"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: Indistinguishable / PC Options: Precision and Control / Inspirational Options: The Ticking Clock
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 February 15th 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: Eternal Frost. When storms howl and snow falls, it gets dangerous. Avalanches, crevasses and freezing temperatures are the leeast issues though when there are monsters hiding within the blizzard or something that was entombed in the glacier's eternal ice for aeons suddenly breaks free. How would you unleash the wrath of winter, the chill of eternal frost upon your players?
PC Options: Primeval Wrath - A long time ago, the world was different - there was no civilication, no cities and no academies of magic. Most people were hunters and gatheres, often loosely organized in tribes, living somewhere in the wilderness and in caves. Warriors embraced the strength and ferocity of great beasts and shamans tried to harness the forces of nature. Show me, what would a character have looked like in these times?
Inspirational Options: Forgotten Cultures. It is time to take a history lesson, to delve into an age before ours. Ancient ruins, fallen kingdoms, obscure devices, long-forgotten knowledge and magic, races that went extinct... and many questions that need answers. What can you come up with that is related to lost cultures or races that have disappeared or gone extinct for one reason or another?
Voting
Voting will start February 17th and will end at midnight on March 1st. A Google Forms 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. 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!
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.
Cool! I actually have something already for the PC category that I made a while ago, but it needs some revision first.... I should have the Circle of the Elements ready in time.
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Join the Competition of the Finest 'Brews XIX!(Or just spectate and vote, that's cool too. Either way, go there. It's awesome, and it'll be even more awesome if you join.)
Sweet! Gotta think up some ideas for this one. I had a Primordial Sorcerer subclass write up, but I already used that in the third competition so I guess I need to think of something new for the PC option
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Three-time Judge of the Competition of the Finest Brews! Come join us in making fun, unique homebrew and voting for your favorite entries!
Long ago, on the southern plains of the continent of Vel Hadten, there was a tribe of Yuan-Ti whose ruler desired to build a powerful empire. He led his warriors into battle and conquered the surrounding tribes of orcs, kobolds, goblins, and dragonborn, and united them in a single city, allowing worship of each of their gods (Ilneval, orc god of wisdom, Kurtelmak, kobold god of learning, Maglubiyet, goblin god of military might, and Bahamut, dragon god of law) while their god would reign over the others (Mersshaulk, yuan-ti god of political power).
Over time, the city conquered more land and grew, becoming an enormous sprawl. Over decades, the city became known as the Geles Empire. The focus of those in power shifted to building a powerful military as neighboring countries began to eye the city. The yuan-ti, whose bodies were more accepting to change than the other races, began being experimented on by the empire’s researchers to create a more powerful race, using the snake as a role model, being viewed as the most perfect form seen in nature. This was the subject of much controversy in the government, which was made up of a large senate. Many believed that experimenting on biology would lead to destruction, and made movement in the government to halt its progress. The king had those senators assassinated in favor of the progression of better soldiers.
This set a dangerous precedent. It meant that assassination, subterfuge, sabotage, and espionage were now on the table. A massive uptick in corruption and political strife plagued the rest of the Geles Empire’s existence. Shapeshifters were recruited as spies and assassins, making trust scarce in the city. The yuan-ti experimentation took off when an ancient artifact was discovered that was said to encourage growth in new and powerful ways. Internal conflict continued to grow as the city’s population began to exceed the amount of food that the city’s druids could grow and the artifact was still being used for biological experimentation.
All at once, the empire fell. The city’s enemies combined forces to attack the city directly, and there were not sufficient soldiers to stop them, as about half of them were undergoing experimentation at the time. At the same time, a play for the artifact was made in the hopes to create enough food to sustain the people of the city. Somehow, the artifact activated in a way it hadn’t before, and an explosion of plant growth ravaged the city, but the trees that grew were… malicious. They grew roots that strangled each and every person in the city, including the attacking forces. The trees grew and grew and expanded outside of the city, growing into an enormous rainforest. To this day, the forest is still there, under the name of the Labyrinthine Wood, so called because few enter, and fewer ever leave.
Long ago, on the southern plains of the continent of Vel Hadten, there was a tribe of Yuan-Ti whose ruler desired to build a powerful empire. He led his warriors into battle and conquered the surrounding tribes of orcs, kobolds, goblins, and dragonborn, and united them in a single city, allowing worship of each of their gods (Ilneval, orc god of wisdom, Kurtelmak, kobold god of learning, Maglubiyet, goblin god of military might, and Bahamut, dragon god of law) while their god would reign over the others (Mersshaulk, yuan-ti god of political power).
Over time, the city conquered more land and grew, becoming an enormous sprawl. Over decades, the city became known as the Geles Empire. The focus of those in power shifted to building a powerful military as neighboring countries began to eye the city. The yuan-ti, whose bodies were more accepting to change than the other races, began being experimented on by the empire’s researchers to create a more powerful race, using the snake as a role model, being viewed as the most perfect form seen in nature. This was the subject of much controversy in the government, which was made up of a large senate. Many believed that experimenting on biology would lead to destruction, and made movement in the government to halt its progress. The king had those senators assassinated in favor of the progression of better soldiers.
This set a dangerous precedent. It meant that assassination, subterfuge, sabotage, and espionage were now on the table. A massive uptick in corruption and political strife plagued the rest of the Geles Empire’s existence. Shapeshifters were recruited as spies and assassins, making trust scarce in the city. The yuan-ti experimentation took off when an ancient artifact was discovered that was said to encourage growth in new and powerful ways. Internal conflict continued to grow as the city’s population began to exceed the amount of food that the city’s druids could grow and the artifact was still being used for biological experimentation.
All at once, the empire fell. The city’s enemies combined forces to attack the city directly, and there were not sufficient soldiers to stop them, as about half of them were undergoing experimentation at the time. At the same time, a play for the artifact was made in the hopes to create enough food to sustain the people of the city. Somehow, the artifact activated in a way it hadn’t before, and an explosion of plant growth ravaged the city, but the trees that grew were… malicious. They grew roots that strangled each and every person in the city, including the attacking forces. The trees grew and grew and expanded outside of the city, growing into an enormous rainforest. To this day, the forest is still there, under the name of the Labyrinthine Wood, so called because few enter, and fewer ever leave.
Those are all great. I like 'em.
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Join the Competition of the Finest 'Brews XIX!(Or just spectate and vote, that's cool too. Either way, go there. It's awesome, and it'll be even more awesome if you join.)
Cool! I actually have something already for the PC category that I made a while ago, but it needs some revision first.... I should have the Circle of the Elements ready in time.
Scratch that, my submission here is going to be something a little more interesting. Since it doesn't seem that races are often entered in these contests, I'm going to make a variant elf-like race - the Primal Elf.
Also, I have a submission for the DM category in progress as well. (Magic items count for the DM category, right?)
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Join the Competition of the Finest 'Brews XIX!(Or just spectate and vote, that's cool too. Either way, go there. It's awesome, and it'll be even more awesome if you join.)
Here is my submission for the PC category. Here I am playing into the "shaman who controls the powers of nature" aspect by presenting a bard that can predict and control the weather. This subclass draws heavy inspiration from the College of Spirits bard using the unique mechanic of a random magical effect determined by rolling your bardic inspiration die. I know that not everyone was a fan due to the randomness of the abiltiy, but I think it is a really unique and interesting bard mechanic. Anyway, let me know what you think.
College of Weather
Bards belonging to the College of Weather study the ways of nature and how magic interacts with it. Those belonging to this college will generally act as heralds and informants. Due to their accuracy in predicting inclement weather, these bards sometimes make valuable members of adventuring parties.
Details on certain weather conditions cited below can be found on page 110 of the DMG
Bard Level
Subclass Features
3rd
Forecast, Weather Globe
6th
Nature’s Secrets
14th
Oasis Bubble
Forecast
Starting when you choose this college at 3rd level, you learn to sense weather patterns in the area around you. Using your action, you become aware of the current conditions within 6 miles of you, including any unusual weather patterns (such as a large amount of ominous fog surrounding a building). You also learn how the weather will change due to natural conditions in that area over the next several hours.
Once you have used this feature you cannot use it again until you finish a long rest.
Weather Globe
Also starting at 3rd level, your bardic magic seems to alter the weather conditions around you. On your turn if you have at least one free hand, you can expend one use of your Bardic Inspiration as a bonus action to create a tiny orb containing an isolated weather condition within it. Roll the expended bardic inspiration die and consult the table below to determine which condition is present.
The orb can be carried or stored. You (or another creature) can use an action to throw the orb at to point you can see on the ground within 60 feet. The orb bursts and expands into a 10ft radius cylinder which extends upward 10ft from the chosen point. The weather condition lasts 1 minute, but ends early if you are incapacitated or if another orb created with this feature is used. It can also be ended early by using your bonus action.
The DC for saves made against these effects is your bardic spell save DC. Unless otherwise stated, the area of effect for this feature does not move from the chosen location.
The maximum number of stored effects you can create is equal to your proficiency bonus. Any additional orbs created beyond this destroys the earliest created orb. When you complete a short or long rest, any unused weather effects are destroyed.
As you gain levels in this subclass, the area of effect will increase in size. The radius of the cylinder and its height increase by 5 feet at 6th level and again at 14th.
Rolled Value
Weather Condition
1
Sunny Day - The area is filled with sunlight, dispelling any non magical darkness or obscurity. Any creature with the Sunlight Sensitivity or SunlightHypersensitivity features takes 1d6 radiant damage if it ends its turn in the area.
2
Sandstorm - The area is filled with a wild wind carrying bits of sand, and is treated as having the Strong Wind condition. Additionally, creatures in the area have disadvantage on Wisdom (Perception) checks which rely on sight.
3
Chilled Breeze - The area is filled with a gust of cold wind. When a creature starts its turn inside the area, it must make a Constitution saving throw. On a failed save, its speed is reduced by 5ft and it can only take an action or bonus action on its turn, but not both.
4
Heat Wave - The area is filled with muggy, hot air. Creatures with the plant type which are Small or Tiny immediately shrivel up and die. Any creature which ends its turn in the area must make a Constitution saving throw. On a failed save, the creature temporarily gains one level of exhaustion until the end of its next turn.
5
Mist - The area fills with a dense fog and is heavily obscured for the duration.
6
Downpour - The area is filled with rainfall and is treated as having the Heavy Precipitation condition. On each of your turns while the area is active you can use your bonus action to move the stormcloud overhead of a creature within the area. Until the start of your next turn, the target is treated as the center of the area, which moves with the target.
7
Flash Flood - The area suddenly fills with water. All creatures and objects within the area are treated as being underwater
8
Acid Rain - Foul rain falls in the area. A creature that starts its turn in the area or moves within the area during its turn must make a Dexterity saving throw, taking 1d8 acid damage on a failed save and half as much damage on a successful save.
9
Cyclone - Wicked winds form into a cyclone in the area. The area is treated as difficult terrain, and a creature which starts its turn inside or moves within the area on its turn takes 2d4 slashing damage and must make a Strength saving throw. On a failed save, the creature is pulled to the unoccupied space closest to the center of the area on the ground. The area is treated as having the Strong Wind condition.
10
Thundercloud - The area fills with a tempestuous cloud. On each of your turns while the area is active you can choose to use one of the following effects as a bonus action:
Lightning: Targeting a creature inside the area, make a ranged spell attack. On a hit, you deal 2d10 lightning damage to the target. This attack is made with advantage if the target is wearing armor made of metal.
Thunder: All creatures inside of the area must make a Constitution saving throw. On a failed save, a creature drops one item it is holding (target’s choice). If a creature who failed its saving throw is concentrating on a spell, its concentration is immediately lost.
11
Meteor Shower - Flaming celestial bodies descend into the area. A creature which starts its turn in the area or moves through the area takes 4d6 fire damage. A creature cannot take this damage more than once per turn.
12
Brain Storm - The area fills with a strange, aberrant atmosphere. A creature which starts in turn in the area must make an Intelligence saving throw. On a failed save, the creature must use its turn to move and attack the creature closest to it. If there is more than one creature for it to attack, its target is determined at random. If there are no targets it can attack without leaving the area, then the creature takes no actions and ends its turn without moving.
Nature’s Secrets
At 6th level, you learn two spells of your choice from the Druid spell list. A spell you choose must be of a level you can cast, as shown on the Bard table, or a cantrip. The chosen spells count as bard spells for you but don’t count against the number of bard spells you know.
Additionally, when a spell you cast deals lightning or thunder damage, you can reroll 1s on the damage dice, but must keep the new value even if it is another 1.
Oasis Bubble
At 14th level, when you use your Weather Condition feature, you can forgo rolling the die to instead form an orb filled with an oasis which, when thrown, creates a 10ft radius hemisphere of perfect weather encapsulated by a transparent magic field. The temperature in this area is comfortable and inviting, and the air is neither too humid nor too dry.
The magical barrier surrounding the area is treated as half cover for attacks and effects originating outside of the area. Creatures friendly to you are granted temporary hit points equal to 1d8 + your Charisma modifier when they start their turn inside the bubble.
A creature which tries to cross the barrier from the outside must make a Strength saving throw against your spell save DC. On a failed save, the creature is pushed back outside and has its remaining movement speed reduced to 0 until the end of its turn.
The barrier does not extend through the ground, walls, ceiling or other obstacles larger than its dimensions.
Once you use this feature, you cannot use it again until you finish a short or long rest.
Design Notes
Inspiration: I thought that the random effect mechanic introduced with the College of Spirits bard was interesting and wanted to make another bard subclass that plays with that mechanic. On top of that, focusing on weather seemed like fun especially since weather conditions will often bear little thought to players and sometimes DMs. This subclass puts things like Heavy Precipitation and Extreme Heat right in the spotlight
Forecast: This ability draws inspiration from the Paladin's Divine Sense feature but is completely exploration based rather than creature based. This ability is very DM dependent on its usefulness, but I am hoping it would inspire a DM with such a player at their table to think more about what the weather is like in their world and how it changes. I think that the ability to notice unusual weather patterns also gives the DM a tool for story hooks. Overall, this is mostly a ribbon ability that is more of a tool for the DM than the player
Weather Globe: This is the core of this subclass. The ability to make little globes of concentrated weather and use them to control the battlefield. Like the College of Spirits bard, because of the random nature of what you get, I wanted a way for the bard to be able to "store" the result of their roll for the opportune moment. To that end, I had the weather conditions start as little orbs which could be thrown by a party member to create the effect.
The effects ultimately get stronger the higher you roll, BUT the ability works using your bardic inspiration die, so many of these stronger features will not "unlock" until you are a higher level. As you level up, the area of effect produced by an orb and the number of orbs you can have prepared at a given time increase as well.
Nature's Secrets: For 6th level, I wanted a feature which highlighted this bard's relationship to nature. To that end, I took inspiration from the Magical Secrets feature. This feature is weaker in that it restricts the bard to the Druid spell list for its choice of spells, but comes with the riding effect that any spell they cast which deals lightning or thunder damage will deal higher damage on average (taking inspiration from the Flames of Phlegethos feat for the reroll mechanic). This additional effect also is not limited to bard spells, so it could also be used to improve the damage of those gained from feats or multiclassing.
Oasis Bubble: While I really like the random mechanic using the bardic inspiration die, I understand that its not everyone's cup of tea. To that end, I wanted to give an ability that gave an alternate ability which you could guarantee you get, but which also would act to aid the party. I also really like the idea of a "shield bubble" from other media, so I designed this feature. It has many similarities to the Twilight Domain channel divinity (although, truth be told, I designed the first iteration of this subclass before that one was released). The main draws are that the bubble provides half cover, temporary hitpoints to allies, and prevents creatures from crossing its barrier. So this provides a nice "extended shield" to your allies to keep out hoards of weaker monsters. To balance this out a little (not that I am sure it needs it), the barrier will also prevent allies from crossing outside-to-inside, so a certain amount of teamwork will be required and leaving the bubble will come with a risk that you wont be able to re-enter.
Here is my submission for the PC category. Here I am playing into the "shaman who controls the powers of nature" aspect by presenting a bard that can predict and control the weather. This subclass draws heavy inspiration from the College of Spirits bard using the unique mechanic of a random magical effect determined by rolling your bardic inspiration die. I know that not everyone was a fan due to the randomness of the abiltiy, but I think it is a really unique and interesting bard mechanic. Anyway, let me know what you think.
College of Weather
Bards belonging to the College of Weather study the ways of nature and how magic interacts with it. Those belonging to this college will generally act as heralds and informants. Due to their accuracy in predicting inclement weather, these bards sometimes make valuable members of adventuring parties.
Details on certain weather conditions cited below can be found on page 110 of the DMG
Bard Level
Subclass Features
3rd
Forecast, Weather Globe
6th
Nature’s Secrets
14th
Oasis Bubble
Forecast
Starting when you choose this college at 3rd level, you learn to sense weather patterns in the area around you. Using your action, you become aware of the current conditions within 6 miles of you, including any unusual weather patterns (such as a large amount of ominous fog surrounding a building). You also learn how the weather will change due to natural conditions in that area over the next several hours.
Once you have used this feature you cannot use it again until you finish a long rest.
Weather Globe
Also starting at 3rd level, your bardic magic seems to alter the weather conditions around you. On your turn if you have at least one free hand, you can expend one use of your Bardic Inspiration as a bonus action to create a tiny orb containing an isolated weather condition within it. Roll the expended bardic inspiration die to determine which condition is present.
The orb can be carried or stored. You (or another creature) can use an action to throw the orb at to point you can see on the ground within 60 feet. The orb bursts and expands into a 10ft radius cylinder which extends upward 10ft from the chosen point. The weather condition lasts 1 minute, but ends early if you are incapacitated or use another orb created by this feature. It can also be ended early by using your bonus action.
The DC for saves made against these effects is your bardic spell save DC. Unless otherwise stated, the area of effect for this feature does not move from the chosen location.
The maximum number of stored effects you can create is equal to your proficiency bonus. Any additional orbs created beyond this destroys the earliest created orb. When you complete a short or long rest, any unused weather effects are destroyed.
As you gain levels in this subclass, the area of effect will increase in size. The radius of the cylinder and its height increase by 5 feet at 6th level and again at 14th.
Rolled Value
Weather Condition
1
Sunny Day - The area is filled with sunlight, dispelling any non magical darkness or obscurity. Any creature with the Sunlight Sensitivity or SunlightHypersensitivity features takes 1d6 radiant damage if it ends its turn in the area.
2
Sandstorm - The area is filled with a wild wind carrying bits of sand, and is treated as having the Strong Wind condition. Additionally, creatures in the area have disadvantage on Wisdom (Perception) checks which rely on sight.
3
Chilled Breeze - The area is filled with a gust of cold wind. When a creature starts its turn inside the area, it must make a Constitution saving throw. On a failed save, its speed is reduced by 5ft and it can only take an action or bonus action on its turn, but not both.
4
Heat Wave - The area is filled with muggy, hot air. Creatures with the plant type which are Small or Tiny immediately shrivel up and die. Any creature which ends its turn in the area must make a Constitution saving throw. On a failed save, the creature temporarily gains one level of exhaustion until the end of its next turn.
5
Mist - The area fills with a dense fog and is heavily obscured for the duration.
6
Downpour - The area is filled with rainfall and is treated as having the Heavy Precipitation condition. On each of your turns while the area is active you can use your bonus action to move the stormcloud overhead of a creature within the area. Until the start of your next turn, the target is treated as the center of the area, which moves with the target.
7
Flash Flood - The area suddenly fills with water. All creatures and objects within the area are treated as being underwater
8
Acid Rain - Foul rain falls in the area. A creature that starts its turn in the area or moves within the area during its turn must make a Dexterity saving throw, taking 1d8 acid damage on a failed save and half as much damage on a successful save.
9
Cyclone - Wicked winds form into a cyclone in the area. The area is treated as difficult terrain, and a creature which starts its turn inside or moves within the area on its turn takes 2d4 slashing damage and must make a Strength saving throw. On a failed save, the creature is pulled to the unoccupied space closest to the center of the area on the ground. The area is treated as having the Strong Wind condition.
10
Thundercloud - The area fills with a tempestuous cloud. On each of your turns while the area is active you can choose to use one of the following effects as a bonus action:
Lightning: Targeting a creature inside the area, make a ranged spell attack. On a hit, you deal 2d10 lightning damage to the target. This attack is made with advantage if the target is wearing armor made of metal.
Thunder: All creatures inside of the area must make a Constitution saving throw. On a failed save, a creature drops one item it is holding (target’s choice). If a creature who failed its saving throw is concentrating on a spell, its concentration is immediately lost.
11
Meteor Shower - Flaming celestial bodies descend into the area. A creature which starts its turn in the area or moves through the area takes 4d6 fire damage. A creature cannot take this damage more than once per turn.
12
Brain Storm - The area fills with a strange, aberrant atmosphere. A creature which starts in turn in the area must make an Intelligence saving throw. On a failed save, the creature must use its turn to move and attack the creature closest to it. If there is more than one creature for it to attack, its target is determined at random. If there are no targets it can attack without leaving the area, then the creature takes no actions and ends its turn without moving.
Nature’s Secrets
At 6th level, you learn two spells of your choice from the Druid spell list. A spell you choose must be of a level you can cast, as shown on the Bard table, or a cantrip. The chosen spells count as bard spells for you but don’t count against the number of bard spells you know.
Additionally, when a spell you cast deals lightning or thunder damage, you can reroll 1s on the damage dice, but must keep the new value even if it is another 1.
Oasis Bubble
At 14th level, when you expend one of your Bardic Inspiration dice to use your Isolated Condition feature, you can forgo rolling the die to instead form an orb filled with an oasis which, when thrown, creates a 10ft radius sphere of perfect weather encapsulated by a transparent magic field. The temperature in this area is comfortable and inviting, and the air is neither too humid nor too dry.
The magical barrier surrounding the area is treated as half cover for attacks and effects originating outside of the area. Creatures friendly to you are granted temporary hit points equal to your Charisma modifier when they start their turn inside the bubble.
A creature which tries to cross the barrier from the outside must make a Strength saving throw against your spell save DC. On a failed save, the creature is pushed back outside and has its remaining movement speed reduced to 0 until the end of its turn.
The barrier does not extend through the ground, walls, ceiling or other obstacles larger than its dimensions.
Once you use this feature, you cannot use it again until you finish a long rest.
Cool! That's a very interesting concept, and I think you did a good job with it. I do think that some of the possibilities for the Weather Globe feature are slightly overpowered, but I'm guessing that that's balanced by the randomness of the effect.
(And a very minor thing: under Forecast, maybe change the wording "current conditions" to "current weather conditions.")
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Join the Competition of the Finest 'Brews XIX!(Or just spectate and vote, that's cool too. Either way, go there. It's awesome, and it'll be even more awesome if you join.)
Nice categories! I'm looking forwards to seeing what everyone does. My submission for the Player Options is the Elemental Lineage sorcerer, which revolves around the primordial powers of water, fire, earth, and air.
Sorcerers of elemental lineage have the primordial magic of the planes coursing through their veins.
Elemental Magic
1st-level Elemental Lineage feature
You learn additional spells when you reach certain levels in this class, as shown on the Elemental Spells table. Each of these spells counts as a sorcerer spell for you, but it doesn’t count against the number of sorcerer spells you know.
Whenever you gain a sorcerer level, you can replace one spell you gained from this feature with another spell of the same level. The new spell must be an abjuration or a transmutation spell from the sorcerer, warlock, or wizard spell list.
Your elemental bloodline allows you greater knowledge of the Inner Planes. You can speak, read, and write Primordial. In addition, whenever you make a check to recall lore about elementals or the Inner Planes, your proficiency bonus applies to this check and is doubled.
Gift of the Elements
6th-level Elemental Lineage feature
Your connection to the elements grows stronger, allowing you to hone your powers in a specific element. Choose Air, Earth, Fire, or Water. You gain one of the following features based on your choice.
Air
As a reaction, when you're hit with a melee attack by a creature you can see, you can add 5 to your AC. If this causes the attack to fail, you can move up to your movement speed without provoking opportunity attacks.
Once you use this feature, you can't do so again until you complete a short or long rest, unless you expend 3 sorcery points to use it again.
Earth
At the end of each short rest, you gain temporary hit points equal to twice your sorcerer level. As an action, you can expend 3 sorcery points to gain temporary hit points equal to twice your sorcerer level.
Fire
When you cast a spell that deals damage, you can choose to ignore resistances to damage.
Once you use this feature, you can't use it again until you finish a short or long rest, unless you spend 3 sorcery points to use it again.
Water
You can use an action to double your walking and swimming speeds for 1 minute.
Once you use this feature, you can’t use it again until you finish a long rest, unless you spend 3 sorcery points to use it again.
Strength of the Elements
14th-level Elemental Lineage feature
You gain the ability to channel the elemental forces into devastating attacks. You gain a feature below based on the option you chose for Gift of the Elements.
You can use this feature a number of times equal to your Charisma modifier (minimum of once), and you regain all expended uses when you finish a long rest.
Air
You can channel the power of elemental air to bypass your opponents defenses. When you miss with an attack, you can choose to have it hit instead.
Earth
You can channel the crushing force of elemental earth to pulverize your foes. When you hit with an attack against a target you can see, you can force them to make a Constitution saving throw against your spell save DC or be stunned until the start of your next turn.
Fire
You can channel the volatile fury of elemental fire to destroy your enemies. When you cast a spell that deals damage, you can choose to deal the maximum amount of damage, instead of rolling.
Water
You can channel the flexible magic of elemental water to change the nature of your spells. When you cast a spell that requires a save from the following list, you can choose to change the type of the save to one of the other listed types: Constitution, Dexterity, Wisdom
Planar Chaos
18th-level Elemental Lineage feature
You summon the power of Elemental Chaos to annihilate your foes. As an action, you can emanate an aura of destruction in a 30-foot radius. This aura last for 1 minute, and while it lasts, each creature of your choice that starts its turn within the aura takes 4d6 force damage. In addition, you gain a feature below based on the option you chose for Gift of the Elements.
Once you use this feature, you can’t use it again until you finish a long rest, unless you spend 7 sorcery points to use it again.
Air
Wisps of air swirl around you. While the aura lasts, you gain a flying speed equal to your walking speed, and ranged weapon attacks against you have disadvantage.
Earth
The earth and sky shake with the power of the land. When a creature tries to move in or out of the aura, you can force it to make a Dexterity save against your spell save DC or fall prone.
Fire
Flames wreathe your body, bringing retribution to those who strike you. When a creature you can see within the aura hits you with an attack, they take 2d8 fire damage.
Water
A tempest of water swirls around you, pushing back your enemies. As a bonus action, you can force up to three creatures within the aura to make a Strength save against your spell save DC or be pushed 30 feet in a direction of your choice. A creature can choose to fail this save.
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All stars fade. Some stars forever fall. ------------------------------------------------------------------------------------------------- Homebrew:Magic Items,Monsters,Spells,Subclasses ------------------------------------------------------------------------------------------------- If there was no light, people wouldn't fear the dark.
A fair point, but I think that since I state "weather patterns" in the sentence which comes before it, changing it to "weather conditions" may come across as repetitive.
I dont know which options you feel are overpowered, but in case it was not clear in my writing the ability uses your bardic inspiration die for determining the effect. So options 7&8 cant be rolled before 5th level, 9&10 before 10th, and 11&12 before 15th.
I am wanting to try and balance things out a little, so if anything still seems blatantly too powerful please let me know.
Hm... I got a few ideas for this. My PC idea is a bit... Out there, but Ill probably try to make it work
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Enethia is running a library, Kalnor is with one of his friends(Likely Mithris), Mali is making an elixir, Asari is sad, Ink is dying in Kalnoia, Nox is dead, Zal is eating cheese fries, Tefeerinn is experiencing fuller life, Shardia is watching the safehouse, Mabij is prepping for a trial, Hrakor is running from prophesy, Viperitahk is locked in a strange battle, Void is watching, Redd is writing all of these. See the EXTENSION for the rest
A fair point, but I think that since I state "weather patterns" in the sentence which comes before it, changing it to "weather conditions" may come across as repetitive.
I dont know which options you feel are overpowered, but in case it was not clear in my writing the ability uses your bardic inspiration die for determining the effect. So options 7&8 cant be rolled before 5th level, 9&10 before 10th, and 11&12 before 15th.
I am wanting to try and balance things out a little, so if anything still seems blatantly too powerful please let me know.
On the wording, it's obviously not a big deal, and I think you're right about repetitiveness.
With that clarification on the bardic inspiration dice (it's been quite a while since I bothered to read those rules) it does look very balanced.
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Long ago, on the southern plains of the continent of Vel Hadten, there was a tribe of Yuan-Ti whose ruler desired to build a powerful empire. He led his warriors into battle and conquered the surrounding tribes of orcs, kobolds, goblins, and dragonborn, and united them in a single city, allowing worship of each of their gods (Ilneval, orc god of wisdom, Kurtelmak, kobold god of learning, Maglubiyet, goblin god of military might, and Bahamut, dragon god of law) while their god would reign over the others (Mersshaulk, yuan-ti god of political power).
Over time, the city conquered more land and grew, becoming an enormous sprawl. Over decades, the city became known as the Geles Empire. The focus of those in power shifted to building a powerful military as neighboring countries began to eye the city. The yuan-ti, whose bodies were more accepting to change than the other races, began being experimented on by the empire’s researchers to create a more powerful race, using the snake as a role model, being viewed as the most perfect form seen in nature. This was the subject of much controversy in the government, which was made up of a large senate. Many believed that experimenting on biology would lead to destruction, and made movement in the government to halt its progress. The king had those senators assassinated in favor of the progression of better soldiers.
This set a dangerous precedent. It meant that assassination, subterfuge, sabotage, and espionage were now on the table. A massive uptick in corruption and political strife plagued the rest of the Geles Empire’s existence. Shapeshifters were recruited as spies and assassins, making trust scarce in the city. The yuan-ti experimentation took off when an ancient artifact was discovered that was said to encourage growth in new and powerful ways. Internal conflict continued to grow as the city’s population began to exceed the amount of food that the city’s druids could grow and the artifact was still being used for biological experimentation.
All at once, the empire fell. The city’s enemies combined forces to attack the city directly, and there were not sufficient soldiers to stop them, as about half of them were undergoing experimentation at the time. At the same time, a play for the artifact was made in the hopes to create enough food to sustain the people of the city. Somehow, the artifact activated in a way it hadn’t before, and an explosion of plant growth ravaged the city, but the trees that grew were… malicious. They grew roots that strangled each and every person in the city, including the attacking forces. The trees grew and grew and expanded outside of the city, growing into an enormous rainforest. To this day, the forest is still there, under the name of the Labyrinthine Wood, so called because few enter, and fewer ever leave.
Addendum:
Since the creation of the Labyrinthine Wood, monsters have emerged from seemingly nowhere, some normal animals grow to ludicrous sizes, and what populace was outside the city's walls when the artifact activated were caught completely unawares. At first they tried to reclaim their city, but the monsters within repelled them. The people divided once more into individual tribes of those most like themselves (those of their own race). So much information has been lost to the sands of time, and the tribes no longer remember that the ruins of the city were once theirs and that the forest was not always there. However, a folktale in a yuan-ti tribe somewhere in the forest speaks of an ancient artifact at the city's core, with the power to destroy entire cities and fell gods.
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A DM option from myself using the Belt of Dwarvenkind as a starting point.
Belt of the Frost Walker
Wondrous item, rare (requires attunement)
While attuned to this belt, you gain the following benefits:
Your Strength score increases by 2, to a maximum of 20.
You have resistance against cold damage.
Difficult terrain caused by snow or ice doesn't slow you.
You have darkvision out to a range of 60 feet.
You have a 5 percent chance each day at dawn of growing a light fur across your skin.
Curse. Once the fur has sprouted, you gain the following features.
Fear of Fire: If you take fire damage, you have disadvantage on attack rolls and ability checks until the end of your next turn.
Transformation: On the next full moon you turn into a Yeti, and can only be restored to your regular form if a remove curse spell is cast on you within 3 days. After that time the transformation is permanent.
I think you probably should reduce the blizzard damage slightly and remove the friendly fire to improve its usability? Otherwise a cool item. For example, I went with 3d8 for the similar blizzard aura my Blade of Winter grants in its exalted state. (Although I unfortunately can't submit when I am the one who runs the contest...)
I think you probably should reduce the blizzard damage slightly and remove the friendly fire to improve its usability? Otherwise a cool item. For example, I went with 3d8 for the similar blizzard aura my Blade of Winter grants in its exalted state. (Although I unfortunately can't submit when I am the one who runs the contest...)
Okay, thanks for the suggestion. I'll take the damage down, and I'm gonna add another aspect to it as well.
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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
The Competition of the Finest Brews V / Judged by ThorukDuckSlayer
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 February 15th 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: Eternal Frost. When storms howl and snow falls, it gets dangerous. Avalanches, crevasses and freezing temperatures are the leeast issues though when there are monsters hiding within the blizzard or something that was entombed in the glacier's eternal ice for aeons suddenly breaks free. How would you unleash the wrath of winter, the chill of eternal frost upon your players?
PC Options: Primeval Wrath - A long time ago, the world was different - there was no civilication, no cities and no academies of magic. Most people were hunters and gatheres, often loosely organized in tribes, living somewhere in the wilderness and in caves. Warriors embraced the strength and ferocity of great beasts and shamans tried to harness the forces of nature. Show me, what would a character have looked like in these times?
Inspirational Options: Forgotten Cultures. It is time to take a history lesson, to delve into an age before ours. Ancient ruins, fallen kingdoms, obscure devices, long-forgotten knowledge and magic, races that went extinct... and many questions that need answers. What can you come up with that is related to lost cultures or races that have disappeared or gone extinct for one reason or another?
Voting
Voting will start February 17th and will end at midnight on March 1st. A Google Forms 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. 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!
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: Eternal Frost
PC Options: Primeval Wrath
Inspirational Options: Forgotten Cultures
Cool! I actually have something already for the PC category that I made a while ago, but it needs some revision first.... I should have the Circle of the Elements ready in time.
Join the Competition of the Finest 'Brews XIX! (Or just spectate and vote, that's cool too. Either way, go there. It's awesome, and it'll be even more awesome if you join.)
Sweet! Gotta think up some ideas for this one. I had a Primordial Sorcerer subclass write up, but I already used that in the third competition so I guess I need to think of something new for the PC option
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Wow! I actually already have stuff I can submit!
DM Option: Frostfell Behemoth (Monster)
Player Option: Path of the Old Strength (Barbarian Subclass)
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
Inspirational Option:
The Geles Empire
Long ago, on the southern plains of the continent of Vel Hadten, there was a tribe of Yuan-Ti whose ruler desired to build a powerful empire. He led his warriors into battle and conquered the surrounding tribes of orcs, kobolds, goblins, and dragonborn, and united them in a single city, allowing worship of each of their gods (Ilneval, orc god of wisdom, Kurtelmak, kobold god of learning, Maglubiyet, goblin god of military might, and Bahamut, dragon god of law) while their god would reign over the others (Mersshaulk, yuan-ti god of political power).
Over time, the city conquered more land and grew, becoming an enormous sprawl. Over decades, the city became known as the Geles Empire. The focus of those in power shifted to building a powerful military as neighboring countries began to eye the city. The yuan-ti, whose bodies were more accepting to change than the other races, began being experimented on by the empire’s researchers to create a more powerful race, using the snake as a role model, being viewed as the most perfect form seen in nature. This was the subject of much controversy in the government, which was made up of a large senate. Many believed that experimenting on biology would lead to destruction, and made movement in the government to halt its progress. The king had those senators assassinated in favor of the progression of better soldiers.
This set a dangerous precedent. It meant that assassination, subterfuge, sabotage, and espionage were now on the table. A massive uptick in corruption and political strife plagued the rest of the Geles Empire’s existence. Shapeshifters were recruited as spies and assassins, making trust scarce in the city. The yuan-ti experimentation took off when an ancient artifact was discovered that was said to encourage growth in new and powerful ways. Internal conflict continued to grow as the city’s population began to exceed the amount of food that the city’s druids could grow and the artifact was still being used for biological experimentation.
All at once, the empire fell. The city’s enemies combined forces to attack the city directly, and there were not sufficient soldiers to stop them, as about half of them were undergoing experimentation at the time. At the same time, a play for the artifact was made in the hopes to create enough food to sustain the people of the city. Somehow, the artifact activated in a way it hadn’t before, and an explosion of plant growth ravaged the city, but the trees that grew were… malicious. They grew roots that strangled each and every person in the city, including the attacking forces. The trees grew and grew and expanded outside of the city, growing into an enormous rainforest. To this day, the forest is still there, under the name of the Labyrinthine Wood, so called because few enter, and fewer ever leave.
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
Those are all great. I like 'em.
Join the Competition of the Finest 'Brews XIX! (Or just spectate and vote, that's cool too. Either way, go there. It's awesome, and it'll be even more awesome if you join.)
Scratch that, my submission here is going to be something a little more interesting. Since it doesn't seem that races are often entered in these contests, I'm going to make a variant elf-like race - the Primal Elf.
Also, I have a submission for the DM category in progress as well. (Magic items count for the DM category, right?)
Join the Competition of the Finest 'Brews XIX! (Or just spectate and vote, that's cool too. Either way, go there. It's awesome, and it'll be even more awesome if you join.)
Yes, magic items count for the DM category.
Great submissions so far btw - hope you like the themes I chose! :-)
Here is my submission for the PC category. Here I am playing into the "shaman who controls the powers of nature" aspect by presenting a bard that can predict and control the weather. This subclass draws heavy inspiration from the College of Spirits bard using the unique mechanic of a random magical effect determined by rolling your bardic inspiration die. I know that not everyone was a fan due to the randomness of the abiltiy, but I think it is a really unique and interesting bard mechanic. Anyway, let me know what you think.
College of Weather
Bards belonging to the College of Weather study the ways of nature and how magic interacts with it. Those belonging to this college will generally act as heralds and informants. Due to their accuracy in predicting inclement weather, these bards sometimes make valuable members of adventuring parties.
Details on certain weather conditions cited below can be found on page 110 of the DMG
Bard Level
Subclass Features
3rd
Forecast, Weather Globe
6th
Nature’s Secrets
14th
Oasis Bubble
Forecast
Starting when you choose this college at 3rd level, you learn to sense weather patterns in the area around you. Using your action, you become aware of the current conditions within 6 miles of you, including any unusual weather patterns (such as a large amount of ominous fog surrounding a building). You also learn how the weather will change due to natural conditions in that area over the next several hours.
Once you have used this feature you cannot use it again until you finish a long rest.
Weather Globe
Also starting at 3rd level, your bardic magic seems to alter the weather conditions around you. On your turn if you have at least one free hand, you can expend one use of your Bardic Inspiration as a bonus action to create a tiny orb containing an isolated weather condition within it. Roll the expended bardic inspiration die and consult the table below to determine which condition is present.
The orb can be carried or stored. You (or another creature) can use an action to throw the orb at to point you can see on the ground within 60 feet. The orb bursts and expands into a 10ft radius cylinder which extends upward 10ft from the chosen point. The weather condition lasts 1 minute, but ends early if you are incapacitated or if another orb created with this feature is used. It can also be ended early by using your bonus action.
The DC for saves made against these effects is your bardic spell save DC. Unless otherwise stated, the area of effect for this feature does not move from the chosen location.
The maximum number of stored effects you can create is equal to your proficiency bonus. Any additional orbs created beyond this destroys the earliest created orb. When you complete a short or long rest, any unused weather effects are destroyed.
As you gain levels in this subclass, the area of effect will increase in size. The radius of the cylinder and its height increase by 5 feet at 6th level and again at 14th.
Rolled Value
Weather Condition
1
Sunny Day - The area is filled with sunlight, dispelling any non magical darkness or obscurity. Any creature with the Sunlight Sensitivity or Sunlight Hypersensitivity features takes 1d6 radiant damage if it ends its turn in the area.
2
Sandstorm - The area is filled with a wild wind carrying bits of sand, and is treated as having the Strong Wind condition. Additionally, creatures in the area have disadvantage on Wisdom (Perception) checks which rely on sight.
3
Chilled Breeze - The area is filled with a gust of cold wind. When a creature starts its turn inside the area, it must make a Constitution saving throw. On a failed save, its speed is reduced by 5ft and it can only take an action or bonus action on its turn, but not both.
4
Heat Wave - The area is filled with muggy, hot air. Creatures with the plant type which are Small or Tiny immediately shrivel up and die. Any creature which ends its turn in the area must make a Constitution saving throw. On a failed save, the creature temporarily gains one level of exhaustion until the end of its next turn.
5
Mist - The area fills with a dense fog and is heavily obscured for the duration.
6
Downpour - The area is filled with rainfall and is treated as having the Heavy Precipitation condition. On each of your turns while the area is active you can use your bonus action to move the stormcloud overhead of a creature within the area. Until the start of your next turn, the target is treated as the center of the area, which moves with the target.
7
Flash Flood - The area suddenly fills with water. All creatures and objects within the area are treated as being underwater
8
Acid Rain - Foul rain falls in the area. A creature that starts its turn in the area or moves within the area during its turn must make a Dexterity saving throw, taking 1d8 acid damage on a failed save and half as much damage on a successful save.
9
Cyclone - Wicked winds form into a cyclone in the area. The area is treated as difficult terrain, and a creature which starts its turn inside or moves within the area on its turn takes 2d4 slashing damage and must make a Strength saving throw. On a failed save, the creature is pulled to the unoccupied space closest to the center of the area on the ground. The area is treated as having the Strong Wind condition.
10
Thundercloud - The area fills with a tempestuous cloud. On each of your turns while the area is active you can choose to use one of the following effects as a bonus action:
Lightning: Targeting a creature inside the area, make a ranged spell attack. On a hit, you deal 2d10 lightning damage to the target. This attack is made with advantage if the target is wearing armor made of metal.
Thunder: All creatures inside of the area must make a Constitution saving throw. On a failed save, a creature drops one item it is holding (target’s choice). If a creature who failed its saving throw is concentrating on a spell, its concentration is immediately lost.
11
Meteor Shower - Flaming celestial bodies descend into the area. A creature which starts its turn in the area or moves through the area takes 4d6 fire damage. A creature cannot take this damage more than once per turn.
12
Brain Storm - The area fills with a strange, aberrant atmosphere. A creature which starts in turn in the area must make an Intelligence saving throw. On a failed save, the creature must use its turn to move and attack the creature closest to it. If there is more than one creature for it to attack, its target is determined at random. If there are no targets it can attack without leaving the area, then the creature takes no actions and ends its turn without moving.
Nature’s Secrets
At 6th level, you learn two spells of your choice from the Druid spell list. A spell you choose must be of a level you can cast, as shown on the Bard table, or a cantrip. The chosen spells count as bard spells for you but don’t count against the number of bard spells you know.
Additionally, when a spell you cast deals lightning or thunder damage, you can reroll 1s on the damage dice, but must keep the new value even if it is another 1.
Oasis Bubble
At 14th level, when you use your Weather Condition feature, you can forgo rolling the die to instead form an orb filled with an oasis which, when thrown, creates a 10ft radius hemisphere of perfect weather encapsulated by a transparent magic field. The temperature in this area is comfortable and inviting, and the air is neither too humid nor too dry.
The magical barrier surrounding the area is treated as half cover for attacks and effects originating outside of the area. Creatures friendly to you are granted temporary hit points equal to 1d8 + your Charisma modifier when they start their turn inside the bubble.
A creature which tries to cross the barrier from the outside must make a Strength saving throw against your spell save DC. On a failed save, the creature is pushed back outside and has its remaining movement speed reduced to 0 until the end of its turn.
The barrier does not extend through the ground, walls, ceiling or other obstacles larger than its dimensions.
Once you use this feature, you cannot use it again until you finish a short or long rest.
Design Notes
Inspiration: I thought that the random effect mechanic introduced with the College of Spirits bard was interesting and wanted to make another bard subclass that plays with that mechanic. On top of that, focusing on weather seemed like fun especially since weather conditions will often bear little thought to players and sometimes DMs. This subclass puts things like Heavy Precipitation and Extreme Heat right in the spotlight
Forecast: This ability draws inspiration from the Paladin's Divine Sense feature but is completely exploration based rather than creature based. This ability is very DM dependent on its usefulness, but I am hoping it would inspire a DM with such a player at their table to think more about what the weather is like in their world and how it changes. I think that the ability to notice unusual weather patterns also gives the DM a tool for story hooks. Overall, this is mostly a ribbon ability that is more of a tool for the DM than the player
Weather Globe: This is the core of this subclass. The ability to make little globes of concentrated weather and use them to control the battlefield. Like the College of Spirits bard, because of the random nature of what you get, I wanted a way for the bard to be able to "store" the result of their roll for the opportune moment. To that end, I had the weather conditions start as little orbs which could be thrown by a party member to create the effect.
The effects ultimately get stronger the higher you roll, BUT the ability works using your bardic inspiration die, so many of these stronger features will not "unlock" until you are a higher level. As you level up, the area of effect produced by an orb and the number of orbs you can have prepared at a given time increase as well.
Nature's Secrets: For 6th level, I wanted a feature which highlighted this bard's relationship to nature. To that end, I took inspiration from the Magical Secrets feature. This feature is weaker in that it restricts the bard to the Druid spell list for its choice of spells, but comes with the riding effect that any spell they cast which deals lightning or thunder damage will deal higher damage on average (taking inspiration from the Flames of Phlegethos feat for the reroll mechanic). This additional effect also is not limited to bard spells, so it could also be used to improve the damage of those gained from feats or multiclassing.
Oasis Bubble: While I really like the random mechanic using the bardic inspiration die, I understand that its not everyone's cup of tea. To that end, I wanted to give an ability that gave an alternate ability which you could guarantee you get, but which also would act to aid the party. I also really like the idea of a "shield bubble" from other media, so I designed this feature. It has many similarities to the Twilight Domain channel divinity (although, truth be told, I designed the first iteration of this subclass before that one was released). The main draws are that the bubble provides half cover, temporary hitpoints to allies, and prevents creatures from crossing its barrier. So this provides a nice "extended shield" to your allies to keep out hoards of weaker monsters. To balance this out a little (not that I am sure it needs it), the barrier will also prevent allies from crossing outside-to-inside, so a certain amount of teamwork will be required and leaving the bubble will come with a risk that you wont be able to re-enter.
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My dm option, a magic item to become one with the blizzard
https://www.dndbeyond.com/magic-items/4420133-cape-of-the-howling-blizzard
My homebrew content: Monsters, subclasses, Magic items, Feats, spells, races, backgrounds
Cool! That's a very interesting concept, and I think you did a good job with it. I do think that some of the possibilities for the Weather Globe feature are slightly overpowered, but I'm guessing that that's balanced by the randomness of the effect.
(And a very minor thing: under Forecast, maybe change the wording "current conditions" to "current weather conditions.")
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Nice categories! I'm looking forwards to seeing what everyone does. My submission for the Player Options is the Elemental Lineage sorcerer, which revolves around the primordial powers of water, fire, earth, and air.
Sorcerers of elemental lineage have the primordial magic of the planes coursing through their veins.
Elemental Magic
1st-level Elemental Lineage feature
You learn additional spells when you reach certain levels in this class, as shown on the Elemental Spells table. Each of these spells counts as a sorcerer spell for you, but it doesn’t count against the number of sorcerer spells you know.
Whenever you gain a sorcerer level, you can replace one spell you gained from this feature with another spell of the same level. The new spell must be an abjuration or a transmutation spell from the sorcerer, warlock, or wizard spell list.
Elemental Spells
Primordial Blood
1st-level Elemental Lineage feature
Your elemental bloodline allows you greater knowledge of the Inner Planes. You can speak, read, and write Primordial. In addition, whenever you make a check to recall lore about elementals or the Inner Planes, your proficiency bonus applies to this check and is doubled.
Gift of the Elements
6th-level Elemental Lineage feature
Your connection to the elements grows stronger, allowing you to hone your powers in a specific element. Choose Air, Earth, Fire, or Water. You gain one of the following features based on your choice.
Air
As a reaction, when you're hit with a melee attack by a creature you can see, you can add 5 to your AC. If this causes the attack to fail, you can move up to your movement speed without provoking opportunity attacks.
Once you use this feature, you can't do so again until you complete a short or long rest, unless you expend 3 sorcery points to use it again.
Earth
At the end of each short rest, you gain temporary hit points equal to twice your sorcerer level. As an action, you can expend 3 sorcery points to gain temporary hit points equal to twice your sorcerer level.
Fire
When you cast a spell that deals damage, you can choose to ignore resistances to damage.
Once you use this feature, you can't use it again until you finish a short or long rest, unless you spend 3 sorcery points to use it again.
Water
You can use an action to double your walking and swimming speeds for 1 minute.
Once you use this feature, you can’t use it again until you finish a long rest, unless you spend 3 sorcery points to use it again.
Strength of the Elements
14th-level Elemental Lineage feature
You gain the ability to channel the elemental forces into devastating attacks. You gain a feature below based on the option you chose for Gift of the Elements.
You can use this feature a number of times equal to your Charisma modifier (minimum of once), and you regain all expended uses when you finish a long rest.
Air
You can channel the power of elemental air to bypass your opponents defenses. When you miss with an attack, you can choose to have it hit instead.
Earth
You can channel the crushing force of elemental earth to pulverize your foes. When you hit with an attack against a target you can see, you can force them to make a Constitution saving throw against your spell save DC or be stunned until the start of your next turn.
Fire
You can channel the volatile fury of elemental fire to destroy your enemies. When you cast a spell that deals damage, you can choose to deal the maximum amount of damage, instead of rolling.
Water
You can channel the flexible magic of elemental water to change the nature of your spells. When you cast a spell that requires a save from the following list, you can choose to change the type of the save to one of the other listed types: Constitution, Dexterity, Wisdom
Planar Chaos
18th-level Elemental Lineage feature
You summon the power of Elemental Chaos to annihilate your foes. As an action, you can emanate an aura of destruction in a 30-foot radius. This aura last for 1 minute, and while it lasts, each creature of your choice that starts its turn within the aura takes 4d6 force damage. In addition, you gain a feature below based on the option you chose for Gift of the Elements.
Once you use this feature, you can’t use it again until you finish a long rest, unless you spend 7 sorcery points to use it again.
Air
Wisps of air swirl around you. While the aura lasts, you gain a flying speed equal to your walking speed, and ranged weapon attacks against you have disadvantage.
Earth
The earth and sky shake with the power of the land. When a creature tries to move in or out of the aura, you can force it to make a Dexterity save against your spell save DC or fall prone.
Fire
Flames wreathe your body, bringing retribution to those who strike you. When a creature you can see within the aura hits you with an attack, they take 2d8 fire damage.
Water
A tempest of water swirls around you, pushing back your enemies. As a bonus action, you can force up to three creatures within the aura to make a Strength save against your spell save DC or be pushed 30 feet in a direction of your choice. A creature can choose to fail this save.
All stars fade. Some stars forever fall.
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Homebrew: Magic Items, Monsters, Spells, Subclasses
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If there was no light, people wouldn't fear the dark.
A fair point, but I think that since I state "weather patterns" in the sentence which comes before it, changing it to "weather conditions" may come across as repetitive.
I dont know which options you feel are overpowered, but in case it was not clear in my writing the ability uses your bardic inspiration die for determining the effect. So options 7&8 cant be rolled before 5th level, 9&10 before 10th, and 11&12 before 15th.
I am wanting to try and balance things out a little, so if anything still seems blatantly too powerful please let me know.
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Hm... I got a few ideas for this. My PC idea is a bit... Out there, but Ill probably try to make it work
Enethia is running a library, Kalnor is with one of his friends(Likely Mithris), Mali is making an elixir, Asari is sad, Ink is dying in Kalnoia, Nox is dead, Zal is eating cheese fries, Tefeerinn is experiencing fuller life, Shardia is watching the safehouse, Mabij is prepping for a trial, Hrakor is running from prophesy, Viperitahk is locked in a strange battle, Void is watching, Redd is writing all of these. See the EXTENSION for the rest
On the wording, it's obviously not a big deal, and I think you're right about repetitiveness.
With that clarification on the bardic inspiration dice (it's been quite a while since I bothered to read those rules) it does look very balanced.
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Addendum:
Since the creation of the Labyrinthine Wood, monsters have emerged from seemingly nowhere, some normal animals grow to ludicrous sizes, and what populace was outside the city's walls when the artifact activated were caught completely unawares. At first they tried to reclaim their city, but the monsters within repelled them. The people divided once more into individual tribes of those most like themselves (those of their own race). So much information has been lost to the sands of time, and the tribes no longer remember that the ruins of the city were once theirs and that the forest was not always there. However, a folktale in a yuan-ti tribe somewhere in the forest speaks of an ancient artifact at the city's core, with the power to destroy entire cities and fell gods.
MilestoGo_24's alt.
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Be not afraid.
Wait. Actually, be very afraid.
My DM option submission, the Orb of Winter's Fury: https://www.dndbeyond.com/magic-items/4346902-orb-of-winters-fury
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A DM option from myself using the Belt of Dwarvenkind as a starting point.
Wondrous item, rare (requires attunement)
While attuned to this belt, you gain the following benefits:
Curse. Once the fur has sprouted, you gain the following features.
Fear of Fire: If you take fire damage, you have disadvantage on attack rolls and ability checks until the end of your next turn.
Transformation: On the next full moon you turn into a Yeti, and can only be restored to your regular form if a remove curse spell is cast on you within 3 days. After that time the transformation is permanent.
Please take a look at my homebrewed Spells, Magic Items, and Subclasses. Any feedback appreciated.
Just updated my OP with the most recent submissions.
I think you probably should reduce the blizzard damage slightly and remove the friendly fire to improve its usability? Otherwise a cool item. For example, I went with 3d8 for the similar blizzard aura my Blade of Winter grants in its exalted state. (Although I unfortunately can't submit when I am the one who runs the contest...)
Okay, thanks for the suggestion. I'll take the damage down, and I'm gonna add another aspect to it as well.
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