You should view it in Google Chrome to see the proper formatting, GMBinder's wide statblocks do not work in Firefox for some reason.
@Heartofjuyomk2 if you prefer it, I can also screenshot every page and share them here so that everyone can see the properly formatted document :-) Also, what do you think of my updated Hastur?
I like these a lot. One issue though is Aura of Madness. Anything within 200 feet gaining disadvantage on saves and attacks is huge, and feels way too strong for CR 1/8. Adding a CR 1/8 to any normal encounter should barely move the needle, but this guy could turn a hard encounter into a TPK fairly easily. If you scale it back to 20 or 30 feet, it fills a very interesting area avoidance/attack soaking niche that would make it relevant in just about any level encounter without crazily scaling the difficulty.
I like these a lot. One issue though is Aura of Madness. Anything within 200 feet gaining disadvantage on saves and attacks is huge, and feels way too strong for CR 1/8. Adding a CR 1/8 to any normal encounter should barely move the needle, but this guy could turn a hard encounter into a TPK fairly easily. If you scale it back to 20 or 30 feet, it fills a very interesting area avoidance/attack soaking niche that would make it relevant in just about any level encounter without crazily scaling the difficulty.
I'd agree, and I would probably even say 10 to 5 feet, because then you get an excuse to drop these guys directly on the heads of your players!
Hosted a battle between the Cult of Sedge and the Forum Countershere(Done now). I_Love_Tarrasques has won the fight, scoring a victory for the fiendish Moderators.
I like these a lot. One issue though is Aura of Madness. Anything within 200 feet gaining disadvantage on saves and attacks is huge, and feels way too strong for CR 1/8. Adding a CR 1/8 to any normal encounter should barely move the needle, but this guy could turn a hard encounter into a TPK fairly easily. If you scale it back to 20 or 30 feet, it fills a very interesting area avoidance/attack soaking niche that would make it relevant in just about any level encounter without crazily scaling the difficulty.
I'd agree, and I would probably even say 10 to 5 feet, because then you get an excuse to drop these guys directly on the heads of your players!
Maybe you want to check out the star spawn grue which has a very similar ability?
Also, I would recommend reading over the statblock again, the wording has some issues.
The size of the tentacles seems a bit excessive, considering Hastur is only Large. If you want to keep the area of the tentacles, I might suggest allowing Hastur to extend the tentacles to up to 30 feet, but also allow Hastur to detract them while interacting with humanoids.
Other than that, I really only have one complaint that might not even be your fault. Hastur feels...unbeatable.
Complete immunity to mental saves, 5 legendary resistances, magic resistance, over a thousand hit points, and immunity to basically every condition. Even with a level 20 party, this doesn't feel like it should be something with a stat block. Hasturs only weaknesses of note are its physical saving throws and meteor swarm (Also why did you give him proficiency in mental saves if it auto-succeeds them?). Then we have the damage. Let's say it uses Yellow Mist whenever available. With a DC of 27, you need to have a +7 to wisdom saves to even have a chance of succeeding. That means that all martial classes except monk are ruled out from being capable of succeeding, unless they have magic items specifically for wisdom saves. On a fail, those classes cannot attack Hastur. On a success, they take an absolute ton of psychic damage, which barely anything gives protection from. And this mist lasts for a full minute, as well as making half of a caster's spells do nothing.
That's just Hastur's action.
Hastur also has a bonus action that with a chrarisma save DC of 27, is again pretty impossible for martial to succeed on. It also paralyzes enemies it affects and reduces their wisdom every turn! Then Hastur can use up to 5 legendary reactions in a round. They seem to be pretty standard, but considering that the area within 30 feet of Hastur is covered in tentacles, and tentacle lash can grab someone from 60 feet away, using Devour basically makes Hastur unkillable.
But I do understand that the reason this is only a CR 30 monster is because D&D Beyond doesn't allow anything above this. Overall, I'd give this either a 4 or a 5, simply because of the effort and formatting. It would definitely be a 5 if you made the tentacles make more sense and fixed the mental save bonuses.
Hosted a battle between the Cult of Sedge and the Forum Countershere(Done now). I_Love_Tarrasques has won the fight, scoring a victory for the fiendish Moderators.
You spend your bonus action, giving you a second opportunity attack until your next turn.
What's the name?
The reaction casting time doesn't make sense to me; shouldn't it be a bonus action, as per the wording of the text? The wording is also not quite there for nitpicky people who take every word into account when reading stuff (as should be done, in the official rules at least), but it does get the point across well enough.
Anyway, with a name (and maybe some flavor text), I'd say that it (very likely) fits the PC category.
Rollback Post to RevisionRollBack
Paladin main who spends most of his D&D time worldbuilding or DMing, not Paladin-ing.
The size of the tentacles seems a bit excessive, considering Hastur is only Large. If you want to keep the area of the tentacles, I might suggest allowing Hastur to extend the tentacles to up to 30 feet, but also allow Hastur to detract them while interacting with humanoids.
I like the area with the tentacles, it gives him something unique and something that really turns him into the tentacly eldritch horror he is supposed to be. Reducing it to 15 feet could work, but I actually prefer the larger area and 30 feet is typical for aura-like effects; and he does not have to use his tentacles to restrain someone, he can choose not to if he interacts with humanoids ("a creature of his choice").
Heartofjuyomk2 wrote that these tentacles looked more like a lair action to him; and I thought about giving Hastur a lair action to summon tentacles, but at the end I preferred the aura-like tentacles around him that are always there, as it better fits how an eldritch horror like Hastur usually is depicted and is something unique; while there are many monsters which can summon tentacles with a lair action.
(Also why did you give him proficiency in mental saves if it auto-succeeds them?)
Regarding the proficiencies on mental saves, my thought behind that was that DMs might either allow players to use some kind of cosmic artifacts to be used against Hastur, targeting his mental saves, or that a wish or Divine Intervention might be used to make him vulnerable to magic/mental stuff.
With a DC of 27, you need to have a +7 to wisdom saves to even have a chance of succeeding. That means that all martial classes except monk are ruled out from being capable of succeeding, unless they have magic items specifically for wisdom saves. On a fail, those classes cannot attack Hastur. On a success, they take an absolute ton of psychic damage, which barely anything gives protection from. And this mist lasts for a full minute, as well as making half of a caster's spells do nothing.
We are here at a point where DnD 5e design starts to fall apart. DC 27 is, following the official way to calculate saving throw DCs of 8 + PB + stat, the right DC for a CR 30 creature. However, saving throw scaling just does not work in DnD 5e due to PCs only ever getting two saving throw proficiencies unless they invest into feats or take very specific subclasses, while their other saving throws do not scale at all. Now there are abilities such as the paladin's Aura of Protection, Emboldening Bond, Bless, Bardic Inspiration and of course magic items (and I am expecting a level 20 party to be well-equipped with them!) that can buff saving throws quite a bit, making even DC 27 easy to beat at least for those who are proficient in the saving throw in question. On the other hand, parties that lack these buffs will find even DCs in the low 20s difficult to impossible to succeed on.
At the end I can only say it is the DM's job to adjust a monster to their party, this includes adjusting its saving throw DC and hit points - and even for generally strong level 20 parties that can mean lowering it if they do not have the "right" classes, abilties and magic items (such as no paladin).
What I noticed is that you might be looking at the encounter from a character-by-character perspective. Of course a martial with no support won't be able to defeat Hastur. But if the party works together and has a chance to be prepared (which they should be when they face a threat like this), they should be able to negate most of the issues you mentioned.
Freedom of movement for example solves both the issue with the tentacles restraining a character and makes them immune to being paralyzed by Hastur. Yellow Mist will end it, but it can be re-applied and upcast once players learn that spells of higher than 5th level are not dispelled by it, and potions of it won't be affected at all. Heroes' feast makes the entire party immune to being frightened and gives them advantage on all Wisdom saving throws. [spell[Mind blank[/spell] makes a character immune to any and all mind-****ery, including the [Tooltip Not Found] condition and his feeblemind spell. Getting a few scrolls of mind blank as a preparation does not seem too far off, and a sorcerer could always twin a wish to cast it on two players before taking a long rest.
Then we have abilities like a Twilight cleric's channel divinity, a paladin's aura of courage and more specificially the Devotion paladin's aura that grants immunity to the charmed condition and of course magic items the characters might have. These are completely unaffected by Hastur's Yellow Mist or other abilities. And of course a wish can be used to gain immunity to a condition if needed.
By the way, Yellow Mist is a lair action that lasts for one round, only its charm effect lasts for 1 minute. Maybe you were looking at the old version of Hastur instead, where it was an action to use with a 1 minute duration?
The size of the tentacles seems a bit excessive, considering Hastur is only Large. If you want to keep the area of the tentacles, I might suggest allowing Hastur to extend the tentacles to up to 30 feet, but also allow Hastur to detract them while interacting with humanoids.
I like the area with the tentacles, it gives him something unique and something that really turns him into the tentacly eldritch horror he is supposed to be. Reducing it to 15 feet could work, but I actually prefer the larger area and 30 feet is typical for aura-like effects; and he does not have to use his tentacles to restrain someone, he can choose not to if he interacts with humanoids ("a creature of his choice").
(Also why did you give him proficiency in mental saves if it auto-succeeds them?)
Regarding the proficiencies on mental saves, my thought behind that was that DMs might either allow players to use some kind of cosmic artifacts to be used against Hastur, targeting his mental saves, or that a wish or Divine Intervention might be used to make him vulnerable to magic/mental stuff.
With a DC of 27, you need to have a +7 to wisdom saves to even have a chance of succeeding. That means that all martial classes except monk are ruled out from being capable of succeeding, unless they have magic items specifically for wisdom saves. On a fail, those classes cannot attack Hastur. On a success, they take an absolute ton of psychic damage, which barely anything gives protection from. And this mist lasts for a full minute, as well as making half of a caster's spells do nothing.
We are here at a point where DnD 5e design starts to fall apart. DC 27 is, following the official way to calculate saving throw DCs of 8 + PB + stat, the right DC for a CR 30 creature. However, saving throw scaling just does not work in DnD 5e due to PCs only ever getting two saving throw proficiencies unless they invest into feats or take very specific subclasses, while their other saving throws do not scale at all. Now there are abilities such as the paladin's Aura of Protection, Emboldening Bond, Bless, Bardic Inspiration and of course magic items (and I am expecting a level 20 party to be well-equipped with them!) that can buff saving throws quite a bit, making even DC 27 easy to beat at least for those who are proficient in the saving throw in question. On the other hand, parties that lack these buffs will find even DCs in the low 20s difficult to impossible to succeed on.
At the end I can only say it is the DM's job to adjust a monster to their party, this includes adjusting its saving throw DC and hit points - and even for generally strong level 20 parties that can mean lowering it if they do not have the "right" classes, abilties and magic items (such as no paladin).
What I noticed is that you might be looking at the encounter from a character-by-character perspective. Of course a martial with no support won't be able to defeat Hastur. But if the party works together and has a chance to be prepared (which they should be when they face a threat like this), they should be able to negate most of the issues you mentioned.
Freedom of movement for example solves both the issue with the tentacles restraining a character and makes them immune to being paralyzed by Hastur. Yellow Mist will end it, but it can be re-applied and upcast once players learn that spells of higher than 5th level are not dispelled by it, and potions of it won't be affected at all. Heroes' feast makes the entire party immune to being frightened and gives them advantage on all Wisdom saving throws. Mind blank makes a character immune to any and all mind-****ery, including the [Tooltip Not Found] condition and his feeblemind spell. Getting a few scrolls of mind blank as a preparation does not seem too far off, and a sorcerer could always twin a wish to cast it on two players before taking a long rest.
Then we have abilities like a Twilight cleric's channel divinity, a paladin's aura of courage and more specificially the Devotion paladin's aura that grants immunity to the charmed condition and of course magic items the characters might have. These are completely unaffected by Hastur's Yellow Mist or other abilities. And of course a wish can be used to gain immunity to a condition if needed.
By the way, Yellow Mist is a lair action that lasts for one round, only its charm effect lasts for 1 minute. Maybe you were looking at the old version of Hastur instead, where it was an action to use with a 1 minute duration?
Yeah, I did do my judgement based on no magic item or specific subclass ability assumptions, but maybe I shouldn't have, since it would be the highest-level characters. I did also use the version from the contestants list on page one. If you have a more updated one I'll be happy to judge that one.
Most of your clarifications do make more sense. I am still of the opinion that the hit points seem to be a bit too high, but your note about using wish to bypass the auto succeed on a save. Do note that even high level players can only use wish once a day at most, and that when they use wish they are extremely hampered for a long time, taking damage from casting further spells for at minimum 1 day.
But yeah, my overall assessment is that Hastur is an appropriate final boss, that needs preparation to even have a chance against. Good job with it!
Hosted a battle between the Cult of Sedge and the Forum Countershere(Done now). I_Love_Tarrasques has won the fight, scoring a victory for the fiendish Moderators.
The link to my inspirational submission works though as it is on GMBinder and thus gets updated automatically.
Again thanks for your assessment! An appropriate final boss is kinda my goal I wanted to achieve :-)
Just like save DCs hit points are something that really needs to be adjusted to your party. There are level 20 parties that could kill Hastur in the first or second round if they are properly prepared and roll well enough, on the other hand there are level 20 parties that would struggle even against a 500 HP monster even if they are otherwise powerful and can resist nasty mind-control effects like these created by Hastur.
Here is my submission for the DM Options, three trap/puzzle rooms which are intended to be used in any eldritch horror style dungeon. My thoughts on this one are how Eldritch Horror is all about people losing their grasp on reality, and things being wrong to the way they see the world. As such, these focus on illusions and removal of senses, and on the players losing their grasp of the world around them.
Nope, I missed that post and only just updated the OP. Apologies!
Here is my Inspirational Submission. I think it is fine enough to submit it now, but I will still update it if I find any issues or have new ideas :)
https://www.gmbinder.com/share/-N-GtjehfGLQUnGRtnB6
You should view it in Google Chrome to see the proper formatting, GMBinder's wide statblocks do not work in Firefox for some reason.
@Heartofjuyomk2 if you prefer it, I can also screenshot every page and share them here so that everyone can see the properly formatted document :-)
Also, what do you think of my updated Hastur?
I like these a lot. One issue though is Aura of Madness. Anything within 200 feet gaining disadvantage on saves and attacks is huge, and feels way too strong for CR 1/8. Adding a CR 1/8 to any normal encounter should barely move the needle, but this guy could turn a hard encounter into a TPK fairly easily. If you scale it back to 20 or 30 feet, it fills a very interesting area avoidance/attack soaking niche that would make it relevant in just about any level encounter without crazily scaling the difficulty.
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
I'd agree, and I would probably even say 10 to 5 feet, because then you get an excuse to drop these guys directly on the heads of your players!
Subclass Evaluations So Far:
Sorcerer
Warlock
My statblock. Fear me!
Hosted a battle between the Cult of Sedge and the Forum Counters here(Done now). I_Love_Tarrasques has won the fight, scoring a victory for the fiendish Moderators.
Maybe you want to check out the star spawn grue which has a very similar ability?
Also, I would recommend reading over the statblock again, the wording has some issues.
PS: any feedback for my submissions? :-)
Does this work? 😬
You spend your bonus action, giving you a second opportunity attack until your next turn.
It pronounced Den Sake. It is not Japanese.
Website character sheet not working fix (Hopefully)
Semi-Expert at homebrew, just ask for my help.
For Hastur:
The size of the tentacles seems a bit excessive, considering Hastur is only Large. If you want to keep the area of the tentacles, I might suggest allowing Hastur to extend the tentacles to up to 30 feet, but also allow Hastur to detract them while interacting with humanoids.
Other than that, I really only have one complaint that might not even be your fault. Hastur feels...unbeatable.
Complete immunity to mental saves, 5 legendary resistances, magic resistance, over a thousand hit points, and immunity to basically every condition. Even with a level 20 party, this doesn't feel like it should be something with a stat block. Hasturs only weaknesses of note are its physical saving throws and meteor swarm (Also why did you give him proficiency in mental saves if it auto-succeeds them?). Then we have the damage. Let's say it uses Yellow Mist whenever available. With a DC of 27, you need to have a +7 to wisdom saves to even have a chance of succeeding. That means that all martial classes except monk are ruled out from being capable of succeeding, unless they have magic items specifically for wisdom saves. On a fail, those classes cannot attack Hastur. On a success, they take an absolute ton of psychic damage, which barely anything gives protection from. And this mist lasts for a full minute, as well as making half of a caster's spells do nothing.
That's just Hastur's action.
Hastur also has a bonus action that with a chrarisma save DC of 27, is again pretty impossible for martial to succeed on. It also paralyzes enemies it affects and reduces their wisdom every turn! Then Hastur can use up to 5 legendary reactions in a round. They seem to be pretty standard, but considering that the area within 30 feet of Hastur is covered in tentacles, and tentacle lash can grab someone from 60 feet away, using Devour basically makes Hastur unkillable.
But I do understand that the reason this is only a CR 30 monster is because D&D Beyond doesn't allow anything above this. Overall, I'd give this either a 4 or a 5, simply because of the effort and formatting. It would definitely be a 5 if you made the tentacles make more sense and fixed the mental save bonuses.
Subclass Evaluations So Far:
Sorcerer
Warlock
My statblock. Fear me!
Hosted a battle between the Cult of Sedge and the Forum Counters here(Done now). I_Love_Tarrasques has won the fight, scoring a victory for the fiendish Moderators.
What's the name?
The reaction casting time doesn't make sense to me; shouldn't it be a bonus action, as per the wording of the text? The wording is also not quite there for nitpicky people who take every word into account when reading stuff (as should be done, in the official rules at least), but it does get the point across well enough.
Anyway, with a name (and maybe some flavor text), I'd say that it (very likely) fits the PC category.
Paladin main who spends most of his D&D time worldbuilding or DMing, not Paladin-ing.
Oops, sorry, Misclicked for casting time.
Sense Opportunity
It pronounced Den Sake. It is not Japanese.
Website character sheet not working fix (Hopefully)
Semi-Expert at homebrew, just ask for my help.
Thank you for your feedback :-)
I like the area with the tentacles, it gives him something unique and something that really turns him into the tentacly eldritch horror he is supposed to be. Reducing it to 15 feet could work, but I actually prefer the larger area and 30 feet is typical for aura-like effects; and he does not have to use his tentacles to restrain someone, he can choose not to if he interacts with humanoids ("a creature of his choice").
Heartofjuyomk2 wrote that these tentacles looked more like a lair action to him; and I thought about giving Hastur a lair action to summon tentacles, but at the end I preferred the aura-like tentacles around him that are always there, as it better fits how an eldritch horror like Hastur usually is depicted and is something unique; while there are many monsters which can summon tentacles with a lair action.
Regarding the proficiencies on mental saves, my thought behind that was that DMs might either allow players to use some kind of cosmic artifacts to be used against Hastur, targeting his mental saves, or that a wish or Divine Intervention might be used to make him vulnerable to magic/mental stuff.
We are here at a point where DnD 5e design starts to fall apart. DC 27 is, following the official way to calculate saving throw DCs of 8 + PB + stat, the right DC for a CR 30 creature. However, saving throw scaling just does not work in DnD 5e due to PCs only ever getting two saving throw proficiencies unless they invest into feats or take very specific subclasses, while their other saving throws do not scale at all.
Now there are abilities such as the paladin's Aura of Protection, Emboldening Bond, Bless, Bardic Inspiration and of course magic items (and I am expecting a level 20 party to be well-equipped with them!) that can buff saving throws quite a bit, making even DC 27 easy to beat at least for those who are proficient in the saving throw in question.
On the other hand, parties that lack these buffs will find even DCs in the low 20s difficult to impossible to succeed on.
At the end I can only say it is the DM's job to adjust a monster to their party, this includes adjusting its saving throw DC and hit points - and even for generally strong level 20 parties that can mean lowering it if they do not have the "right" classes, abilties and magic items (such as no paladin).
What I noticed is that you might be looking at the encounter from a character-by-character perspective. Of course a martial with no support won't be able to defeat Hastur. But if the party works together and has a chance to be prepared (which they should be when they face a threat like this), they should be able to negate most of the issues you mentioned.
Freedom of movement for example solves both the issue with the tentacles restraining a character and makes them immune to being paralyzed by Hastur. Yellow Mist will end it, but it can be re-applied and upcast once players learn that spells of higher than 5th level are not dispelled by it, and potions of it won't be affected at all. Heroes' feast makes the entire party immune to being frightened and gives them advantage on all Wisdom saving throws. [spell[Mind blank[/spell] makes a character immune to any and all mind-****ery, including the [Tooltip Not Found] condition and his feeblemind spell. Getting a few scrolls of mind blank as a preparation does not seem too far off, and a sorcerer could always twin a wish to cast it on two players before taking a long rest.
Then we have abilities like a Twilight cleric's channel divinity, a paladin's aura of courage and more specificially the Devotion paladin's aura that grants immunity to the charmed condition and of course magic items the characters might have. These are completely unaffected by Hastur's Yellow Mist or other abilities. And of course a wish can be used to gain immunity to a condition if needed.
By the way, Yellow Mist is a lair action that lasts for one round, only its charm effect lasts for 1 minute. Maybe you were looking at the old version of Hastur instead, where it was an action to use with a 1 minute duration?
Yeah, I did do my judgement based on no magic item or specific subclass ability assumptions, but maybe I shouldn't have, since it would be the highest-level characters. I did also use the version from the contestants list on page one. If you have a more updated one I'll be happy to judge that one.
Most of your clarifications do make more sense. I am still of the opinion that the hit points seem to be a bit too high, but your note about using wish to bypass the auto succeed on a save. Do note that even high level players can only use wish once a day at most, and that when they use wish they are extremely hampered for a long time, taking damage from casting further spells for at minimum 1 day.
But yeah, my overall assessment is that Hastur is an appropriate final boss, that needs preparation to even have a chance against. Good job with it!
Subclass Evaluations So Far:
Sorcerer
Warlock
My statblock. Fear me!
Hosted a battle between the Cult of Sedge and the Forum Counters here(Done now). I_Love_Tarrasques has won the fight, scoring a victory for the fiendish Moderators.
Ah, I see :) The submission list on page one is just not updated yet, this is the most recent version of Hastur: https://www.dndbeyond.com/monsters/2571354-hastur-the-king-in-yellow
The link to my inspirational submission works though as it is on GMBinder and thus gets updated automatically.
Again thanks for your assessment! An appropriate final boss is kinda my goal I wanted to achieve :-)
Just like save DCs hit points are something that really needs to be adjusted to your party. There are level 20 parties that could kill Hastur in the first or second round if they are properly prepared and roll well enough, on the other hand there are level 20 parties that would struggle even against a 500 HP monster even if they are otherwise powerful and can resist nasty mind-control effects like these created by Hastur.
Looks like a mostly empty spoiler you got there.
You can’t trap the whole spell including the name, you gotta just grab everything below the blue line and then type the name of the spell in manually, like I did for you below.👇 Check out the video I made, the General FAQ #7-A: (https://www.dndbeyond.com/forums/dungeons-dragons-discussion/homebrew-house-rules/131411-a-homebrewers-how-to-faq).
Sense Opportunity
You spend your bonus action, giving you a second opportunity attack until your next turn.
Does it only grant a “second opportunity attack,” meaning two attacks for one reaction? Or is it supposed to grant a second whole reaction?
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Two attacks per opportunity attack. Sorry for all the problems I’ve solved.
It pronounced Den Sake. It is not Japanese.
Website character sheet not working fix (Hopefully)
Semi-Expert at homebrew, just ask for my help.
Here is my submission for the DM Options, three trap/puzzle rooms which are intended to be used in any eldritch horror style dungeon. My thoughts on this one are how Eldritch Horror is all about people losing their grasp on reality, and things being wrong to the way they see the world. As such, these focus on illusions and removal of senses, and on the players losing their grasp of the world around them.
The Drowning Pool, The Hall of Fog, and The Timestone
Make your Artificer work with any other class with 174 Multiclassing Feats for your Artificer Multiclass Character!
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Nothing to apologize for. Might I suggest the following alteration to the text of your spell in that case:
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Three days left folks. Keep them coming!
Okay, let’s try this one more time.
LEVEL
Until the beginning of your next turn, whenever you use your reaction to make an Opportunity Attack you make two attacks instead of one.
Thanks IamSposta for the help!
It pronounced Den Sake. It is not Japanese.
Website character sheet not working fix (Hopefully)
Semi-Expert at homebrew, just ask for my help.
Happy to help. Good luck in the competition!
Creating Epic Boons on DDB
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Good work everyone.
Today is the last day to get your submissions in, so if you have been holding out on anything, get it in now!
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