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 × 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 × 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 × 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?
Thank you!
To post th statblock like that, I just marked the entire statblock and description text and copied/pasted it into my forum post. I think this should work with spells too.
I might release an update for my turtle today, refining the wording in a few places in its description :-)
Here's my entry for PC: the Heavy Martial Weapons Monk. This subclass is mainly focused in upgrading Patient Defense and Step of the Wind to make the most of the heavy weapons' DPR in dash-and-hit and counter attack combos. I added some wushua double jumping starting on level 17 (one may use an action to dash-fly, 1 ki point to dash-fly a second time with Step of the Wind as a bonus action and use a reaction to Slow Fall back down).
This was not designed for this contest, but as I worked on this subclass, I thought of this as a "control" monk for a number of reasons, but mainly:
- Dash/fly skill at 17th level gives crazy mobility, allowing the monk great control over territory, breaking enemy formations more easily, reaching ranged attackers in high places, etc.
- Patient Fighter allows to trade an action for an additional reaction at 11th level, and to use Patient Defense and Step of the Wind in any turn as a reaction at 17th level. Along with Adaptable Rebuke, these features make this a monk that moves and acts a lot out of its own turn, effectively taking control of the pace of combat even if they didn't start with the biggest initiative.
EDIT: to summarize the idea, this monk wouldn't be the deadliest fighter in a high level party, but it could cause enough chaos behind enemy lines to benefit charging fighters and barbarians. The DPR equation shows this class is specially effective against mobs.
Sure, why not? I would like to submit my Artificer subclass for the PC category.
The Magic Network Engineer, controlling and directing "energy" through a network apparatus made through infused items to the benefit of allies and the detriment of foes.
I would like to think it is good to go at this point for the most part, but feedback is always welcome.
While other Artificers dabble with magic items, you have started down the path to master them and have unlocked the secrets of turning items you create into conduits of power. This network of magic is used to bolster allies and harass foes.
Tool Proficiency
3rd-level Magic Network Engineer feature
You gain proficiency with jeweler's tools. If you already have this proficiency, you gain proficiency with one other type of artisan’s tools of your choice.
Magic Network Engineer Spells
3rd-level Magic Network Engineer feature
You always have certain spells prepared after you reach particular levels in this class, as shown in the Magic Network Engineer Spells table. These spells count as artificer spells for you, but they don’t count against the number of artificer spells you prepare.
The magic network you create becomes a powerful boon and can be used in the following ways:
As part of building the network, you can infuse additional items, making your infused item limit equal to the infusions known. You can also replace up to half of the infusions known on a long rest instead of when you gain a new level.
While you hold or carry an infused item, you can use the Sending spell without vocal and somatic components and without consuming a spell slot, but are limited to the other holders of your infused items.
While you hold or carry an infused item, you can make a special attack by pinging an item on the network while the holder or item itself is in sight. The nearest hostile creature from that holder or item out to 30ft and is not behind total cover must make an intelligence saving throw. The hostile creature takes 1d6 psychic damage on a failed save. The attacks damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).
Energy Surge
3rd-level Magic Network Engineer feature
As a bonus action while you hold or carry one of your infused items, you can distribute power through your network in one of two ways:
You can add 2 as a bonus to either the attack rolls or the armor class of a single holder of your infused items while they are in sight. This bonus lasts until the start of your next turn.
You can cause a pulse of energy from an infused item of your choosing from a holder you can see or the item itself. The nearest hostile creature from that item out to 30ft and is not behind total cover must make an intelligence saving throw. The hostile creature takes 1d6 psychic damage on a failed save.
Energy Spike
5th-level Magic Network Engineer feature
As an action while you hold or carry one of your infused items, you can send a greater amount of energy than normal to an item on the network. You can add half of your intelligence modifier (rounded up) as a bonus to either the attack rolls or armor class of a single holder of your infused items while they are within sight. This bonus lasts until the start of your next turn. The target can be the same as the Energy Surge feature.
At the same time, a larger amount of energy pulses out from that holder's item. The nearest hostile creature from that item out to 30ft and is not behind total cover must succeed on an Intelligence saving throw or take 1d6 psychic damage, or half as much damage on a successful one.
You can use this feature a number of times equal to twice your proficiency bonus. You regain all expended uses when you finish a long rest.
Infusion Adept
9th-level Magic Network Engineer feature
You have become adept in infusing items and have become able to infuse them at the end of a short rest as well as a long rest. You can also replace all of the infusions known on a long rest instead of when you gain a new level.
Reactive Energy
9th-level Magic Network Engineer feature
The network you have built up has grown stronger and more capable. It can now deliver Energy Surge and Energy Spike as reactions when you or an ally are about to make an attack roll or is about to take damage. The target cannot benefit from the same feature more than once per round.
Infusion Expert
15th-level Magic Network Engineer feature
You have honed the art of infusion to a very high degree and can now place the infusions listed below on magic items. You can also place these infusions on an item that has already been infused.
You outright flood the network with power. You can add your intelligence modifier as a bonus to either the attack rolls or the armor class to all holders of your infused items that are in sight. This bonus lasts until the start of your next turn.
Additionally, a huge amount of energy pulses from those holders. The nearest hostile creature from those holders out to 30ft and is not behind total cover must make an intelligence saving throw. The hostile creatures takes 1d12 psychic damage on a failed save, or half as much on successful one. This effect can stack with the Energy Surge and Energy Spike feature.
You regain usage by completing a long rest OR you can reclaim energy by choosing to end one of your infusions on an item you can see as an action.
Sure, why not? I would like to submit my Artificer subclass for the PC category.
The Magic Network Engineer, controlling and directing "energy" through a network apparatus made through infused items to the benefit of allies and the detriment of foes.
I would like to think it is good to go at this point for the most part, but feedback is always welcome.
While other Artificers dabble with magic items, you have started down the path to master them and have unlocked the secrets of turning items you create into conduits of power. This network of magic is used to bolster allies and harass foes.
Tool Proficiency
3rd-level Magic Network Engineer feature
You gain proficiency with jeweler's tools. If you already have this proficiency, you gain proficiency with one other type of artisan’s tools of your choice.
Magic Network Engineer Spells
3rd-level Magic Network Engineer feature
You always have certain spells prepared after you reach particular levels in this class, as shown in the Magic Network Engineer Spells table. These spells count as artificer spells for you, but they don’t count against the number of artificer spells you prepare.
The magic network you create becomes a powerful boon and can be used in the following ways:
As part of building the network, you can infuse additional items, making your infused item limit equal to the infusions known. You can also replace up to half of the infusions known on a long rest instead of when you gain a new level.
While you hold or carry an infused item, you can use the Sending spell without vocal and somatic components and without consuming a spell slot, but are limited to the other holders of your infused items.
While you hold or carry an infused item, you can make a special attack by pinging an item on the network while the holder or item itself is in sight. The nearest hostile creature from that holder or item out to 30ft and is not behind total cover must make an intelligence saving throw. The hostile creature takes 1d6 psychic damage on a failed save. The attacks damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).
Energy Surge
3rd-level Magic Network Engineer feature
As a bonus action while you hold or carry one of your infused items, you can distribute power through your network in one of two ways:
You can add 2 as a bonus to either the attack rolls or the armor class of a single holder of your infused items while they are in sight. This bonus lasts until the start of your next turn.
You can cause a pulse of energy from an infused item of your choosing from a holder you can see or the item itself. The nearest hostile creature from that item out to 30ft and is not behind total cover must make an intelligence saving throw. The hostile creature takes 1d6 psychic damage on a failed save.
Energy Spike
5th-level Magic Network Engineer feature
As an action while you hold or carry one of your infused items, you can send a greater amount of energy than normal to an item on the network. You can add half of your intelligence modifier (rounded up) as a bonus to either the attack rolls or armor class of a single holder of your infused items while they are within sight. This bonus lasts until the start of your next turn. The target can be the same as the Energy Surge feature.
At the same time, a larger amount of energy pulses out from that holder's item. The nearest hostile creature from that item out to 30ft and is not behind total cover must succeed on an Intelligence saving throw or take 1d6 psychic damage, or half as much damage on a successful one.
You can use this feature a number of times equal to twice your proficiency bonus. You regain all expended uses when you finish a long rest.
Infusion Adept
9th-level Magic Network Engineer feature
You have become adept in infusing items and have become able to infuse them at the end of a short rest as well as a long rest. You can also replace all of the infusions known on a long rest instead of when you gain a new level.
Reactive Energy
9th-level Magic Network Engineer feature
The network you have built up has grown stronger and more capable. It can now deliver Energy Surge and Energy Spike as reactions when you or an ally are about to make an attack roll or is about to take damage. The target cannot benefit from the same feature more than once per round.
Infusion Expert
15th-level Magic Network Engineer feature
You have honed the art of infusion to a very high degree and can now place the infusions listed below on magic items. You can also place these infusions on an item that has already been infused.
You outright flood the network with power. You can add your intelligence modifier as a bonus to either the attack rolls or the armor class to all holders of your infused items that are in sight. This bonus lasts until the start of your next turn.
Additionally, a huge amount of energy pulses from those holders. The nearest hostile creature from those holders out to 30ft and is not behind total cover must make an intelligence saving throw. The hostile creatures takes 1d12 psychic damage on a failed save, or half as much on successful one. This effect can stack with the Energy Surge and Energy Spike feature.
You regain usage by completing a long rest OR you can reclaim energy by choosing to end one of your infusions on an item you can see as an action.
That is a very intriguing concept here. A few things though:
• I think you could change some of the subclass spells. Flame Strike for example is a complete dud considering Artificers get Fireball already and you also have Lightning Bolt and Cone of Cold in their list - and there are other spells that better fit the networking theme. I probably would give them spells like these:
- 1st level: Bless, Find Familiar or Shield of Faith
- 2nd level: Detect Thoughts (hacking into other networks), Lesser Restoration (antivirus software)
- 3rd level: Lightning Bolt, Intellect Fortress
- 4th level: Dimension Door (Arcane Eye fits too bur already is an Artificer spell), Wall of Fire (how could you not give the networker the ability to set up a literal firewall?)
- 5th level: Rary's Telepathic Bond, Mass Cure Wounds
• Energy Spike does not really make sense to me. When you get it, it is the exact same as Energy Surge, as you will likely have a +3 or +4 Intelligence modifier, resulting in a +2 bonus. Even when you have a +5 modifier, which does not happen before level 8 (with Point Buy/Standard Array) and is your max unless you can pick up an item such as a tome of clear thoughts, the bonus is only better by 1. The 1d6 damage is negligible, especially as it can be halved by a successful save. So, why should I spend an action at level 5 for what I can do as a bonus action since level 3?
• Regarding Infusion Expert, you should put some limits there. Right now I could take a +3 longbow and stack Enhanced Weapon and Repeating Shot on it, turning it into a +6 weapon. A simple solution would be a clause that +X bonuses from infusions and enchantments don't stack.
(In general, I think infusing already magical items should have been a base artificer feature, and as a DM I likely will houserule that way. It felt so weird and immersion-breaking when in one of my games my artificer crafted himself a +3 longbow during downtime and was not able to put Repeating Shot - without the +1 of course - on it, which he had used all the time on his old mundane bow, so that he suddenly had to care for mundane arrows again).
• Regarding Overflow, it shares an issue with Energy Spike: the damage is negligible. Most if the time you will deal like 3 damage with that ability. Also, the wording is complicated regarding which hostile creature is affected. Maybe turn it into an AoE, affecting all hostile creatures, and up the damage to like 4d12 or similar or add a side effect for those who fail (Mimd Whip, Synaptic Static...)?
Generally, I think this subclass could benefit from more varied bonuses, such as to damage rolls, saving throws and skill checks instead of only bonuses to AC and attack rolls. Also, as it is right now, I feel like it could lead to balancing issues, as too high bonuses break bounded accuracy. Other things you could do with the network are teleports (but probably don't do it like the Peace cleric does... :-D), casting touch spells targeting your connected allies without having to actually touch them and of course telepathic two-way communication (which I have added with Telepathic Bond to the spell list, but that might be a bit too late for most campaigns, so adding it as a class feature earlier absolutely makes sense).
First, thank you for taking the time to read my wall of text.
Second, I will do my best to address your points below.
For some context: The concept is more centered around the idea of a backline support primary role, with magic damage secondary. That was my design principle behind the many iterations.
RE: spell list - Find Familiar and Find Steed are my "creators choice" picks that I don't really care about being too thematic for. Those two aside, I agree with the rest. The spell list was not my main focus, so I set them and left them alone. Intellect Fortress is not in the Basic Rules, so that was not on my radar (anything outside of those makes it unpublishable), and I do like the firewall idea now that you put it that way. Funnily enough, Telepathic Bond use to be part of the Network Infrastructure feature as part of a scaling bit I had going, along with free Message, with Sending in the middle, but decided to drop all but Sending to streamline the character sheet and text in general. I was contemplating Mass Cure Wounds as well, so may end up switching that in. Fireball is Artillerist only, so I will probably keep one of the two damaging options for that tier.
RE: Energy Spike - It was intentional to have the two options. You can stack the buffs (which is what I was balancing around), and Spike provides both buff and damage, while Surge only does one or the other. I think I will buff the damage a bit, given that it is technically competing with the special attack for damage builds.
RE: Infusion Expert - I will disagree with you here. I think that much is fine when you consider the following: that it is at 15th level feature, you are using 2 of 10 infusions at that level on one item that could be used for utility or for other people, and given that the rest of the features are intentionally on weak side (I have a preference for weaker but more frequent usage).
RE: Overload - Honestly, the damage here was not the focal point, but the buffs. I don't disagree with you though. I think one of the ideas I had before was to make it auto hit. The other idea that came to mind after reading the spells you mentioned is forcing disadvantage on attack rolls and saving throws along with a 1d12 buff (for 2d12). I think that should be fine given that you can technically use it 9 times. Not advised, but there is the option in a pinch. Perhaps even make it a reaction like the rest?
RE: The last bits - The idea behind limiting the choices was so as to not step on the toes of Flash of Genius and not get too crazy and overshadow other abilities like Bless and Bardic Inspiration. If you still think it would benefit, I may change it, but right now I am not 100% convinced.
Teleports... I honestly did not think of that throughout my entire process. I like it and I may be able to work that in. I was thinking more like Echo Knight, but as a reaction and a part of the Reactive Energy feature (kinda like Shield, but another body instead). INT mod uses, refresh on long rest... Thoughts?
As mentioned before, I did have Telepathic Bond attached to a feature and set to unlock at 15th level, but I decided to move away from the options due to DDB implementation constraints conflicting with my OCD. I felt having Sending unlock at 3rd level and not needing components and spell slots was potent enough serve through out. Not perfect, but still potent for free.
I did consider the touch spell aspect, but given the selection that would interact with it, I did not think it worth while to implement.
Also, if you would like, it is published and we can discuss it on that page instead of here.
Shapechanger. The mimicblood can use its action to polymorph into a Small, Medium, or Large object, or back into its true, humanoid form. Its statistics are the same in each form, except for its size. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies.
Adhesive (Object Form Only). The mimicblood adheres to anything that touches it. A Huge or smaller creature adhered to the mimicblood is also grappled by it (escape DC 13). Ability checks made to escape this grapple have disadvantage.
False Appearance (Object Form Only). While the mimicblood remains motionless, it is indistinguishable from an ordinary object.
Grappler. The mimicblood has advantage on attack rolls against any creature grappled by it.
Actions
Multiattack. The mimicblood makes two unarmed strike attacks.
Unarmed Strike. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 6 (1d4 + 4) bludgeoning damage, plus 9 (2d8) acid damage. If the mimicblood is in object form, the target is subjected to its Adhesive trait.
Heavy Crossbow. Ranged Weapon Attack: +6 to hit, range 100/400 ft., one target. Hit: 8 (1d10 + 3) piercing damage.
Description
Mimicbloods were created as part of an experiment to grant humanoids supernatural powers. However, the transmutation went awry, and those subjected to it were driven insane, acting unpredictably on every whim.
All stars fade. Some stars forever fall. ------------------------------------------------------------------------------------------------- Homebrew (Mostly Outdated):Magic Items,Monsters,Spells,Subclasses ------------------------------------------------------------------------------------------------- If there was no light, people wouldn't fear the dark.
Paladins of the oath of authority try to keep every aspect of themselves under control. They never lash out in anger or laugh with joy. They're stoic, burying their feelings and intentions deep inside. These paladins believe that the only way to a peaceful world is if everyone is in full control of their emotions.
TENETS OF AUTHORITY
Paladins of the Oath of Authority follow their tenets completely and utterly.
Control. Don't ever let your emotions or beliefs rule you. The most important thing is that you keep them out of sight from the world.
Equality. You are no higher or lower than anyone else. The only measure that counts is self-possession.
Focus. While you cannot along your desires to rule you, never lose sight of your goals. Fulfill them wisely and methodically, instead of quickly.
Oath Spells
3rd-level Oath of Authority feature
You gain oath spells at the paladin levels listed in the Oath of Authority table. See the Sacred Oath class feature for how oath spells work.
You gain the following Channel Divinity options. See the Sacred Oath class feature for how Channel Divinity works.
Masked Mind. You can use your Channel Divinity to cloud your soul and protect your mind. As a bonus action, you gain resistance to psychic damage, and you have advantage on Charisma and Wisdom saving throws. This change lasts for 1 minute.
Crush the Uncertain. You can use your Channel Divinity to destroy those who display fear. As an action, you can choose a number of creatures within 30 feet of your equal to your proficiency bonus. Each creature must succeed on a Wisdom saving throw against being frightened. A creature that fails takes 2d4 force damage and is frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on a success.
Aura of Placidity
7th-level Oath of Authority feature
You emit an aura of calm while you aren’t incapacitated. Each creature of your choice within 10 feet of you has advantage on saving throws against being charmed or frightened.
At 18th level, the range of this aura increases to 30 feet.
Serene Retribution
15th-level Oath of Authority feature
You’ve learned how to inflict pain upon those who attempt to let loose your emotions. Whenever you're targeted by an enchantment spell that's cast by a creature within 30 feet of you, you can use your reaction to force it to succeed on a Constitution saving throw or be incapacitated until the end of your next turn.
Total Control
20th-level Oath of Authority feature
You can manifest your complete control over your body and feelings into a shield of divine power. As a bonus action, you gain the following benefits for 1 minute:
You have advantage on all saving throws.
Your melee weapon attacks deal an additional 2d6 psychic damage.
You have resistance to psychic and necrotic damage.
Once you use this bonus action, you can’t use it again until you finish a long rest, unless you expend a 5th-level spell slot to use it again.
All stars fade. Some stars forever fall. ------------------------------------------------------------------------------------------------- Homebrew (Mostly Outdated):Magic Items,Monsters,Spells,Subclasses ------------------------------------------------------------------------------------------------- If there was no light, people wouldn't fear the dark.
And by the way, who hurt you so much you want more mimics
Rollback Post to RevisionRollBack
Lets summon archdevils
Platymaster of the Church (Cult) of the Platypus
Arachnapriest of the Guild of Spiders
Disclaimer: Underfan8 is not to be held responsible for any of the following events happening as a result of talking to Underfan8, touching Underfan8, or even just seeing Underfan8: The rise of Tiamat, resurrection of vecna, pissed of genies, a complete and udder power change in the blood war, or a fate worse than a fate worse than total annihilation. Exist with Underfan8 at you own risk.
This is my submission for the Inspirational Option. I have put together a one-shot adventure which is designed as a cross between Strahd Must Die Tonight!and Home Alone. It follows the same basic framework as James Haeck's entries in these one-shots, but with the focus shifted to finding the Fortunes of Ravenloft around the castle instead of killing Strahd (although that will be an alternate win condition as well).
[Disclaimer: Several sections or parts of this are taken directly from one of Haeck's articles, as I did not wish to try and rewrite everything from scratch. I do not claim any of these parts as my original work, but are included to retain uniformity. The parts which are my original works/edits should be somewhat obvious based on the theme, and this is the part I hope you will judge]
A Siege before the Solstice (A Ravenloft One-Shot Adventure)
This one-shot shares many similarities with Haeck’s article, namely the use of a real-world timer to dictate an in-game time limit; however, unlike the base adventure and its one-shot spin offs, the party can complete this adventure without defeating the dark lord.
Scenario
The goal of this adventure is to find three magical artifacts and escape from Castle Ravenloft in a single 4-hour session of D&D.
It has been several months now since a band of heroes, with the aid of esteemed vampire hunter Rudolph van Richten, managed to end Strahd’s reign and free Barovia from the Mists of Ravenloft. As Madam Eva fled the land with the other vistani, she imparted onto van Richten a vision of ill omen: that the dark powers were not finished with Strahd and would return him to undeath once again.
As the winter solstice approaches, strange happenings have occurred around Barovia: whisps of supernatural mist returning, strange monsters terrorizing the villages, and mysterious disappearances. Fearing these are signs of Eva’s vision coming true, Rudolph van Richten seeks the aid of adventurers to retrieve three artifacts from within Castle Ravenloft (see the “Fortunes of Ravenloft'' section below) which will be necessary for fighting Strahd should his revival come to fruition. What neither van Richten nor the party know is that Strahd’s revival is already underway.
It is no secret that I am infatuated with the Artificer, and the infusions are primarily why. Repeating Shot is hands down my favorite. But what if I don't play an Artificer for some strange reason...?
With that in mind, I have been wanting to create something silly to get that infinite ammo aspect and finally got inspired. It also happened to match up to the DM prompt.
I present to you the Imaginary Bow. It's a stick that acts like a shortbow and deals psychic damage instead. Because even imaginary arrows can hurt.
Cloven Hooves. Gorgotaurs have hoofed feet, which give them disadvantage on stealth checks.
Charge. If the gorgotaur moves at least 10 feet straight toward a target and then hits it with a gore attack on the same turn, the target takes an extra 17 (2d10+5) piercing damage. If the target is a creature, it must succeed on a DC 14 Strength saving throw or be pushed up to 10 feet away and knocked prone.
Labyrinthine Recall. The gorgotaur can perfectly recall any path it has traveled.
Reckless. At the start of its turn, the gorgotaur can gain advantage on all melee weapon attack rolls it makes during that turn, but attack rolls against it have advantage until the start of its next turn.
Actions
Multiattack. The gorgotaur makes two melee attacks: one with its gore and one with its greataxe. Or it makes two melee attacks with its greataxe.
Gore.Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 17 (2d10 + 5) piercing damage.
Adamantine Greataxe. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 18 (2d12 + 5) slashing damage.
Petrifying Breath (Recharge 5–6). The gorgotaur exhales petrifying gas in a 30-foot cone. Each creature in that area must succeed on a DC 14 Constitution saving throw. On a failed save, a target begins to turn to stone and is restrained. The restrained target must repeat the saving throw at the end of its next turn. On a success, the effect ends on the target. On a failure, the target is petrified until freed by the greater restoration spell or other magic.
Description
A primal offshoot of minotaurs who drank the blood of gorgons as ritual self-sacrifice to the demon lord Baphomet, gorgon minotaurs (gorgotaurs) are even more savage than their horned cousins. A gorgotaur’s whole body is covered in a dull grey, brown, or bronze metal scales, which are incredibly strong and resistant to damage. Standing well over eight feet tall, they are sturdier and stronger than minotaurs. Gorgotaurs are mistrustful of anyone who is not one of them, especially surface dwellers. Minotaurs in particular are viewed with hostility—an eternal grudge from their tribe’s ancient exile. They always carry a massive greataxe, which they see as Baphomet’s favored weapon. Gorgotaurs have mastered the ability to use the gorgon’s petrifying breath weapon.
Changes from version 1: Added monster art by Bill McBee. Adjusted gore damage. Specified greataxe as adamantine. Rephrased "natural adamantine armor" to "natural armor"
Long ago, just as ancient minotaurs were beginning to explore and scout from their lairs in the Underdark to the surface world, one warrior tribe rejected what it saw as the corrupting influence of modern civilization that threatened to tame their proud race. Seeking to cling to their primal bestial ways, this tribe left to hunt the underground herds of wild gorgon and consumed its blood in a ritual worship of Baphomet. The savage demon lord was pleased and smiled upon them. The poisonous blood of the gorgon weakened all who drank it to the point of death and those who ferociously clung to life went through an unholy transformation both physically and spiritually. Their leather hide grew even tougher, mutating into scales of the hardest metal. As they healed, they became stronger than they were before. They become immune to the petrifying effects of the gorgon’s breath and they found themselves able to use it as a weapon. They called it the Blessing of the Gorgon, but they were shunned and banished from minotaur society for what was seen as blasphemy.
Unwelcome and not wanting to journey with their minotaur cousins to the lands above, they remained in the labyrinthine depths of the Underdark far below the surface. Their tribe grew more insular with only themselves and their fanatical worship of Baphomet to occupy them. They bolstered their numbers when they could by capturing or tempting other wayward minotaurs to join them with promises and displays of power and strength. Their true name has no translation from Abyssal, but in the common tongue, they are simply known as the gorgon minotaurs.
Thank you!
To post th statblock like that, I just marked the entire statblock and description text and copied/pasted it into my forum post. I think this should work with spells too.
I might release an update for my turtle today, refining the wording in a few places in its description :-)
Here's my entry for PC: the Heavy Martial Weapons Monk. This subclass is mainly focused in upgrading Patient Defense and Step of the Wind to make the most of the heavy weapons' DPR in dash-and-hit and counter attack combos. I added some wushua double jumping starting on level 17 (one may use an action to dash-fly, 1 ki point to dash-fly a second time with Step of the Wind as a bonus action and use a reaction to Slow Fall back down).
How does this monk subclass relate to the theme of Precision and Control?
Edit: To be clear, I am not trying to be dismissive, I just am unsure of how this is meant to fit the theme for PC options.
Four-time Judge of the Competition of the Finest Brews! Come join us in making fun, unique homebrew and voting for your favorite entries!
No problem, I always enjoy discussing a concept!
This was not designed for this contest, but as I worked on this subclass, I thought of this as a "control" monk for a number of reasons, but mainly:
- Dash/fly skill at 17th level gives crazy mobility, allowing the monk great control over territory, breaking enemy formations more easily, reaching ranged attackers in high places, etc.
- Patient Fighter allows to trade an action for an additional reaction at 11th level, and to use Patient Defense and Step of the Wind in any turn as a reaction at 17th level. Along with Adaptable Rebuke, these features make this a monk that moves and acts a lot out of its own turn, effectively taking control of the pace of combat even if they didn't start with the biggest initiative.
EDIT: to summarize the idea, this monk wouldn't be the deadliest fighter in a high level party, but it could cause enough chaos behind enemy lines to benefit charging fighters and barbarians. The DPR equation shows this class is specially effective against mobs.
Sure, why not? I would like to submit my Artificer subclass for the PC category.
The Magic Network Engineer, controlling and directing "energy" through a network apparatus made through infused items to the benefit of allies and the detriment of foes.
I would like to think it is good to go at this point for the most part, but feedback is always welcome.
While other Artificers dabble with magic items, you have started down the path to master them and have unlocked the secrets of turning items you create into conduits of power. This network of magic is used to bolster allies and harass foes.
Tool Proficiency
3rd-level Magic Network Engineer feature
You gain proficiency with jeweler's tools. If you already have this proficiency, you gain proficiency with one other type of artisan’s tools of your choice.
Magic Network Engineer Spells
3rd-level Magic Network Engineer feature
You always have certain spells prepared after you reach particular levels in this class, as shown in the Magic Network Engineer Spells table. These spells count as artificer spells for you, but they don’t count against the number of artificer spells you prepare.
Magic Network Engineer Spells
3rd
Find Familiar, Bless
5th
Find Steed, Pass Without Trace
9th
Lightning Bolt, Tiny Hut
13th
Arcane Eye, Dimension Door
17th
Flame Strike, Cone of Cold
Network Infrastructure
3rd-level Magic Network Engineer feature
The magic network you create becomes a powerful boon and can be used in the following ways:
Energy Surge
3rd-level Magic Network Engineer feature
As a bonus action while you hold or carry one of your infused items, you can distribute power through your network in one of two ways:
Energy Spike
5th-level Magic Network Engineer feature
As an action while you hold or carry one of your infused items, you can send a greater amount of energy than normal to an item on the network. You can add half of your intelligence modifier (rounded up) as a bonus to either the attack rolls or armor class of a single holder of your infused items while they are within sight. This bonus lasts until the start of your next turn. The target can be the same as the Energy Surge feature.
At the same time, a larger amount of energy pulses out from that holder's item. The nearest hostile creature from that item out to 30ft and is not behind total cover must succeed on an Intelligence saving throw or take 1d6 psychic damage, or half as much damage on a successful one.
You can use this feature a number of times equal to twice your proficiency bonus. You regain all expended uses when you finish a long rest.
Infusion Adept
9th-level Magic Network Engineer feature
You have become adept in infusing items and have become able to infuse them at the end of a short rest as well as a long rest. You can also replace all of the infusions known on a long rest instead of when you gain a new level.
Reactive Energy
9th-level Magic Network Engineer feature
The network you have built up has grown stronger and more capable. It can now deliver Energy Surge and Energy Spike as reactions when you or an ally are about to make an attack roll or is about to take damage. The target cannot benefit from the same feature more than once per round.
Infusion Expert
15th-level Magic Network Engineer feature
You have honed the art of infusion to a very high degree and can now place the infusions listed below on magic items. You can also place these infusions on an item that has already been infused.
Enhance Arcane Focus, Enhanced Defense, Enhanced Weapon, Repeating Shot, Resistant Armor, Returning Weapon.
Overload
15th Level Magic Network Engineer feature
You outright flood the network with power. You can add your intelligence modifier as a bonus to either the attack rolls or the armor class to all holders of your infused items that are in sight. This bonus lasts until the start of your next turn.
Additionally, a huge amount of energy pulses from those holders. The nearest hostile creature from those holders out to 30ft and is not behind total cover must make an intelligence saving throw. The hostile creatures takes 1d12 psychic damage on a failed save, or half as much on successful one. This effect can stack with the Energy Surge and Energy Spike feature.
You regain usage by completing a long rest OR you can reclaim energy by choosing to end one of your infusions on an item you can see as an action.
That is a very intriguing concept here. A few things though:
• I think you could change some of the subclass spells. Flame Strike for example is a complete dud considering Artificers get Fireball already and you also have Lightning Bolt and Cone of Cold in their list - and there are other spells that better fit the networking theme. I probably would give them spells like these:
- 1st level: Bless, Find Familiar or Shield of Faith
- 2nd level: Detect Thoughts (hacking into other networks), Lesser Restoration (antivirus software)
- 3rd level: Lightning Bolt, Intellect Fortress
- 4th level: Dimension Door (Arcane Eye fits too bur already is an Artificer spell), Wall of Fire (how could you not give the networker the ability to set up a literal firewall?)
- 5th level: Rary's Telepathic Bond, Mass Cure Wounds
• Energy Spike does not really make sense to me. When you get it, it is the exact same as Energy Surge, as you will likely have a +3 or +4 Intelligence modifier, resulting in a +2 bonus. Even when you have a +5 modifier, which does not happen before level 8 (with Point Buy/Standard Array) and is your max unless you can pick up an item such as a tome of clear thoughts, the bonus is only better by 1. The 1d6 damage is negligible, especially as it can be halved by a successful save. So, why should I spend an action at level 5 for what I can do as a bonus action since level 3?
• Regarding Infusion Expert, you should put some limits there. Right now I could take a +3 longbow and stack Enhanced Weapon and Repeating Shot on it, turning it into a +6 weapon. A simple solution would be a clause that +X bonuses from infusions and enchantments don't stack.
(In general, I think infusing already magical items should have been a base artificer feature, and as a DM I likely will houserule that way. It felt so weird and immersion-breaking when in one of my games my artificer crafted himself a +3 longbow during downtime and was not able to put Repeating Shot - without the +1 of course - on it, which he had used all the time on his old mundane bow, so that he suddenly had to care for mundane arrows again).
• Regarding Overflow, it shares an issue with Energy Spike: the damage is negligible. Most if the time you will deal like 3 damage with that ability. Also, the wording is complicated regarding which hostile creature is affected. Maybe turn it into an AoE, affecting all hostile creatures, and up the damage to like 4d12 or similar or add a side effect for those who fail (Mimd Whip, Synaptic Static...)?
Generally, I think this subclass could benefit from more varied bonuses, such as to damage rolls, saving throws and skill checks instead of only bonuses to AC and attack rolls. Also, as it is right now, I feel like it could lead to balancing issues, as too high bonuses break bounded accuracy. Other things you could do with the network are teleports (but probably don't do it like the Peace cleric does... :-D), casting touch spells targeting your connected allies without having to actually touch them and of course telepathic two-way communication (which I have added with Telepathic Bond to the spell list, but that might be a bit too late for most campaigns, so adding it as a class feature earlier absolutely makes sense).
First, thank you for taking the time to read my wall of text.
Second, I will do my best to address your points below.
For some context: The concept is more centered around the idea of a backline support primary role, with magic damage secondary. That was my design principle behind the many iterations.
RE: spell list - Find Familiar and Find Steed are my "creators choice" picks that I don't really care about being too thematic for. Those two aside, I agree with the rest. The spell list was not my main focus, so I set them and left them alone. Intellect Fortress is not in the Basic Rules, so that was not on my radar (anything outside of those makes it unpublishable), and I do like the firewall idea now that you put it that way. Funnily enough, Telepathic Bond use to be part of the Network Infrastructure feature as part of a scaling bit I had going, along with free Message, with Sending in the middle, but decided to drop all but Sending to streamline the character sheet and text in general. I was contemplating Mass Cure Wounds as well, so may end up switching that in. Fireball is Artillerist only, so I will probably keep one of the two damaging options for that tier.
RE: Energy Spike - It was intentional to have the two options. You can stack the buffs (which is what I was balancing around), and Spike provides both buff and damage, while Surge only does one or the other. I think I will buff the damage a bit, given that it is technically competing with the special attack for damage builds.
RE: Infusion Expert - I will disagree with you here. I think that much is fine when you consider the following: that it is at 15th level feature, you are using 2 of 10 infusions at that level on one item that could be used for utility or for other people, and given that the rest of the features are intentionally on weak side (I have a preference for weaker but more frequent usage).
RE: Overload - Honestly, the damage here was not the focal point, but the buffs. I don't disagree with you though. I think one of the ideas I had before was to make it auto hit. The other idea that came to mind after reading the spells you mentioned is forcing disadvantage on attack rolls and saving throws along with a 1d12 buff (for 2d12). I think that should be fine given that you can technically use it 9 times. Not advised, but there is the option in a pinch. Perhaps even make it a reaction like the rest?
RE: The last bits - The idea behind limiting the choices was so as to not step on the toes of Flash of Genius and not get too crazy and overshadow other abilities like Bless and Bardic Inspiration. If you still think it would benefit, I may change it, but right now I am not 100% convinced.
Teleports... I honestly did not think of that throughout my entire process. I like it and I may be able to work that in. I was thinking more like Echo Knight, but as a reaction and a part of the Reactive Energy feature (kinda like Shield, but another body instead). INT mod uses, refresh on long rest... Thoughts?
As mentioned before, I did have Telepathic Bond attached to a feature and set to unlock at 15th level, but I decided to move away from the options due to DDB implementation constraints conflicting with my OCD. I felt having Sending unlock at 3rd level and not needing components and spell slots was potent enough serve through out. Not perfect, but still potent for free.
I did consider the touch spell aspect, but given the selection that would interact with it, I did not think it worth while to implement.
Also, if you would like, it is published and we can discuss it on that page instead of here.
So. I looked up bounded accuracy and understand your concerns. I absolutely agree now. Time for another rework.
Honestly, thank you for that.
Here’s my PC thing:
Bounty Hunter (Fighter Subclass)
Come participate in the Competition of the Finest Brews, Edition XXVIII?
My homebrew stuff:
Spells, Monsters, Magic Items, Feats, Subclasses.
I am an Archfey, but nobody seems to notice.
Extended Signature
Here's my DM option- a humanoid infused with the ichor of a mimic.
Shapechanger. The mimicblood can use its action to polymorph into a Small, Medium, or Large object, or back into its true, humanoid form. Its statistics are the same in each form, except for its size. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies.
Adhesive (Object Form Only). The mimicblood adheres to anything that touches it. A Huge or smaller creature adhered to the mimicblood is also grappled by it (escape DC 13). Ability checks made to escape this grapple have disadvantage.
False Appearance (Object Form Only). While the mimicblood remains motionless, it is indistinguishable from an ordinary object.
Grappler. The mimicblood has advantage on attack rolls against any creature grappled by it.
Multiattack. The mimicblood makes two unarmed strike attacks.
Unarmed Strike. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 6 (1d4 + 4) bludgeoning damage, plus 9 (2d8) acid damage. If the mimicblood is in object form, the target is subjected to its Adhesive trait.
Heavy Crossbow. Ranged Weapon Attack: +6 to hit, range 100/400 ft., one target. Hit: 8 (1d10 + 3) piercing damage.
Description
Mimicbloods were created as part of an experiment to grant humanoids supernatural powers. However, the transmutation went awry, and those subjected to it were driven insane, acting unpredictably on every whim.
All stars fade. Some stars forever fall.
-------------------------------------------------------------------------------------------------
Homebrew (Mostly Outdated): Magic Items, Monsters, Spells, Subclasses
-------------------------------------------------------------------------------------------------
If there was no light, people wouldn't fear the dark.
Here's my PC option.
Oath of Authority
Paladins of the oath of authority try to keep every aspect of themselves under control. They never lash out in anger or laugh with joy. They're stoic, burying their feelings and intentions deep inside. These paladins believe that the only way to a peaceful world is if everyone is in full control of their emotions.
Oath Spells
3rd-level Oath of Authority feature
You gain oath spells at the paladin levels listed in the Oath of Authority table. See the Sacred Oath class feature for how oath spells work.
Oath of Authority Spells
Channel Divinity
3rd-level Oath of Authority feature
You gain the following Channel Divinity options. See the Sacred Oath class feature for how Channel Divinity works.
Masked Mind. You can use your Channel Divinity to cloud your soul and protect your mind. As a bonus action, you gain resistance to psychic damage, and you have advantage on Charisma and Wisdom saving throws. This change lasts for 1 minute.
Crush the Uncertain. You can use your Channel Divinity to destroy those who display fear. As an action, you can choose a number of creatures within 30 feet of your equal to your proficiency bonus. Each creature must succeed on a Wisdom saving throw against being frightened. A creature that fails takes 2d4 force damage and is frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on a success.
Aura of Placidity
7th-level Oath of Authority feature
You emit an aura of calm while you aren’t incapacitated. Each creature of your choice within 10 feet of you has advantage on saving throws against being charmed or frightened.
At 18th level, the range of this aura increases to 30 feet.
Serene Retribution
15th-level Oath of Authority feature
You’ve learned how to inflict pain upon those who attempt to let loose your emotions. Whenever you're targeted by an enchantment spell that's cast by a creature within 30 feet of you, you can use your reaction to force it to succeed on a Constitution saving throw or be incapacitated until the end of your next turn.
Total Control
20th-level Oath of Authority feature
You can manifest your complete control over your body and feelings into a shield of divine power. As a bonus action, you gain the following benefits for 1 minute:
Once you use this bonus action, you can’t use it again until you finish a long rest, unless you expend a 5th-level spell slot to use it again.
All stars fade. Some stars forever fall.
-------------------------------------------------------------------------------------------------
Homebrew (Mostly Outdated): Magic Items, Monsters, Spells, Subclasses
-------------------------------------------------------------------------------------------------
If there was no light, people wouldn't fear the dark.
DM option right here: https://www.dndbeyond.com/monsters/2140779-doorknob-devil
And by the way, who hurt you so much you want more mimics
Lets summon archdevils
Platymaster of the Church (Cult) of the Platypus
Arachnapriest of the Guild of Spiders
Disclaimer: Underfan8 is not to be held responsible for any of the following events happening as a result of talking to Underfan8, touching Underfan8, or even just seeing Underfan8: The rise of Tiamat, resurrection of vecna, pissed of genies, a complete and udder power change in the blood war, or a fate worse than a fate worse than total annihilation. Exist with Underfan8 at you own risk.
My pc option Thanks to @pudim on discord For help with the capstone
https://www.dndbeyond.com/subclasses/1080587-path-of-frost
My homebrew content: Monsters, subclasses, Magic items, Feats, spells, races, backgrounds
This is my submission for the Inspirational Option. I have put together a one-shot adventure which is designed as a cross between Strahd Must Die Tonight! and Home Alone. It follows the same basic framework as James Haeck's entries in these one-shots, but with the focus shifted to finding the Fortunes of Ravenloft around the castle instead of killing Strahd (although that will be an alternate win condition as well).
[Disclaimer: Several sections or parts of this are taken directly from one of Haeck's articles, as I did not wish to try and rewrite everything from scratch. I do not claim any of these parts as my original work, but are included to retain uniformity. The parts which are my original works/edits should be somewhat obvious based on the theme, and this is the part I hope you will judge]
Four-time Judge of the Competition of the Finest Brews! Come join us in making fun, unique homebrew and voting for your favorite entries!
It is no secret that I am infatuated with the Artificer, and the infusions are primarily why. Repeating Shot is hands down my favorite. But what if I don't play an Artificer for some strange reason...?
With that in mind, I have been wanting to create something silly to get that infinite ammo aspect and finally got inspired. It also happened to match up to the DM prompt.
I present to you the Imaginary Bow. It's a stick that acts like a shortbow and deals psychic damage instead. Because even imaginary arrows can hurt.
https://www.dndbeyond.com/magic-items/4226872-imaginary-bow
I just barely made this in time!
Here's my DM option, Living Statuette! Hope you enjoy it! https://homebrewery.naturalcrit.com/share/FG42wIoQHHED (homebrewery link)
If I have time I may still create an inspirational option though I think it unlikely that I will.
I am an average mathematics enjoyer.
>Extended Signature<
And just to compliment the above living statuette, here's a monster who can turn you into a statue! I present the Gorgon Minotaur.
Cloven Hooves. Gorgotaurs have hoofed feet, which give them disadvantage on stealth checks.
Charge. If the gorgotaur moves at least 10 feet straight toward a target and then hits it with a gore attack on the same turn, the target takes an extra 17 (2d10+5) piercing damage. If the target is a creature, it must succeed on a DC 14 Strength saving throw or be pushed up to 10 feet away and knocked prone.
Labyrinthine Recall. The gorgotaur can perfectly recall any path it has traveled.
Reckless. At the start of its turn, the gorgotaur can gain advantage on all melee weapon attack rolls it makes during that turn, but attack rolls against it have advantage until the start of its next turn.
Multiattack. The gorgotaur makes two melee attacks: one with its gore and one with its greataxe. Or it makes two melee attacks with its greataxe.
Gore. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 17 (2d10 + 5) piercing damage.
Adamantine Greataxe. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 18 (2d12 + 5) slashing damage.
Petrifying Breath (Recharge 5–6). The gorgotaur exhales petrifying gas in a 30-foot cone. Each creature in that area must succeed on a DC 14 Constitution saving throw. On a failed save, a target begins to turn to stone and is restrained. The restrained target must repeat the saving throw at the end of its next turn. On a success, the effect ends on the target. On a failure, the target is petrified until freed by the greater restoration spell or other magic.
Description
A primal offshoot of minotaurs who drank the blood of gorgons as ritual self-sacrifice to the demon lord Baphomet, gorgon minotaurs (gorgotaurs) are even more savage than their horned cousins. A gorgotaur’s whole body is covered in a dull grey, brown, or bronze metal scales, which are incredibly strong and resistant to damage. Standing well over eight feet tall, they are sturdier and stronger than minotaurs. Gorgotaurs are mistrustful of anyone who is not one of them, especially surface dwellers. Minotaurs in particular are viewed with hostility—an eternal grudge from their tribe’s ancient exile. They always carry a massive greataxe, which they see as Baphomet’s favored weapon. Gorgotaurs have mastered the ability to use the gorgon’s petrifying breath weapon.
Changes from version 1: Added monster art by Bill McBee. Adjusted gore damage. Specified greataxe as adamantine. Rephrased "natural adamantine armor" to "natural armor"
Long ago, just as ancient minotaurs were beginning to explore and scout from their lairs in the Underdark to the surface world, one warrior tribe rejected what it saw as the corrupting influence of modern civilization that threatened to tame their proud race. Seeking to cling to their primal bestial ways, this tribe left to hunt the underground herds of wild gorgon and consumed its blood in a ritual worship of Baphomet. The savage demon lord was pleased and smiled upon them. The poisonous blood of the gorgon weakened all who drank it to the point of death and those who ferociously clung to life went through an unholy transformation both physically and spiritually. Their leather hide grew even tougher, mutating into scales of the hardest metal. As they healed, they became stronger than they were before. They become immune to the petrifying effects of the gorgon’s breath and they found themselves able to use it as a weapon. They called it the Blessing of the Gorgon, but they were shunned and banished from minotaur society for what was seen as blasphemy.
"Not all those who wander are lost"
Another 6 days for this? Oh nice. Good for me I have something in the works.
Frequent Eladrin || They/Them, but accept all pronouns
Luz Noceda would like to remind you that you're worth loving!
So you changed your mind and are participating after all? Nice!
I am an average mathematics enjoyer.
>Extended Signature<
Some awesome submissions so far! I've not even thought about what I'm making for it XD
I'll see if I can be a responsible host and compile it all in the first post like my predecessors have!
Make your Artificer work with any other class with 174 Multiclassing Feats for your Artificer Multiclass Character!
DM's Guild Releases on This Thread Or check them all out on DMs Guild!
DrivethruRPG Releases on This Thread - latest release: My Character is a Werewolf: balanced rules for Lycanthropy!
I have started discussing/reviewing 3rd party D&D content on Substack - stay tuned for semi-regular posts!