I made this guy for my upcoming Feywild campaign, and he's not "Ironclad" in the sense of having bulky metal armor, but he is designed to be pretty hard to take down.
The onion knight has protective layers that act as a mirror image spell, and if you do manage to hit him you may be temporarily blinded as your eyes well up with tears.
I'm happy to withdraw my submission if it doesn't fit. No offense taken if that's the case. I thought a creature built around an alternate armor mechanic would be more interesting than building a big metal juggernaut and pointing at its high AC. But maybe I am misunderstanding the category.
I'm happy to withdraw my submission if it doesn't fit. No offense taken if that's the case. I thought a creature built around an alternate armor mechanic would be more interesting than building a big metal juggernaut and pointing at its high AC. But maybe I am misunderstanding the category.
No, it’s fine. It works. I was just confused at the sight of an Onion Knight whose armor is his own skin.
This is still a work in progress, and I hope by the end of the competition I can have a better document put together for this concept. Please let me know if there is anything you think can be clarified or improved. I have no professional knowledge of how insurance companies set their prices, so some of the costs associated with charges and benefits are somewhat arbitrary, but loosely based around listed costs for things within the PHB and DMG.
Putting the mechanics of this option into a magic card was the easiest way to make the concept work in my opinion, but I would consider the membership card to be less of a "traditional" magic item by any means and more of a framework for localizing all of the mechanics associated with the insurance to a single player. Combined with the letter of introduction, I think this makes for a good entry for a inspirational option
I feel this concept could work really well in a sillier campaign, especially one utilizing rules from Acquisition's Incorporated
This is still a work in progress, and I hope by the end of the competition I can have a better document put together for this concept. Please let me know if there is anything you think can be clarified or improved. I have no professional knowledge of how insurance companies set their prices, so some of the costs associated with charges and benefits are somewhat arbitrary, but loosely based around listed costs for things within the PHB and DMG.
Putting the mechanics of this option into a magic card was the easiest way to make the concept work in my opinion, but I would consider the membership card to be less of a "traditional" magic item by any means and more of a framework for localizing all of the mechanics associated with the insurance to a single player. Combined with the letter of introduction, I think this makes for a good entry for a inspirational option
I feel this concept could work really well in a sillier campaign, especially one utilizing rules from Acquisition's Incorporated
I love this so much! I guess my only feedback would be to remove the phrase "the curse is removed" in the last paragraph. It means that a player could attune to the item, attune to break the curse, and then attune to it again to have free insurance.
Warlocks derive their power from an eldritch pact made with an extraplanar entity. These pacts give the warlock power in return for service, or other bargaining chips. These pacts are usually left as backstory information, and do not usually happen during game sessions. These rules provide a framework for including warlock pacts in your games.
Pact Creatures
What creatures can such a pact to become a warlock be made? Generally speaking, these creatures are great and powerful creatures. A creature usually must be conscious and intelligent, have a challenge rating of 21 or higher, and exert some aspect of control over their domain. These general guidelines are a good starting point for determining if a creature is eligible for these pacts.
However, these are not hard and fast rules. You may be able to make a pact with a challenge rating 19 balor, but not a challenge rating 22 ancient bronze dragon. Ultimately, the final decision is up to the DM.
Another aspect to consider may be the motives. Not all creatures want or need servants. After successfully dominating the world Tiamat would likely not accept warlock pacts. Nor would an elder brain with a force of mind flayers be likely to.
The Pact
One a powerful creature is encountered, how is a pact negotiated? A pact can start with either a player offering service, riches, or anything else in return for power, or the entity offering a player power in return for service or anything else. From here, anyone involved may make counter offers or continue to negotiate in other ways.
The motives of anyone involved in a pact become important again. A lich who needs a magical key to get free of a prison is likely to offer anything, including power, for freedom. A paranoid beholder on the other hand is unlikely to risk creating a potential enemy for gold obtainable with other methods.
The following table provides a randomized offer from the entity, which the player must give to the creature in return for power. However, as mentioned above, not all offers make sense for all monsters. The decision whether or not to accept to the offer, or make a counter offer is up the player character.
1d10
Pact Requirement
1-2
Service. The character must complete one task chosen by their patron.
3-4
Item. The character must bring their patron one item of its choosing.
5-6
Information. The character must truthfully answer any three questions of the patron’s choice.
7
Spying. The character must report information back to the patron every month for a year, on the activities any creature of the entity’s choosing.
8
Protection. The character protects the patron from any attacks for one 24 hour period, which starts at a time of the creature’s choosing.
9
Control. The character must let the patron control them completely for one 24 hour period, starting at a time of the patron’s choosing. While the patron controls the character, it sees out of its eyes and hears out of its ears, effectively becoming the character. During the time, the patron is blinded, deafened, [Tooltip Not Found], and its speed is reduced to 0. The effect ends early if it takes damage.
10
Location. The patron teleports to the character at a time of the patron’s choosing.
Pact Benefits
After a player character completes a pact as described above, they immediately gain a level in warlock. Any time they level up after this, the player can choose to either gain a level in warlock or in any of their other classes, as if they had multi-classed into warlock normally.
However, this level in warlock also increases the character’s total level maximum by one, allowing them to reach level 21. This means for example that a character who performed a pact could become level 20 in fighter and level 1 in warlock.
While the pact lasts, all parties in the pact are under obligation not to directly harm any of the other parties in the pact. If a creature fails to uphold any of the stipulations of a pact, such as not fulfilling their end of the bargain yo attacking the other party, all effects of the pact are removed from both parties including any levels in warlock, any obligations to fulfill any requirement of the pact, and any obligation not to attack the other party of the pact.
Warlocks derive their power from an eldritch pact made with an extraplanar entity. These pacts give the warlock power in return for service, or other bargaining chips. These pacts are usually left as backstory information, and do not usually happen during game sessions. These rules provide a framework for including warlock pacts in your games.
Pact Creatures
What creatures can such a pact to become a warlock be made? Generally speaking, these creatures are great and powerful creatures. A creature usually must be conscious and intelligent, have a challenge rating of 21 or higher, and exert some aspect of control over their domain. These general guidelines are a good starting point for determining if a creature is eligible for these pacts.
However, these are not hard and fast rules. You may be able to make a pact with a challenge rating 19 balor, but not a challenge rating 22 ancient bronze dragon. Ultimately, the final decision is up to the DM.
Another aspect to consider may be the motives. Not all creatures want or need servants. After successfully dominating the world Tiamat would likely not accept warlock pacts. Nor would an elder brain with a force of mind flayers be likely to.
The Pact
One a powerful creature is encountered, how is a pact negotiated? A pact can start with either a player offering service, riches, or anything else in return for power, or the entity offering a player power in return for service or anything else. From here, anyone involved may make counter offers or continue to negotiate in other ways.
The motives of anyone involved in a pact become important again. A lich who needs a magical key to get free of a prison is likely to offer anything, including power, for freedom. A paranoid beholder on the other hand is unlikely to risk creating a potential enemy for gold obtainable with other methods.
The following table provides a randomized offer from the entity, which the player must give to the creature in return for power. However, as mentioned above, not all offers make sense for all monsters. The decision whether or not to accept to the offer, or make a counter offer is up the player character.
1d10
Pact Requirement
1-2
Service. The character must complete one task chosen by their patron.
3-4
Item. The character must bring their patron one item of its choosing.
5-6
Information. The character must truthfully answer any three questions of the patron’s choice.
7
Spying. The character must report information back to the patron every month for a year, on the activities any creature of the entity’s choosing.
8
Protection. The character protects the patron from any attacks for one 24 hour period, which starts at a time of the creature’s choosing.
9
Control. The character must let the patron control them completely for one 24 hour period, starting at a time of the patron’s choosing. While the patron controls the character, it sees out of its eyes and hears out of its ears, effectively becoming the character. During the time, the patron is blinded, deafened, [Tooltip Not Found], and its speed is reduced to 0. The effect ends early if it takes damage.
10
Location. The patron teleports to the character at a time of the patron’s choosing.
Pact Benefits
After a player character completes a pact as described above, they immediately gain a level in warlock. Any time they level up after this, the player can choose to either gain a level in warlock or in any of their other classes, as if they had multi-classed into warlock normally.
However, this level in warlock also increases the character’s total level maximum by one, allowing them to reach level 21. This means for example that a character who performed a pact could become level 20 in fighter and level 1 in warlock.
While the pact lasts, all parties in the pact are under obligation not to directly harm any of the other parties in the pact. If a creature fails to uphold any of the stipulations of a pact, such as not fulfilling their end of the bargain yo attacking the other party, all effects of the pact are removed from both parties including any levels in warlock, any obligations to fulfill any requirement of the pact, and any obligation not to attack the other party of the pact.
Would you like this to be listed as HBMF or Animated Castle?
This is still a work in progress, and I hope by the end of the competition I can have a better document put together for this concept. Please let me know if there is anything you think can be clarified or improved. I have no professional knowledge of how insurance companies set their prices, so some of the costs associated with charges and benefits are somewhat arbitrary, but loosely based around listed costs for things within the PHB and DMG.
Putting the mechanics of this option into a magic card was the easiest way to make the concept work in my opinion, but I would consider the membership card to be less of a "traditional" magic item by any means and more of a framework for localizing all of the mechanics associated with the insurance to a single player. Combined with the letter of introduction, I think this makes for a good entry for a inspirational option
I feel this concept could work really well in a sillier campaign, especially one utilizing rules from Acquisition's Incorporated
I love this so much! I guess my only feedback would be to remove the phrase "the curse is removed" in the last paragraph. It means that a player could attune to the item, attune to break the curse, and then attune to it again to have free insurance.
Thats fair. I may remove it in the end. I wanted something that mimicd the woes of trying to cancel your insurance/subscription plans IRL, so I thought a DC 20 Int check with 6d6 psychic damage on a failure would reflect that. But I definitely see how it could be exploited (provided the player themselves are aware of the curse and how to break it). Plus we wouldnt want a level 2 or 3 character straight up dying because they tried to cancel it, failed their check, and took 36 damage lol. Thanks for the note.
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Warlocks derive their power from an eldritch pact made with an extraplanar entity. These pacts give the warlock power in return for service, or other bargaining chips. These pacts are usually left as backstory information, and do not usually happen during game sessions. These rules provide a framework for including warlock pacts in your games.
Pact Creatures
What creatures can such a pact to become a warlock be made? Generally speaking, these creatures are great and powerful creatures. A creature usually must be conscious and intelligent, have a challenge rating of 21 or higher, and exert some aspect of control over their domain. These general guidelines are a good starting point for determining if a creature is eligible for these pacts.
However, these are not hard and fast rules. You may be able to make a pact with a challenge rating 19 balor, but not a challenge rating 22 ancient bronze dragon. Ultimately, the final decision is up to the DM.
Another aspect to consider may be the motives. Not all creatures want or need servants. After successfully dominating the world Tiamat would likely not accept warlock pacts. Nor would an elder brain with a force of mind flayers be likely to.
The Pact
One a powerful creature is encountered, how is a pact negotiated? A pact can start with either a player offering service, riches, or anything else in return for power, or the entity offering a player power in return for service or anything else. From here, anyone involved may make counter offers or continue to negotiate in other ways.
The motives of anyone involved in a pact become important again. A lich who needs a magical key to get free of a prison is likely to offer anything, including power, for freedom. A paranoid beholder on the other hand is unlikely to risk creating a potential enemy for gold obtainable with other methods.
The following table provides a randomized offer from the entity, which the player must give to the creature in return for power. However, as mentioned above, not all offers make sense for all monsters. The decision whether or not to accept to the offer, or make a counter offer is up the player character.
1d10
Pact Requirement
1-2
Service. The character must complete one task chosen by their patron.
3-4
Item. The character must bring their patron one item of its choosing.
5-6
Information. The character must truthfully answer any three questions of the patron’s choice.
7
Spying. The character must report information back to the patron every month for a year, on the activities any creature of the entity’s choosing.
8
Protection. The character protects the patron from any attacks for one 24 hour period, which starts at a time of the creature’s choosing.
9
Control. The character must let the patron control them completely for one 24 hour period, starting at a time of the patron’s choosing. While the patron controls the character, it sees out of its eyes and hears out of its ears, effectively becoming the character. During the time, the patron is blinded, deafened, [Tooltip Not Found], and its speed is reduced to 0. The effect ends early if it takes damage.
10
Location. The patron teleports to the character at a time of the patron’s choosing.
Pact Benefits
After a player character completes a pact as described above, they immediately gain a level in warlock. Any time they level up after this, the player can choose to either gain a level in warlock or in any of their other classes, as if they had multi-classed into warlock normally.
However, this level in warlock also increases the character’s total level maximum by one, allowing them to reach level 21. This means for example that a character who performed a pact could become level 20 in fighter and level 1 in warlock.
While the pact lasts, all parties in the pact are under obligation not to directly harm any of the other parties in the pact. If a creature fails to uphold any of the stipulations of a pact, such as not fulfilling their end of the bargain yo attacking the other party, all effects of the pact are removed from both parties including any levels in warlock, any obligations to fulfill any requirement of the pact, and any obligation not to attack the other party of the pact.
Would you like this to be listed as HBMF or Animated Castle?
Everyone's not supposed to know animatedcaslte is an alt....
Here's my DM submission. Primus, the One and the Prime, ruler of the clockwork nirvana of Mechanus. The entire world it rules over is built of metal, as are the modrons that live within it.
Automatic Promotion. When Primus is slain, the highest-ranking secundus is immediately promoted to become the new Primus.
Axiomatic Mind. Primus can't be compelled to act in a manner contrary to its nature or its instructions.
Colossal. Primus is immune to forced movement, does not provoke opportunity attacks and cannot make opportunity attacks.
Disintegration. If Primus dies, its body disintegrates into dust, leaving behind its weapons and anything else it was carrying.
Immutable Existence.Primus is immune to any spell or effect that would alter its form or send it to another plane of existence.
Innate Spellcasting. Primus's spellcasting ability is Intelligence (spell save DC 26). It can innately cast the following spells, requiring no components:
Law of Truth. Creatures within 120 feet of Primus can't speak deliberate lies.
Legendary Resistance (5/Day). If Primus fails a saving throw, it can choose to succeed instead.
Limited Magic Immunity. Unless it wishes to be affected, Primus is immune to spells of 6th level or lower that target it or include it in their area of effect. Primus has advantage on saving throws against all other spells and magical effects.
Scales of Equilibrium.Primus's arms represent a pair of scales, balancing light against dark. As long as these scales are in balance, all dice rolls of any kind made by Primus always yield the average result, Primus can use both its light and dark attacks and it projects an aura of law and order within 120 feet of it, which causes the following effects:
The area within 120 feet of Primus is filled with dim light and any modron within that area cannot be charmed or frightened.
All damage rolls made by all creatures within 120 feet of Primus always yield the average result.
No roll made by a creature within 120 feet of Primus can be affected by advantage or disadvantage.
If Primus takes at least 60 radiant or necrotic damage in a single turn, the scales are thrown out of balance, tipping towards either light if triggered by radiant damage or dark if triggered by necrotic damage. When this happens, all creatures of Primus's choice within 120 feet of Primus, must make a DC 26 Wisdom saving throw or be frightened until balance is restored. A frightened creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
In addition, while in this state, Primus no longer projects an aura, is immune to the triggering damage type, cannot use its bonus actions and some of its other abilities change accordingly.
Once the scales have been thrown out of balance, they remain in that state for three rounds or until Primus takes at least 60 damage of the opposite type.
Actions
Multiattack.Primus makes an attack with its Gyro Slam once against each creature of its choice within 20 feet of it while rotating around its own axis and then uses dark and light once each. If a creature got hit by both light and dark on the same turn, Primus uses its Enforce Balance on it. if Primus's scales are out of balance, it can only use either light or dark depending on the triggering damage type.
Light. Ranged Spell Attack: automatic hit, range 120 ft., one target. Hit: 30 radiant damage. If Primus's scales are out of balance, this attack requires an attack roll with a +18 to hit, deals 54 (12d8) radiant damage and the target must make a DC 26 Constitution saving throw or be blinded until the end of its next turn.
Dark. Ranged Spell Attack: automatic hit, range 120 ft., one target. Hit: 30 necrotic damage. If Primus's scales are out of balance, this attack requires an attack roll with a +18 to hit, deals 54 (12d8) necrotic damage and the target must make a DC 26 Constitution saving throw or have its maximum HP reduced by an amount equal to the damage taken.
Gyro Slam. Melee Weapon Attack: automatic hit, reach 20 ft., one target. Hit: 60 bludgeoning damage and the target is pushed 10 feet away from Primus and knocked prone if it is huge or smaller. If Primus's scales are out of balance, this attack requires an attack roll with a +18 to hit and deals 54 (12d8) bludgeoning damage.
Enforce Balance.Primus targets a creature within 120 feet of it that got hit by both light and dark on the same turn. The target must succeed on a DC 26 Charisma saving throw, or it cannot use reactions or bonus actions and all its dice rolls always yield the average result until the end of its next turn.
Pulse of Equilibrium (Recharge 5–6). Primus's spheres of light and dark begin to pulse and emit a wave of magical energy with a 120-feet radius centered on Primus. The effect depends on the state Primus's scales of equilibrium are in:
Balance: All creatures of Primus's choice within the area take 30 radiant and 30 necrotic damage, all summoned creatures within the area are returned to their planes of origin and spells cast to summon them end, and all modrons within the area regain 60 hit points.
Out of balance, dark: All creatures of Primus's choice within the area must make a DC 26 Constitution saving throw, taking 90 (20d8) necrotic damage on a failure or half as much on a success and the area becomes filled with magical darkness until the start of Primus's next turn. In addition, until the start of Primus''s next turn, any modron within the area deals an additional 1d8 necrotic damage with its attacks.
Out of balance, light: All creatures of Primus's choice within the area must make a DC 26 Constitution saving throw, taking 90 (20d8) radiant damage on a failure or half as much on a success and the area becomes filled with bright daylight until the start of Primus's next turn. In addition, on a failed save, a creature gains a level of exhaustion, and until the start of Primus's next turn any modron within the area deals an additional 1d8 radiant damage with its attacks.
Bonus Actions
Shift Gear. (3/day) The great gears start picking up speed, empowering Primus itself and modrons fighting at its side to restore law and order in the Clockwork Nirvana. Until the start of Primus's next turn, Primus itself and all modrons within 120 feet of Primus gain a +5 bonus to their attack rolls and ability checks and have their movement speed doubled.
Armor of Mechanus (3/day). Gears and other metal clockwork parts manifest as protective armor around Primus and any modron within 120 feet, granting them 60 temporary hit points, and, while these temporary hit points persist, a +5 bonus to their AC and saving throws.
Reactions
Blood of the Machine.When Primus has less than half its maximum hit points and takes damage from a weapon attack, an oil-like liquid leaks from the wound. Each creature within 20 feet of Primus takes 24 acid damage and must make a DC 26 Dexterity saving throw or fall prone. The area within 20 feet of Primus is considered difficult terrain for creatures other than modrons or Primus itself until the start of Primus's next turn.
Legendary Actions
Primus can take 5 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. Primus regains spent legendary actions at the start of his turn.
Command Modron Squadron. Primus commands up to 6 modrons it can see within 120 feet of it to use their reactions to make one weapon attack.
Modron March through Space and Time. Primus teleports up to 6 modrons it can see within 120 feet of it to unoccupied spaces within that area.
Scan. Primus learns the location of any hidden creature and the presence of any magic as per the detect magic spell within the Great Modron Cathedral.
Cast a Spell (Costs 2 Actions). Primus casts one of its spells.
Light and Dark (Costs 2 Actions). Primus makes one attack with its light and one attack with its dark. If a creature got hit by both light and dark on the same turn, Primus uses its Enforce Balance on it. if Primus's scales are out of balance, it can only use either light or dark depending on the triggering damage type.
Clockwork Cavalcade (Costs 3 Actions). Primus summons the following amount of modrons: one pentadrone, two quadrones, three tridrones, four duodrones and five monodrones. The summoned creatures have maximum hit points, appear in unoccupied spaces within 120 feet of Primus and obey its commands. Whenever one of these modrons dies, unless it was a monodrone, a new modron of a lower rank is immediately promoted to fill that spot according to their hierarchy. When Primus uses this legendary action again, only those spots vacated by destroyed or promoted modrons are filled up.
Description
Primus, also known as the One and the Prime, is the greater deity of balance and order and the ruler of Mechanus and its inhabitants, the modrons. His orders are considered absolute and are obeyed by all modrons.
Primus appears as an over 60 feet tall roughly humanoid-shaped construct made of golden and silver metal with four arms and is clad in robes which cover an intricate clockwork mechanism resembling a miniature version of the Clockwork Nirvana of Mechanus. Primus's right arms appear to be holding onto a sphere of light, while its left arms hold onto a sphere of dark - which those who have seen Primus describe as resembling a set of scales, keeping light and dark in balance.
Unlike other deities, Primus actually is mortal and can be slain like any other modron. When Primus is slain however, the highest-ranking secundus would immediately take over the old Primus's place and become a new Primus. Simultaneously, the highest-ranking tertian would become a new secundus and so forth, following the strict hiearchy of the modrons, until a new monodrone is born. This hierarchy was created by the first Primus
Mechanus. The Clockwork Nirvana of Mechanus is the plane of law and order. Just like the name indicates, it is a giant clockwork made of country-sized gears often measuring a thousand miles or more in diameter. All these gears were inhabitable at one or both sides and projected their own gravity, allowing creatures to walk on them as if they were flat ground. In addition, all gears were interlocking and turned slowly, albeit constantly in synchronicity, resulting in constant ticking and clacking noises.
A plane of absolute order, Mechanus had equal amounts of light and dark, heat and cold, and the elemental forces were balanced against each other. Even individuals living here had adapted themselves to a perfectly regulated society, there is no pain, no passion, no fatansy, all the inhabitants of Mechanus strive for is working together like the gears of a clockwork.
The largest of all gears in Mechanus requires 289 years for one full revolution, which is known as the Grand Cycle of Mechanus and is subdivided into seventeen periods of seventeen years each. This greatest gear, if one so will, can be seen as the gear which drives the entirety of Mechanus; and each time a Grand Cycle is completed, thousands of modrons gather for the Great Modron March to travel through all outer planes of the multiverse, heralding the completion of the Grand Cycle, gathering information needed for calibrating the gears of Mechanus and bringing at least a semblance of law and order to the planes, even if just temporarily.
Lair and Lair Actions
Primus rules over Mechanus from the center of the greatest gear. There, in a large palace-like building with countless of gears, cogs and other clockwork parts constantly moving, the holy halls of law, order and balance are located - also known as the Great Modron Cathedral. Primus can move around freely, but usually is found on the central altar where it can connect itself to the great clockwork of Mechanus and calibrate and control the movement of the various gears.
Lair Actions
On initiative count 20, Primus takes a lair action to cause one of the following effects; Primus can’t use the same effect two rounds in a row:
Gear Crush: Rotating gears materialize within a 30-foot cube centered on a point within 120 feet of Primus, turning the area into difficult terrain. Each creature of Primus's choice that starts its turn within that area or enters it for the first time on a turn takes 24 bludgeoning damage and must make a DC 20 Strength saving throw or be knocked prone and restrained until the gears disappear. A restrained creature can use its action to attempt a DC 20 Strength (Athletics) check to free itself. The gears disappear after one minunte or when Primus uses this option again.
Pendulum Swing. A giant pendulum swings through the area, hitting all creatures within a 120-foot line that is 15 feet wide. Each creature within the area must succeed on a DC 20 Dexterity saving throw or take 30 bludgeoning damage, be pushed up to 10 feet away and knocked prone. In addition, if Primus's scales of equilibrium were out of balance on one side, they are now out of balance on the other side and the respective effects apply to Primus and its abilities from now on.
Tick-Tock Trauma. The sound of constant, rythmic ticking and clacking intensifies to a level that is unbearable for anyone not aligned to the perfect law and order of Mechanus. Each creature in the Great Modron Cathedral with an alignment other than Lawful Neutral must make a DC 20 Wisdom saving throw, provided it can hear these sounds. On a failure, it becomes incapacitated and deafened until the end of its next turn. If it fails the saving throw by 5 or more, it develops a long-term madness in addition to the other effects.
Around the Clock. Giant clock hands materialize centered on a point within 120 feet of Primus. The minute hand moves forward by one step, covering the area of a 60-feet cone. Each creature in this area must make a DC 20 Dexterity saving throw or take 24 force damage. In addition, time moves forward by one minute according to the minute hand's movement, causing all spells and abilities with a duration of 1 minute or less to end.
Machine Tremor. Primus can only use this lair action if he used its shift gear bonus action on its last turn. As the gears of Mechanus move quicker than usual, rythmic tremors shake the Great Modron Cathedral. The ground in the area becomes difficult terrain and any creature of Primus's choice on the ground within the cathedral must make a DC 20 Dexterity saving throw or be knocked prone. In addition, rach creature on the ground that is concentrating must make a DC 20 Constitution saving throw. On a failed save, the creature's concentration is broken.
Regional Effects
The region around the lair of Primus is warped by its clockwork magic, which creates one or more of the following effects:
On the greatest gear, the presence of absolute order is stronger than anywhere else in Mechanus. Even items within containers such as bags of holding always remain in order. If a creature attempts to pull out an item from such a container, it can do so using its item interaction instead of its action if it succeeds on a DC 15 Wisdom (Insight) check to recognize the pattern.
If a creature spends at least one hour on the greatest gear of Mechanus, it starts developing a need for absolute order and balance. It must make a DC 15 Wisdom saving throw or have its alignment changed to Lawful Neutral and be compelled to keep everything in order and balance and refuse anything that can be considered even remotely chaotic. This goes so far as that even its movement happens in rythm of the always-present ticking of the gears of Mechanus. A greater restoration or similar spell can end this effect. if a creature succeeds on the saving throw or is freed from this effect, it becomes immune to it for the next 24 hours.
On the greatest gear of Mechanus, taking a long rest is impossible for all creatures with an alignment other than Lawful Neutral due to the constant ticking and clacking sounds of moving gears and occasional clock strikes - this perfect order feels too alien, unusual and does not allow creatures to recover properly when attempting to rest.
Within 5 miles of the Great Modron Cathedral, Wild Magic Surges and similar random abilities or effects cannot be triggered. In addition, dice used in dice games will always roll average and cards in a card deck will always be drawn in order, regardless of how well they were shuffled.
Within 1 mile of the Great Modron Cathedral, the clockwork mechanisms become more intricate and complicated. Primus always is in direct telepathic contact with all modrons within this area and can directly control the clockwork contraptions, which might be used to attempt to stop intruders from progressing further, such as by moving gears, pendulums and other parts similar to its lair actions to block off pathways and so forth.
I experimented with a new mechanic, giving this monster essentially three states it can be in and abilities that change depending on its state. I still might make some changes if I discover any issues or you have any suggestions :-)
Here's my DM submission. Primus, the One and the Prime, ruler of the clockwork nirvana of Mechanus. The entire world it rules over is built of metal, as are the modrons that live within it.
Automatic Promotion. When Primus is slain, the highest-ranking secundus is immediately promoted to become the new Primus.
Axiomatic Mind. Primus can't be compelled to act in a manner contrary to its nature or its instructions.
Colossal. Primus is immune to forced movement, does not provoke opportunity attacks and cannot make opportunity attacks.
Disintegration. If Primus dies, its body disintegrates into dust, leaving behind its weapons and anything else it was carrying.
Immutable Existence.Primus is immune to any spell or effect that would alter its form or send it to another plane of existence.
Innate Spellcasting. Primus's spellcasting ability is Intelligence (spell save DC 26). It can innately cast the following spells, requiring no components:
Law of Truth. Creatures within 120 feet of Primus can't speak deliberate lies.
Legendary Resistance (5/Day). If Primus fails a saving throw, it can choose to succeed instead.
Limited Magic Immunity. Unless it wishes to be affected, Primus is immune to spells of 6th level or lower that target it or include it in their area of effect. Primus has advantage on saving throws against all other spells and magical effects.
Scales of Equilibrium.Primus's arms represent a pair of scales, balancing light against dark. As long as these scales are in balance, all dice rolls of any kind made by Primus always yield the average result, Primus can use both its light and dark attacks and it projects an aura of law and order within 120 feet of it, which causes the following effects:
The area within 120 feet of Primus is filled with dim light and any modron within that area cannot be charmed or frightened.
All damage rolls made by all creatures within 120 feet of Primus always yield the average result.
No roll made by a creature within 120 feet of Primus can be affected by advantage or disadvantage.
If Primus takes at least 60 radiant or necrotic damage in a single turn, the scales are thrown out of balance, tipping towards either light if triggered by radiant damage or dark if triggered by necrotic damage. When this happens, all creatures of Primus's choice within 120 feet of Primus, must make a DC 26 Wisdom saving throw or be frightened until balance is restored. A frightened creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
In addition, while in this state, Primus no longer projects an aura, is immune to the triggering damage type, cannot use its bonus actions and some of its other abilities change accordingly.
Once the scales have been thrown out of balance, they remain in that state for three rounds or until Primus either takes at least 60 damage of the opposite type.
Actions
Multiattack.Primus makes an attack with its Gyro Slam once against each creature of its choice within 20 feet of it while rotating around its own axis and then uses dark and light once each. If a creature got hit by both light and dark on the same turn, Primus uses its Enforce Balance on it. if Primus's scales are out of balance, it can only use either light or dark depending on the triggering damage type.
Light. Ranged Spell Attack: automatic hit, range 120 ft., one target. Hit: 30 radiant damage. If Primus's scales are out of balance, this attack requires an attack roll with a +18 to hit, deals 54 (12d8) radiant damage and the target must make a DC 26 Constitution saving throw or be blinded until the end of its next turn.
Dark. Ranged Spell Attack: automatic hit, range 120 ft., one target. Hit: 30 necrotic damage. If Primus's scales are out of balance, this attack requires an attack roll with a +18 to hit, deals 54 (12d8) necrotic damage and the target must make a DC 26 Constitution saving throw or have its maximum HP reduced by an amount equal to the damage taken.
Gyro Slam. Melee Weapon Attack: automatic hit, reach 20 ft., one target. Hit: 60 bludgeoning damage and the target is pushed 10 feet away from Primus and knocked prone if it is huge or smaller. If Primus's scales are out of balance, this attack requires an attack roll with a +18 to hit and deals 54 (12d8) bludgeoning damage.
Enforce Balance.Primus targets a creature within 120 feet of it that got hit by both light and dark on the same turn. The target must succeed on a DC 26 Charisma saving throw, or it cannot use reactions or bonus actions and all its dice rolls always yield the average result until the end of its next turn.
Pulse of Equilibrium (Recharge 5–6). Primus's spheres of light and dark begin to pulse and emit a wave of magical energy with a 120-feet radius centered on Primus. The effect depends on the state Primus's scales of equilibrium are in:
Balance: All creatures of Primus's choice within the area take 30 radiant and 30 necrotic damage, all summoned creatures within the area are returned to their planes of origin and spells cast to summon them end, and all modrons within the area regain 60 hit points.
Out of balance, dark: All creatures of Primus's choice within the area must make a DC 26 Constitution saving throw, taking 20d8 necrotic damage on a failure or half as much on a success and the area becomes filled with magical darkness until the start of Primus's next turn. In addition, until the start of Primus''s next turn, any modron within the area deals an additional 1d8 necrotic damage with its attacks.
Out of balance, light: All creatures of Primus's choice within the area must make a DC 26 Constitution saving throw, taking 20d8 radiant damage on a failure or half as much on a success and the area becomes filled with bright daylight until the start of Primus's next turn. In addition, on a failed save, a creature gains a level of exhaustion, and until the start of Primus's next turn any modron within the area deals an additional 1d8 radiant damage with its attacks.
Bonus Actions
Shift Gear. (3/day) The great gears start picking up speed, empowering Primus itself and modrons fighting at its side to restore law and order in the Clockwork Nirvana. Until the start of Primus's next turn, Primus itself and all modrons within 120 feet of Primus gain a +5 bonus to their attack rolls and ability checks and have their movement speed doubled.
Armor of Mechanus (3/day). Gears and other metal clockwork parts manifest as protective armor around Primus and any modron within 120 feet, granting them 60 temporary hit points, and, while these temporary hit points persist, a +5 bonus to their AC and saving throws.
Reactions
Blood of the Machine.When Primus has less than half its maximum hit points and takes damage from a weapon attack, an oil-like liquid leaks from the wound. Each creature within 20 feet of Primus takes 24 acid damage and must make a DC 26 Dexterity saving throw or fall prone. The area within 20 feet of Primus is considered difficult terrain for creatures other than modrons or Primus itself until the start of Primus's next turn.
Legendary Actions
Primus can take 5 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. Primus regains spent legendary actions at the start of his turn.
Command Modron Squadron. Primus commands up to 6 modrons it can see within 120 feet of it to use their reactions to make one weapon attack.
Modron March through Space and Time. Primus teleports up to 6 modrons it can see within 120 feet of it to unoccupied spaces within that area.
Scan. Primus learns the location of any hidden creature and the presence of any magic as per the detect magic spell within the Great Modron Cathedral.
Cast a Spell (Costs 2 Actions). Primus casts one of its spells.
Light and Dark (Costs 2 Actions). Primus makes one attack with its light and one attack with its dark. If a creature got hit by both light and dark on the same turn, Primus uses its Enforce Balance on it. if Primus's scales are out of balance, it can only use either light or dark depending on the triggering damage type.
Clockwork Cavalcade (Costs 3 Actions). Primus summons the following amount of modrons: one pentadrone, two quadrones, three tridrones, four duodrones and five monodrones. The summoned creatures have maximum hit points, appear in unoccupied spaces within 120 feet of Primus and obey its commands. Whenever one of these modrons dies, unless it was a monodrone, a new modron of a lower rank is immediately promoted to fill that spot according to their hierarchy. When Primus uses this legendary action again, only those spots vacated by destroyed or promoted modrons are filled up.
Description
Primus, also known as the One and the Prime, is the greater deity of balance and order and the ruler of Mechanus and its inhabitants, the modrons. His orders are considered absolute and are obeyed by all modrons.
Primus appears as an over 60 feet tall roughly humanoid-shaped construct made of golden and silver metal with four arms and is clad in robes which cover an intricate clockwork mechanism resembling a miniature version of the Clockwork Nirvana of Mechanus. Primus's right arms appear to be holding onto a sphere of light, while its left arms hold onto a sphere of dark - which those who have seen Primus describe as resembling a set of scales, keeping light and dark in balance.
Unlike other deities, Primus actually is mortal and can be slain like any other modron. When Primus is slain however, the highest-ranking secundus would immediately take over the old Primus's place and become a new Primus. Simultaneously, the highest-ranking tertian would become a new secundus and so forth, following the strict hiearchy of the modrons, until a new monodrone is born. This hierarchy was created by the first Primus
Mechanus. The Clockwork Nirvana of Mechanus is the plane of law and order. Just like the name indicates, it is a giant clockwork made of country-sized gears often measuring a thousand miles or more in diameter. All these gears were inhabitable at one or both sides and projected their own gravity, allowing creatures to walk on them as if they were flat ground. In addition, all gears were interlocking and turned slowly, albeit constantly in synchronicity, resulting in constant ticking and clacking noises.
A plane of absolute order, Mechanus had equal amounts of light and dark, heat and cold, and the elemental forces were balanced against each other. Even individuals living here had adapted themselves to a perfectly regulated society, there is no pain, no passion, no fatansy, all the inhabitants of Mechanus strive for is working together like the gears of a clockwork.
The largest of all gears in Mechanus requires 289 years for one full revolution, which is known as the Grand Cycle of Mechanus and is subdivided into seventeen periods of seventeen years each. This greatest gear, if one so will, can be seen as the gear which drives the entirety of Mechanus; and each time a Grand Cycle is completed, thousands of modrons gather for the Great Modron March to travel through all outer planes of the multiverse, heralding the completion of the Grand Cycle, gathering information needed for calibrating the gears of Mechanus and bringing at least a semblance of law and order to the planes, even if just temporarily.
Lair and Lair Actions
Primus rules over Mechanus from the center of the greatest gear. There, in a large palace-like building with countless of gears, cogs and other clockwork parts constantly moving, the holy halls of law, order and balance are located - also known as the Great Modron Cathedral. Primus can move around freely, but usually is found on the central altar where it can connect itself to the great clockwork of Mechanus and calibrate and control the movement of the various gears.
Lair Actions
On initiative count 20, Primus takes a lair action to cause one of the following effects; Primus can’t use the same effect two rounds in a row:
Gear Crush: Rotating gears materialize within a 30-foot cube centered on a point within 120 feet of Primus, turning the area into difficult terrain. Each creature of Primus's choice that starts its turn within that area or enters it for the first time on a turn takes 24 bludgeoning damage and must make a DC 20 Strength saving throw or be knocked prone and restrained until the gears disappear. A restrained creature can use its action to attempt a DC 20 Strength (Athletics) check to free itself. The gears disappear after one minunte or when Primus uses this option again.
Pendulum Swing. A giant pendulum swings through the area, hitting all creatures within a 120-foot line that is 15 feet wide. Each creature within the area must succeed on a DC 20 Dexterity saving throw or take 30 bludgeoning damage, be pushed up to 10 feet away and knocked prone. In addition, if Primus's scales of equilibrium were out of balance on one side, they are now out of balance on the other side and the respective effects apply to Primus and its abilities from now on.
Tick-Tock Trauma. The sound of constant, rythmic ticking and clacking intensifies to a level that is unbearable for anyone not aligned to the perfect law and order of Mechanus. Each creature in the Great Modron Cathedral with an alignment other than Lawful Neutral must make a DC 20 Wisdom saving throw, provided it can hear these sounds. On a failure, it becomes incapacitated and deafened until the end of its next turn. If it fails the saving throw by 5 or more, it develops a long-term madness in addition to the other effects.
Around the Clock. Giant clock hands materialize within 120 feet of Primus. The minute hand moves forward by ten steps, covering the area of a 60-feet cone. Each creature in this area must make a DC 20 Dexterity saving throw or take 24 force damage. In addition, time moves forward by ten minutes according to the minute hand's movement, causing all spells and abilities with a duration of 10 minutes or less to end.
Machine Tremor. Primus can only use this lair action if he used its shift gear bonus action on its last turn. As the gears of Mechanus move quicker than usual, rythmic tremors shake the Great Modron Cathedral. The ground in the area becomes difficult terrain and any creature of Primus's choice on the ground within the cathedral must make a DC 20 Dexterity saving throw or be knocked prone. In addition, rach creature on the ground that is concentrating must make a DC 20 Constitution saving throw. On a failed save, the creature's concentration is broken.
Regional Effects
The region around the lair of Primus is warped by its clockwork magic, which creates one or more of the following effects:
On the greatest gear, the presence of absolute order is stronger than anywhere else in Mechanus. Even items within containers such as bags of holding always remain in order. If a creature attempts to pull out an item from such a container, it can do so using its item interaction instead of its action if it succeeds on a DC 15 Wisdom (Insight) check to recognize the pattern.
If a creature spends at least one hour on the greatest gear of Mechanus, it starts developing a need for absolute order and balance. It must make a DC 15 Wisdom saving throw or have its alignment changed to Lawful Neutral and be compelled to keep everything in order and balance and refuse anything that can be considered even remotely chaotic. This goes so far as that even its movement happens in rythm of the always-present ticking of the gears of Mechanus. A greater restoration or similar spell can end this effect. if a creature succeeds on the saving throw or is freed from this effect, it becomes immune to it for the next 24 hours.
On the greatest gear of Mechanus, taking a long rest is impossible for all creatures with an alignment other than Lawful Neutral due to the constant ticking and clacking sounds of moving gears and occasional clock strikes - this perfect order feels too alien, unusual and does not allow creatures to recover properly when attempting to rest.
Within 5 miles of the Great Modron Cathedral, Wild Magic Surges and similar random abilities or effects cannot be triggered. In addition, dice used in dice games will always roll average and cards in a card deck will always be drawn in order, regardless of how well they were shuffled.
Within 1 mile of the Great Modron Cathedral, the clockwork mechanisms become more intricate and complicated. Primus always is in direct telepathic contact with all modrons within this area and can directly control the clockwork contraptions, which might be used to attempt to stop intruders from progressing further, such as by moving gears, pendulums and other parts similar to its lair actions to block off pathways and so forth.
I experimented with a new mechanic, giving this monster essentially three states it can be in and abilities that change depending on its state. I still might make some changes if I discover any issues or you have any suggestions :-)
That’s really cool! I like the idea of the fight changing depending on what damage the party has!
Here is my submission for the Player category, I have made large changes to my Paladin subclass to emphasize the stealth aspect. I hope it is "stealthy" enough now! :)
I am sorry, I.did not want to get involved in an argument either.
But, @Yamana_Eajii, calling someone a cheater is a no-go as is calling homebrew someone spend a lot of time on creating "half-assed" and similar, just because I misunderstood the theme.
I am sorry for the harsh remarks. (not that I made them just making it clear)
I accept that you won't accept my subclass for this contest, I might or might not come up with something else depending on whether I have time, but I am wondering if it is worth it if submissions here are met with such a reaction for slightly missing the theme instead of constructive criticism.
Okay, fair. I'll give you some constructive criticism here of you want. The other thing is that this is a competition, so people are less likely to give feedback than otherwise... If you want more feedback I'd recommend checking out my Homebrew Guild Thread.
Oath spells: They look mostly good. I guess the only thing would be maybe switching out conjure animals and wrath of nature, as the theme seems to me at least more of a general hunter than specifically a ranger. I don't know, it's generally pretty good.
Wild chase (channel divinity option): Good
Fury of the Beast: Maybe this could actually transform you into a creature such as a wolf or tiger, which would both be cool and improve the stealth aspect from the get-go? Currently it basically just gives you extra damage and flavors it as turning into a beast. It's by no means bad as of currently, but along with only few of the oath spells being stealth related and wild chase being not so stealthy, it would probably help your case to have an ability that could at least give a small stealth boost.
Aura of Untamed Wilderness: Great, no changes needed
Ferocious Pounce: The core idea is really good but it's basically extra damage not necessarily favoring a stealthy approach. Maybe add an additional bonus to the leap for attacking out of hiding? This would both increase the overall stealthyness of the class and to be honest fit the theme better.
Apex Predator: I don't know about this one.... It's not exactly on theme for stealth or even necessarily being a predator given that it makes you more tanky and damage dealing but many hunters would use some stealth and hit-and-run type tactics. Maybe it could stop you from provoking opportunity attacks, let you hide as a bonus action, and deal additional damage when attacking out of hiding? Then maybe you could also tag on the flavor lines like being large. This would turn you into a creature that would just appear and disappear across the battlefield attacking and then disappearing again. Which would be pretty cool IMO, help you be more stealthy, and fit the theme of being a predator more.
Idea: 10/10. I really like the idea of giving paladins stealth. IMO the only class that needs this more is barbarian.
Mechanics: 9/10. Really nothing is unbalanced except possibly Fury of the Beast being a bit powerful.
Flavor/theme: 7/10. It's pretty good, but doesn't have a lot to help it's stealth or combat the largest issue, plate being clanky. To be honest it's a bit more of an oath of the predator than hunter at the moment. But it's also really cool, being like a shamanistic paladin who hunts monsters, so a 7 overall for theme.
Stealth: 5/10. I made this a separate category because it's the most important part probably. There's not a lot to help with stealth or even reward it much... It's close but needs a few adjustments I think. For example just having something at level 3 that helps will go a long way (maybe transforming fully like a minor wildshape would help a lot given that many beasts have high stealth modifiers and aren't wearing full plate), or even just an unarmered defense channel divinity (something like 10+dex+cha+1 would probably work) would really help. Then the level 20 ability having nothing to do with a stealth approach was really the nail in the coffin probably. Small fixes can go a long way though! It's not terrible, and to be honest I probably would have accepted it as is.
So hope this helped and wasn't to harsh!
Just to confirm: Is Primus, ruler of Mechanus, as a monster fine for the DM category?
I would probably say yes, though I would have also said yes to oath of the hunt. I guess I might depend on which direction you take the statblock.
I have incorporated most of your suggestions into my revision :). Actually, I will make a 2nd oath focused on the beast/predator aspect more than the hunt itself for the more "beastly" paladins with some of the old abilities of the Oath of the Wild Hunt.
Regarding the 2nd channel divinity, I felt having Unarmored Defense as part of it would be too clunky. It would require the paladin to always don or doff their armor, which is very impractical considering how long it takes to do so. As a DM I will allow characters who take that oath to have Unarmored Defense of 10 + Str + Con - allowing specific Paladins and Clerics to have Unarmored Defense even is a suggested houserule in the DMG :-) The minor wildshape would be a cool idea as well, but I ran into balance issues. Wolves are fine, but dire wolves, tigers, lions or even birds of prey like eagles... would have been too powerful at early levels compared to druidic wild shape - and Moon Druids already are known to be extremely strong in tier 1. What I might do however is allow the 2nd, new oath to manifest aspects of animals they can choose similar to beast and totem warrior barabarians.
For the Wild Hunt paladin I instead went with a channel divinity that gives advantage on Stealth amongst other bits and gives a good reward for actually landing a surprise attack on a creature.
Similarly, the level 15 feature now grants a good bonus for attacking out of stealth with greatly increased speed and a conditional bonus attack. I removed the jumping bonus and replaced it with a modification to the Divine Sense feature, something I feel is underutilized for Paladins; although admittedly buidling upon existing class features is difficult for Paladins due to them generally not getting a 3rd level ribbon feature and getting an aura feature at level 7.
The capstone is changed as well, now granting the bonus action hide you suggested (which also allows the character to pounce a lot more often) and an increased crit range to reward getting advantage via hiding. Also, I removed the size change; I will give that to the 2nd, new oath instead :-)
I am sorry, I.did not want to get involved in an argument either.
But, @Yamana_Eajii, calling someone a cheater is a no-go as is calling homebrew someone spend a lot of time on creating "half-assed" and similar, just because I misunderstood the theme.
I am sorry for the harsh remarks. (not that I made them just making it clear)
I accept that you won't accept my subclass for this contest, I might or might not come up with something else depending on whether I have time, but I am wondering if it is worth it if submissions here are met with such a reaction for slightly missing the theme instead of constructive criticism.
Okay, fair. I'll give you some constructive criticism here of you want. The other thing is that this is a competition, so people are less likely to give feedback than otherwise... If you want more feedback I'd recommend checking out my Homebrew Guild Thread.
Oath spells: They look mostly good. I guess the only thing would be maybe switching out conjure animals and wrath of nature, as the theme seems to me at least more of a general hunter than specifically a ranger. I don't know, it's generally pretty good.
Wild chase (channel divinity option): Good
Fury of the Beast: Maybe this could actually transform you into a creature such as a wolf or tiger, which would both be cool and improve the stealth aspect from the get-go? Currently it basically just gives you extra damage and flavors it as turning into a beast. It's by no means bad as of currently, but along with only few of the oath spells being stealth related and wild chase being not so stealthy, it would probably help your case to have an ability that could at least give a small stealth boost.
Aura of Untamed Wilderness: Great, no changes needed
Ferocious Pounce: The core idea is really good but it's basically extra damage not necessarily favoring a stealthy approach. Maybe add an additional bonus to the leap for attacking out of hiding? This would both increase the overall stealthyness of the class and to be honest fit the theme better.
Apex Predator: I don't know about this one.... It's not exactly on theme for stealth or even necessarily being a predator given that it makes you more tanky and damage dealing but many hunters would use some stealth and hit-and-run type tactics. Maybe it could stop you from provoking opportunity attacks, let you hide as a bonus action, and deal additional damage when attacking out of hiding? Then maybe you could also tag on the flavor lines like being large. This would turn you into a creature that would just appear and disappear across the battlefield attacking and then disappearing again. Which would be pretty cool IMO, help you be more stealthy, and fit the theme of being a predator more.
Idea: 10/10. I really like the idea of giving paladins stealth. IMO the only class that needs this more is barbarian.
Mechanics: 9/10. Really nothing is unbalanced except possibly Fury of the Beast being a bit powerful.
Flavor/theme: 7/10. It's pretty good, but doesn't have a lot to help it's stealth or combat the largest issue, plate being clanky. To be honest it's a bit more of an oath of the predator than hunter at the moment. But it's also really cool, being like a shamanistic paladin who hunts monsters, so a 7 overall for theme.
Stealth: 5/10. I made this a separate category because it's the most important part probably. There's not a lot to help with stealth or even reward it much... It's close but needs a few adjustments I think. For example just having something at level 3 that helps will go a long way (maybe transforming fully like a minor wildshape would help a lot given that many beasts have high stealth modifiers and aren't wearing full plate), or even just an unarmered defense channel divinity (something like 10+dex+cha+1 would probably work) would really help. Then the level 20 ability having nothing to do with a stealth approach was really the nail in the coffin probably. Small fixes can go a long way though! It's not terrible, and to be honest I probably would have accepted it as is.
So hope this helped and wasn't to harsh!
Just to confirm: Is Primus, ruler of Mechanus, as a monster fine for the DM category?
I would probably say yes, though I would have also said yes to oath of the hunt. I guess I might depend on which direction you take the statblock.
I have incorporated most of your suggestions into my revision :). Actually, I will make a 2nd oath focused on the beast/predator aspect more than the hunt itself for the more "beastly" paladins with some of the old abilities of the Oath of the Wild Hunt.
Regarding the 2nd channel divinity, I felt having Unarmored Defense as part of it would be too clunky. It would require the paladin to always don or doff their armor, which is very impractical considering how long it takes to do so. As a DM I will allow characters who take that oath to have Unarmored Defense of 10 + Str + Con - allowing specific Paladins and Clerics to have Unarmored Defense even is a suggested houserule in the DMG :-) The minor wildshape would be a cool idea as well, but I ran into balance issues. Wolves are fine, but dire wolves, tigers, lions or even birds of prey like eagles... would have been too powerful at early levels compared to druidic wild shape - and Moon Druids already are known to be extremely strong in tier 1. What I might do however is allow the 2nd, new oath to manifest aspects of animals they can choose similar to beast and totem warrior barabarians.
For the Wild Hunt paladin I instead went with a channel divinity that gives advantage on Stealth amongst other bits and gives a good reward for actually landing a surprise attack on a creature.
Similarly, the level 15 feature now grants a good bonus for attacking out of stealth with greatly increased speed and a conditional bonus attack. I removed the jumping bonus and replaced it with a modification to the Divine Sense feature, something I feel is underutilized for Paladins; although admittedly buidling upon existing class features is difficult for Paladins due to them generally not getting a 3rd level ribbon feature and getting an aura feature at level 7.
The capstone is changed as well, now granting the bonus action hide you suggested (which also allows the character to pounce a lot more often) and an increased crit range to reward getting advantage via hiding. Also, I removed the size change; I will give that to the 2nd, new oath instead :-)
Happy hunting! :-D
I love the new revisions! Imagine losing track of an incredibly dangerous predator in combat lol
Armed with the knowledge of what the categories actually are, I now return!
Mind-Mist Shroud LEVEL - 2nd CASTING TIME - 1 Action (Ritual) RANGE/AREA - Self COMPONENTS - S, M* DURATION - Concentration, up to 5 minutes SCHOOL - Enchantment ATTACK/SAVE - WIS Save
You call forth ethereal mist, which envelops you and disrupts other creatures' perception of you. Whenever a creature begins its turn in a position where it would normally be able to see you, or enters such a space for the first time on its turn, it must make a Wisdom saving throw. If it already made the saving throw, it does not make it again. For the duration, any creature who failed the saving throw and is not actively searching for you or looking directly at you is completely unaware of your presence. Any creature who succeeded on the saving throw or is actively searching for you has disadvantage on any checks made to find you but can otherwise act normally. If a creature looks directly at you, they can discern a faint outline of your form with a successful Perception check, made with disadvantage, against your spell save DC.
The mist also separates you from the outside world. For the duration, you cannot send messages telepathically or through magical means, including Sending Stones and Animal Messenger. If a creature tries to contact you telepathically, they find a misty mental wall in place. Mind reading also instantly fails on you, and divination spells ignore you. You cannot be detected by any sensing trait, feature, item, or spell, unless its caster/user/wielder succeeded the saving throw.
If you speak out loud, the spell ends.
* - (a drop of water, two grains of sand, and three pebbles, all of which the spell consumes)
Armed with the knowledge of what the categories actually are, I now return!
Mind-Mist Shroud LEVEL - 2nd CASTING TIME - 1 Action (Ritual) RANGE/AREA - Self COMPONENTS - S, M* DURATION - Concentration, up to 5 minutes SCHOOL - Enchantment ATTACK/SAVE - WIS Save
You call forth ethereal mist, which envelops you and disrupts other creatures' perception of you. Whenever a creature begins its turn in a position where it would normally be able to see you, or enters such a space for the first time on its turn, it must make a Wisdom saving throw. If it already made the saving throw, it does not make it again. For the duration, any creature who failed the saving throw and is not actively searching for you or looking directly at you is completely unaware of your presence. Any creature who succeeded on the saving throw or is actively searching for you has disadvantage on any checks made to find you but can otherwise act normally. If a creature looks directly at you, they can discern a faint outline of your form with a successful Perception check, made with disadvantage, against your spell save DC.
The mist also separates you from the outside world. For the duration, you cannot send messages telepathically or through magical means, including Sending Stones and Animal Messenger. If a creature tries to contact you telepathically, they find a misty mental wall in place. Mind reading also instantly fails on you, and divination spells ignore you. You cannot be detected by any sensing trait, feature, item, or spell, unless its caster/user/wielder succeeded the saving throw.
If you speak out loud, the spell ends.
* - (a drop of water, two grains of sand, and three pebbles, all of which the spell consumes)
Very powerful, considering nondetection only does one of those things, and it’s a 3rd-level spell. Personally, I would have made it a 4th-level spell. But, I’ll add it to the contestants.
…uh,
ok
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
I'm happy to withdraw my submission if it doesn't fit. No offense taken if that's the case. I thought a creature built around an alternate armor mechanic would be more interesting than building a big metal juggernaut and pointing at its high AC. But maybe I am misunderstanding the category.
My homebrew subclasses (full list here)
(Artificer) Swordmage | Glasswright | (Barbarian) Path of the Savage Embrace
(Bard) College of Dance | (Fighter) Warlord | Cannoneer
(Monk) Way of the Elements | (Ranger) Blade Dancer
(Rogue) DaggerMaster | Inquisitor | (Sorcerer) Riftwalker | Spellfist
(Warlock) The Swarm
No, it’s fine. It works. I was just confused at the sight of an Onion Knight whose armor is his own skin.
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 is my submission for the Inspirational Option: Adventurer's Insurance
This is still a work in progress, and I hope by the end of the competition I can have a better document put together for this concept. Please let me know if there is anything you think can be clarified or improved. I have no professional knowledge of how insurance companies set their prices, so some of the costs associated with charges and benefits are somewhat arbitrary, but loosely based around listed costs for things within the PHB and DMG.
Putting the mechanics of this option into a magic card was the easiest way to make the concept work in my opinion, but I would consider the membership card to be less of a "traditional" magic item by any means and more of a framework for localizing all of the mechanics associated with the insurance to a single player. Combined with the letter of introduction, I think this makes for a good entry for a inspirational option
I feel this concept could work really well in a sillier campaign, especially one utilizing rules from Acquisition's Incorporated
Three-time Judge of the Competition of the Finest Brews! Come join us in making fun, unique homebrew and voting for your favorite entries!
I love this so much! I guess my only feedback would be to remove the phrase "the curse is removed" in the last paragraph. It means that a player could attune to the item, attune to break the curse, and then attune to it again to have free insurance.
I am an average mathematics enjoyer.
>Extended Signature<
Inspirational Option:
Becoming a Warlock
Warlocks derive their power from an eldritch pact made with an extraplanar entity. These pacts give the warlock power in return for service, or other bargaining chips. These pacts are usually left as backstory information, and do not usually happen during game sessions. These rules provide a framework for including warlock pacts in your games.
Pact Creatures
What creatures can such a pact to become a warlock be made? Generally speaking, these creatures are great and powerful creatures. A creature usually must be conscious and intelligent, have a challenge rating of 21 or higher, and exert some aspect of control over their domain. These general guidelines are a good starting point for determining if a creature is eligible for these pacts.
However, these are not hard and fast rules. You may be able to make a pact with a challenge rating 19 balor, but not a challenge rating 22 ancient bronze dragon. Ultimately, the final decision is up to the DM.
Another aspect to consider may be the motives. Not all creatures want or need servants. After successfully dominating the world Tiamat would likely not accept warlock pacts. Nor would an elder brain with a force of mind flayers be likely to.
The Pact
One a powerful creature is encountered, how is a pact negotiated? A pact can start with either a player offering service, riches, or anything else in return for power, or the entity offering a player power in return for service or anything else. From here, anyone involved may make counter offers or continue to negotiate in other ways.
The motives of anyone involved in a pact become important again. A lich who needs a magical key to get free of a prison is likely to offer anything, including power, for freedom. A paranoid beholder on the other hand is unlikely to risk creating a potential enemy for gold obtainable with other methods.
The following table provides a randomized offer from the entity, which the player must give to the creature in return for power. However, as mentioned above, not all offers make sense for all monsters. The decision whether or not to accept to the offer, or make a counter offer is up the player character.
1-2
Service. The character must complete one task chosen by their patron.
3-4
Item. The character must bring their patron one item of its choosing.
5-6
Information. The character must truthfully answer any three questions of the patron’s choice.
7
Spying. The character must report information back to the patron every month for a year, on the activities any creature of the entity’s choosing.
8
Protection. The character protects the patron from any attacks for one 24 hour period, which starts at a time of the creature’s choosing.
9
Control. The character must let the patron control them completely for one 24 hour period, starting at a time of the patron’s choosing. While the patron controls the character, it sees out of its eyes and hears out of its ears, effectively becoming the character. During the time, the patron is blinded, deafened, [Tooltip Not Found], and its speed is reduced to 0. The effect ends early if it takes damage.
10
Location. The patron teleports to the character at a time of the patron’s choosing.
Pact Benefits
After a player character completes a pact as described above, they immediately gain a level in warlock. Any time they level up after this, the player can choose to either gain a level in warlock or in any of their other classes, as if they had multi-classed into warlock normally.
However, this level in warlock also increases the character’s total level maximum by one, allowing them to reach level 21. This means for example that a character who performed a pact could become level 20 in fighter and level 1 in warlock.
While the pact lasts, all parties in the pact are under obligation not to directly harm any of the other parties in the pact. If a creature fails to uphold any of the stipulations of a pact, such as not fulfilling their end of the bargain yo attacking the other party, all effects of the pact are removed from both parties including any levels in warlock, any obligations to fulfill any requirement of the pact, and any obligation not to attack the other party of the pact.
I totally advise riding an animated castle.
Would you like this to be listed as HBMF or Animated Castle?
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Thats fair. I may remove it in the end. I wanted something that mimicd the woes of trying to cancel your insurance/subscription plans IRL, so I thought a DC 20 Int check with 6d6 psychic damage on a failure would reflect that. But I definitely see how it could be exploited (provided the player themselves are aware of the curse and how to break it). Plus we wouldnt want a level 2 or 3 character straight up dying because they tried to cancel it, failed their check, and took 36 damage lol. Thanks for the note.
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Here's my DM submission. Primus, the One and the Prime, ruler of the clockwork nirvana of Mechanus. The entire world it rules over is built of metal, as are the modrons that live within it.
Automatic Promotion. When Primus is slain, the highest-ranking secundus is immediately promoted to become the new Primus.
Axiomatic Mind. Primus can't be compelled to act in a manner contrary to its nature or its instructions.
Colossal. Primus is immune to forced movement, does not provoke opportunity attacks and cannot make opportunity attacks.
Disintegration. If Primus dies, its body disintegrates into dust, leaving behind its weapons and anything else it was carrying.
Immutable Existence. Primus is immune to any spell or effect that would alter its form or send it to another plane of existence.
Innate Spellcasting. Primus's spellcasting ability is Intelligence (spell save DC 26). It can innately cast the following spells, requiring no components:
Law of Truth. Creatures within 120 feet of Primus can't speak deliberate lies.
Legendary Resistance (5/Day). If Primus fails a saving throw, it can choose to succeed instead.
Limited Magic Immunity. Unless it wishes to be affected, Primus is immune to spells of 6th level or lower that target it or include it in their area of effect. Primus has advantage on saving throws against all other spells and magical effects.
Scales of Equilibrium. Primus's arms represent a pair of scales, balancing light against dark. As long as these scales are in balance, all dice rolls of any kind made by Primus always yield the average result, Primus can use both its light and dark attacks and it projects an aura of law and order within 120 feet of it, which causes the following effects:
If Primus takes at least 60 radiant or necrotic damage in a single turn, the scales are thrown out of balance, tipping towards either light if triggered by radiant damage or dark if triggered by necrotic damage. When this happens, all creatures of Primus's choice within 120 feet of Primus, must make a DC 26 Wisdom saving throw or be frightened until balance is restored. A frightened creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
In addition, while in this state, Primus no longer projects an aura, is immune to the triggering damage type, cannot use its bonus actions and some of its other abilities change accordingly.
Once the scales have been thrown out of balance, they remain in that state for three rounds or until Primus takes at least 60 damage of the opposite type.
Multiattack. Primus makes an attack with its Gyro Slam once against each creature of its choice within 20 feet of it while rotating around its own axis and then uses dark and light once each. If a creature got hit by both light and dark on the same turn, Primus uses its Enforce Balance on it.
if Primus's scales are out of balance, it can only use either light or dark depending on the triggering damage type.
Light. Ranged Spell Attack: automatic hit, range 120 ft., one target. Hit: 30 radiant damage.
If Primus's scales are out of balance, this attack requires an attack roll with a +18 to hit, deals 54 (12d8) radiant damage and the target must make a DC 26 Constitution saving throw or be blinded until the end of its next turn.
Dark. Ranged Spell Attack: automatic hit, range 120 ft., one target. Hit: 30 necrotic damage.
If Primus's scales are out of balance, this attack requires an attack roll with a +18 to hit, deals 54 (12d8) necrotic damage and the target must make a DC 26 Constitution saving throw or have its maximum HP reduced by an amount equal to the damage taken.
Gyro Slam. Melee Weapon Attack: automatic hit, reach 20 ft., one target. Hit: 60 bludgeoning damage and the target is pushed 10 feet away from Primus and knocked prone if it is huge or smaller.
If Primus's scales are out of balance, this attack requires an attack roll with a +18 to hit and deals 54 (12d8) bludgeoning damage.
Enforce Balance. Primus targets a creature within 120 feet of it that got hit by both light and dark on the same turn. The target must succeed on a DC 26 Charisma saving throw, or it cannot use reactions or bonus actions and all its dice rolls always yield the average result until the end of its next turn.
Pulse of Equilibrium (Recharge 5–6). Primus's spheres of light and dark begin to pulse and emit a wave of magical energy with a 120-feet radius centered on Primus. The effect depends on the state Primus's scales of equilibrium are in:
Shift Gear. (3/day) The great gears start picking up speed, empowering Primus itself and modrons fighting at its side to restore law and order in the Clockwork Nirvana. Until the start of Primus's next turn, Primus itself and all modrons within 120 feet of Primus gain a +5 bonus to their attack rolls and ability checks and have their movement speed doubled.
Armor of Mechanus (3/day). Gears and other metal clockwork parts manifest as protective armor around Primus and any modron within 120 feet, granting them 60 temporary hit points, and, while these temporary hit points persist, a +5 bonus to their AC and saving throws.
Blood of the Machine. When Primus has less than half its maximum hit points and takes damage from a weapon attack, an oil-like liquid leaks from the wound. Each creature within 20 feet of Primus takes 24 acid damage and must make a DC 26 Dexterity saving throw or fall prone. The area within 20 feet of Primus is considered difficult terrain for creatures other than modrons or Primus itself until the start of Primus's next turn.
Primus can take 5 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. Primus regains spent legendary actions at the start of his turn.
Command Modron Squadron. Primus commands up to 6 modrons it can see within 120 feet of it to use their reactions to make one weapon attack.
Modron March through Space and Time. Primus teleports up to 6 modrons it can see within 120 feet of it to unoccupied spaces within that area.
Scan. Primus learns the location of any hidden creature and the presence of any magic as per the detect magic spell within the Great Modron Cathedral.
Cast a Spell (Costs 2 Actions). Primus casts one of its spells.
Light and Dark (Costs 2 Actions). Primus makes one attack with its light and one attack with its dark. If a creature got hit by both light and dark on the same turn, Primus uses its Enforce Balance on it.
if Primus's scales are out of balance, it can only use either light or dark depending on the triggering damage type.
Clockwork Cavalcade (Costs 3 Actions). Primus summons the following amount of modrons: one pentadrone, two quadrones, three tridrones, four duodrones and five monodrones. The summoned creatures have maximum hit points, appear in unoccupied spaces within 120 feet of Primus and obey its commands. Whenever one of these modrons dies, unless it was a monodrone, a new modron of a lower rank is immediately promoted to fill that spot according to their hierarchy. When Primus uses this legendary action again, only those spots vacated by destroyed or promoted modrons are filled up.
Description
Primus, also known as the One and the Prime, is the greater deity of balance and order and the ruler of Mechanus and its inhabitants, the modrons. His orders are considered absolute and are obeyed by all modrons.
Primus appears as an over 60 feet tall roughly humanoid-shaped construct made of golden and silver metal with four arms and is clad in robes which cover an intricate clockwork mechanism resembling a miniature version of the Clockwork Nirvana of Mechanus. Primus's right arms appear to be holding onto a sphere of light, while its left arms hold onto a sphere of dark - which those who have seen Primus describe as resembling a set of scales, keeping light and dark in balance.
Unlike other deities, Primus actually is mortal and can be slain like any other modron. When Primus is slain however, the highest-ranking secundus would immediately take over the old Primus's place and become a new Primus. Simultaneously, the highest-ranking tertian would become a new secundus and so forth, following the strict hiearchy of the modrons, until a new monodrone is born. This hierarchy was created by the first Primus
Mechanus. The Clockwork Nirvana of Mechanus is the plane of law and order. Just like the name indicates, it is a giant clockwork made of country-sized gears often measuring a thousand miles or more in diameter. All these gears were inhabitable at one or both sides and projected their own gravity, allowing creatures to walk on them as if they were flat ground. In addition, all gears were interlocking and turned slowly, albeit constantly in synchronicity, resulting in constant ticking and clacking noises.
A plane of absolute order, Mechanus had equal amounts of light and dark, heat and cold, and the elemental forces were balanced against each other. Even individuals living here had adapted themselves to a perfectly regulated society, there is no pain, no passion, no fatansy, all the inhabitants of Mechanus strive for is working together like the gears of a clockwork.
The largest of all gears in Mechanus requires 289 years for one full revolution, which is known as the Grand Cycle of Mechanus and is subdivided into seventeen periods of seventeen years each. This greatest gear, if one so will, can be seen as the gear which drives the entirety of Mechanus; and each time a Grand Cycle is completed, thousands of modrons gather for the Great Modron March to travel through all outer planes of the multiverse, heralding the completion of the Grand Cycle, gathering information needed for calibrating the gears of Mechanus and bringing at least a semblance of law and order to the planes, even if just temporarily.
Lair and Lair Actions
Primus rules over Mechanus from the center of the greatest gear. There, in a large palace-like building with countless of gears, cogs and other clockwork parts constantly moving, the holy halls of law, order and balance are located - also known as the Great Modron Cathedral. Primus can move around freely, but usually is found on the central altar where it can connect itself to the great clockwork of Mechanus and calibrate and control the movement of the various gears.
Lair Actions
On initiative count 20, Primus takes a lair action to cause one of the following effects; Primus can’t use the same effect two rounds in a row:
Regional Effects
The region around the lair of Primus is warped by its clockwork magic, which creates one or more of the following effects:
I experimented with a new mechanic, giving this monster essentially three states it can be in and abilities that change depending on its state. I still might make some changes if I discover any issues or you have any suggestions :-)
That’s really cool! I like the idea of the fight changing depending on what damage the party has!
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Here is my submission for the Player category, I have made large changes to my Paladin subclass to emphasize the stealth aspect. I hope it is "stealthy" enough now! :)
I have incorporated most of your suggestions into my revision :). Actually, I will make a 2nd oath focused on the beast/predator aspect more than the hunt itself for the more "beastly" paladins with some of the old abilities of the Oath of the Wild Hunt.
Regarding the 2nd channel divinity, I felt having Unarmored Defense as part of it would be too clunky. It would require the paladin to always don or doff their armor, which is very impractical considering how long it takes to do so. As a DM I will allow characters who take that oath to have Unarmored Defense of 10 + Str + Con - allowing specific Paladins and Clerics to have Unarmored Defense even is a suggested houserule in the DMG :-)
The minor wildshape would be a cool idea as well, but I ran into balance issues. Wolves are fine, but dire wolves, tigers, lions or even birds of prey like eagles... would have been too powerful at early levels compared to druidic wild shape - and Moon Druids already are known to be extremely strong in tier 1. What I might do however is allow the 2nd, new oath to manifest aspects of animals they can choose similar to beast and totem warrior barabarians.
For the Wild Hunt paladin I instead went with a channel divinity that gives advantage on Stealth amongst other bits and gives a good reward for actually landing a surprise attack on a creature.
Similarly, the level 15 feature now grants a good bonus for attacking out of stealth with greatly increased speed and a conditional bonus attack. I removed the jumping bonus and replaced it with a modification to the Divine Sense feature, something I feel is underutilized for Paladins; although admittedly buidling upon existing class features is difficult for Paladins due to them generally not getting a 3rd level ribbon feature and getting an aura feature at level 7.
The capstone is changed as well, now granting the bonus action hide you suggested (which also allows the character to pounce a lot more often) and an increased crit range to reward getting advantage via hiding. Also, I removed the size change; I will give that to the 2nd, new oath instead :-)
Happy hunting! :-D
JUST A FEW MORE DAYS!
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Luz Noceda would like to remind you that you're worth loving!
I love the new revisions! Imagine losing track of an incredibly dangerous predator in combat lol
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Armed with the knowledge of what the categories actually are, I now return!
Mind-Mist Shroud
LEVEL - 2nd
CASTING TIME - 1 Action (Ritual)
RANGE/AREA - Self
COMPONENTS - S, M*
DURATION - Concentration, up to 5 minutes
SCHOOL - Enchantment
ATTACK/SAVE - WIS Save
You call forth ethereal mist, which envelops you and disrupts other creatures' perception of you. Whenever a creature begins its turn in a position where it would normally be able to see you, or enters such a space for the first time on its turn, it must make a Wisdom saving throw. If it already made the saving throw, it does not make it again. For the duration, any creature who failed the saving throw and is not actively searching for you or looking directly at you is completely unaware of your presence. Any creature who succeeded on the saving throw or is actively searching for you has disadvantage on any checks made to find you but can otherwise act normally. If a creature looks directly at you, they can discern a faint outline of your form with a successful Perception check, made with disadvantage, against your spell save DC.
The mist also separates you from the outside world. For the duration, you cannot send messages telepathically or through magical means, including Sending Stones and Animal Messenger. If a creature tries to contact you telepathically, they find a misty mental wall in place. Mind reading also instantly fails on you, and divination spells ignore you. You cannot be detected by any sensing trait, feature, item, or spell, unless its caster/user/wielder succeeded the saving throw.
If you speak out loud, the spell ends.
* - (a drop of water, two grains of sand, and three pebbles, all of which the spell consumes)
pm me the word "tomato"
she/her
Very powerful, considering nondetection only does one of those things, and it’s a 3rd-level spell. Personally, I would have made it a 4th-level spell. But, I’ll add it to the contestants.
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May I change it to 4th level?
pm me the word "tomato"
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Generally, as long as the change is applied before voting begins you are good to go
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Of course.
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