"Greetings, foundlings, and salutations! You have decided to enter the mystical halls of the Brews, where you might learn some most astonishing mysteries and solve the most tangled of puzzles. Your task is to present us with something we haven't seen before, and have it make us look upon it with delight. You have but a few tendays to create your product and show it to us, so we suggest you get to work!"
- Meyonmon Merridith, Ex-Candlekeep Scholar
The purpose of this thread is to spread a little bit of fun in the form of a competition! Your task: Create an item of homebrew (see below) that is totally original and makes us go "wow"! The end products will be rated by members of the community, and the victors will create the next Finest Brew contest! The previous contests are linked below:
DM Options: Relativistic Revelry / PC Options: Spellcaster Shutdown / Inspirational Options: Festivals and Gatherings
All competitions thus far have contained a multitude of spectacular and inspired entries, so I suggest you check them out if you haven't already . Now, onto the important stuff
Timeframe
Entries must be submitted before midnight on December 13th to be considered for part of the competition
Contest Categories
In each Finest Brew contest, there are three categories. These are so that people with skill in creating, say, monsters, don't end up stuck having to make dungeons. Each category is judged separately, and the winners of each category will then be pitted against each other to determine the overall winner, who will be determined by the highest overall average score. There can only be one entrance per category per account. The category types are as follows:
DM Options: Things such as magic items, monsters, terrain, and traps.
PC Options: Things such as classes, subclasses, spells, feats, or race/lineage options.
Inspirational Options: Things such as dungeons/encounters, stories, puzzles and random tables - or even character builds.
This time, our category themes are:
DM Options: Indistinguishable - Make something which is hidden in plain sight, or isn't as it appears to be. Something to make adventurers think twice the next time they think they see one.
PC Options: Precision and Control - whether it's controlling the enemy, yourself, the laws of physics, or the elements, we want no explosions or collateral damage here. Whatever you make, it needs to be under absolute control.
Inspirational Options: The Ticking Clock. Make us something in which timing is of the essence. Something to add tension to the game, a sense of urgency to proceedings.
Voting
Voting will start December 14th and will end at midnight on January 1st. A poll for each category will be posted on this thread, and all may vote on it - including contestants. Please try to take the time to review and vote for every entry in the categories you vote in, as even one vote can easily sway a competition like this. A Google Docs poll will also be raised, which allows me to better monitor the polling. If there's anything you feel very strongly about, also feel free to review it in the thread! Reviews won't count for anything, but it's nice to get feedback!
Due to the Yule/Christmas/Xmas/Winter holiday, there may be some delay between the end of the Poll and the results going live. I will try to be prompt with it!
Contestants
Contestants will be listed here with a link to their entries so you can easily find and review each option while voting. I will try to keep on top of this to the best of my ability, but there may be some delay between submitting an entry and having it listed here.
For my submission for the PC option, I am submitting the following Barbarian subclass, which I think is specialized in reducing enemy movement and has zero abilities which would harm allies or nearby NPCs. Will probably work on further improving this until the end date.
This barbarian features improvements to their abilities to grapple and shove as well as a limited AoE to trap enemies and aggro them against you and with a capstone that could let you temporarily take an enemy out of a fight. So battlefield control is the goal
Path of the Sumo Warrior
Barbarians who follow this path take pride in their fortitude. Some will seek competitions in grappling against others, especially those who appear to have a larger build, to demonstrate their unwavering spirit. Others will train by standing in fierce environmental conditions for days on end to demonstrate before the gods and before nature that they shall not be moved from their path.
Palm Strike
Beginning when you choose the path at 3rd level, after you take the Attack action on your turn, you can make a Shove attack against a creature within your reach using your bonus action.
Once per turn while raging, when you succeed on a contested check to shove another creature, you can increase the maximum distance you can push the target by a number of feet equal to five times the value of your Rage Damage. Alternatively, if you use the shove to knock a creature prone, you can use this feature to deal bludgeoning damage equal to the value of your Rage damage to the target.
Heavy Base
Your powerful foundation allows you to stand unwavering against mighty forces. At 6th level, you have advantage on all skill checks and saving throws against effects which would move you against your will or knock you prone. Additionally, while raging you are treated as one size larger for determining the size of creatures you can target (or that can target you) for a Grapple or Shove.
Runic Arena
Starting at 10th level, whenever you enter a rage you summon forth a 10 foot diameter circle of runes on the ground centered on the point where you started your rage which persists until your rage ends. While you are inside the circle, enemies within the area have disadvantage on attacks made against creatures other than you.
Whenever a creature within the area uses its movement to exit the circle, using your reaction you can force the creature to make a Strength saving throw. On a failed save, the creature takes force damage equal to 1d12 + your rage damage and is forced back into the arena with its speed reduced to 0 until the start of its next turn. On a successful save, the target takes half as much damage and does not have its movement or speed affected. The DC for this saving throw is equal to 8+your proficiency bonus+your Strength modifier.
This arena persists until the end of your rage. The effect can be ended early if the runes are targeted by the Dispel Magic spell or similar magic.
Astral Push
At 17th level, when you successfully shove a creature, you can choose to detether the target’s astral form from its physical body rather than pushing the creature or knocking it prone. The creature’s astral body is forcefully projected into the Astral Plane for up to 1 minute, during which time the target is incapacitated. Each time its body (or astral body) takes damage or is targeted by a spell, the creature can make a Wisdom saving throw, ending the effect on a success. The DC for this saving throw is equal to 8+your proficiency bonus+your Strength modifier. After you shove a creature in this way, you cannot do so again until you finish a short or long rest.
I have so much stuff already created for the DM options! I decided on the Copycat and the Faceless (can I do both? Their lore makes them functionally the same thing, just in different stages of life), but the Animated Bag of Holding, the mist-based, secret hoarder, master illusionist elementals, and Chaotic Good transmuter Mind Flayer NPC for my campaign were all close runner-ups.
Tentacles. Melee Weapon Attack: +9 to hit, reach 15 ft., 1 target. Hit: 16 (3d6 + 6) bludgeoning damage, and the target is grappled (escape DC 14) if it is a Large or smaller creature.
Shapesteal. The copycat initiates a charisma contest with a humanoid within 30 feet of it. If it wins, the copycat shapeshifts into that creature, while the creature itself falls unconscious and is in a state of suspended animation for 2d4 hours, at the end of which it transforms into a faceless. While transformed, the copycat retains its statistics, but can adopt any of the target’s statistics of its choice. The transformation of a creature into a faceless can be reversed by a greater restoration spell at any time before it finishes. After the transformation is complete, only a wish will reverse the transformation. If the faceless is later transformed into a copycat nothing short of the creature's identity being returned (which is only possible with magic more powerful than can currently be harnessed or the copycat somehow shapestealing its former self) will transform it back.
Bonus Actions
Transform Faceless (recharge 4-6). The copycat instantly transforms a faceless within 5 feet of it into another copycat.
Description
Copycats are unnatural creatures tainted by the Far Realm. They are completely devoid of personality and identity, existing only to impersonate others.
Transformed Humanoids. Humanoids living in areas tainted by the Far Realm who spend so much of their time pretending to be others that they start to lose part of their identities will occasionally transform into copycats. More often they are created when a copycat transforms a faceless into another copycat. Once transformed, nothing of what the creature used to be remains.
Unnatural Existence.The copycat does not require air, food, drink or sleep.
Faceless are creatures entirely devoid of identity. They act similarly to copycats, but have no shapesteal ability.
Transformed Humanoids.Occasionally, humanoids living in areas tainted by the Far Realm who begin to lose their identity will occasionally transform into faceless. More often they are created when a copycat shapesteals a creature. Any copycat can instantly transform any faceless into another copycat permanently. Once transformed, nothing of what the creature used to be remains.
Unnatural Existence.The faceless does not require air, food, drink or sleep.
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This isn't actually a signature, just something I copy and paste onto the bottom of all my posts. Or is it? Yep, it is. Or is it..? I’m a hobbit, and the master cranial imploder of the "Oops, I Accidently Destroyed Someone's Brain" cult. Extended sig. I'm actually in Limbo, it says I'm in Mechanus because that's where I get my WiFi from. Please don't tell the modrons, they're still angry from the 'Spawning Stone' fiasco. No connection to Dragonslayer8 other than knowing them in real life.
I have so much stuff already created for the DM options! I decided on the Copycat and the Faceless (can I do both? Their lore makes them functionally the same thing, just in different stages of life), but the Animated Bag of Holding, the mist-based, secret hoarder, master illusionist elementals, and Chaotic Good transmuter Mind Flayer NPC for my campaign were all close runner-ups.
Tentacles. Melee Weapon Attack: +9 to hit, reach 15 ft., 1 target. Hit: 16 (3d6 + 6) bludgeoning damage, and the target is grappled (escape DC 14) if it is a Large or smaller creature.
Shapesteal. The copycat initiates a charisma contest with a humanoid within 30 feet of it. If it wins, the copycat shapeshifts into that creature, while the creature itself falls unconscious and is in a state of suspended animation for 2d4 hours, at the end of which it transforms into a faceless. While transformed, the copycat retains its statistics, but can adopt any of the target’s statistics of its choice. The transformation of a creature into a faceless can be reversed by a greater restoration spell at any time before it finishes. After the transformation is complete, only a wish will reverse the transformation. If the faceless is later transformed into a copycat nothing short of the creature's identity being returned (which is only possible with magic more powerful than can currently be harnessed or the copycat somehow shapestealing its former self) will transform it back.
Bonus Actions
Transform Faceless (recharge 4-6). The copycat instantly transforms a faceless within 5 feet of it into another copycat.
Description
Copycats are unnatural creatures tainted by the Far Realm. They are completely devoid of personality and identity, existing only to impersonate others.
Transformed Humanoids. Humanoids living in areas tainted by the Far Realm who spend so much of their time pretending to be others that they start to lose part of their identities will occasionally transform into copycats. More often they are created when a copycat transforms a faceless into another copycat. Once transformed, nothing of what the creature used to be remains.
Unnatural Existence.The copycat does not require air, food, drink or sleep.
Faceless are creatures entirely devoid of identity. They act similarly to copycats, but have no shapesteal ability.
Transformed Humanoids.Occasionally, humanoids living in areas tainted by the Far Realm who begin to lose their identity will occasionally transform into faceless. More often they are created when a copycat shapesteals a creature. Any copycat can instantly transform any faceless into another copycat permanently. Once transformed, nothing of what the creature used to be remains.
Unnatural Existence.The faceless does not require air, food, drink or sleep.
Its up to Thoruk, but generally you are limited to only one submission per category. That being said, in the previous competition there was one entry which was a set of monsters, demonstrating different societal roles and strengths, so it is not unprecedented.
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I have so much stuff already created for the DM options! I decided on the Copycat and the Faceless (can I do both? Their lore makes them functionally the same thing, just in different stages of life), but the Animated Bag of Holding, the mist-based, secret hoarder, master illusionist elementals, and Chaotic Good transmuter Mind Flayer NPC for my campaign were all close runner-ups.
Tentacles. Melee Weapon Attack: +9 to hit, reach 15 ft., 1 target. Hit: 16 (3d6 + 6) bludgeoning damage, and the target is grappled (escape DC 14) if it is a Large or smaller creature.
Shapesteal. The copycat initiates a charisma contest with a humanoid within 30 feet of it. If it wins, the copycat shapeshifts into that creature, while the creature itself falls unconscious and is in a state of suspended animation for 2d4 hours, at the end of which it transforms into a faceless. While transformed, the copycat retains its statistics, but can adopt any of the target’s statistics of its choice. The transformation of a creature into a faceless can be reversed by a greater restoration spell at any time before it finishes. After the transformation is complete, only a wish will reverse the transformation. If the faceless is later transformed into a copycat nothing short of the creature's identity being returned (which is only possible with magic more powerful than can currently be harnessed or the copycat somehow shapestealing its former self) will transform it back.
Bonus Actions
Transform Faceless (recharge 4-6). The copycat instantly transforms a faceless within 5 feet of it into another copycat.
Description
Copycats are unnatural creatures tainted by the Far Realm. They are completely devoid of personality and identity, existing only to impersonate others.
Transformed Humanoids. Humanoids living in areas tainted by the Far Realm who spend so much of their time pretending to be others that they start to lose part of their identities will occasionally transform into copycats. More often they are created when a copycat transforms a faceless into another copycat. Once transformed, nothing of what the creature used to be remains.
Unnatural Existence.The copycat does not require air, food, drink or sleep.
Faceless are creatures entirely devoid of identity. They act similarly to copycats, but have no shapesteal ability.
Transformed Humanoids.Occasionally, humanoids living in areas tainted by the Far Realm who begin to lose their identity will occasionally transform into faceless. More often they are created when a copycat shapesteals a creature. Any copycat can instantly transform any faceless into another copycat permanently. Once transformed, nothing of what the creature used to be remains.
Unnatural Existence.The faceless does not require air, food, drink or sleep.
Its up to Thoruk, but generally you are limited to only one submission per category. That being said, in the previous competition there was one entry which was a set of monsters, demonstrating different societal roles and strengths, so it is not unprecedented.
I could remove the Faceless. It isn't as important.
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This isn't actually a signature, just something I copy and paste onto the bottom of all my posts. Or is it? Yep, it is. Or is it..? I’m a hobbit, and the master cranial imploder of the "Oops, I Accidently Destroyed Someone's Brain" cult. Extended sig. I'm actually in Limbo, it says I'm in Mechanus because that's where I get my WiFi from. Please don't tell the modrons, they're still angry from the 'Spawning Stone' fiasco. No connection to Dragonslayer8 other than knowing them in real life.
I have so much stuff already created for the DM options! I decided on the Copycat and the Faceless (can I do both? Their lore makes them functionally the same thing, just in different stages of life), but the Animated Bag of Holding, the mist-based, secret hoarder, master illusionist elementals, and Chaotic Good transmuter Mind Flayer NPC for my campaign were all close runner-ups.
Tentacles. Melee Weapon Attack: +9 to hit, reach 15 ft., 1 target. Hit: 16 (3d6 + 6) bludgeoning damage, and the target is grappled (escape DC 14) if it is a Large or smaller creature.
Shapesteal. The copycat initiates a charisma contest with a humanoid within 30 feet of it. If it wins, the copycat shapeshifts into that creature, while the creature itself falls unconscious and is in a state of suspended animation for 2d4 hours, at the end of which it transforms into a faceless. While transformed, the copycat retains its statistics, but can adopt any of the target’s statistics of its choice. The transformation of a creature into a faceless can be reversed by a greater restoration spell at any time before it finishes. After the transformation is complete, only a wish will reverse the transformation. If the faceless is later transformed into a copycat nothing short of the creature's identity being returned (which is only possible with magic more powerful than can currently be harnessed or the copycat somehow shapestealing its former self) will transform it back.
Bonus Actions
Transform Faceless (recharge 4-6). The copycat instantly transforms a faceless within 5 feet of it into another copycat.
Description
Copycats are unnatural creatures tainted by the Far Realm. They are completely devoid of personality and identity, existing only to impersonate others.
Transformed Humanoids. Humanoids living in areas tainted by the Far Realm who spend so much of their time pretending to be others that they start to lose part of their identities will occasionally transform into copycats. More often they are created when a copycat transforms a faceless into another copycat. Once transformed, nothing of what the creature used to be remains.
Unnatural Existence.The copycat does not require air, food, drink or sleep.
Faceless are creatures entirely devoid of identity. They act similarly to copycats, but have no shapesteal ability.
Transformed Humanoids.Occasionally, humanoids living in areas tainted by the Far Realm who begin to lose their identity will occasionally transform into faceless. More often they are created when a copycat shapesteals a creature. Any copycat can instantly transform any faceless into another copycat permanently. Once transformed, nothing of what the creature used to be remains.
Unnatural Existence.The faceless does not require air, food, drink or sleep.
Its up to Thoruk, but generally you are limited to only one submission per category. That being said, in the previous competition there was one entry which was a set of monsters, demonstrating different societal roles and strengths, so it is not unprecedented.
I could remove the Faceless. It isn't as important.
It's one submission, but one submission can be a set of creatures (EG, a colony of weird stick-insects which impersonate a fence, and the gate is their queen, so stats for both posts and fences), provided you make it clear how they're linked! Don't forget though that the purpose of this contest isn't completion, and if people have to read through multiple almost-identical creatures who use the same novel abilities and effects that you've homebrewed, the extra ones aren't adding much to your submission - EG, making an animal which can disguise itself as a cardboard box, then doing a badger, a fox, a cat, a dog, a hyena... all with the same ability, that adds nothing to your idea except bloat!
It's here already! Thanks Thoruk! I'm excited to bet 'brewing!
PC option: Ranger - Transformation Sniper [better name WIP], a ranger subclass who's arrows transform enemies.
DM option: Dragon Statutet (monster). Is it just me or is that statuet watching me?
Inspirational Option: The Cursed Isle of Kahewa (adventure location)
Those sound awesome!
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This definitley needs more work, but I will fine tune the details later. Here is my submission for the DM Option:
Razor Wire
Trap (level 5-10, Dangerous Threat)
Razor wire is sometimes placed as a trap within dungeons in order to quickly and cleanly dismember intruders who proceed without caution. It is especially deadly against creatures that rely too greatly on their darkvision. This wiring requires a highly skilled smith to construct, and will often be found in structures constructed by dwarves.
Razor wire is formed using thin strips of strong metal (including adamantine in rare cases) which are stretched either horizontally from wall-to-wall, or vertically from floor to ceiling. It is incredibly difficult to see owing to how thin it is, and a creature may only catch a glimpse if light reflects off of it.
Trigger: Unlike a traditional trap, there is no triggering mechanism for razor wire. It will be “triggered” as soon as a creature comes into contact with it. It is not hidden or concealed, but very difficult to spot to an untrained eye owing to how thin it is.
Effect: A creature which attempts to move through the razor wire’s space must make a Dexterity saving throw. On a failed save the creature takes 5d6 slashing damage and has its speed reduced to 0 until the start of its next turn. On a successful save, the creature takes half as much damage and does not have its speed reduced. A creature which has taken the Dash action before moving through the razor wire’s space or which has been forced into the razor wire’s space has disadvantage on this saving throw. If a creature is reduced to 0 HP by the damage of this trap, its head is cut off. If such a creature cannot survive without its head, it immediately dies.
A creature which is Tiny or smaller or which is incorporeal automatically succeeds on this saving throw. Until the razor wire is disarmed a creature cannot move through its space, and must either stop moving or change direction before they can continue.
Countermeasures:A creature which succeeds on a DC 25 Wisdom (Perception) check to notice the thin strips of wire. The DC decreases to 20 if the wires are exposed to a source of dim light and decreases further to 15 if the wires are exposed to bright light. A creature which is blinded automatically fails to notice the razor wire.
If a Small or larger solid object passes through the razor wire’s space, it will hit the wires and reveal the trap. If a Tiny or smaller solid object (such as a coin or arrow) passes through the razor wire’s space, it has a 50% chance of hitting one of the wires and revealing the trap. Any object which hits the wire(s) is immediately torn into several pieces unless it is made of stone or metal (or is magical).
The razor wire is treated as having an AC of 15 and is immune to piercing, poison, and psychic damage. If the razor wire takes 30 damage or more, the razor wire is destroyed. A successful DC 15 Dexterity check using Thieves Tools, Tinker’s Tools, or Smith’s Tools can disarm the razorwire. A check with a total of 5 or lower takes the full damage of the razorwire.
Variant Trap Versions:
Adamantine Razor Wire: This wire is especially strong owing to the rare metal it is made from. This wire is considered to have an AC of 18 and requires 60 damage or more to destroy. A critical hit by an attack made against this wire is treated as a normal hit.
Bloodied Razor Wire (Moderate Threat): The wires may have fresh or dried blood on them due to other creature’s falling prey to the trap. For this variant, the DC for noticing the wires is lowered to 12 for both dim and bright light and may be further lowered to 8 if the bodies are still nearby. At the DM's discretion, the wire may also inflict a disease on any creature which is damaged by the wire.
Poisoned Razor Wire (Deadly Threat): The wires are coated in a harsh poison. The liquid coating it makes it easier to spot. The DC for noticing the wires is lowered to 12 for both dim and bright light. A creature who enters the wire's space takes an additional 5d6 poison damage on a failed save, or half as much on a successful one.
Vorpal Razor Wire (You clearly just hate your players): The wires are made from scrapping the sword of a once famous adventurer who thought they could waltz around without a care in the world. A creature which fails its Dexterity saving throw by 5 or more immediately has its head cut off regardless of if the damage would reduce it to 0 HP. A creature which fails its saving throw but is not decapitated must roll on the Lingering Injury table (DMG: 272)
This isn't actually a signature, just something I copy and paste onto the bottom of all my posts. Or is it? Yep, it is. Or is it..? I’m a hobbit, and the master cranial imploder of the "Oops, I Accidently Destroyed Someone's Brain" cult. Extended sig. I'm actually in Limbo, it says I'm in Mechanus because that's where I get my WiFi from. Please don't tell the modrons, they're still angry from the 'Spawning Stone' fiasco. No connection to Dragonslayer8 other than knowing them in real life.
Amphibious. The dragon turtle can breathe air and water.
Colossal. The dragon turtle is immune to forced movement, does not provoke opportunity attacks and cannot make opportunity attacks.
In addition, whenever the dragon turtle makes a weapon attack, regardless of whether the attack hits or misses, each creature within 40 feet of the attack's target other than the target or the dragon turtle itself must succeed on a DC 20 Dexterity saving throw or takes half the attack's damage.
Empowered Attacks. The dragon turtle's weapon attacks count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks.
False Appearance.While the dragon turtle remains motionless at the ocean's surface, it is indistinguishable from a normal, mountainous island.
Heavy Sea. If the dragon turtle is awake, the sea within 600 feet of it becomes rough. The water within that area counts as difficult terrain. Characters might experience strong, unexpected currents and high waves, resulting in ships capsizing or breaking apart and other dangers, on DM's discretion.
Indestructible Shell.The dragon turtle's shell is treated as terrain creatures can walk on and is indestructible. The dragon turtle is immune to any attack, spell or other effect that only targets its shell or only includes its shell in its area of effect. To affect or damage the dragon turtle, an attack, spell or other effect must target its head or limbs, or include them in its area.
Inflexible.The dragon turtle is incapable of targeting a creature on its shell with an attack or with its breath weapon. It also automatically fails any dexterity saving throw.
Legendary Resistance (5/day). If the dragon turtle fails a saving throw, it can choose to succeed instead.
Lightning Absorbtion. When the dragon turtle is subjected to lightning damage, it takes no damage and instead regains an amount of hit points equal to the lightning damage.
Moving Island.The dragon turtle ignores difficult terrain and can enter spaces occupied by other creatures. Depending on whether the dragon turtle is moving in the water or on land, the following effects happen to creatures in its path:
If the dragon turtle enters another creature's space in water, that creature is harmlessly pushed aside by the current. A creature that comes within reach of the shell can also use its reaction to make a DC 20 Strength (Athletics) check to latch onto the shell.
If the dragon turtle is moving on land, the first time on a turn it enters the space of another creature, that creature must make a DC 20 Dexterity saving throw or take 52 (8d12) bludgeoning damage and be knocked prone.
Actions
Multiattack. The dragon turtle uses its Wild Current or, if it is swimming at the ocean's surface, its Titan's Dive, and makes three attacks: one with its bite or tail and two with its claws.
Bite.Melee Weapon Attack:+19 to hit, reach 80 ft., one target. Hit: 62 (8d12 + 10) piercing damage plus 26 (4d12) lightning damage. The target is unable to use any reactions until the start of its next turn and the dragon turtle can grapple it as part of that attack.
Claw.Melee Weapon Attack:+19 to hit, reach 80 ft., one target. Hit: 46 (8d8 + 10) slashing damage. If the target is submerged in water, it must succeed on a DC 20 Strength saving throw or be knocked prone by turbulences in the water resulting from the attack. If the target is not submerged in water, it must succeed on a DC 20 Strength saving throw or be thrown up to 3d6 Ă— 10 feet away from the dragon turtle, landing prone.
Tail.Melee Weapon Attack:+19 to hit, reach 120 ft., one target. Hit: 54 (8d10 + 10) bludgeoning damage. If the target is a creature, it must succeed on a DC 20 Strength saving throw or be knocked prone.
Titan's Dive. The dragon turtle uses all its movement to dive beneath the water's surface. As the water swallows it and crashes together over it, all creatures on the dragon turtle's shell and all creatures within 600 feet of the dragon turtle in the water must make a DC 20 Strength saving throw. On a failure, they take 52 (8d12) bludgeoning damage and suffer the following effects:
Creatures on the dragon turtle's shell are caught in the current and washed off the shell. They end up in random spaces along the path the dragon turtle took.
Creatures that were within 600 feet of the dragon turtle in the water are caught in the current and are drawn up to 3d6 Ă— 10 feet towards the location the dragon turtle was at at the start of its turn.
Creatures who succeed on the saving throw take half damage without other consequences. If they were on the turtle's shell, they can continue to cling to it.
Wild Current. The dragon turtle, while in water, creates a strong current in a 600-foot line that is 60 feet wide. All creatures caught in that current must make a DC 20 Strength saving throw. On a failure, they are pulled up to 3d6 Ă— 10 feet closer to the dragon turtle or pushed the same distance away (the dragon turtle's choice) and are knocked prone.
Steam Breath(Recharge 5–6). The dragon turtle exhales steam in a 1200-foot cone. Each creature in that area must make a DC 20 Constitution saving throw, taking 72 (16d8) fire damage on a failed save, or half as much damage on a successful one. Being underwater doesn't grant resistance against this damage. Until the start of the dragon turtle's next turn the area covered by the breath is heavily obscured by steam or bubbles in the water.
Bonus Actions
Armor of Storms. Lightning temporarily surrounds the dragon turtle, and it gains 60 temporary hit points until the start of its next turn. Until all these temporary hit points are gone, any creature that touches the dragon turtle, starts its turn while in cotact with the dragon turtle or hits it with a melee attack takes 26 (4d12) lightning damage.
Emerge.The dragon turtle emerges from its shell after having used its Withdraw reaction.
Reactions
Lightning Rod.If the dragon turtle can see a creature within 600 feet of it taking lightning damage, it can use its reaction to draw in the lightning. In this case, that creature takes no damage and the dragon turtle takes the damage in its place.
Withdraw. If the dragon turtle takes a critical hit, it can use its reaction to withdraw into its shell. In this state it has total cover, but it cannot move or take actions until it uses a bonus action on its turn to emerge again.
Legendary Actions
The ancient dragon turtle can take 5 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. The ancient dragon turtle regains spent legendary actions at the start of its turn.
Attack. The dragon turtle makes one claw or tail attack.
Rush. The dragon turtle moves up to its speed. If it is submerged in water, all creatures on its shell must make a DC 20 Strength saving throw or be washed off the shell by the current.
Lightning Strike. This legendary action can only be used if the dragon turtle's Armor of Storms is active. A lightning bolt strikes a point within 600 feet of the dragon turtle. All creatures within 10 feet of that point must make a DC 20 Dexterity saving throw, taking 36 (8d8) lightning damage on a failure or half as much on a success
Maelstrom (Costs 2 Actions). The dragon turtle targets a point within 1200 feet of it that is within water. A maelstrom with a radius of 60 feet at the top and a depth of 60 feet appears at that point. Until the start of the dragon turtle's next turn, this area is difficult terrain, and any creature that starts its turn there must succeed on a Strength saving throw or take 36 (8d8) bludgeoning damage and be pulled into the center of the maelstrom, where it becomes restrained.
Boiling Aura (Costs 3 Actions, recharge 5–6).The dragon turtle radiates intense heat. The water within 120 feet of the dragon turtle starts boiling, causing the area to be heavily obscured by steam or bubbles in the water. The effects last until the start of the dragon turtle's next turn. Until then, whenever a creature starts its turn within 120 feet of the dragon turtle, that creature must succeed on a DC 20 Constitution saving throw or take 54 (12d8) fire damage. Being underwater doesn't grant resistance against this damage.
Description
The ancient dragon turtle is a mythical creature, as large as a decently-sized island, reaching a length of one mile or more. It is fair to say that ancient dragon turtles might very well be the largest living creatures in existence, at least on the Material Plane - their mouth alone is large enough to swallow a kraken whole. An ancient dragon turtle does not just stand out due to its size, it also is of an incredible age, having seen and survived ages where men and elves were not yet part of the world. A dragon turtle wyrmling can be considered a young dragon turtle at the age of a few thousand years, which is the same age a true dragon would aready be considered ancient, and it takes a few tens of thousands of years to grow into an adult dragon turtle. One can only imagine how long it would take for an adult dragon turtle to grow into an ancient one.
Ancient dragon turtles usually slumber for years, decades, centuries or even longer - during that time, they float at the ocean's surface, they essentially become large, mountainous swimming islands, giving nature a chance to conquer their shell. And sometimes, even people start settling on the back of a dragon turtle, mistaking it for an island - until, in a catastrophic event, the island reveals its true nature and awakens.
World-Bearers. Ancient dragon turtles are so large and slumber for so long, that an entire self-sufficient ecosystem can develop on their hard back, including forest, moss, grass and various kinds of animals, with large sea-birds nesting at the highest points of the shell. The back of a dragon turtle is large enough for adventurers to live on it and to explore it like a normal island. In combat, characters may need to move across the shell to reach the vulnerable head and limbs of the turtle, while overcoming various challenges imposed by the unusual and in some places difficult-to-traverse terrain. Similarly, a dragon turtle that spent a long time submerged might have become the base of a great coral reef, with its shell becoming home to unique, beautiful forms of life from the deeps. Whatever kind of world a dragon turtle bears, from time to time, when the turtle awakens, it undergoes great change.
Dungeons Within. The shell of a dragon turtle, while solid on the outside and sturdy enough to protect the dragon turtle against any damage, might actually be home to cave systems or other kinds of dungeons. Maybe someone mistook it for an island thousands of years ago and built a barrow for a fallen legend, full of treasure, in its shell? Maybe other creatures lair within the turtle's shell, not aware of this island actually being a living creature by itself?
Devourer of Ships. An angered dragon turtle might swallow an adventurer or even a whole ship with its bite attack. In this case, the swallowed character(s) could either be subjected to the usual rules for swallowing (blinded, restrained, total cover, taking 36 (8d8) acid damage at the start of each of their turns), or the DM could decide the turtle's inside is spacious enough to have the character navigate the dragon turtle's massive body as if it was a giant, living dungeon. They might encounter unique hazards in there, such as stomach acid, old shipwrecks - and even monsters that live there naturally or have been swallowed whole by the dragon turtle.
Lair and Lair Actions
An ancient dragon turtle's lair is usually an underwater cave or a coral reef situated deep beneath the waves where the ocean reaches its greatest depths and is accommodated by submarine volcanic activities including hydrothermal deep-sea vents and even volcanoes erupting glowing hot lava into the cold sea-water. The area around an ancient dragon turtle's lair is a desirable target for natural explorers, as deep-sea volcanism creates a unique habitat, which allows for unusual and exceptionally rare and almost alien forms of life to manifest there. However, considering the immense depths in which these lairs are found and the dangers that loom there, the journey to a dragon turtle's cave and the volcanic fields around it is a dangerous expedition, only suited for skilled adventurers who have the training and magic necessary to survive in these immense depths.
In terms of cave structure and layout, a dragon turtle's lair usually is eerily similar to the seaside caves preferred by topaz and bronze dragons, although of course of an entirely different scale. An ancient dragon turtle is largely unconcerned with the design of its lair and rarely if ever works to improve it, as its primary concern is the lair's size - it must be large enough for a creature that by itself is the size of an island, and it must provide enough space for that creature's hoard. Ancient dragon turtles hoard treasure in their lair like any other dragons, and their hoards, as ancient as their owners, can tell stories of long-forgotten ages. Not just gold, jewellery and magic items are found in such a hoard, but also entire ships and even artifacts from the very beginning of the world - artifacts that were not created by elven- or humankind, but by whatever was there before.
Lair Actions
On initiative count 20 (losing initiative ties), the dragon turtle can take one of the following lair actions; the dragon turtle can't take the same lair action two rounds in a row:
Steam Eruption. 1d4 hydrothermal vents erupt clouds of steam and smoke, with each cloud causing an area of a 90-feet cone to be heavily obscured until initiative count 20 on the next round. Each creature in at least one of these areas must make a DC 20 Constitution saving throw, taking 36 (8d8) fire damage on a failed save, or half as much damage on a successful one. Being underwater doesn't grant resistance against this damage.
Entangle. Strands of kelp and tentacles from strange deep-sea forms of life reach out within a 20-foot-tall cylinder with a radius of 60 feet centered on a point on a solid surface to ensnare any intruders to the lair. Each creature within the area must make a DC 20 Dexterity saving throw or be restrained until the end of its next turn.
Deep-Sea Quake. An earthquake hits the lair, causing it to shake violently. The water grows turbulent and pieces of debris break loose. Each creature within the lair must make a DC 20 Strength saving throw. On a failure it takes 26 (4d12) bludgeoning damage and is knocked prone, on a success it takes half as much damage without other effects. In addition, the whole lair counts as difficult terrain until initiative order 20 on the next round.
Submarine Lava Flow. A fissure opens and erupts lava, covering an area along the grounds that is up to 600 feet long and up to 60 feet wide. Each creature that starts its turn within that area takes 55 (10d10) fire damage. Being underwater doesn't grant resistance against this damage. The lava flow lasts for 1 minute or until the dragon turtle uses this lair action again.
Toxic Fumaroles. 1d4 vents in the lair release toxic gas into the water. Each creature within 60 feet of at least one of these vents must make a DC 20 Constitution saving throw or be poisoned for 1 minute. While poisoned in this way, a creature is unable to breathe. A creature can repeat the saving throw at the end of each of its turns, ending the effect on a success.
Regional Effects
The region containing an ancient dragon turtle's lair can be transformed by its presence, resulting in one or more of the following effects:
Strong currents try to push unwanted visitors away from the lair. These currents can be first encountered within 15 miles of the lair and become more common closer to the lair.
The region within 10 miles of the lair is a field of geothermal deep-sea vents and sometimes even a showplace of submarine volcanic eruptions. This causes the water to reach temperatures of a hundred or more degrees in some places, while toxic gases released into the water by volcanic vents might make breathing difficult to impossible even for most water-breathing creatures.
Within 10 miles of the lair, the fields of deep-sea vents and submarine volcanoes create a habitat for unusual deep-sea creatures and other strange forms of life ranging from tiny worms to gargantuan monsters, while most fish and other well-known common sea creatures are deterred by the environment or straight up unable to survive there.
Within 5 miles of the lair, crevasses in the ocean floor form portals to the depths of the Elemental Plane of Water and to elemental border regions, where the Elemental Plane of Water and the Elemental Plane of Fire merge, allowing creatures of elemental water and of elemental fire to pass into the world to dwell nearby.
Amphibious. The dragon turtle can breathe air and water.
Colossal. The dragon turtle is immune to forced movement, does not provoke opportunity attacks and cannot make opportunity attacks.
In addition, whenever the dragon turtle makes a weapon attack, regardless of whether the attack hits or misses, each creature within 40 feet of the attack's target other than the target or the dragon turtle itself must succeed on a DC 20 Dexterity saving throw or takes half the attack's damage.
Empowered Attacks. The dragon turtle's weapon attacks count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks.
False Appearance.While the dragon turtle remains motionless at the ocean's surface, it is indistinguishable from a normal, mountainous island.
Heavy Sea. If the dragon turtle is awake, the sea within 600 feet of it becomes rough. The water within that area counts as difficult terrain. Characters might experience strong, unexpected currents and high waves, resulting in ships capsizing or breaking apart and other dangers, on DM's discretion.
Indestructible Shell.The dragon turtle's shell is treated as terrain creatures can walk on and is indestructible. The dragon turtle is immune to any attack, spell or other effect that only targets its shell or only includes its shell in its area of effect. To affect or damage the dragon turtle, an attack, spell or other effect must target its head or limbs, or include them in its area.
Inflexible.The dragon turtle is incapable of targeting a creature on its shell with an attack or with its breath weapon. It also automatically fails any dexterity saving throw.
Legendary Resistance (5/day). If the dragon turtle fails a saving throw, it can choose to succeed instead.
Lightning Absorbtion. When the dragon turtle is subjected to lightning damage, it takes no damage and instead regains an amount of hit points equal to the lightning damage.
Moving Island.The dragon turtle ignores difficult terrain and can enter spaces occupied by other creatures. Depending on whether the dragon turtle is moving in the water or on land, the following effects happen to creatures in its path:
If the dragon turtle enters another creature's space in water, that creature is harmlessly pushed aside by the current. A creature that comes within reach of the shell can also use its reaction to make a DC 20 Strength (Athletics) check to latch onto the shell.
If the dragon turtle is moving on land, the first time on a turn it enters the space of another creature, that creature must make a DC 20 Dexterity saving throw or take 52 (8d12) bludgeoning damage and be knocked prone.
Actions
Multiattack. The dragon turtle uses its Wild Current or, if it is swimming at the ocean's surface, its Titan's Dive, and makes three attacks: one with its bite or tail and two with its claws.
Bite.Melee Weapon Attack:+19 to hit, reach 80 ft., one target. Hit: 62 (8d12 + 10) piercing damage plus 26 (4d12) lightning damage. The target is unable to use any reactions until the start of its next turn and the dragon turtle can grapple it as part of that attack.
Claw.Melee Weapon Attack:+19 to hit, reach 80 ft., one target. Hit: 46 (8d8 + 10) slashing damage. If the target is submerged in water, it must succeed on a DC 20 Strength saving throw or be knocked prone by turbulences in the water resulting from the attack. If the target is not submerged in water, it must succeed on a DC 20 Strength saving throw or be thrown up to 3d6 Ă— 10 feet away from the dragon turtle, landing prone.
Tail.Melee Weapon Attack:+19 to hit, reach 120 ft., one target. Hit: 54 (8d10 + 10) bludgeoning damage. If the target is a creature, it must succeed on a DC 20 Strength saving throw or be knocked prone.
Titan's Dive. The dragon turtle uses all its movement to dive beneath the water's surface. As the water swallows it and crashes together over it, all creatures on the dragon turtle's shell and all creatures within 600 feet of the dragon turtle in the water must make a DC 20 Strength saving throw. On a failure, they take 52 (8d12) bludgeoning damage and suffer the following effects:
Creatures on the dragon turtle's shell are caught in the current and washed off the shell. They end up in random spaces along the path the dragon turtle took.
Creatures that were within 600 feet of the dragon turtle in the water are caught in the current and are drawn up to 3d6 Ă— 10 feet towards the location the dragon turtle was at at the start of its turn.
Creatures who succeed on the saving throw take half damage without other consequences. If they were on the turtle's shell, they can continue to cling to it.
Wild Current. The dragon turtle, while in water, creates a strong current in a 600-foot line that is 60 feet wide. All creatures caught in that current must make a DC 20 Strength saving throw. On a failure, they are pulled up to 3d6 Ă— 10 feet closer to the dragon turtle or pushed the same distance away (the dragon turtle's choice) and are knocked prone.
Steam Breath(Recharge 5–6). The dragon turtle exhales steam in a 1200-foot cone. Each creature in that area must make a DC 20 Constitution saving throw, taking 72 (16d8) fire damage on a failed save, or half as much damage on a successful one. Being underwater doesn't grant resistance against this damage. Until the start of the dragon turtle's next turn the area covered by the breath is heavily obscured by steam or bubbles in the water.
Bonus Actions
Armor of Storms. Lightning temporarily surrounds the dragon turtle, and it gains 60 temporary hit points until the start of its next turn. Until all these temporary hit points are gone, any creature that touches the dragon turtle, starts its turn while in cotact with the dragon turtle or hits it with a melee attack takes 26 (4d12) lightning damage.
Emerge.The dragon turtle emerges from its shell after having used its Withdraw reaction.
Reactions
Lightning Rod.If the dragon turtle can see a creature within 600 feet of it taking lightning damage, it can use its reaction to draw in the lightning. In this case, that creature takes no damage and the dragon turtle takes the damage in its place.
Withdraw. If the dragon turtle takes a critical hit, it can use its reaction to withdraw into its shell. In this state it has total cover, but it cannot move or take actions until it uses a bonus action on its turn to emerge again.
Legendary Actions
The ancient dragon turtle can take 5 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. The ancient dragon turtle regains spent legendary actions at the start of its turn.
Attack. The dragon turtle makes one claw or tail attack.
Rush. The dragon turtle moves up to its speed. If it is submerged in water, all creatures on its shell must make a DC 20 Strength saving throw or be washed off the shell by the current.
Lightning Strike. This legendary action can only be used if the dragon turtle's Armor of Storms is active. A lightning bolt strikes a point within 600 feet of the dragon turtle. All creatures within 10 feet of that point must make a DC 20 Dexterity saving throw, taking 36 (8d8) lightning damage on a failure or half as much on a success
Maelstrom (Costs 2 Actions). The dragon turtle targets a point within 1200 feet of it that is within water. A maelstrom with a radius of 60 feet at the top and a depth of 60 feet appears at that point. Until the start of the dragon turtle's next turn, this area is difficult terrain, and any creature that starts its turn there must succeed on a Strength saving throw or take 36 (8d8) bludgeoning damage and be pulled into the center of the maelstrom, where it becomes restrained.
Boiling Aura (Costs 3 Actions, recharge 5–6).The dragon turtle radiates intense heat. The water within 120 feet of the dragon turtle starts boiling, causing the area to be heavily obscured by steam or bubbles in the water. The effects last until the start of the dragon turtle's next turn. Until then, whenever a creature starts its turn within 120 feet of the dragon turtle, that creature must succeed on a DC 20 Constitution saving throw or take 54 (12d8) fire damage. Being underwater doesn't grant resistance against this damage.
Description
The ancient dragon turtle is a mythical creature, as large as a decently-sized island, reaching a length of one mile or more. It is fair to say that ancient dragon turtles might very well be the largest living creatures in existence, at least on the Material Plane - their mouth alone is large enough to swallow a kraken whole. An ancient dragon turtle does not just stand out due to its size, it also is of an incredible age, having seen and survived ages where men and elves were not yet part of the world. In comparison to true dragons, a dragon turtle wyrmling can be considered a young dragon turtle at the age of a few thousand years, and it takes a few tens of thousands of years to grow into an adult dragon turtle. One can only imagine how long it would take for an adult dragon turtle to grow into an ancient one.
Ancient dragon turtles usually slumber for years, decades, centuries or even longer - during that time, they float at the ocean's surface, they essentially become large, mountainous swimming islands, giving nature a chance to conquer their shell. And sometimes, even people start settling on the back of a dragon turtle, mistaking it for an island - until, in a catastrophic event, the island reveals its true nature and awakens.
World-Bearers. Ancient dragon turtles are so large and slumber for so long, that an entire self-sufficient ecosystem can develop on their hard back, including forest, moss, grass and various kinds of animals, with large sea-birds nesting at the highest points of the shell. The back of a dragon turtle is large enough for adventurers to live on it and to explore it like a normal island. In combat, characters may need to move across the shell to reach the vulnerable head and limbs of the turtle, while overcoming various challenges imposed by the unusual and in some places difficult-to-traverse terrain. Similarly, a dragon turtle that spent a long time submerged might have become the base of a great coral reef, with its shell becoming home to unique, beautiful forms of life from the deeps. Whatever kind of world a dragon turtle bears, from time to time, when the turtle awakens, it undergoes great change.
Dungeons Within. The shell of a dragon turtle, while solid on the outside and sturdy enough to protect the dragon turtle against any damage, might actually be home to cave systems or other kinds of dungeons. Maybe someone mistook it for an island thousands of years ago and built a barrow for a fallen legend, full of treasure, in its shell? Maybe other creatures lair within the turtle's shell, not aware of this island actually being a living creature by itself?
Devourer of Ships. An angered dragon turtle might swallow an adventurer or even a whole ship with its bite attack. In this case, the swallowed character(s) could either be subjected to the usual rules for swallowing (blinded, restrained, total cover, taking 36 (8d8) acid damage at the start of each of their turns), or the DM could decide the turtle's inside is spacious enough to have the character navigate the dragon turtle's massive body as if it was a giant, living dungeon. They might encounter unique hazards in there, such as stomach acid, old shipwrecks - and even monsters that live there naturally or have been swallowed whole by the dragon turtle.
Lair and Lair Actions
An ancient dragon turtle's lair is usually an underwater cave or a coral reef situated deep beneath the waves where the ocean reaches its greatest depths and is accommodated by submarine volcanic activities including hydrothermal deep-sea vents and even volcanoes erupting glowing hot lava while completely submerged. The area around an ancient dragon turtle's lair is a desirable target for natural explorers on its own, as deep-sea volcanism creates an unique habitat, which allows for unusual and exceptionally rare forms of life to manifest there. However, considering the immense depths in which these lairs are found, the journey to a dragon turtle's cave and the volcanic fields around it is an expedition of its own, a dangerous expedition.
In terms of cave structure and layout, these lairs are eerily similar to the seaside caves preferred by topaz and bronze dragons, although of course on an entirely different scale. An ancient dragon turtle is largely unconcerned with the design of its lair and rarely if ever works to improve it, as its primary concern is the lair's size - it must be large enough for a creature that by itself is the size of an island, and it must provide enough space for that creature's hoard. Ancient dragon turtles hoard treasure in their lair like any other dragons, and their hoards, as ancient as their owners, can tell stories of long-forgotten ages. Not just gold, jewellery and magic items are found in such a hoard, but also entire ships and even artifacts from the very beginning of the world - artifacts that were not created by elven- or humankind, but by whatever was there before.
Lair Actions
On initiative count 20 (losing initiative ties), the dragon turtle can take one of the following lair actions; the dragon turtle can't take the same lair action two rounds in a row:
Steam Eruption. 1d4 hydrothermal vents erupt clouds of steam and smoke, with each cloud causing an area of a 90-feet cone to be heavily obscured until initiative count 20 on the next round. Each creature in at least one of these areas must make a DC 20 Constitution saving throw, taking 36 (8d8) fire damage on a failed save, or half as much damage on a successful one. Being underwater doesn't grant resistance against this damage.
Entangle. Strands of kelp and tentacles from strange deep-sea forms of life reach out within a 20-foot-tall cylinder with a radius of 60 feet centered on a point on a solid surface to ensnare any intruders to the lair. Each creature within the area must make a DC 20 Dexterity saving throw or be restrained until the end of its next turn.
Deep-Sea Quake. An earthquake hits the lair, causing it to shake violently. The water grows turbulent and pieces of debris break loose. Each creature within the lair must make a DC 20 Strength saving throw. On a failure it takes 26 (4d12) bludgeoning damage and is knocked prone, on a success it takes half as much damage without other effects. In addition, the whole lair counts as difficult terrain until initiative order 20 on the next round.
Submarine Lava Flow. A fissure opens and erupts lava, covering an area along the grounds that is up to 600 feet long and up to 60 feet wide. Each creature that starts its turn within that area takes 55 (10d10) fire damage. Being underwater doesn't grant resistance against this damage. The lava flow lasts for 1 minute or until the dragon turtle uses this lair action again.
Toxic Fumaroles. 1d4 vents in the lair release toxic gas into the water. Each creature within 60 feet of at least one of these vents must make a DC 20 Constitution saving throw or be poisoned for 1 minute. While poisoned in this way, a creature is unable to breathe. A creature can repeat the saving throw at the end of each of its turns, ending the effect on a success.
Regional Effects
The region containing an ancient dragon turtle's lair can be transformed by its presence, resulting in one or more of the following effects:
Strong currents try to push unwanted visitors away from the lair. These currents can be first encountered within 15 miles of the lair and become more common closer to the lair.
The region within 10 miles of the lair is a field of geothermal deep-sea vents and sometimes even a showplace of submarine volcanic eruptions. This causes the water to reach temperatures of a hundred or more degrees in some places, while toxic gases released into the water by volcanic vents might make breathing difficult to impossible even for most water-breathing creatures.
Within 10 miles of the lair, the fields of deep-sea vents and submarine volcanoes create a habitat for unusual deep-sea creatures and other strange forms of life ranging from tiny worms to gargantuan monsters, while most fish and other well-known common sea creatures are deterred by the environment or straight up unable to survive there.
Within 5 miles of the lair, crevasses in the ocean floor form portals to the depths of the Elemental Plane of Water and to elemental border regions, where the Elemental Plane of Water and the Elemental Plane of Fire merge, allowing creatures of elemental water and of elemental fire to pass into the world to dwell nearby.
This is awesome.
Rollback Post to RevisionRollBack
This isn't actually a signature, just something I copy and paste onto the bottom of all my posts. Or is it? Yep, it is. Or is it..? I’m a hobbit, and the master cranial imploder of the "Oops, I Accidently Destroyed Someone's Brain" cult. Extended sig. I'm actually in Limbo, it says I'm in Mechanus because that's where I get my WiFi from. Please don't tell the modrons, they're still angry from the 'Spawning Stone' fiasco. No connection to Dragonslayer8 other than knowing them in real life.
I actually just finished something that I think is perfect for the inspirational category this time around! This is a modification to the rules around vampirism, I'm designing a chronic vampirism as well, but the following entry: Fatal Vampirism; fits this category really well, I think and will be my inspirational category entry for this competition!
Vampirism is a disease that is spread by bodily fluids, usually being transmitted through saliva to blood contact. Vampirism is an extremely rare and chronic disease that has the potential to kill a host or transform them slowly into a vampire. The flowing article will explain the incubation period and stages of Fatal Vampirism.
Fatal Vampirism
Fatal vampirism has 4 stages with varying time periods between them depending on the individual’s fortitude. When a creature is hit by a Vampire's bite attack, it must succeed on a Constitution saving throw or contract vampirism. If a creature fails the triggering saving throw by 5 or more, that creature contracts Fatal Vampirism. The dungeon master chooses the difficulty of the saving throw (though 18 will match the statistics of the average Vampire). This rule is intended to replace the Vampire's normal means of spreading vampirism and allows creatures to contract the disease even if they survive an encounter with a Vampire.
While afflicted with this disease, any reduction to its hit point maximum cannot be restored by completing a long rest.
Stage 1 – Incubation: Upon contraction of fatal vampirism, the creature exhibits no externally observable symptoms. This stage lasts for 2d4 + Con mod days.
Stage 2 – Sensitivity: After the end of stage 1, The creature makes a Constitution saving throw at dawn each day for 2d6 + Con mod days. On a failure, the creature’s hit point maximum is reduced by 1d6 - Con mod (minimum 1 point). In addition, when a creature reaches this stage, they gain the sunlight sensitivity trait and darkvision to a range of 30 feet. If the creature already had darkvision, its range is extended by 30 feet. Once a creature has begun this stage of the disease, it can no longer be cured by a lesser restoration spell.
Sunlight Sensitivity You have disadvantage on attack rolls and Wisdom (Perception) checks that rely on sight when you, the target of the attack, or whatever you are trying to perceive is in direct sunlight.
Stage 3 – Weakness: After the end of stage 2, The creature makes a Constitution saving throw at dawn each day for 1d4 + Con mod days. On a failure, the creature’s hit point maximum is reduced by 2d6 - Con mod (minimum 1 point). In addition, when a creature reaches this stage, they gain the minor vampire weaknesses trait (this replaces the sunlight sensitivity trait).
Minor Vampire Weaknesses Harmed by Running Water. The creature takes 5 acid damage if it ends its turn in running water. Sunlight Hypersensitivity. You take 5 radiant damage when you start your turn in sunlight. You have disadvantage on attack rolls and ability checks when you, the target of the attack, or whatever you are trying to interact with/perceive is in direct sunlight.
Stage 4 – Death: After the end of stage 3, the creature’s hit point maximum is reduced by 4d6 - Con mod (minimum 1 point) each day at dawn (no saving throw allowed). In addition, when a creature reaches this stage, they gain the Vampire weaknesses trait (this replaces the minor vampire weaknesses trait). Once a creature has begun this stage of the disease, it can no longer be cured by a greater restoration spell.
Vampire Weaknesses Harmed by Running Water. The creature takes 20 acid damage if it ends its turn in running water. Sunlight Hypersensitivity. You take 20 radiant damage when you start your turn in sunlight. You have disadvantage on attack rolls and ability checks when you, the target of the attack, or whatever you are trying to interact with/perceive is in direct sunlight.
NOTE: A CREATURE AFFLICTED WITH FATAL VAMPIRISM WILL NOT BECOME A VAMPIRE FOLLOWING THEIR DEATH.
I intentionally left information about chronic vampirism out as it actually makes a character into a vampire which has the opposite feeling of 'running out of time' since the creature is then immortal. I hope you all enjoy this!
And here is my PC option! Have you ever wanted to control objects heavier than 5 lbs with your mind, but didn't want to wait around till level 9 to do it? well then this is the spell for you! Introducing: Magnetism!
Control the foolish foes who seek to oppose you with metal weapons and armor! For up to one minute too!! Be careful though! It takes quite a bit of concentration and unlike telekinesis, this spell wont work on unarmored opponents like the fearsome (and stinky) ogre, unless they happen to be made of metal of course! But lets not think about ogres made of steel! Get your Magnetism spell today! (magnetic hematite sold seperately)
Magnetism
Concentration
LEVEL
3rd
CASTING TIME
1 Action
RANGE/AREA
30 ft
COMPONENTS
V, S, M *
DURATION
Concentration 1 Minute
SCHOOL
Transmutation
ATTACK/SAVE
STR Save
DAMAGE/EFFECT
Control (...)
Manipulating the natural forces of attraction, you target a metal object or creature within range and manipulate its movement. When you cast the spell, and as your action each round for the duration, you can exert your will on one metallic creature or object that you can see within range, causing the appropriate effect below. You can affect the same target round after round, or choose a new one at any time. If you switch targets, the prior target is no longer affected by the spell.
Creature. You can try to move a Medium or smaller creature made entirely, or mostly, of metal (including a creature wearing metal armor). Make an ability check with your spellcasting ability contested by the creature’s Strength check. If you win the contest, you move the creature up to 10 feet in any direction, but not beyond the range of this spell. The creature must remain on the ground if it was in contact with the ground when this spell was cast. Until the end of your next turn, the creature is restrained by magnetic forces.
On subsequent rounds, you can use your action to attempt to maintain your magnetic grip on the creature by repeating the contest.
Object. You can try to move an object that weighs up to 100 pounds. If the object isn't being worn or carried, you automatically move it up to 20 feet in any direction, but not beyond the range of this spell.
If the object is worn or carried by a creature, you must make an ability check with your spellcasting ability contested by that creature’s Strength check. If you succeed, you pull the object away from that creature and can move it up to 20 feet in any direction but not beyond the range of this spell. You cannot force a creature out of its equipped armor with this spell.
If the object can be held in one hand, and you have a free hand, you can use a bonus action to bring the object to your grasp, ending the spell
* - (a piece of magnetic hematite)
This spell is on the Druid and Wizard spell lists, couldn't get that part of the spell description to be visible in the comment so I'm mentioning it here!
Amphibious. The dragon turtle can breathe air and water.
Colossal. The dragon turtle is immune to forced movement, does not provoke opportunity attacks and cannot make opportunity attacks.
In addition, whenever the dragon turtle makes a weapon attack, regardless of whether the attack hits or misses, each creature within 40 feet of the attack's target other than the target or the dragon turtle itself must succeed on a DC 20 Dexterity saving throw or takes half the attack's damage.
Empowered Attacks. The dragon turtle's weapon attacks count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks.
False Appearance.While the dragon turtle remains motionless at the ocean's surface, it is indistinguishable from a normal, mountainous island.
Heavy Sea. If the dragon turtle is awake, the sea within 600 feet of it becomes rough. The water within that area counts as difficult terrain. Characters might experience strong, unexpected currents and high waves, resulting in ships capsizing or breaking apart and other dangers, on DM's discretion.
Indestructible Shell.The dragon turtle's shell is treated as terrain creatures can walk on and is indestructible. The dragon turtle is immune to any attack, spell or other effect that only targets its shell or only includes its shell in its area of effect. To affect or damage the dragon turtle, an attack, spell or other effect must target its head or limbs, or include them in its area.
Inflexible.The dragon turtle is incapable of targeting a creature on its shell with an attack or with its breath weapon. It also automatically fails any dexterity saving throw.
Legendary Resistance (5/day). If the dragon turtle fails a saving throw, it can choose to succeed instead.
Lightning Absorbtion. When the dragon turtle is subjected to lightning damage, it takes no damage and instead regains an amount of hit points equal to the lightning damage.
Moving Island.The dragon turtle ignores difficult terrain and can enter spaces occupied by other creatures. Depending on whether the dragon turtle is moving in the water or on land, the following effects happen to creatures in its path:
If the dragon turtle enters another creature's space in water, that creature is harmlessly pushed aside by the current. A creature that comes within reach of the shell can also use its reaction to make a DC 20 Strength (Athletics) check to latch onto the shell.
If the dragon turtle is moving on land, the first time on a turn it enters the space of another creature, that creature must make a DC 20 Dexterity saving throw or take 52 (8d12) bludgeoning damage and be knocked prone.
Actions
Multiattack. The dragon turtle uses its Wild Current or, if it is swimming at the ocean's surface, its Titan's Dive, and makes three attacks: one with its bite or tail and two with its claws.
Bite.Melee Weapon Attack:+19 to hit, reach 80 ft., one target. Hit: 62 (8d12 + 10) piercing damage plus 26 (4d12) lightning damage. The target is unable to use any reactions until the start of its next turn and the dragon turtle can grapple it as part of that attack.
Claw.Melee Weapon Attack:+19 to hit, reach 80 ft., one target. Hit: 46 (8d8 + 10) slashing damage. If the target is submerged in water, it must succeed on a DC 20 Strength saving throw or be knocked prone by turbulences in the water resulting from the attack. If the target is not submerged in water, it must succeed on a DC 20 Strength saving throw or be thrown up to 3d6 Ă— 10 feet away from the dragon turtle, landing prone.
Tail.Melee Weapon Attack:+19 to hit, reach 120 ft., one target. Hit: 54 (8d10 + 10) bludgeoning damage. If the target is a creature, it must succeed on a DC 20 Strength saving throw or be knocked prone.
Titan's Dive. The dragon turtle uses all its movement to dive beneath the water's surface. As the water swallows it and crashes together over it, all creatures on the dragon turtle's shell and all creatures within 600 feet of the dragon turtle in the water must make a DC 20 Strength saving throw. On a failure, they take 52 (8d12) bludgeoning damage and suffer the following effects:
Creatures on the dragon turtle's shell are caught in the current and washed off the shell. They end up in random spaces along the path the dragon turtle took.
Creatures that were within 600 feet of the dragon turtle in the water are caught in the current and are drawn up to 3d6 Ă— 10 feet towards the location the dragon turtle was at at the start of its turn.
Creatures who succeed on the saving throw take half damage without other consequences. If they were on the turtle's shell, they can continue to cling to it.
Wild Current. The dragon turtle, while in water, creates a strong current in a 600-foot line that is 60 feet wide. All creatures caught in that current must make a DC 20 Strength saving throw. On a failure, they are pulled up to 3d6 Ă— 10 feet closer to the dragon turtle or pushed the same distance away (the dragon turtle's choice) and are knocked prone.
Steam Breath(Recharge 5–6). The dragon turtle exhales steam in a 1200-foot cone. Each creature in that area must make a DC 20 Constitution saving throw, taking 72 (16d8) fire damage on a failed save, or half as much damage on a successful one. Being underwater doesn't grant resistance against this damage. Until the start of the dragon turtle's next turn the area covered by the breath is heavily obscured by steam or bubbles in the water.
Bonus Actions
Armor of Storms. Lightning temporarily surrounds the dragon turtle, and it gains 60 temporary hit points until the start of its next turn. Until all these temporary hit points are gone, any creature that touches the dragon turtle, starts its turn while in cotact with the dragon turtle or hits it with a melee attack takes 26 (4d12) lightning damage.
Emerge.The dragon turtle emerges from its shell after having used its Withdraw reaction.
Reactions
Lightning Rod.If the dragon turtle can see a creature within 600 feet of it taking lightning damage, it can use its reaction to draw in the lightning. In this case, that creature takes no damage and the dragon turtle takes the damage in its place.
Withdraw. If the dragon turtle takes a critical hit, it can use its reaction to withdraw into its shell. In this state it has total cover, but it cannot move or take actions until it uses a bonus action on its turn to emerge again.
Legendary Actions
The ancient dragon turtle can take 5 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. The ancient dragon turtle regains spent legendary actions at the start of its turn.
Attack. The dragon turtle makes one claw or tail attack.
Rush. The dragon turtle moves up to its speed. If it is submerged in water, all creatures on its shell must make a DC 20 Strength saving throw or be washed off the shell by the current.
Lightning Strike. This legendary action can only be used if the dragon turtle's Armor of Storms is active. A lightning bolt strikes a point within 600 feet of the dragon turtle. All creatures within 10 feet of that point must make a DC 20 Dexterity saving throw, taking 36 (8d8) lightning damage on a failure or half as much on a success
Maelstrom (Costs 2 Actions). The dragon turtle targets a point within 1200 feet of it that is within water. A maelstrom with a radius of 60 feet at the top and a depth of 60 feet appears at that point. Until the start of the dragon turtle's next turn, this area is difficult terrain, and any creature that starts its turn there must succeed on a Strength saving throw or take 36 (8d8) bludgeoning damage and be pulled into the center of the maelstrom, where it becomes restrained.
Boiling Aura (Costs 3 Actions, recharge 5–6).The dragon turtle radiates intense heat. The water within 120 feet of the dragon turtle starts boiling, causing the area to be heavily obscured by steam or bubbles in the water. The effects last until the start of the dragon turtle's next turn. Until then, whenever a creature starts its turn within 120 feet of the dragon turtle, that creature must succeed on a DC 20 Constitution saving throw or take 54 (12d8) fire damage. Being underwater doesn't grant resistance against this damage.
Description
The ancient dragon turtle is a mythical creature, as large as a decently-sized island, reaching a length of one mile or more. It is fair to say that ancient dragon turtles might very well be the largest living creatures in existence, at least on the Material Plane - their mouth alone is large enough to swallow a kraken whole. An ancient dragon turtle does not just stand out due to its size, it also is of an incredible age, having seen and survived ages where men and elves were not yet part of the world. In comparison to true dragons, a dragon turtle wyrmling can be considered a young dragon turtle at the age of a few thousand years, and it takes a few tens of thousands of years to grow into an adult dragon turtle. One can only imagine how long it would take for an adult dragon turtle to grow into an ancient one.
Ancient dragon turtles usually slumber for years, decades, centuries or even longer - during that time, they float at the ocean's surface, they essentially become large, mountainous swimming islands, giving nature a chance to conquer their shell. And sometimes, even people start settling on the back of a dragon turtle, mistaking it for an island - until, in a catastrophic event, the island reveals its true nature and awakens.
World-Bearers. Ancient dragon turtles are so large and slumber for so long, that an entire self-sufficient ecosystem can develop on their hard back, including forest, moss, grass and various kinds of animals, with large sea-birds nesting at the highest points of the shell. The back of a dragon turtle is large enough for adventurers to live on it and to explore it like a normal island. In combat, characters may need to move across the shell to reach the vulnerable head and limbs of the turtle, while overcoming various challenges imposed by the unusual and in some places difficult-to-traverse terrain. Similarly, a dragon turtle that spent a long time submerged might have become the base of a great coral reef, with its shell becoming home to unique, beautiful forms of life from the deeps. Whatever kind of world a dragon turtle bears, from time to time, when the turtle awakens, it undergoes great change.
Dungeons Within. The shell of a dragon turtle, while solid on the outside and sturdy enough to protect the dragon turtle against any damage, might actually be home to cave systems or other kinds of dungeons. Maybe someone mistook it for an island thousands of years ago and built a barrow for a fallen legend, full of treasure, in its shell? Maybe other creatures lair within the turtle's shell, not aware of this island actually being a living creature by itself?
Devourer of Ships. An angered dragon turtle might swallow an adventurer or even a whole ship with its bite attack. In this case, the swallowed character(s) could either be subjected to the usual rules for swallowing (blinded, restrained, total cover, taking 36 (8d8) acid damage at the start of each of their turns), or the DM could decide the turtle's inside is spacious enough to have the character navigate the dragon turtle's massive body as if it was a giant, living dungeon. They might encounter unique hazards in there, such as stomach acid, old shipwrecks - and even monsters that live there naturally or have been swallowed whole by the dragon turtle.
Lair and Lair Actions
An ancient dragon turtle's lair is usually an underwater cave or a coral reef situated deep beneath the waves where the ocean reaches its greatest depths and is accommodated by submarine volcanic activities including hydrothermal deep-sea vents and even volcanoes erupting glowing hot lava while completely submerged. The area around an ancient dragon turtle's lair is a desirable target for natural explorers, as deep-sea volcanism creates an unique habitat, which allows for unusual, alien and exceptionally rare forms of life to manifest there. However, considering the immense depths in which these lairs are found, the journey to a dragon turtle's cave and the volcanic fields around it is a dangerous expedition, only suited for skilled adventurers who have the training and magic necessary to survive in these immense depths.
In terms of cave structure and layout, a dragon turtle's lair usually is eerily similar to the seaside caves preferred by topaz and bronze dragons, although of course on an entirely different scale. An ancient dragon turtle is largely unconcerned with the design of its lair and rarely if ever works to improve it, as its primary concern is the lair's size - it must be large enough for a creature that by itself is the size of an island, and it must provide enough space for that creature's hoard. Ancient dragon turtles hoard treasure in their lair like any other dragons, and their hoards, as ancient as their owners, can tell stories of long-forgotten ages. Not just gold, jewellery and magic items are found in such a hoard, but also entire ships and even artifacts from the very beginning of the world - artifacts that were not created by elven- or humankind, but by whatever was there before.
Lair Actions
On initiative count 20 (losing initiative ties), the dragon turtle can take one of the following lair actions; the dragon turtle can't take the same lair action two rounds in a row:
Steam Eruption. 1d4 hydrothermal vents erupt clouds of steam and smoke, with each cloud causing an area of a 90-feet cone to be heavily obscured until initiative count 20 on the next round. Each creature in at least one of these areas must make a DC 20 Constitution saving throw, taking 36 (8d8) fire damage on a failed save, or half as much damage on a successful one. Being underwater doesn't grant resistance against this damage.
Entangle. Strands of kelp and tentacles from strange deep-sea forms of life reach out within a 20-foot-tall cylinder with a radius of 60 feet centered on a point on a solid surface to ensnare any intruders to the lair. Each creature within the area must make a DC 20 Dexterity saving throw or be restrained until the end of its next turn.
Deep-Sea Quake. An earthquake hits the lair, causing it to shake violently. The water grows turbulent and pieces of debris break loose. Each creature within the lair must make a DC 20 Strength saving throw. On a failure it takes 26 (4d12) bludgeoning damage and is knocked prone, on a success it takes half as much damage without other effects. In addition, the whole lair counts as difficult terrain until initiative order 20 on the next round.
Submarine Lava Flow. A fissure opens and erupts lava, covering an area along the grounds that is up to 600 feet long and up to 60 feet wide. Each creature that starts its turn within that area takes 55 (10d10) fire damage. Being underwater doesn't grant resistance against this damage. The lava flow lasts for 1 minute or until the dragon turtle uses this lair action again.
Toxic Fumaroles. 1d4 vents in the lair release toxic gas into the water. Each creature within 60 feet of at least one of these vents must make a DC 20 Constitution saving throw or be poisoned for 1 minute. While poisoned in this way, a creature is unable to breathe. A creature can repeat the saving throw at the end of each of its turns, ending the effect on a success.
Regional Effects
The region containing an ancient dragon turtle's lair can be transformed by its presence, resulting in one or more of the following effects:
Strong currents try to push unwanted visitors away from the lair. These currents can be first encountered within 15 miles of the lair and become more common closer to the lair.
The region within 10 miles of the lair is a field of geothermal deep-sea vents and sometimes even a showplace of submarine volcanic eruptions. This causes the water to reach temperatures of a hundred or more degrees in some places, while toxic gases released into the water by volcanic vents might make breathing difficult to impossible even for most water-breathing creatures.
Within 10 miles of the lair, the fields of deep-sea vents and submarine volcanoes create a habitat for unusual deep-sea creatures and other strange forms of life ranging from tiny worms to gargantuan monsters, while most fish and other well-known common sea creatures are deterred by the environment or straight up unable to survive there.
Within 5 miles of the lair, crevasses in the ocean floor form portals to the depths of the Elemental Plane of Water and to elemental border regions, where the Elemental Plane of Water and the Elemental Plane of Fire merge, allowing creatures of elemental water and of elemental fire to pass into the world to dwell nearby.
This is incredible! This creature could take up 3 or 4 adventure arcs by itself!
How did you link the statblock like that? So it can be seen in the comment? Also, does that work with spells too?
The purpose of this thread is to spread a little bit of fun in the form of a competition! Your task: Create an item of homebrew (see below) that is totally original and makes us go "wow"! The end products will be rated by members of the community, and the victors will create the next Finest Brew contest! The previous contests are linked below:
The Competition of the Finest Brews I / Judged by Yamana_Eajii.
The Competition of the Finest Brews II / Judged by Thauraeln_The_Bold.
The Competition of the Finest Brews III / Judged by TabaxiRogueFighterClericWarlock
The Competition of the Finest Brews IV / Judged by Kaboom979
All competitions thus far have contained a multitude of spectacular and inspired entries, so I suggest you check them out if you haven't already . Now, onto the important stuff
Timeframe
Entries must be submitted before midnight on December 13th to be considered for part of the competition
Contest Categories
In each Finest Brew contest, there are three categories. These are so that people with skill in creating, say, monsters, don't end up stuck having to make dungeons. Each category is judged separately, and the winners of each category will then be pitted against each other to determine the overall winner, who will be determined by the highest overall average score. There can only be one entrance per category per account. The category types are as follows:
This time, our category themes are:
DM Options: Indistinguishable - Make something which is hidden in plain sight, or isn't as it appears to be. Something to make adventurers think twice the next time they think they see one.
PC Options: Precision and Control - whether it's controlling the enemy, yourself, the laws of physics, or the elements, we want no explosions or collateral damage here. Whatever you make, it needs to be under absolute control.
Inspirational Options: The Ticking Clock. Make us something in which timing is of the essence. Something to add tension to the game, a sense of urgency to proceedings.
Voting
Voting will start December 14th and will end at midnight on January 1st. A poll for each category will be posted on this thread, and all may vote on it - including contestants. Please try to take the time to review and vote for every entry in the categories you vote in, as even one vote can easily sway a competition like this. A Google Docs poll will also be raised, which allows me to better monitor the polling. If there's anything you feel very strongly about, also feel free to review it in the thread! Reviews won't count for anything, but it's nice to get feedback!
Due to the Yule/Christmas/Xmas/Winter holiday, there may be some delay between the end of the Poll and the results going live. I will try to be prompt with it!
Contestants
Contestants will be listed here with a link to their entries so you can easily find and review each option while voting. I will try to keep on top of this to the best of my ability, but there may be some delay between submitting an entry and having it listed here.
DM Option: Indistinguishable
PC Options: Precision & Control
Inspirational Options: The Ticking Clock
Make your Artificer work with any other class with 174 Multiclassing Feats for your Artificer Multiclass Character!
DM's Guild Releases on This Thread - latest release; the Harvest Sprite, a playable Jack-o-Lantern Race!
Or check them all out on DMs Guild!
DrivethruRPG Releases on This Thread - latest release: The Promethean Scientist (Dr Frankenstein) Artificer Subclass!!
I also dabble in art on here (my art thread)
Looks great. Can wait to come up with stuff for this.
First gotta rummage through my existing homebrew and see if theres anything that already fits and I can improve.
Cant wait.
Three-time Judge of the Competition of the Finest Brews! Come join us in making fun, unique homebrew and voting for your favorite entries!
Ah HA. Found something after all.
For my submission for the PC option, I am submitting the following Barbarian subclass, which I think is specialized in reducing enemy movement and has zero abilities which would harm allies or nearby NPCs. Will probably work on further improving this until the end date.
This barbarian features improvements to their abilities to grapple and shove as well as a limited AoE to trap enemies and aggro them against you and with a capstone that could let you temporarily take an enemy out of a fight. So battlefield control is the goal
Three-time Judge of the Competition of the Finest Brews! Come join us in making fun, unique homebrew and voting for your favorite entries!
My DM thing, inspired by Eragon:
ĂŤllgrathr (Burrow Grub)
Come participate in the Competition of the Finest Brews, Edition XXII?
My homebrew stuff:
Spells, Monsters, Magic Items, Feats, Subclasses.
I am an Archfey, but nobody seems to notice.
Extended Signature
I have so much stuff already created for the DM options! I decided on the Copycat and the Faceless (can I do both? Their lore makes them functionally the same thing, just in different stages of life), but the Animated Bag of Holding, the mist-based, secret hoarder, master illusionist elementals, and Chaotic Good transmuter Mind Flayer NPC for my campaign were all close runner-ups.
Anyway, here they are!
Copycat:
Spider Climb. The copycat can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
Multiattack. The copycat makes three attacks, two with its claws and one with its tentacles.
Claws. Melee Weapon Attack: +9 to hit, reach 5 ft., 1 target. Hit: 14 (3d8 + 6) slashing damage.
Tentacles. Melee Weapon Attack: +9 to hit, reach 15 ft., 1 target. Hit: 16 (3d6 + 6) bludgeoning damage, and the target is grappled (escape DC 14) if it is a Large or smaller creature.
Shapesteal. The copycat initiates a charisma contest with a humanoid within 30 feet of it. If it wins, the copycat shapeshifts into that creature, while the creature itself falls unconscious and is in a state of suspended animation for 2d4 hours, at the end of which it transforms into a faceless. While transformed, the copycat retains its statistics, but can adopt any of the target’s statistics of its choice. The transformation of a creature into a faceless can be reversed by a greater restoration spell at any time before it finishes. After the transformation is complete, only a wish will reverse the transformation. If the faceless is later transformed into a copycat nothing short of the creature's identity being returned (which is only possible with magic more powerful than can currently be harnessed or the copycat somehow shapestealing its former self) will transform it back.
Transform Faceless (recharge 4-6). The copycat instantly transforms a faceless within 5 feet of it into another copycat.
Description
Copycats are unnatural creatures tainted by the Far Realm. They are completely devoid of personality and identity, existing only to impersonate others.
Transformed Humanoids. Humanoids living in areas tainted by the Far Realm who spend so much of their time pretending to be others that they start to lose part of their identities will occasionally transform into copycats. More often they are created when a copycat transforms a faceless into another copycat. Once transformed, nothing of what the creature used to be remains.
Unnatural Existence. The copycat does not require air, food, drink or sleep.
Faceless:
Multiattack. The faceless makes two attacks with its claws.
Claws. Melee Weapon Attack: +9 to hit, reach 5 ft., 1 target. Hit: 6 (1d4 + 4) slashing damage.
Description
Faceless are creatures entirely devoid of identity. They act similarly to copycats, but have no shapesteal ability.
Transformed Humanoids. Occasionally, humanoids living in areas tainted by the Far Realm who begin to lose their identity will occasionally transform into faceless. More often they are created when a copycat shapesteals a creature. Any copycat can instantly transform any faceless into another copycat permanently. Once transformed, nothing of what the creature used to be remains.
Unnatural Existence. The faceless does not require air, food, drink or sleep.
This isn't actually a signature, just something I copy and paste onto the bottom of all my posts. Or is it? Yep, it is. Or is it..? I’m a hobbit, and the master cranial imploder of the "Oops, I Accidently Destroyed Someone's Brain" cult. Extended sig. I'm actually in Limbo, it says I'm in Mechanus because that's where I get my WiFi from. Please don't tell the modrons, they're still angry from the 'Spawning Stone' fiasco.
No connection to Dragonslayer8 other than knowing them in real life.
I'll be participating in this again, not sure what I'm doing yet though.
I might remake arcane game master, and hope it's not complete shit a 2nd time.
My homebrew content: Monsters, subclasses, Magic items, Feats, spells, races, backgrounds
Its up to Thoruk, but generally you are limited to only one submission per category. That being said, in the previous competition there was one entry which was a set of monsters, demonstrating different societal roles and strengths, so it is not unprecedented.
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 could remove the Faceless. It isn't as important.
This isn't actually a signature, just something I copy and paste onto the bottom of all my posts. Or is it? Yep, it is. Or is it..? I’m a hobbit, and the master cranial imploder of the "Oops, I Accidently Destroyed Someone's Brain" cult. Extended sig. I'm actually in Limbo, it says I'm in Mechanus because that's where I get my WiFi from. Please don't tell the modrons, they're still angry from the 'Spawning Stone' fiasco.
No connection to Dragonslayer8 other than knowing them in real life.
It's one submission, but one submission can be a set of creatures (EG, a colony of weird stick-insects which impersonate a fence, and the gate is their queen, so stats for both posts and fences), provided you make it clear how they're linked! Don't forget though that the purpose of this contest isn't completion, and if people have to read through multiple almost-identical creatures who use the same novel abilities and effects that you've homebrewed, the extra ones aren't adding much to your submission - EG, making an animal which can disguise itself as a cardboard box, then doing a badger, a fox, a cat, a dog, a hyena... all with the same ability, that adds nothing to your idea except bloat!
Make your Artificer work with any other class with 174 Multiclassing Feats for your Artificer Multiclass Character!
DM's Guild Releases on This Thread - latest release; the Harvest Sprite, a playable Jack-o-Lantern Race!
Or check them all out on DMs Guild!
DrivethruRPG Releases on This Thread - latest release: The Promethean Scientist (Dr Frankenstein) Artificer Subclass!!
I also dabble in art on here (my art thread)
It's here already! Thanks Thoruk! I'm excited to bet 'brewing!
PC option: Ranger - Transformation Sniper [better name WIP], a ranger subclass who's arrows transform enemies.
DM option: Dragon Statuette (monster). Is it just me or is that statuette watching me?
Inspirational Option: The Cursed Isle of Kahewa (adventure location)
I am an average mathematics enjoyer.
>Extended Signature<
Those sound awesome!
This isn't actually a signature, just something I copy and paste onto the bottom of all my posts. Or is it? Yep, it is. Or is it..? I’m a hobbit, and the master cranial imploder of the "Oops, I Accidently Destroyed Someone's Brain" cult. Extended sig. I'm actually in Limbo, it says I'm in Mechanus because that's where I get my WiFi from. Please don't tell the modrons, they're still angry from the 'Spawning Stone' fiasco.
No connection to Dragonslayer8 other than knowing them in real life.
Here's my offical list now
PC options: A barbarian subclass based off a cold, calculating rage.
DM options: The salamander bracelet, a salamander the pretends to be a bracelet, very useful though (magic item/ monster)
Inspirational option: The temporal plane (I've had several adventures here, it's about time I explained more about the place)
My homebrew content: Monsters, subclasses, Magic items, Feats, spells, races, backgrounds
This definitley needs more work, but I will fine tune the details later. Here is my submission for the DM Option:
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 salamander pendant, a funny little magic item for the dm option, barely fits, but I think it passes
https://www.dndbeyond.com/magic-items/4168255-salamander-pendant, the actual magic item
https://www.dndbeyond.com/monsters/2124005-poisonous-salamander , a monster required for it to run, could also be used by itself.
My homebrew content: Monsters, subclasses, Magic items, Feats, spells, races, backgrounds
Those both link to the magic item.
This isn't actually a signature, just something I copy and paste onto the bottom of all my posts. Or is it? Yep, it is. Or is it..? I’m a hobbit, and the master cranial imploder of the "Oops, I Accidently Destroyed Someone's Brain" cult. Extended sig. I'm actually in Limbo, it says I'm in Mechanus because that's where I get my WiFi from. Please don't tell the modrons, they're still angry from the 'Spawning Stone' fiasco.
No connection to Dragonslayer8 other than knowing them in real life.
Here is my DM option submission. Be wary of islands from now on, and be careful during deep-sea expeditions:
Amphibious. The dragon turtle can breathe air and water.
Colossal. The dragon turtle is immune to forced movement, does not provoke opportunity attacks and cannot make opportunity attacks.
In addition, whenever the dragon turtle makes a weapon attack, regardless of whether the attack hits or misses, each creature within 40 feet of the attack's target other than the target or the dragon turtle itself must succeed on a DC 20 Dexterity saving throw or takes half the attack's damage.
Empowered Attacks. The dragon turtle's weapon attacks count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks.
False Appearance. While the dragon turtle remains motionless at the ocean's surface, it is indistinguishable from a normal, mountainous island.
Heavy Sea. If the dragon turtle is awake, the sea within 600 feet of it becomes rough. The water within that area counts as difficult terrain. Characters might experience strong, unexpected currents and high waves, resulting in ships capsizing or breaking apart and other dangers, on DM's discretion.
Indestructible Shell. The dragon turtle's shell is treated as terrain creatures can walk on and is indestructible. The dragon turtle is immune to any attack, spell or other effect that only targets its shell or only includes its shell in its area of effect. To affect or damage the dragon turtle, an attack, spell or other effect must target its head or limbs, or include them in its area.
Inflexible. The dragon turtle is incapable of targeting a creature on its shell with an attack or with its breath weapon. It also automatically fails any dexterity saving throw.
Legendary Resistance (5/day). If the dragon turtle fails a saving throw, it can choose to succeed instead.
Lightning Absorbtion. When the dragon turtle is subjected to lightning damage, it takes no damage and instead regains an amount of hit points equal to the lightning damage.
Moving Island. The dragon turtle ignores difficult terrain and can enter spaces occupied by other creatures. Depending on whether the dragon turtle is moving in the water or on land, the following effects happen to creatures in its path:
Multiattack. The dragon turtle uses its Wild Current or, if it is swimming at the ocean's surface, its Titan's Dive, and makes three attacks: one with its bite or tail and two with its claws.
Bite. Melee Weapon Attack: +19 to hit, reach 80 ft., one target. Hit: 62 (8d12 + 10) piercing damage plus 26 (4d12) lightning damage. The target is unable to use any reactions until the start of its next turn and the dragon turtle can grapple it as part of that attack.
Claw. Melee Weapon Attack: +19 to hit, reach 80 ft., one target. Hit: 46 (8d8 + 10) slashing damage. If the target is submerged in water, it must succeed on a DC 20 Strength saving throw or be knocked prone by turbulences in the water resulting from the attack. If the target is not submerged in water, it must succeed on a DC 20 Strength saving throw or be thrown up to 3d6 Ă— 10 feet away from the dragon turtle, landing prone.
Tail. Melee Weapon Attack: +19 to hit, reach 120 ft., one target. Hit: 54 (8d10 + 10) bludgeoning damage. If the target is a creature, it must succeed on a DC 20 Strength saving throw or be knocked prone.
Titan's Dive. The dragon turtle uses all its movement to dive beneath the water's surface. As the water swallows it and crashes together over it, all creatures on the dragon turtle's shell and all creatures within 600 feet of the dragon turtle in the water must make a DC 20 Strength saving throw. On a failure, they take 52 (8d12) bludgeoning damage and suffer the following effects:
Creatures who succeed on the saving throw take half damage without other consequences. If they were on the turtle's shell, they can continue to cling to it.
Wild Current. The dragon turtle, while in water, creates a strong current in a 600-foot line that is 60 feet wide. All creatures caught in that current must make a DC 20 Strength saving throw. On a failure, they are pulled up to 3d6 Ă— 10 feet closer to the dragon turtle or pushed the same distance away (the dragon turtle's choice) and are knocked prone.
Steam Breath (Recharge 5–6). The dragon turtle exhales steam in a 1200-foot cone. Each creature in that area must make a DC 20 Constitution saving throw, taking 72 (16d8) fire damage on a failed save, or half as much damage on a successful one. Being underwater doesn't grant resistance against this damage. Until the start of the dragon turtle's next turn the area covered by the breath is heavily obscured by steam or bubbles in the water.
Armor of Storms. Lightning temporarily surrounds the dragon turtle, and it gains 60 temporary hit points until the start of its next turn. Until all these temporary hit points are gone, any creature that touches the dragon turtle, starts its turn while in cotact with the dragon turtle or hits it with a melee attack takes 26 (4d12) lightning damage.
Emerge. The dragon turtle emerges from its shell after having used its Withdraw reaction.
Lightning Rod. If the dragon turtle can see a creature within 600 feet of it taking lightning damage, it can use its reaction to draw in the lightning. In this case, that creature takes no damage and the dragon turtle takes the damage in its place.
Withdraw. If the dragon turtle takes a critical hit, it can use its reaction to withdraw into its shell. In this state it has total cover, but it cannot move or take actions until it uses a bonus action on its turn to emerge again.
The ancient dragon turtle can take 5 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. The ancient dragon turtle regains spent legendary actions at the start of its turn.
Attack. The dragon turtle makes one claw or tail attack.
Rush. The dragon turtle moves up to its speed. If it is submerged in water, all creatures on its shell must make a DC 20 Strength saving throw or be washed off the shell by the current.
Lightning Strike. This legendary action can only be used if the dragon turtle's Armor of Storms is active. A lightning bolt strikes a point within 600 feet of the dragon turtle. All creatures within 10 feet of that point must make a DC 20 Dexterity saving throw, taking 36 (8d8) lightning damage on a failure or half as much on a success
Maelstrom (Costs 2 Actions). The dragon turtle targets a point within 1200 feet of it that is within water. A maelstrom with a radius of 60 feet at the top and a depth of 60 feet appears at that point. Until the start of the dragon turtle's next turn, this area is difficult terrain, and any creature that starts its turn there must succeed on a Strength saving throw or take 36 (8d8) bludgeoning damage and be pulled into the center of the maelstrom, where it becomes restrained.
Boiling Aura (Costs 3 Actions, recharge 5–6).The dragon turtle radiates intense heat. The water within 120 feet of the dragon turtle starts boiling, causing the area to be heavily obscured by steam or bubbles in the water. The effects last until the start of the dragon turtle's next turn. Until then, whenever a creature starts its turn within 120 feet of the dragon turtle, that creature must succeed on a DC 20 Constitution saving throw or take 54 (12d8) fire damage. Being underwater doesn't grant resistance against this damage.
Description
The ancient dragon turtle is a mythical creature, as large as a decently-sized island, reaching a length of one mile or more. It is fair to say that ancient dragon turtles might very well be the largest living creatures in existence, at least on the Material Plane - their mouth alone is large enough to swallow a kraken whole. An ancient dragon turtle does not just stand out due to its size, it also is of an incredible age, having seen and survived ages where men and elves were not yet part of the world. A dragon turtle wyrmling can be considered a young dragon turtle at the age of a few thousand years, which is the same age a true dragon would aready be considered ancient, and it takes a few tens of thousands of years to grow into an adult dragon turtle. One can only imagine how long it would take for an adult dragon turtle to grow into an ancient one.
Ancient dragon turtles usually slumber for years, decades, centuries or even longer - during that time, they float at the ocean's surface, they essentially become large, mountainous swimming islands, giving nature a chance to conquer their shell. And sometimes, even people start settling on the back of a dragon turtle, mistaking it for an island - until, in a catastrophic event, the island reveals its true nature and awakens.
World-Bearers. Ancient dragon turtles are so large and slumber for so long, that an entire self-sufficient ecosystem can develop on their hard back, including forest, moss, grass and various kinds of animals, with large sea-birds nesting at the highest points of the shell. The back of a dragon turtle is large enough for adventurers to live on it and to explore it like a normal island. In combat, characters may need to move across the shell to reach the vulnerable head and limbs of the turtle, while overcoming various challenges imposed by the unusual and in some places difficult-to-traverse terrain.
Similarly, a dragon turtle that spent a long time submerged might have become the base of a great coral reef, with its shell becoming home to unique, beautiful forms of life from the deeps. Whatever kind of world a dragon turtle bears, from time to time, when the turtle awakens, it undergoes great change.
Dungeons Within. The shell of a dragon turtle, while solid on the outside and sturdy enough to protect the dragon turtle against any damage, might actually be home to cave systems or other kinds of dungeons. Maybe someone mistook it for an island thousands of years ago and built a barrow for a fallen legend, full of treasure, in its shell? Maybe other creatures lair within the turtle's shell, not aware of this island actually being a living creature by itself?
Devourer of Ships. An angered dragon turtle might swallow an adventurer or even a whole ship with its bite attack. In this case, the swallowed character(s) could either be subjected to the usual rules for swallowing (blinded, restrained, total cover, taking 36 (8d8) acid damage at the start of each of their turns), or the DM could decide the turtle's inside is spacious enough to have the character navigate the dragon turtle's massive body as if it was a giant, living dungeon. They might encounter unique hazards in there, such as stomach acid, old shipwrecks - and even monsters that live there naturally or have been swallowed whole by the dragon turtle.
Lair and Lair Actions
An ancient dragon turtle's lair is usually an underwater cave or a coral reef situated deep beneath the waves where the ocean reaches its greatest depths and is accommodated by submarine volcanic activities including hydrothermal deep-sea vents and even volcanoes erupting glowing hot lava into the cold sea-water. The area around an ancient dragon turtle's lair is a desirable target for natural explorers, as deep-sea volcanism creates a unique habitat, which allows for unusual and exceptionally rare and almost alien forms of life to manifest there. However, considering the immense depths in which these lairs are found and the dangers that loom there, the journey to a dragon turtle's cave and the volcanic fields around it is a dangerous expedition, only suited for skilled adventurers who have the training and magic necessary to survive in these immense depths.
In terms of cave structure and layout, a dragon turtle's lair usually is eerily similar to the seaside caves preferred by topaz and bronze dragons, although of course of an entirely different scale. An ancient dragon turtle is largely unconcerned with the design of its lair and rarely if ever works to improve it, as its primary concern is the lair's size - it must be large enough for a creature that by itself is the size of an island, and it must provide enough space for that creature's hoard. Ancient dragon turtles hoard treasure in their lair like any other dragons, and their hoards, as ancient as their owners, can tell stories of long-forgotten ages. Not just gold, jewellery and magic items are found in such a hoard, but also entire ships and even artifacts from the very beginning of the world - artifacts that were not created by elven- or humankind, but by whatever was there before.
Lair Actions
On initiative count 20 (losing initiative ties), the dragon turtle can take one of the following lair actions; the dragon turtle can't take the same lair action two rounds in a row:
Regional Effects
The region containing an ancient dragon turtle's lair can be transformed by its presence, resulting in one or more of the following effects:
This is awesome.
This isn't actually a signature, just something I copy and paste onto the bottom of all my posts. Or is it? Yep, it is. Or is it..? I’m a hobbit, and the master cranial imploder of the "Oops, I Accidently Destroyed Someone's Brain" cult. Extended sig. I'm actually in Limbo, it says I'm in Mechanus because that's where I get my WiFi from. Please don't tell the modrons, they're still angry from the 'Spawning Stone' fiasco.
No connection to Dragonslayer8 other than knowing them in real life.
I actually just finished something that I think is perfect for the inspirational category this time around! This is a modification to the rules around vampirism, I'm designing a chronic vampirism as well, but the following entry: Fatal Vampirism; fits this category really well, I think and will be my inspirational category entry for this competition!
Vampirism is a disease that is spread by bodily fluids, usually being transmitted through saliva to blood contact. Vampirism is an extremely rare and chronic disease that has the potential to kill a host or transform them slowly into a vampire. The flowing article will explain the incubation period and stages of Fatal Vampirism.
I intentionally left information about chronic vampirism out as it actually makes a character into a vampire which has the opposite feeling of 'running out of time' since the creature is then immortal. I hope you all enjoy this!
Sunday DM and creator of homebrew for both DMs and players. I do lots of conversions!
My best brews: Berserker (Fire Emblem - barbarian subclass) | Swordmaster (Fire Emblem - fighter subclass) | Deserter (background) | Flame Atronach (Skyrim - monster)
My Fire Emblem Conversion Thread
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And here is my PC option! Have you ever wanted to control objects heavier than 5 lbs with your mind, but didn't want to wait around till level 9 to do it? well then this is the spell for you! Introducing: Magnetism!
Control the foolish foes who seek to oppose you with metal weapons and armor! For up to one minute too!! Be careful though! It takes quite a bit of concentration and unlike telekinesis, this spell wont work on unarmored opponents like the fearsome (and stinky) ogre, unless they happen to be made of metal of course! But lets not think about ogres made of steel!
Get your Magnetism spell today! (magnetic hematite sold seperately)
This spell is on the Druid and Wizard spell lists, couldn't get that part of the spell description to be visible in the comment so I'm mentioning it here!
Sunday DM and creator of homebrew for both DMs and players. I do lots of conversions!
My best brews: Berserker (Fire Emblem - barbarian subclass) | Swordmaster (Fire Emblem - fighter subclass) | Deserter (background) | Flame Atronach (Skyrim - monster)
My Fire Emblem Conversion Thread
General homebrew links
Spells | Monsters | Magic Items | Backgrounds | Feats | Races | Subclasses
This is incredible! This creature could take up 3 or 4 adventure arcs by itself!
How did you link the statblock like that? So it can be seen in the comment? Also, does that work with spells too?
Sunday DM and creator of homebrew for both DMs and players. I do lots of conversions!
My best brews: Berserker (Fire Emblem - barbarian subclass) | Swordmaster (Fire Emblem - fighter subclass) | Deserter (background) | Flame Atronach (Skyrim - monster)
My Fire Emblem Conversion Thread
General homebrew links
Spells | Monsters | Magic Items | Backgrounds | Feats | Races | Subclasses