Question about the inspirational category: Should the created brew be based on the seals themselves, or the thing(s) they were sealing? Could it be either?
The brew can be anything related to an apocalypse or post-apocalypse, or just a cataclysmic event. The idea of "seals" is just an example.
(This Lineage is meant to be an option, in the same manner as the Reborn or Hexblood. It follows the same rules for Ability Score Increases, Languages, and Creature Types.)
The Streamborne
You’re neither supposed to be here, nor now. Some kind of magical or technological happenstance has occurred to bring you to this point in space and time. Whether from past, present, future, or some other timeline, your presence here, now will have great implications for the fate of this world.
Streamborne Origin
You came from somewhen else. You can choose, or determine your origin randomly using the table below. Most often, a Streamborne’s presence are already accounted for in the overall timeline, but you and your DM can decide otherwise.
d6
Origin
1
You came from a point 1d4 years in the past.
2
You came from a point 1d4 years in the future.
3
You came from a point 5d10 years in the past.
4
You came from a point 5d10 years in the future.
5
You came from a completely different timeline.
6
You came from a point in the future, but since your arrival in this point in time, the timeline has diverged from your future.
Streamborne Medium
One doesn’t change points in time without a medium to take one there. Perhaps your medium was magical, or perhaps you were stuck in a hyper-advanced technological marvel. You may choose your medium or determine it randomly using the table below.
d6
Medium
1
A teleportation spell gone awry
2
A time machine
3
The vengeful last words of a spited otherworldly being
4
A spell intentionally wrought to bring you here
5
A breach of the Far Realm or Feywild
6
An ancient relic
Nothing borne by time can stay the same. Your physiology has changed in the following ways:
Creature Type
You are a Humanoid, unless you were a different creature type before becoming Streamborne.
Size
You are Medium or Small. You choose the size when you gain this lineage.
Speed
Your walking speed is 35 feet.
Ancestral Legacy
If you replace a race with this lineage, you can keep the following elements of that race: any skill proficiencies you gained from it and any climbing, flying, or swimming speed you gained from it.
If you don’t keep any of those elements or you choose this lineage at character creation, you gain proficiency in two skills of your choice.
Blindsight
You can sense an extremely faint outline of what will affect your immediate past and future. This has the effect of giving you blindsight out to a range of 10 feet. Within that range, you can effectively see anything that isn’t behind total cover, even if you’re blinded or in darkness. Moreover, you can see an invisible creature within that range, unless the creature successfully hides from you.
Timeless Nature
You don’t age.
Ride the Stream
You have an ingrained knowledge of your fate. When you finish a long rest, roll a d20 and record the number rolled. You can replace any attack roll, saving throw, or ability check made by you or a creature that you can see within 30 feet of you with this foretelling roll. You must choose to do so before the roll. Once you use this ability, you may not do so again until you finish a long rest, at which point the old roll is discarded if you haven’t used it.
Instinctual Anticipation
Your journey through time has given you a small amount of control over it, allowing you to prepare for danger more quickly. You can add your proficiency bonus to your initiative rolls.
Here is my submission for the DM Category. I am putting forward a Supernatural Region (as presented in Tasha's Cauldron of Everything as a DM tool).
To quote Rod Serling: "There is a fifth dimension beyond that which is known to man. It is a dimension as vast as space and as timeless as infinity. It is the middle ground between light and shadow, between science and superstition, and it lies between the pit of man's fears and the summit of his knowledge. This is the dimension of imagination. It is an area which we call 'The Twilight Paranormal Zone"'
Paranormal Zone
Supernatural Region
There are regions on the material plane which overlap with the planes of chaos: limbo, pandemonium, and the abyss. Within these places, concepts of space and time are warped producing effects which go against reason. It is a place not only of sight and sound, but of mind. The safety taken in one’s intuition and common sense no longer shelters them from the confusion, wonder, and horror that await in such distorted space. A Paranormal Zone is ever-changing and difficult to navigate.
Consider rolling on the Paranormal Zone Effects table when the following circumstances occur in the region:
A creature fails a Wisdom (Survival) check to navigate within the region
A creature attempts to solve a puzzle or riddle
A creature casts an enchantment or dunamancy spell
A creature investigates a mundane object for something unnatural (such as a magical presence)
A creature takes more than 10 psychic damage from a single source.
d100
Effect
01-09
Someone’s worst fear physically manifests and attacks. Roll for initiative and use the statistics of an Avatar of Deathfor the manifested fear. If a character’s actions prompted rolling on the Paranormal Zone Effects table, then use that character’s statistics for determining those of the Avatar of Death. Otherwise, the Avatar of Death’s statistics are determined from those of a randomly selected creature.
10-18
The souls of nearby creatures are untethered and ejected into random bodies. Every player exchanges their character sheet with another player. At the DMs discretion, this exchange can include the stat blocks of nearby NPCs as well. Each character retains its memories, but its features are replaced with those of another character. For example, a spellcaster retains full knowledge of how to cast spells, but finds themselves unable to cast their spells while separated from their original body. The souls return to their original bodies following the completion of a short or long rest.
19-27
Nearby items begin to move and attack the party. Up to 1d10 objects within 100 feet of the party members are treated as if affected by Animate Objects. For this effect, each affected object only counts as a single object for the purpose of the spell, regardless of size. Roll for initiative. On each of their turns, the objects will act to move towards and attack members of the party.
28-36
The gravity around you weakens, and all creatures and unsecured objects within the zone begin to float. A creature within the zone has its walking speed reduced to 0. Anyone in contact with a surface (such as a floor, wall, ceiling, or sizable object), can use their movement to push off of that object. After pushing this way, the creature moves 20 feet this turn (and each turn after) away from the surface in a straight line. This movement continues until the creature collides with another object, at which point they stop. This effect lasts for 1 minute, after which time floating creatures and objects immediately drop to the ground unless holding themselves upward by some means.
37-45
A Doppelganger appears somewhere within the region, taking on the appearance of another character. If a character’s actions prompted rolling on the Paranormal Zone Effects table, then it takes that character’s appearance. Otherwise, determine the appearance it takes at random.
46-54
The next time a character enters a room (or other enclosed space), they find it is filled with water. This water does not pour out from the room through its doors or windows. This water also does not impede a creature’s ability to breath. While inside the room, creatures are treated as if underwater. The water remains in the room for 1 hour.
55-63
The next time a character opens a door, it opens to a door located elsewhere in the region and allows creatures to travel from one to the other. These two doorways remain linked this way for 1 hour.
64-72
Every character rolls 1d20. Characters that roll an even value grow one size larger and characters that roll an odd value shrink one size smaller. This effect lasts for 1 hour.
73-79
A magical hedge maze appears somewhere within the region and remains for up to 10 minutes. During this time, a creature can attempt to navigate the maze. Doing so requires a character to make Intelligence checks (DC 20). Each time a creature fails such a check, they take 2d10 force damage from monsters lurking in the maze. The first creature to succeed three times on their checks to navigate the maze find the center of the maze, where a Rare magic item is waiting as a prize. After the magic item is claimed, the maze vanishes.
80-85
All creatures within the region become incorporeal. Incorporeal creatures can move through other creatures and objects as if they were difficult terrain. Such a creature takes 1d10 force damage if it ends its turn inside an object. This effect lasts for 1 minute, after which time all creatures return to normal.
86-90
Time comes to a stop for all creatures within the region. Although unable to move or take actions, every creature is aware that they are frozen in time and can observe what is happening around it. A small figure with blue skin, wearing tattered wizard robes seems to slither around, placing a Mystery Key in each character’s pocket or bag. This odd figure then moves out of sight, and time resumes after.
91-95
Everyone receives a momentary glimpse into their future. Each character can roll 1d12 as a reaction when a creature they can see (including themselves) makes an attack roll, ability check, or saving throw, choosing to either add or subtract the value rolled from the total. Each character can only use this reaction once within the next hour, and can choose to use it after the roll has been made but before the outcome of the roll is determined.
96-00
Every character rolls half of their Hit Dice (rounded down), and gains the total value rolled as temporary hit points. Any remaining temporary hit points are lost following the completion of a short or long rest.
(This Lineage is meant to be an option, in the same manner as the Reborn or Hexblood. It follows the same rules for Ability Score Increases, Languages, and Creature Types.)
The Streamborne
You’re not supposed to be here. Nor now. Some kind of magical happenstance has occurred to bring you to this point in time. Whether from past, present, or some other timeline, your presence here, now will have great implications for the fate of this world.
Streamborne Origin
You came from somewhen. You can choose, or determine it randomly using the table below. Most often, Streamborne’s presence are already accounted for in the overall timeline, but you and your DM can decide otherwise.
d6
Origin
1
You came from a point 1d4 years in the past.
2
You came from a point 1d4 years in the future.
3
You came from a point 5d10 years in the past.
4
You came from a point 5d10 years in the future.
5
You came from a completely different timeline.
6
You came from a point in the future, but since your arrival in this point in time, the timeline has diverged from your future.
Streamborne Medium
One doesn’t change points in time without a medium to take you there. Perhaps your medium was magical, or perhaps you were stuck in a hyper-advanced technological marvel. You may choose your medium or determine it randomly using the table below.
d6
Medium
1
A teleportation spell gone awry
2
A time machine
3
The vengeful last words of a spited otherworldly being
4
A spell intentionally wrought to bring you here
5
A breach of the Far Realm or Feywild
6
An ancient relic
Nothing borne by time can stay the same. Your physiology has changed in the following ways:
Creature Type
You are a Humanoid, unless you were a different creature type before becoming Streamborne.
Size
You are Medium or Small. You choose the size when you gain this lineage.
Speed
Your walking speed is 35 feet.
Ancestral Legacy
If you replace a race with this lineage, you can keep the following elements of that race: any skill proficiencies you gained from it and any climbing, flying, or swimming speed you gained from it.
If you don’t keep any of those elements or you choose this lineage at character creation, you gain proficiency in two skills of your choice.
Blindsight
You can sense an extremely faint outline of what will affect your immediate past and future. This has the effect of giving you blindsight out to a range of 10 feet. Within that range, you can effectively see anything that isn’t behind total cover, even if you’re blinded or in darkness. Moreover, you can see an invisible creature within that range, unless the creature successfully hides from you.
Timeless Nature
You don’t age.
Ride the Stream
You have an ingrained knowledge of your fate. When you finish a long rest, roll a d20 and record the number rolled. You can replace any attack roll, saving throw, or ability check made by you or a creature that you can see within 30 feet of you with this foretelling roll. You must choose to do so before the roll. Once you use this ability, you may not do so again until you finish a long rest, at which point the old roll is discarded if you haven’t used it.
Instinctual Anticipation
Your journey through time has given you a modicum of control relating to it, becoming prepared for danger more quickly. You can add your proficiency bonus to your initiative rolls.
Is anybody able to give me feedback on this? I’d really appreciate it.
(This Lineage is meant to be an option, in the same manner as the Reborn or Hexblood. It follows the same rules for Ability Score Increases, Languages, and Creature Types.)
The Streamborne
You’re not supposed to be here. Nor now. Some kind of magical happenstance has occurred to bring you to this point in time. Whether from past, present, or some other timeline, your presence here, now will have great implications for the fate of this world.
Streamborne Origin
You came from somewhen. You can choose, or determine it randomly using the table below. Most often, Streamborne’s presence are already accounted for in the overall timeline, but you and your DM can decide otherwise.
d6
Origin
1
You came from a point 1d4 years in the past.
2
You came from a point 1d4 years in the future.
3
You came from a point 5d10 years in the past.
4
You came from a point 5d10 years in the future.
5
You came from a completely different timeline.
6
You came from a point in the future, but since your arrival in this point in time, the timeline has diverged from your future.
Streamborne Medium
One doesn’t change points in time without a medium to take you there. Perhaps your medium was magical, or perhaps you were stuck in a hyper-advanced technological marvel. You may choose your medium or determine it randomly using the table below.
d6
Medium
1
A teleportation spell gone awry
2
A time machine
3
The vengeful last words of a spited otherworldly being
4
A spell intentionally wrought to bring you here
5
A breach of the Far Realm or Feywild
6
An ancient relic
Nothing borne by time can stay the same. Your physiology has changed in the following ways:
Creature Type
You are a Humanoid, unless you were a different creature type before becoming Streamborne.
Size
You are Medium or Small. You choose the size when you gain this lineage.
Speed
Your walking speed is 35 feet.
Ancestral Legacy
If you replace a race with this lineage, you can keep the following elements of that race: any skill proficiencies you gained from it and any climbing, flying, or swimming speed you gained from it.
If you don’t keep any of those elements or you choose this lineage at character creation, you gain proficiency in two skills of your choice.
Blindsight
You can sense an extremely faint outline of what will affect your immediate past and future. This has the effect of giving you blindsight out to a range of 10 feet.
Timeless Nature
You don’t age.
Ride the Stream
You have an ingrained knowledge of your fate. When you finish a long rest, roll a d20 and record the number rolled. You can replace any attack roll, saving throw, or ability check made by you or a creature that you can see within 30 feet of you with this foretelling roll. You must choose to do so before the roll. Once you use this ability, you may not do so again until you finish a long rest, at which point the old roll is discarded if you haven’t used it.
Instinctual Anticipation
Your journey through time has given you a modicum of control over magic relating to it. Once you reach 3rd level, you can cast the gift of alacrity on yourself once. You regain the ability to do so when you finish a short or long rest.
Is anybody able to give me feedback on this? I’d really appreciate it.
I really like it. The features are all very tight to the theme.
The only thing I might say could be worth changing would be Instinctual Anticipation. The ability is fine the way it is, but it does seem odd to me that they get to cast a spell once per short rest that last for 8 hours. At that point, it might just be better to give them a similar ability that is "always on." It would be like giving the Dhampir lineage the ability to cast Spider Climb once per short rest instead of just giving it a separate "spider climb" feature. That way it is less to keep track of (with regard to time) and does not require the player using it to have access to Explorer's Guide to Wildemount Content.
An example of such a change would be something like "Your journey through time has given you a modicum of control over magic relating to it. Once you reach 3rd level, you can add 1d8 to your initiative rolls." If you wanted to you could even weaken it initially to something like +1d4 and then increase to +2d4 at a higher level so that it starts out weaker but eventually becomes stronger than the spell it is based on.
The only other minor thing is I think the blindsight feature could use just a little more text to describe to the player exactly what the blindsight can/cannot see, but that could easily be copied and pasted from the Blind Fighting style for fighters.
Rollback Post to RevisionRollBack
Three-time Judge of the Competition of the Finest Brews!Come join us in making fun, unique homebrew and voting for your favorite entries!
(This Lineage is meant to be an option, in the same manner as the Reborn or Hexblood. It follows the same rules for Ability Score Increases, Languages, and Creature Types.)
The Streamborne
You’re not supposed to be here. Nor now. Some kind of magical happenstance has occurred to bring you to this point in time. Whether from past, present, or some other timeline, your presence here, now will have great implications for the fate of this world.
Streamborne Origin
You came from somewhen. You can choose, or determine it randomly using the table below. Most often, Streamborne’s presence are already accounted for in the overall timeline, but you and your DM can decide otherwise.
d6
Origin
1
You came from a point 1d4 years in the past.
2
You came from a point 1d4 years in the future.
3
You came from a point 5d10 years in the past.
4
You came from a point 5d10 years in the future.
5
You came from a completely different timeline.
6
You came from a point in the future, but since your arrival in this point in time, the timeline has diverged from your future.
Streamborne Medium
One doesn’t change points in time without a medium to take you there. Perhaps your medium was magical, or perhaps you were stuck in a hyper-advanced technological marvel. You may choose your medium or determine it randomly using the table below.
d6
Medium
1
A teleportation spell gone awry
2
A time machine
3
The vengeful last words of a spited otherworldly being
4
A spell intentionally wrought to bring you here
5
A breach of the Far Realm or Feywild
6
An ancient relic
Nothing borne by time can stay the same. Your physiology has changed in the following ways:
Creature Type
You are a Humanoid, unless you were a different creature type before becoming Streamborne.
Size
You are Medium or Small. You choose the size when you gain this lineage.
Speed
Your walking speed is 35 feet.
Ancestral Legacy
If you replace a race with this lineage, you can keep the following elements of that race: any skill proficiencies you gained from it and any climbing, flying, or swimming speed you gained from it.
If you don’t keep any of those elements or you choose this lineage at character creation, you gain proficiency in two skills of your choice.
Blindsight
You can sense an extremely faint outline of what will affect your immediate past and future. This has the effect of giving you blindsight out to a range of 10 feet.
Timeless Nature
You don’t age.
Ride the Stream
You have an ingrained knowledge of your fate. When you finish a long rest, roll a d20 and record the number rolled. You can replace any attack roll, saving throw, or ability check made by you or a creature that you can see within 30 feet of you with this foretelling roll. You must choose to do so before the roll. Once you use this ability, you may not do so again until you finish a long rest, at which point the old roll is discarded if you haven’t used it.
Instinctual Anticipation
Your journey through time has given you a modicum of control over magic relating to it. Once you reach 3rd level, you can cast the gift of alacrity on yourself once. You regain the ability to do so when you finish a short or long rest.
Is anybody able to give me feedback on this? I’d really appreciate it.
I really like it. The features are all very tight to the theme.
The only thing I might say could be worth changing would be Instinctual Anticipation. The ability is fine the way it is, but it does seem odd to me that they get to cast a spell once per short rest that last for 8 hours. At that point, it might just be better to give them a similar ability that is "always on." It would be like giving the Dhampir lineage the ability to cast Spider Climb once per short rest instead of just giving it a separate "spider climb" feature. That way it is less to keep track of (with regard to time) and does not require the player using it to have access to Explorer's Guide to Wildemount Content.
An example of such a change would be something like "Your journey through time has given you a modicum of control over magic relating to it. Once you reach 3rd level, you can add 1d8 to your initiative rolls." If you wanted to you could even weaken it initially to something like +1d4 and then increase to +2d4 at a higher level so that it starts out weaker but eventually becomes stronger than the spell it is based on.
The only other minor thing is I think the blindsight feature could use just a little more text to describe to the player exactly what the blindsight can/cannot see, but that could easily be copied and pasted from the Blind Fighting style for fighters.
Ya'aela has long been a busy realm, a hub of interplanar and even inter-world trade. Even the most remote of its settlements have never gone in need. Wealth and happiness are abundant in its prosperous cities.
Yet the monarch of Ya'aela, the grand Queen Avanirra, has fallen ill with a terrible curse. Ya'aela and its rulers have always waxed and waned together, and in Avanirra's state, the world is beginning to collapse.
It began in the far reaches, where the villages peacefully farm, mine, and write, and send their products out to the cities in exchange for wealth and protection. Far off in the distance one day, they saw a roiling tide of orange-tinged mist. Lightning crackled through it. Then, fell beasts emerged from the woods.
The villages were rapidly consumed. Cracks splintered through the earth. Tendrils of darkness spread, smoke drifting far away from the burning ruins.
And that wall of doom is inching ever closer to the center of Ya'aela. The economy collapses. Outrage and rebellion are sparked. And as the political power of Avanirra falls, so does the strength of Ya'aela's defense against the darkness.
The clock is ticking as the power vacuum threatens to implode. Avanirra's relatives vie for power. The people of Ya'aela are so busy fighting each other, or trying to defend themselves, that they have no backup when trying to save the world.
The world must be saved. But how? A number of questions remain. What is the source of the darkness? And what is the source of the curse?
The clock is ticking, counting down the days until Avanirra's death. The clock is ticking, counting down the days until Ya'aela falls. It must be saved before then.
Scholars uncovered an ancient prophecy, which told of such a thing. But the prophecy was written in an archaic language, which few know now.
What is known of the prophecy is this:
There will come a day when splinters break through luck. Luck can only stand for so long. Do not rely on luck.
Come the rise of the sun, on midsummer's day, Thousands of years from now, The luck this world has had for so long Will run out.
There will come a day when all efforts are returned to the ground. Effort can only stand for so long. Work no harder than you need.
Come the rise of the sun, on midsummer's day, Thousands of years from now, All efforts we have made to this world Will be torn down.
There will come a day when all is reclaimed by what it was before. Resuming its natural state once more. We cannot survive this. We will be at death's door. So you, bold fellows, I implore To make Ya'aela shine again. Seek out the eye of the world. Restore its sight. Rescue us from blood-stained night. Make the wrongs of the rulers right. Lest death's herald birds take flight.
So can you do it? Can you save the world by following the prophecy? Or will you find a new way?
If this does not fit the category, please let me know.
Sphere of Oblivion. The area within 20 feet of the Whisperer is warped into a complete emptiness. Any object or terrain feature, including the ground, that is not being worn or carried that comes within 20 feet of the Whisperer vanishes and does not return until the Whisperer moves such that the object is no longer within 20 feet of it. While a creature is in this area, they can walk as if there were a flat ground there, though they do not see a ground.
Innate Spellcasting. The Whisperer's innate spellcasting ability is Charisma (spell save DC 18, +10 to hit with spell attacks). The Whisperer can innately cast the following spells, requiring no material components: At will: Blight, Detect Thoughts 3/Day Each: Fear, Eyebite, Flesh to Stone
Actions
Twist the Mind. Melee Spell Attack: +10 to hit, reach 10 ft., one target. Hit: 9 (2d8) psychic damage, and the target must make a DC 18 Charisma saving throw or be incapacitated until their next turn. If a creature takes damage from the same Whisperer's Twist the Mind more than twice in four rounds, they must make a DC 18 Constitution saving throw or be unconscious for 3d8 hours. During this time, they appear to be dead, and cannot be woken in any way.
I'm actually not sure whether this qualifies as a DM option (I thought that a plane might fall under the terrain portion of the category), so please let me know if it doesn't! This is an alternate plane to replace the dreamscape portion of the Astral Plane. I sometimes feel like there's too much going on in the astral plane so I decided to make one that is specifically for dreaming minds to wander!
The Mantle of Somnus
The Mantle of Somnus is the region where sleeping minds gather. It is a flat, endless expanse of silver with a white sky in the eyes of the wakeful. In the minds of the sleeping, however, the plane takes on any number of shapes and colors as they dream. Visitors to this plane may occasionally see motes of light of various colors. These are doorways into the minds of dreamers that are connected to the plane. Most of these lights appear to be stars across the stark white sky and are difficult to reach. While on the Mantle, creatures age normally and still suffer from hunger and thirst. Movement on the Mantle of Somnus is comparable to movement on the material plane, but initiative rolls are made with Intelligence rather than Dexterity.
Creation
While a creature is on the Mantle of Somnus, they can exert their will to control their surroundings. Using an action on their turn, a creature can make an Intelligence check to create an object, terrain feature, spell effect, or even another creature, hereafter referred to as the entity. Any entity created on the Mantle of Somnus disappears if it leaves the plane. Any spell effect created that mimics a spell that requires concentration will require concentration as if the spell was cast. (The spell effect created cannot, however, be counterspelled or dispelled as it is not a magical effect). A creature can also use its action to remove any creation present by making a contested Wisdom check against the creator of the entity. The following table displays example creations and DCs for them.
Creation
DC
A tiny nonmagical object (arrow)
8
Small nonmagical object (chair)
10
Medium nonmagical object (well)
12
1 level spell effect
13 (10 + 3 times spell level)
Large nonmagical object (dining table)
14
2 level spell effect
16
Huge nonmagical object (oak tree)
16
Gargantuan nonmagical object
18
3 level spell effect
19
If a player wishes to create a magic item, use the DC of the base item and add +3 for each rarity level of the item. For example, a player decides to create a Shortsword +1. To do this, the DC equals 16, or 10 (small item) + 6 (uncommon magic item).
For terrain features, use the DCs for nonmagical objects from medium to gargantuan, depending on the area affected. For example, if a creature intends to create desert sands in a 15x15 foot area, the DC to do so would be 16. If any area of a creature’s terrain feature overlaps with the area of a terrain feature created by another creature, both creatures must roll an opposed Wisdom check. The winner of the contest keeps the full area of their terrain feature and the loser’s terrain loses any area that was overlapping with the opposed feature. A gargantuan terrain feature cannot exceed a 25x25 foot area created from a single action.
Creating creatures on the Mantle is difficult and requires concentration. You must have seen the creature you intend to create, and the creature cannot have a CR higher than your level. The following table displays example creature challenge ratings that can be created and their DCs.
CR
DC
0
10
1
12
3
16
5
20
Dream Doors (Rainbow Stars)
The doors to active dreams are not opened by traditional means. Instead, when a creature directly touches the mote of light, they are pulled into the dreamer’s visions. While there, a visitor has lesser control over the environment. Any Intelligence or Wisdom check made to create or remove an entity from inside a dream has disadvantage if the creature attempting the action is not the dreamer. If the dreamer is lucid (aware that they are dreaming), they have advantage on those checks. All creatures have disadvantage on these checks while inside a nightmare. Each creature inside a nightmare is frightened until they leave. Visitors on the Mantle while inside a dream have disadvantage on saving throws to resist planar travel, such as being banished. Dream doors can be partially identified by their color, hinting at the type of dream that lies within it.
On that day, an abhorrent corruption was brought to the snows of white. The wizard in his tower spoke to the entity from beyond this world, filling him with insane thoughts. The wizard, built a simulacrum for this entity, who wished to join this world. The ritual was complete, a tear through reality was ripped through, eldritch power blasting out, pouring into the snow of the simulacrum. The simulacrum, reverted to it's snow like state, but staying in a humanoid form, being covered in black oozing corruption. The gate closes as power blasts out from the simulacrum, the tower crumbles as the wizard perishes. That day, The Rime Gone Mad was brought into this world.
Fighting The Rime Gone Mad results in a likely death. Out from its body, ice tendrils of freezing power, which if someone is brutally hit by, the aberrant corruption of it can spread to the one hit. If one was to somehow defeat it, it bursts apart with a horrid psychic scream.
The Rime Gone Mad is intended as a bossfight, it has incredibly strong action economy, and the fight is designed to encourage player agency.
On that day, an abhorrent corruption was brought to the snows of white. The wizard in his tower spoke to the entity from beyond this world, filling him with insane thoughts. The wizard, built a simulacrum for this entity, who wished to join this world. The ritual was complete, a tear through reality was ripped through, eldritch power blasting out, pouring into the snow of the simulacrum. The simulacrum, reverted to it's snow like state, but staying in a humanoid form, being covered in black oozing corruption. The gate closes as power blasts out from the simulacrum, the tower crumbles as the wizard perishes. That day, The Rime Gone Mad was brought into this world.
Fighting The Rime Gone Mad results in a likely death. Out from its body, ice tendrils of freezing power, which if someone is brutally hit by, the aberrant corruption of it can spread to the one hit. If one was to somehow defeat it, it bursts apart with a horrid psychic scream.
The Rime Gone Mad is intended as a bossfight, it has incredibly strong action economy, and the fight is designed to encourage player agency.
This is excellent, and reminds me of the "Killing Frost of Ghulurak" magical event from the 3.5e DMG2, which is one of my favorite hidden bits of crunch in that edition. In a nutshell, Ghulurak is an extraplanar entity of ice and madness that extends its influence into a plane via an enchanted ice sculpture of itself.
Sphere of Oblivion. The area within 20 feet of the Whisperer is warped into a complete emptiness. Any object or terrain feature, including the ground, that is not being worn or carried that comes within 20 feet of the Whisperer vanishes and does not return until the Whisperer moves such that the object is no longer within 20 feet of it. While a creature is in this area, they can walk as if there were a flat ground there, though they do not see a ground.
Innate Spellcasting. The Whisperer's innate spellcasting ability is Charisma (spell save DC 18, +10 to hit with spell attacks). The Whisperer can innately cast the following spells, requiring no material components: At will: Blight, Detect Thoughts 3/Day Each: Fear, Eyebite, Flesh to Stone
Actions
Twist the Mind. Melee Spell Attack: +10 to hit, reach 10 ft., one target. Hit: 9 (2d8) psychic damage, and the target must make a DC 18 Charisma saving throw or be incapacitated until their next turn. If a creature takes damage from the same Whisperer's Twist the Mind more than twice in four rounds, they must make a DC 18 Constitution saving throw or be unconscious for 3d8 hours. During this time, they appear to be dead, and cannot be woken in any way.
I really like the Sphere of Oblivion trait. Two thoughts: first, if this guy removes the ground underneath itself, you may want to give it a fly speed with hovering, otherwise it'll be endlessly falling. Second, I think this could do with a ranged ability. A speed of 30 ft. paired with a melee attack alone make this monster easy to pick off with a ranged PC once it exhausts its eyebites. Alternatively, allow it to teleport as a bonus action to quickly reach melee. Got to justify that CR 11!
Also, some lore/description couldn't hurt. It's too interesting to leave as a stat block alone!
Your Spellcasting modifier is Intelligence. In addition, you are proficient in Intelligence saving throws.
Clockwork Logic
At 2nd level, you have mastered modifying magic. You can modify your spells in a certain way. You choose two of the following below, and you choose an additional option at levels 5 and 13. As a bonus action, you can activate the spell modifier. (If spell casting time is a bonus action, you use can use your action to cast the spell) You can use this feature up to your cleric level divided by two per long rest.
Intelligent Movement
You can alter the movement of the spell. You gain the ability to change the spells area of effect.
Negative Damage
You gain the ability to reduce the amount of damage dealt by a spell, to a minimum of 1 point of damage.
Protection Shell
You can allow up to three people to not be effected by your spell’s area of effect. This can be from it avoiding them, or giving them resistance to the spell.
School Compatibility
You can change the school of the spell, within a reasonable amount. You talk with your DM to figure out the details of this ability.
Wild Core
You change the core of the spell, to deal a different type of damage. Roll on the following table and replace the damage type with the one rolled. If the damaged rolled is the same as the original spell’s damage, re-roll until you get a different damage type.
D8
Damage
1
Radiant
2
Necrotic
3
Force
4
Fire
5
Lightning
6
Cold
7
Psychic
8
Thunder
Clockwork Companion
At 6th level, you gain the ability to create a companion. You are able to telepathically communicate with it, within a distance of 120 ft. The companion is considered a construct.
Ability Enhancer
You create a magical device that must be worn. This could be in the form of a bracelet, glove, necklace, headband, or an anklet. While you wear it, you gain a plus two to one ability score of your choice. You can have only one of these, and after a long rest, you can transfer the properties to another one of your choice. These bonuses only work when worn by you.
Clockwork Thinker
At 17th level, you have gained the ability to think logically at all times. Whenever you roll a WIS or CHA saving throw, you can instead make an Intelligence saving throw, and substitute it with that. You can only do this before you roll. You can also apply this to skill rolls or to hit with weapons. In addition, you can use your Intelligence score to substitute for any other class spell modifier.
Your Spellcasting modifier is Intelligence. In addition, you are proficient in Intelligence saving throws.
Clockwork Logic
At 2nd level, you have mastered modifying magic. You can modify your spells in a certain way. You choose two of the following below, and you choose an additional option at levels 5 and 13. As a bonus action, you can activate the spell modifier. (If spell casting time is a bonus action, you use can use your action to cast the spell) You can use this feature up to your cleric level divided by two per long rest.
Intelligent Movement
You can alter the movement of the spell. You gain the ability to change the spells area of effect.
Negative Damage
You gain the ability to reduce the amount of damage dealt by a spell, to a minimum of 1 point of damage.
Protection Shell
You can allow up to three people to not be effected by your spell’s area of effect. This can be from it avoiding them, or giving them resistance to the spell.
School Compatibility
You can change the school of the spell, within a reasonable amount. You talk with your DM to figure out the details of this ability.
Wild Core
You change the core of the spell, to deal a different type of damage. Roll on the following table and replace the damage type with the one rolled. If the damaged rolled is the same as the original spell’s damage, re-roll until you get a different damage type.
D8
Damage
1
Radiant
2
Necrotic
3
Force
4
Fire
5
Lightning
6
Cold
7
Psychic
8
Thunder
Clockwork Companion
At 6th level, you gain the ability to create a companion. You are able to telepathically communicate with it, within a distance of 120 ft. The companion is considered a construct.
Ability Enhancer
You create a magical device that must be worn. This could be in the form of a bracelet, glove, necklace, headband, or an anklet. While you wear it, you gain a plus two to one ability score of your choice. You can have only one of these, and after a long rest, you can transfer the properties to another one of your choice. These bonuses only work when worn by you.
Clockwork Thinker
At 17th level, you have gained the ability to think logically at all times. Whenever you roll a WIS or CHA saving throw, you can instead make an Intelligence saving throw, and substitute it with that. You can only do this before you roll. You can also apply this to skill rolls or to hit with weapons. In addition, you can use your Intelligence score to substitute for any other class spell modifier.
This looks like a subclass, so I imagine it would be a Player Option. That being said, the current theme for this competition's Player Options is "paradoxes" and/or "time." Im not 100% certain on your clockwork theme, but it does not seem to play into either of those aspects. If you want to submit it for this competition you may need to rework some of the abilities to fit the prompt.
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Three-time Judge of the Competition of the Finest Brews!Come join us in making fun, unique homebrew and voting for your favorite entries!
I really like the Sphere of Oblivion trait. Two thoughts: first, if this guy removes the ground underneath itself, you may want to give it a fly speed with hovering, otherwise it'll be endlessly falling. Second, I think this could do with a ranged ability. A speed of 30 ft. paired with a melee attack alone make this monster easy to pick off with a ranged PC once it exhausts its eyebites. Alternatively, allow it to teleport as a bonus action to quickly reach melee. Got to justify that CR 11!
Also, some lore/description couldn't hurt. It's too interesting to leave as a stat block alone!
Here's the lore I wrote on its actual homebrew page:
The Black Star is a legendary being, if it can really be called a being. A force of corruption, it drives its minions to further its cause of destroying everything, then rebuilding it to their liking. It is the job of the Whisperers to destroy cities from the inside, making them vulnerable to the final assault.
Sphere of Oblivion. The area within 20 feet of the Whisperer is warped into a complete emptiness. Any object or terrain feature, including the ground, that is not being worn or carried that comes within 20 feet of the Whisperer vanishes and does not return until the Whisperer moves such that the object is no longer within 20 feet of it. While a creature is in this area, they can walk as if there were a flat ground there, though they do not see a ground.
Innate Spellcasting. The Whisperer's innate spellcasting ability is Charisma (spell save DC 18, +10 to hit with spell attacks). The Whisperer can innately cast the following spells, requiring no material components: At will: Blight, Detect Thoughts 3/Day Each: Fear, Eyebite, Flesh to Stone
Actions
Twist the Mind. Melee Spell Attack: +10 to hit, reach 10 ft., one target. Hit: 9 (2d8) psychic damage, and the target must make a DC 18 Charisma saving throw or be incapacitated until their next turn. If a creature takes damage from the same Whisperer's Twist the Mind more than twice in four rounds, they must make a DC 18 Constitution saving throw or be unconscious for 3d8 hours. During this time, they appear to be dead, and cannot be woken in any way.
Maddening Whispers (Recharge 3-6). Ranged Spell Attack: +10 to hit, reach 10 ft., one target. Hit: 14 (2d10 + 3) psychic damage. If the target is deafened, they have resistance to this damage. If a creature takes more than eight damage from this attack in one round, they must make a DC 18 Charisma saving throw or be subject to the effects of the Confusion spell for 1d6 rounds.
Sphere of Oblivion. The area within 20 feet of the Whisperer is warped into a complete emptiness. Any object or terrain feature, including the ground, that is not being worn or carried that comes within 20 feet of the Whisperer vanishes and does not return until the Whisperer moves such that the object is no longer within 20 feet of it. While a creature is in this area, they can walk as if there were a flat ground there, though they do not see a ground.
Innate Spellcasting. The Whisperer's innate spellcasting ability is Charisma (spell save DC 18, +10 to hit with spell attacks). The Whisperer can innately cast the following spells, requiring no material components: At will: Blight, Detect Thoughts 3/Day Each: Fear, Eyebite, Flesh to Stone
Actions
Twist the Mind. Melee Spell Attack: +10 to hit, reach 10 ft., one target. Hit: 9 (2d8) psychic damage, and the target must make a DC 18 Charisma saving throw or be incapacitated until their next turn. If a creature takes damage from the same Whisperer's Twist the Mind more than twice in four rounds, they must make a DC 18 Constitution saving throw or be unconscious for 3d8 hours. During this time, they appear to be dead, and cannot be woken in any way.
Maddening Whispers (Recharge 3-6). Ranged Spell Attack: +10 to hit, reach 10 ft., one target. Hit: 14 (2d10 + 3) psychic damage. If the target is deafened, they have resistance to this damage. If a creature takes more than eight damage from this attack in one round, they must make a DC 18 Charisma saving throw or be subject to the effects of the Confusion spell for 1d6 rounds.
The Maddening Whispers is pretty good, though to activate the confusion, the attack has to hit (easy or hard, depending on the target) and deal 8 damage (not hard), and then the target has to fail a Charisma save and then a Wisdom save to avoid confusion. That makes it rather clunky, and it honestly just doesn't make sense for whispers to require an attack roll. Personally, I would streamline it such that it's initially a save (DC 18 Wisdom, probably) against more damage than you currently have (maybe 4d10 or thereabouts), and if they fail by 5 or more, they are automatically subjected to a confusion spell - no save - for 1d6 rounds. I would also change the resistance if deafened to advantage on the save. (These changes also might bump to recharge to 4-6, but that's really minor.)
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Paladin main who spends most of his D&D time worldbuilding or DMing, not Paladin-ing.
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The brew can be anything related to an apocalypse or post-apocalypse, or just a cataclysmic event. The idea of "seals" is just an example.
My Player Option: the Streamborne Lineage!
(This Lineage is meant to be an option, in the same manner as the Reborn or Hexblood. It follows the same rules for Ability Score Increases, Languages, and Creature Types.)
The Streamborne
You’re neither supposed to be here, nor now. Some kind of magical or technological happenstance has occurred to bring you to this point in space and time. Whether from past, present, future, or some other timeline, your presence here, now will have great implications for the fate of this world.
Streamborne Origin
You came from somewhen else. You can choose, or determine your origin randomly using the table below. Most often, a Streamborne’s presence are already accounted for in the overall timeline, but you and your DM can decide otherwise.
d6
Origin
1
You came from a point 1d4 years in the past.
2
You came from a point 1d4 years in the future.
3
You came from a point 5d10 years in the past.
4
You came from a point 5d10 years in the future.
5
You came from a completely different timeline.
6
You came from a point in the future, but since your arrival in this point in time, the timeline has diverged from your future.
Streamborne Medium
One doesn’t change points in time without a medium to take one there. Perhaps your medium was magical, or perhaps you were stuck in a hyper-advanced technological marvel. You may choose your medium or determine it randomly using the table below.
d6
Medium
1
A teleportation spell gone awry
2
A time machine
3
The vengeful last words of a spited otherworldly being
4
A spell intentionally wrought to bring you here
5
A breach of the Far Realm or Feywild
6
An ancient relic
Nothing borne by time can stay the same. Your physiology has changed in the following ways:
Creature Type
You are a Humanoid, unless you were a different creature type before becoming Streamborne.
Size
You are Medium or Small. You choose the size when you gain this lineage.
Speed
Your walking speed is 35 feet.
Ancestral Legacy
If you replace a race with this lineage, you can keep the following elements of that race: any skill proficiencies you gained from it and any climbing, flying, or swimming speed you gained from it.
If you don’t keep any of those elements or you choose this lineage at character creation, you gain proficiency in two skills of your choice.
Blindsight
You can sense an extremely faint outline of what will affect your immediate past and future. This has the effect of giving you blindsight out to a range of 10 feet. Within that range, you can effectively see anything that isn’t behind total cover, even if you’re blinded or in darkness. Moreover, you can see an invisible creature within that range, unless the creature successfully hides from you.
Timeless Nature
You don’t age.
Ride the Stream
You have an ingrained knowledge of your fate. When you finish a long rest, roll a d20 and record the number rolled. You can replace any attack roll, saving throw, or ability check made by you or a creature that you can see within 30 feet of you with this foretelling roll. You must choose to do so before the roll. Once you use this ability, you may not do so again until you finish a long rest, at which point the old roll is discarded if you haven’t used it.
Instinctual Anticipation
Your journey through time has given you a small amount of control over it, allowing you to prepare for danger more quickly. You can add your proficiency bonus to your initiative rolls.
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 DM Category. I am putting forward a Supernatural Region (as presented in Tasha's Cauldron of Everything as a DM tool).
To quote Rod Serling: "There is a fifth dimension beyond that which is known to man. It is a dimension as vast as space and as timeless as infinity. It is the middle ground between light and shadow, between science and superstition, and it lies between the pit of man's fears and the summit of his knowledge. This is the dimension of imagination. It is an area which we call 'The
TwilightParanormal Zone"'Paranormal Zone
Supernatural Region
There are regions on the material plane which overlap with the planes of chaos: limbo, pandemonium, and the abyss. Within these places, concepts of space and time are warped producing effects which go against reason. It is a place not only of sight and sound, but of mind. The safety taken in one’s intuition and common sense no longer shelters them from the confusion, wonder, and horror that await in such distorted space. A Paranormal Zone is ever-changing and difficult to navigate.
Consider rolling on the Paranormal Zone Effects table when the following circumstances occur in the region:
d100
Effect
01-09
Someone’s worst fear physically manifests and attacks. Roll for initiative and use the statistics of an Avatar of Death for the manifested fear. If a character’s actions prompted rolling on the Paranormal Zone Effects table, then use that character’s statistics for determining those of the Avatar of Death. Otherwise, the Avatar of Death’s statistics are determined from those of a randomly selected creature.
10-18
The souls of nearby creatures are untethered and ejected into random bodies. Every player exchanges their character sheet with another player. At the DMs discretion, this exchange can include the stat blocks of nearby NPCs as well. Each character retains its memories, but its features are replaced with those of another character. For example, a spellcaster retains full knowledge of how to cast spells, but finds themselves unable to cast their spells while separated from their original body. The souls return to their original bodies following the completion of a short or long rest.
19-27
Nearby items begin to move and attack the party. Up to 1d10 objects within 100 feet of the party members are treated as if affected by Animate Objects. For this effect, each affected object only counts as a single object for the purpose of the spell, regardless of size. Roll for initiative. On each of their turns, the objects will act to move towards and attack members of the party.
28-36
The gravity around you weakens, and all creatures and unsecured objects within the zone begin to float. A creature within the zone has its walking speed reduced to 0. Anyone in contact with a surface (such as a floor, wall, ceiling, or sizable object), can use their movement to push off of that object. After pushing this way, the creature moves 20 feet this turn (and each turn after) away from the surface in a straight line. This movement continues until the creature collides with another object, at which point they stop. This effect lasts for 1 minute, after which time floating creatures and objects immediately drop to the ground unless holding themselves upward by some means.
37-45
A Doppelganger appears somewhere within the region, taking on the appearance of another character. If a character’s actions prompted rolling on the Paranormal Zone Effects table, then it takes that character’s appearance. Otherwise, determine the appearance it takes at random.
46-54
The next time a character enters a room (or other enclosed space), they find it is filled with water. This water does not pour out from the room through its doors or windows. This water also does not impede a creature’s ability to breath. While inside the room, creatures are treated as if underwater. The water remains in the room for 1 hour.
55-63
The next time a character opens a door, it opens to a door located elsewhere in the region and allows creatures to travel from one to the other. These two doorways remain linked this way for 1 hour.
64-72
Every character rolls 1d20. Characters that roll an even value grow one size larger and characters that roll an odd value shrink one size smaller. This effect lasts for 1 hour.
73-79
A magical hedge maze appears somewhere within the region and remains for up to 10 minutes. During this time, a creature can attempt to navigate the maze. Doing so requires a character to make Intelligence checks (DC 20). Each time a creature fails such a check, they take 2d10 force damage from monsters lurking in the maze. The first creature to succeed three times on their checks to navigate the maze find the center of the maze, where a Rare magic item is waiting as a prize. After the magic item is claimed, the maze vanishes.
80-85
All creatures within the region become incorporeal. Incorporeal creatures can move through other creatures and objects as if they were difficult terrain. Such a creature takes 1d10 force damage if it ends its turn inside an object. This effect lasts for 1 minute, after which time all creatures return to normal.
86-90
Time comes to a stop for all creatures within the region. Although unable to move or take actions, every creature is aware that they are frozen in time and can observe what is happening around it. A small figure with blue skin, wearing tattered wizard robes seems to slither around, placing a Mystery Key in each character’s pocket or bag. This odd figure then moves out of sight, and time resumes after.
91-95
Everyone receives a momentary glimpse into their future. Each character can roll 1d12 as a reaction when a creature they can see (including themselves) makes an attack roll, ability check, or saving throw, choosing to either add or subtract the value rolled from the total. Each character can only use this reaction once within the next hour, and can choose to use it after the roll has been made but before the outcome of the roll is determined.
96-00
Every character rolls half of their Hit Dice (rounded down), and gains the total value rolled as temporary hit points. Any remaining temporary hit points are lost following the completion of a short or long rest.
Three-time Judge of the Competition of the Finest Brews! Come join us in making fun, unique homebrew and voting for your favorite entries!
Is anybody able to give me feedback on this? I’d really appreciate it.
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 really like it. The features are all very tight to the theme.
The only thing I might say could be worth changing would be Instinctual Anticipation. The ability is fine the way it is, but it does seem odd to me that they get to cast a spell once per short rest that last for 8 hours. At that point, it might just be better to give them a similar ability that is "always on." It would be like giving the Dhampir lineage the ability to cast Spider Climb once per short rest instead of just giving it a separate "spider climb" feature. That way it is less to keep track of (with regard to time) and does not require the player using it to have access to Explorer's Guide to Wildemount Content.
An example of such a change would be something like "Your journey through time has given you a modicum of control over magic relating to it. Once you reach 3rd level, you can add 1d8 to your initiative rolls." If you wanted to you could even weaken it initially to something like +1d4 and then increase to +2d4 at a higher level so that it starts out weaker but eventually becomes stronger than the spell it is based on.
The only other minor thing is I think the blindsight feature could use just a little more text to describe to the player exactly what the blindsight can/cannot see, but that could easily be copied and pasted from the Blind Fighting style for fighters.
Three-time Judge of the Competition of the Finest Brews! Come join us in making fun, unique homebrew and voting for your favorite entries!
Thank you! I will take all this into account.
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 have a world that would be good for Inspirational Options with a few adaptations.
pm me the word "tomato"
she/her
Inspirational Options
Ya'aela: The Final Stand
Ya'aela has long been a busy realm, a hub of interplanar and even inter-world trade. Even the most remote of its settlements have never gone in need. Wealth and happiness are abundant in its prosperous cities.
Yet the monarch of Ya'aela, the grand Queen Avanirra, has fallen ill with a terrible curse. Ya'aela and its rulers have always waxed and waned together, and in Avanirra's state, the world is beginning to collapse.
It began in the far reaches, where the villages peacefully farm, mine, and write, and send their products out to the cities in exchange for wealth and protection. Far off in the distance one day, they saw a roiling tide of orange-tinged mist. Lightning crackled through it. Then, fell beasts emerged from the woods.
The villages were rapidly consumed. Cracks splintered through the earth. Tendrils of darkness spread, smoke drifting far away from the burning ruins.
And that wall of doom is inching ever closer to the center of Ya'aela. The economy collapses. Outrage and rebellion are sparked. And as the political power of Avanirra falls, so does the strength of Ya'aela's defense against the darkness.
The clock is ticking as the power vacuum threatens to implode. Avanirra's relatives vie for power. The people of Ya'aela are so busy fighting each other, or trying to defend themselves, that they have no backup when trying to save the world.
The world must be saved. But how? A number of questions remain. What is the source of the darkness? And what is the source of the curse?
The clock is ticking, counting down the days until Avanirra's death. The clock is ticking, counting down the days until Ya'aela falls. It must be saved before then.
Scholars uncovered an ancient prophecy, which told of such a thing. But the prophecy was written in an archaic language, which few know now.
What is known of the prophecy is this:
There will come a day when splinters break through luck.
Luck can only stand for so long.
Do not rely on luck.
Come the rise of the sun, on midsummer's day,
Thousands of years from now,
The luck this world has had for so long
Will run out.
There will come a day when all efforts are returned to the ground.
Effort can only stand for so long.
Work no harder than you need.
Come the rise of the sun, on midsummer's day,
Thousands of years from now,
All efforts we have made to this world
Will be torn down.
There will come a day when all is reclaimed by what it was before.
Resuming its natural state once more.
We cannot survive this. We will be at death's door.
So you, bold fellows, I implore
To make Ya'aela shine again.
Seek out the eye of the world. Restore its sight.
Rescue us from blood-stained night.
Make the wrongs of the rulers right.
Lest death's herald birds take flight.
So can you do it? Can you save the world by following the prophecy? Or will you find a new way?
If this does not fit the category, please let me know.
pm me the word "tomato"
she/her
Fits like a glove. Many thanks!
Sphere of Oblivion. The area within 20 feet of the Whisperer is warped into a complete emptiness. Any object or terrain feature, including the ground, that is not being worn or carried that comes within 20 feet of the Whisperer vanishes and does not return until the Whisperer moves such that the object is no longer within 20 feet of it. While a creature is in this area, they can walk as if there were a flat ground there, though they do not see a ground.
Innate Spellcasting. The Whisperer's innate spellcasting ability is Charisma (spell save DC 18, +10 to hit with spell attacks). The Whisperer can innately cast the following spells, requiring no material components:
At will: Blight, Detect Thoughts
3/Day Each: Fear, Eyebite, Flesh to Stone
Twist the Mind. Melee Spell Attack: +10 to hit, reach 10 ft., one target. Hit: 9 (2d8) psychic damage, and the target must make a DC 18 Charisma saving throw or be incapacitated until their next turn. If a creature takes damage from the same Whisperer's Twist the Mind more than twice in four rounds, they must make a DC 18 Constitution saving throw or be unconscious for 3d8 hours. During this time, they appear to be dead, and cannot be woken in any way.
pm me the word "tomato"
she/her
I'm actually not sure whether this qualifies as a DM option (I thought that a plane might fall under the terrain portion of the category), so please let me know if it doesn't!
This is an alternate plane to replace the dreamscape portion of the Astral Plane. I sometimes feel like there's too much going on in the astral plane so I decided to make one that is specifically for dreaming minds to wander!
The Mantle of Somnus
The Mantle of Somnus is the region where sleeping minds gather. It is a flat, endless expanse of silver with a white sky in the eyes of the wakeful. In the minds of the sleeping, however, the plane takes on any number of shapes and colors as they dream. Visitors to this plane may occasionally see motes of light of various colors. These are doorways into the minds of dreamers that are connected to the plane. Most of these lights appear to be stars across the stark white sky and are difficult to reach.
While on the Mantle, creatures age normally and still suffer from hunger and thirst.
Movement on the Mantle of Somnus is comparable to movement on the material plane, but initiative rolls are made with Intelligence rather than Dexterity.
Creation
While a creature is on the Mantle of Somnus, they can exert their will to control their surroundings.
Using an action on their turn, a creature can make an Intelligence check to create an object, terrain feature, spell effect, or even another creature, hereafter referred to as the entity.
Any entity created on the Mantle of Somnus disappears if it leaves the plane.
Any spell effect created that mimics a spell that requires concentration will require concentration as if the spell was cast. (The spell effect created cannot, however, be counterspelled or dispelled as it is not a magical effect).
A creature can also use its action to remove any creation present by making a contested Wisdom check against the creator of the entity.
The following table displays example creations and DCs for them.
Creation
DC
A tiny nonmagical object (arrow)
8
Small nonmagical object (chair)
10
Medium nonmagical object (well)
12
1 level spell effect
13 (10 + 3 times spell level)
Large nonmagical object (dining table)
14
2 level spell effect
16
Huge nonmagical object (oak tree)
16
Gargantuan nonmagical object
18
3 level spell effect
19
If a player wishes to create a magic item, use the DC of the base item and add +3 for each rarity level of the item. For example, a player decides to create a Shortsword +1. To do this, the DC equals 16, or 10 (small item) + 6 (uncommon magic item).
For terrain features, use the DCs for nonmagical objects from medium to gargantuan, depending on the area affected. For example, if a creature intends to create desert sands in a 15x15 foot area, the DC to do so would be 16. If any area of a creature’s terrain feature overlaps with the area of a terrain feature created by another creature, both creatures must roll an opposed Wisdom check. The winner of the contest keeps the full area of their terrain feature and the loser’s terrain loses any area that was overlapping with the opposed feature.
A gargantuan terrain feature cannot exceed a 25x25 foot area created from a single action.
Creating creatures on the Mantle is difficult and requires concentration. You must have seen the creature you intend to create, and the creature cannot have a CR higher than your level.
The following table displays example creature challenge ratings that can be created and their DCs.
CR
DC
0
10
1
12
3
16
5
20
Dream Doors (Rainbow Stars)
The doors to active dreams are not opened by traditional means. Instead, when a creature directly touches the mote of light, they are pulled into the dreamer’s visions. While there, a visitor has lesser control over the environment.
Any Intelligence or Wisdom check made to create or remove an entity from inside a dream has disadvantage if the creature attempting the action is not the dreamer. If the dreamer is lucid (aware that they are dreaming), they have advantage on those checks. All creatures have disadvantage on these checks while inside a nightmare.
Each creature inside a nightmare is frightened until they leave.
Visitors on the Mantle while inside a dream have disadvantage on saving throws to resist planar travel, such as being banished.
Dream doors can be partially identified by their color, hinting at the type of dream that lies within it.
Color
Dream
Red
Nightmare (violent)
Orange
Nightmare (apocalyptic)
Yellow
Joyful
Green
Adventurous
Blue
Serene
Indigo
Contemplative
Violet
Nightmare (horror)
Sunday DM and creator of homebrew for both DMs and players. I do lots of conversions!
My best brews: Berserker (Fire Emblem - barbarian subclass) | Swordmaster (Fire Emblem - fighter subclass) | Deserter (background) | Flame Atronach (Skyrim - monster)
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So a shortsword is DC 14, but an arrow is DC 8?
Cool idea though!
pm me the word "tomato"
she/her
That's actually a Typo! thanks for pointing that out lol A shortsword should actually be 10!
The typo has been fixed!
Sunday DM and creator of homebrew for both DMs and players. I do lots of conversions!
My best brews: Berserker (Fire Emblem - barbarian subclass) | Swordmaster (Fire Emblem - fighter subclass) | Deserter (background) | Flame Atronach (Skyrim - monster)
My Fire Emblem Conversion Thread
General homebrew links
Spells | Monsters | Magic Items | Backgrounds | Feats | Races | Subclasses
Alright! Here's my submission for DM stuff!
On that day, an abhorrent corruption was brought to the snows of white. The wizard in his tower spoke to the entity from beyond this world, filling him with insane thoughts. The wizard, built a simulacrum for this entity, who wished to join this world. The ritual was complete, a tear through reality was ripped through, eldritch power blasting out, pouring into the snow of the simulacrum. The simulacrum, reverted to it's snow like state, but staying in a humanoid form, being covered in black oozing corruption. The gate closes as power blasts out from the simulacrum, the tower crumbles as the wizard perishes. That day, The Rime Gone Mad was brought into this world.
Statblock: https://i.imgur.com/CV9ECNL.png
Fighting The Rime Gone Mad results in a likely death. Out from its body, ice tendrils of freezing power, which if someone is brutally hit by, the aberrant corruption of it can spread to the one hit. If one was to somehow defeat it, it bursts apart with a horrid psychic scream.
The Rime Gone Mad is intended as a bossfight, it has incredibly strong action economy, and the fight is designed to encourage player agency.
This is excellent, and reminds me of the "Killing Frost of Ghulurak" magical event from the 3.5e DMG2, which is one of my favorite hidden bits of crunch in that edition. In a nutshell, Ghulurak is an extraplanar entity of ice and madness that extends its influence into a plane via an enchanted ice sculpture of itself.
I really like the Sphere of Oblivion trait. Two thoughts: first, if this guy removes the ground underneath itself, you may want to give it a fly speed with hovering, otherwise it'll be endlessly falling. Second, I think this could do with a ranged ability. A speed of 30 ft. paired with a melee attack alone make this monster easy to pick off with a ranged PC once it exhausts its eyebites. Alternatively, allow it to teleport as a bonus action to quickly reach melee. Got to justify that CR 11!
Also, some lore/description couldn't hurt. It's too interesting to leave as a stat block alone!
What category does this go in?
You are a master of clockwork machines, able to make them yourself.
Clockwork Domain Spells
You gain the following spells at the cleric level listed.
Intelligent Caster
Your Spellcasting modifier is Intelligence. In addition, you are proficient in Intelligence saving throws.
Clockwork Logic
At 2nd level, you have mastered modifying magic. You can modify your spells in a certain way. You choose two of the following below, and you choose an additional option at levels 5 and 13. As a bonus action, you can activate the spell modifier. (If spell casting time is a bonus action, you use can use your action to cast the spell) You can use this feature up to your cleric level divided by two per long rest.
Intelligent Movement
You can alter the movement of the spell. You gain the ability to change the spells area of effect.
Negative Damage
You gain the ability to reduce the amount of damage dealt by a spell, to a minimum of 1 point of damage.
Protection Shell
You can allow up to three people to not be effected by your spell’s area of effect. This can be from it avoiding them, or giving them resistance to the spell.
School Compatibility
You can change the school of the spell, within a reasonable amount. You talk with your DM to figure out the details of this ability.
Wild Core
You change the core of the spell, to deal a different type of damage. Roll on the following table and replace the damage type with the one rolled. If the damaged rolled is the same as the original spell’s damage, re-roll until you get a different damage type.
Clockwork Companion
At 6th level, you gain the ability to create a companion. You are able to telepathically communicate with it, within a distance of 120 ft. The companion is considered a construct.
Ability Enhancer
You create a magical device that must be worn. This could be in the form of a bracelet, glove, necklace, headband, or an anklet. While you wear it, you gain a plus two to one ability score of your choice. You can have only one of these, and after a long rest, you can transfer the properties to another one of your choice. These bonuses only work when worn by you.
Clockwork Thinker
At 17th level, you have gained the ability to think logically at all times. Whenever you roll a WIS or CHA saving throw, you can instead make an Intelligence saving throw, and substitute it with that. You can only do this before you roll. You can also apply this to skill rolls or to hit with weapons. In addition, you can use your Intelligence score to substitute for any other class spell modifier.
It pronounced Den Sake. It is not Japanese.
Website character sheet not working fix (Hopefully)
Semi-Expert at homebrew, just ask for my help.
This looks like a subclass, so I imagine it would be a Player Option. That being said, the current theme for this competition's Player Options is "paradoxes" and/or "time." Im not 100% certain on your clockwork theme, but it does not seem to play into either of those aspects. If you want to submit it for this competition you may need to rework some of the abilities to fit the prompt.
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Here's the lore I wrote on its actual homebrew page:
The Black Star is a legendary being, if it can really be called a being. A force of corruption, it drives its minions to further its cause of destroying everything, then rebuilding it to their liking. It is the job of the Whisperers to destroy cities from the inside, making them vulnerable to the final assault.
Thanks for the advice!
pm me the word "tomato"
she/her
Sphere of Oblivion. The area within 20 feet of the Whisperer is warped into a complete emptiness. Any object or terrain feature, including the ground, that is not being worn or carried that comes within 20 feet of the Whisperer vanishes and does not return until the Whisperer moves such that the object is no longer within 20 feet of it. While a creature is in this area, they can walk as if there were a flat ground there, though they do not see a ground.
Innate Spellcasting. The Whisperer's innate spellcasting ability is Charisma (spell save DC 18, +10 to hit with spell attacks). The Whisperer can innately cast the following spells, requiring no material components:
At will: Blight, Detect Thoughts
3/Day Each: Fear, Eyebite, Flesh to Stone
Twist the Mind. Melee Spell Attack: +10 to hit, reach 10 ft., one target. Hit: 9 (2d8) psychic damage, and the target must make a DC 18 Charisma saving throw or be incapacitated until their next turn. If a creature takes damage from the same Whisperer's Twist the Mind more than twice in four rounds, they must make a DC 18 Constitution saving throw or be unconscious for 3d8 hours. During this time, they appear to be dead, and cannot be woken in any way.
Maddening Whispers (Recharge 3-6). Ranged Spell Attack: +10 to hit, reach 10 ft., one target. Hit: 14 (2d10 + 3) psychic damage. If the target is deafened, they have resistance to this damage. If a creature takes more than eight damage from this attack in one round, they must make a DC 18 Charisma saving throw or be subject to the effects of the Confusion spell for 1d6 rounds.
pm me the word "tomato"
she/her
The Maddening Whispers is pretty good, though to activate the confusion, the attack has to hit (easy or hard, depending on the target) and deal 8 damage (not hard), and then the target has to fail a Charisma save and then a Wisdom save to avoid confusion. That makes it rather clunky, and it honestly just doesn't make sense for whispers to require an attack roll. Personally, I would streamline it such that it's initially a save (DC 18 Wisdom, probably) against more damage than you currently have (maybe 4d10 or thereabouts), and if they fail by 5 or more, they are automatically subjected to a confusion spell - no save - for 1d6 rounds. I would also change the resistance if deafened to advantage on the save. (These changes also might bump to recharge to 4-6, but that's really minor.)
Paladin main who spends most of his D&D time worldbuilding or DMing, not Paladin-ing.