wild Shape feature to create a 10 foot radius sphere of dense fog originating from a point you can see within 60ft. The sphere spreads around corners and its area is heavily obscured. This mystical mist lasts for 1 minute but ends early if you are incapacitated.
Starting at 4th level, the mists aid you and your allies in preying on those caught within it. When you use this feature, you (or a friendly creature of your choice) gains blindsight while within the mist’s area and can effectively see anything that isn't behind total cover. Moreover, you (or your ally) can see an invisible creature within that range, unless the creature successfully hides from you. Also at 4th level, the radius of the mist increases to 20 feet.
Starting at 8th level, you are able to temporarily travel through the Mists to avoid harm. When you end your turn within the mist’s area, you are treated as if targeted by the Blink spell. Also at 8th level, the radius of the mist increases to 30 feet.
Circle Spells
Your mystical connection to the Shadowfell infuses you with the ability to cast certain spells. At 3rd, 5th, 7th, and 9th level you gain access to circle spells.
Once you gain access to a circle spell, you always have it prepared, and it doesn’t count against the number of spells you can prepare each day. If you gain a spell that doesn’t appear on the druid spell list, the spell is nonetheless a druid spell for you.
Druid Level
Spells
3rd
Bane, Dissonant Whispers
5th
Misty Step, Phantasmal Force
7th
Bestow Curse, Fear
9th
Banishment, Death Ward
Rot of the Gulthias Tree
Starting at 6th level, you tap into the warping of land brought on by a Gulthias Tree. Once per turn when you damage a creature with an attack made using a weapon made of wood or with a Druid spell, you can deal an additional 1d8 necrotic damage.
This additional damage increases to 2d8 starting at 14th level
Dark Vestiges
Your understanding of the Mists and the dark powers which hold control over them grant you access to terrifying powers. When you reach 10th level in this class, you learn two spells from the Warlock spell list. These spells count as Druid spells for you and do not count against the number of spells you have known or prepared. The spells must either be a cantrip or of a level for which you have Druid spell slots. Each time you prepare new spells, you can replace these spells with another from the Warlock spell list.
Additionally, you gain two Eldritch Invocations of your choice from the Warlock class, using Wisdom as your spellcasting ability for the invocations. If an invocation has a prerequisite of any kind, you can choose that invocation only if you meet the prerequisite. For this purpose, you can use your Druid level when determining if you meet a level-based prerequisite.
Lost in the Mists
Starting at 14th level,when you cast Banishment and target a creature, you can choose to send them towards the Domains of Dread instead of a harmless demiplane or their native plane. When you do so, the target becomes lost in the Mists and is assailed by horrifying visions while banished by the spell. The target is incapacitated, and at the start of each of its turns while banished, the target takes psychic damage equal to your Wisdom modifier. The target remains there until the spell ends, at which point the target reappears in the space it left or in the nearest unoccupied space if that space is occupied. If the spell lasts for 1 minute, a target whose CR (or level when applicable) is less than your Druid level is banished to one of the Domains of Dread (DMs discretion) and does not return to your plane of existence.
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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 next time you hit a creature with a melee weapon attack during this spell’s duration, your weapon crackles with force energy, and the attack deals an extra 5d8 force damage to the target. Additionally, the target must make a Charisma saving throw. On a failed save, it cannot teleport or be teleported, nor travel to a different plane by any means until this spell ends.
Spell Tags: [DAMAGE] [CONTROL] Available For: [PALADIN]
Here's a 5e port of the dharculus, an aberration that resides on the ethereal plane. While fighting, the dharulus projects itself into the material plane.
Dualplanar. The bulk of the dharculus's body resides on the Ethereal Plane. As an action, the dharculus can insert or remove its mawed tentacles into or out of the Material Plane. While it is fully on the Ethereal Plane, the dharculus can only affect and be affected by other creatures on that plane. While its tentacles are in the Material Plane, the dharculus has half cover against attacks or other effects originating from the Material Plane.
Ethereal Sight. The dharculus can see 60 feet into the Ethereal Plane when it is on the Material Plane, and vice versa.
Magic Resistance. The dharculus has advantage on saving throws against spells and other magical effects.
Actions
Multiattack. The dharculus makes six Tentacle attacks. It can replace one Tentacle attack with an Ethereal Bite attack.
Tentacle. Melee Weapon Attack:+7 to hit, reach 15 ft., one target. Hit: 10 (2d6 + 3) bludgeoning damage. If the target is a Large or smaller creature, it is grappled (escape DC 13). Until this grapple ends, the creature is restrained, and the dharculus can't use this tentacle on another target. The dharculus has six tentacles.
Ethereal Bite.Melee Weapon Attack:+7 to hit, reach 5 ft., one creature grappled by the dharculus. Hit: 14 (2d10 + 3) force damage, and the target must succeed on a DC 13 Strength saving throw or be pulled into an unoccupied space within 5 feet of the dharculus on the Ethereal Plane.
are your creations free to use (non-commercially) in general?
If this is directed at me, then yes, anything I post here on the forums I do so because I want people to be able to use it i ntheir games! Obviously, that only extends for their games, I'd take exception if someone published this and started making money off it!
All I'd ask is that you let me know how it goes, so I can tweak it if it's too much/not enough!
It looks overall pretty good. I think the stage 1 being good is a cool twist. My main feedback would be you could add a DC to smell the "tangy scent of blood" so people have a chance of figuring out what it is. Also, do you still of the effects of the previous stage? This should be specified.
Otherwise great.
I am an average mathematics enjoyer.
>Extended Signature<
Thank you! The effects of previous stages are meant to persist, I just forgot to specify that. D'oh!
Published version: https://www.dndbeyond.com/subclasses/1325407-school-of-witchcraft
I am an average mathematics enjoyer.
>Extended Signature<
Magical Monday Challenge FOURTEEN:
Spell School: Divination
Today's magical Monday is Spell School: Divination. Create any monster, subclass, spell, magic item, race, feat, or other homebrew* based on or involving the school of magic divination. 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<
Creating Epic Boons on DDB
DDB Buyers' Guide
Hardcovers, DDB & You
Content Troubleshooting
Three-time Judge of the Competition of the Finest Brews! Come join us in making fun, unique homebrew and voting for your favorite entries!
One of my favorite homebrew magic items
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)
Wanted to put forward a suggestion for a future Magical Monday theme: Dangerous when Cornered.
Homebrew focused around deadly retaliation when a creature is at its weakest. Perhaps a monster that begins to bring down their lair around them when they fall below a certain HP threshold, or a Fighter that is able to inflict a portion of the damage they take back onto the attacker, or more spells similar in fashion to Hellish Rebuke.
Three-time Judge of the Competition of the Finest Brews! Come join us in making fun, unique homebrew and voting for your favorite entries!
Magical Monday Challenge FIFTEEN:
Dangerous When Cornered
Today's magical Monday is Dangerous When Cornered. Create any monster, subclass, spell, magic item, race, feat, or other homebrew* based on or involving deadly retaliation when a creature is at its weakest. 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<
Feat:
Creating Epic Boons on DDB
DDB Buyers' Guide
Hardcovers, DDB & You
Content Troubleshooting
Extraction
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)
This spell is the result of a joke between some friends and me, we all like both D&D and Smash. In German, "Zephyr" sounds almost exactly like "C4", and thus "Zephyr Strike" became "C4 Strike". Plant the bomb and detonate it when the creature it is stuck to is the most vulnerable, such as paralyzed or under the effect of elemental bane, just like how Snake does in Smash.
(I will publish the spell here on Beyond later; I am considering increasing the initial damage actually.)
** a fun technical caveat of this is that unlike death saving throws made under normal circumstances, the target of this spell is not "in the clear" if they critically succeed on their death save. Rolling a 20 on the d20 only restores 1 hit point, it does not grant a success on the death saving throw. Normally this ends the need to make death saving throws for an unconscious creature, but not for the target of this spell, making their death saves a little harder to pass.
Three-time Judge of the Competition of the Finest Brews! Come join us in making fun, unique homebrew and voting for your favorite entries!
Magical Monday Challenge SIXTEEN:
Traversing the Planes
Today's magical Monday is Traversing the Planes. Create any monster, subclass, spell, magic item, race, feat, or other homebrew* based on or involving planar travel. 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<
Here is the Circle of Mist Druid, one who is familiar with carefully walking the boundary between the Material Plane and Shadowfell. The theme is largely more Ravenloft inspired, but the mechanics behind connecting the Material Plane and Domains of Dread are present in the Summon Mist & Lost in the Mists features. Let me know what you think
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 submit:
Creating Epic Boons on DDB
DDB Buyers' Guide
Hardcovers, DDB & You
Content Troubleshooting
Here's a 5e port of the dharculus, an aberration that resides on the ethereal plane. While fighting, the dharulus projects itself into the material plane.
Dualplanar. The bulk of the dharculus's body resides on the Ethereal Plane. As an action, the dharculus can insert or remove its mawed tentacles into or out of the Material Plane. While it is fully on the Ethereal Plane, the dharculus can only affect and be affected by other creatures on that plane. While its tentacles are in the Material Plane, the dharculus has half cover against attacks or other effects originating from the Material Plane.
Ethereal Sight. The dharculus can see 60 feet into the Ethereal Plane when it is on the Material Plane, and vice versa.
Magic Resistance. The dharculus has advantage on saving throws against spells and other magical effects.
Multiattack. The dharculus makes six Tentacle attacks. It can replace one Tentacle attack with an Ethereal Bite attack.
Tentacle. Melee Weapon Attack: +7 to hit, reach 15 ft., one target. Hit: 10 (2d6 + 3) bludgeoning damage. If the target is a Large or smaller creature, it is grappled (escape DC 13). Until this grapple ends, the creature is restrained, and the dharculus can't use this tentacle on another target. The dharculus has six tentacles.
Ethereal Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one creature grappled by the dharculus. Hit: 14 (2d10 + 3) force damage, and the target must succeed on a DC 13 Strength saving throw or be pulled into an unoccupied space within 5 feet of the dharculus on the Ethereal Plane.
I submit a beasty I created a while back:
Must run this some time, I reckon they'll be good fun to fight!
Make your Artificer work with any other class with 174 Multiclassing Feats for your Artificer Multiclass Character!
DM's Guild Releases on This Thread Or check them all out on DMs Guild!
DrivethruRPG Releases on This Thread - latest release: My Character is a Werewolf: balanced rules for Lycanthropy!
I have started discussing/reviewing 3rd party D&D content on Substack - stay tuned for semi-regular posts!
are your creations free to use (non-commercially) in general?
If this is directed at me, then yes, anything I post here on the forums I do so because I want people to be able to use it i ntheir games! Obviously, that only extends for their games, I'd take exception if someone published this and started making money off it!
All I'd ask is that you let me know how it goes, so I can tweak it if it's too much/not enough!
Make your Artificer work with any other class with 174 Multiclassing Feats for your Artificer Multiclass Character!
DM's Guild Releases on This Thread Or check them all out on DMs Guild!
DrivethruRPG Releases on This Thread - latest release: My Character is a Werewolf: balanced rules for Lycanthropy!
I have started discussing/reviewing 3rd party D&D content on Substack - stay tuned for semi-regular posts!