I was going to create a planar avatars guide for the DM options with the example statblock being that of the elemental planes. I'm not sure if I'm going to have time to create something that large though.
Still trying to figure out a spell that fits the PC option for the sole reason that ImaSposta said it was possible. To quote Edmond Hillary, "because it is there"
I was going to create a planar avatars guide for the DM options with the example statblock being that of the elemental planes. I'm not sure if I'm going to have time to create something that large though.
Still trying to figure out a spell that fits the PC option for the sole reason that ImaSposta said it was possible. To quote Edmond Hillary, "because it is there"
Yeah, I came up with 3 or 4 ideas that would fit (by cannot submit them), and AWierdPotato came up with an idea that is currently submitted in the contest. But I also came up with an entire subclass that used “magic that isn’t spells” too, so submit whatever you can imagine! (As long as it fits. 😉)
Yeah, I came up with 3 or 4 ideas that would fit (by cannot submit them), and AWierdPotato came up with an idea that is currently submitted in the contest. But I also came up with an entire subclass that used “magic that isn’t spells” too, so submit whatever you can imagine! (As long as it fits. 😉)
Yeah, this was my problem in the last round. You make the categories because you have ideas that fit in them, but can't submit the ideas. You should post the ideas anyway for inspiration. Nobody can poach your idea because there will be clear ownership AND you're the judge anyway.
Yeah, I came up with 3 or 4 ideas that would fit (by cannot submit them), and AWierdPotato came up with an idea that is currently submitted in the contest. But I also came up with an entire subclass that used “magic that isn’t spells” too, so submit whatever you can imagine! (As long as it fits. 😉)
Yeah, this was my problem in the last round. You make the categories because you have ideas that fit in them, but can't submit the ideas. You should post the ideas anyway for inspiration. Nobody can poach your idea because there will be clear ownership AND you're the judge anyway.
That’s why I haven’t posted the ideas, so that if anyone else comes up with the same ones it won’t artificially limit the pool of potential submissions.
Yeah, I came up with 3 or 4 ideas that would fit (by cannot submit them), and AWierdPotato came up with an idea that is currently submitted in the contest. But I also came up with an entire subclass that used “magic that isn’t spells” too, so submit whatever you can imagine! (As long as it fits. 😉)
Yeah, this was my problem in the last round. You make the categories because you have ideas that fit in them, but can't submit the ideas. You should post the ideas anyway for inspiration. Nobody can poach your idea because there will be clear ownership AND you're the judge anyway.
That’s why I haven’t posted the ideas, so that if anyone else comes up with the same ones it won’t artificially limit the pool of potential submissions.
Eh. Then post them after the submissions close. I'm curious!
Yeah, I came up with 3 or 4 ideas that would fit (by cannot submit them), and AWierdPotato came up with an idea that is currently submitted in the contest. But I also came up with an entire subclass that used “magic that isn’t spells” too, so submit whatever you can imagine! (As long as it fits. 😉)
Yeah, this was my problem in the last round. You make the categories because you have ideas that fit in them, but can't submit the ideas. You should post the ideas anyway for inspiration. Nobody can poach your idea because there will be clear ownership AND you're the judge anyway.
That’s why I haven’t posted the ideas, so that if anyone else comes up with the same ones it won’t artificially limit the pool of potential submissions.
Eh. Then post them after the submissions close. I'm curious!
Yeah, I came up with 3 or 4 ideas that would fit (by cannot submit them), and AWierdPotato came up with an idea that is currently submitted in the contest. But I also came up with an entire subclass that used “magic that isn’t spells” too, so submit whatever you can imagine! (As long as it fits. 😉)
Yeah, this was my problem in the last round. You make the categories because you have ideas that fit in them, but can't submit the ideas. You should post the ideas anyway for inspiration. Nobody can poach your idea because there will be clear ownership AND you're the judge anyway.
That’s why I haven’t posted the ideas, so that if anyone else comes up with the same ones it won’t artificially limit the pool of potential submissions.
Eh. Then post them after the submissions close. I'm curious!
Will do!
Yea please do! I am atrocious at home brew but I love to see the creative ideas everyone here has!
The subclass is built around an innate ability to teleport called Riftwalk, the distance of which expands as you level.
You also gain several options to enhance your Riftwalk which double as metamagics that can be used with teleportation spells. I tried to make these metamagics capable of actually changing the utility/tactics of the ability rather than just "the same spell but more/harder/better/faster" approach that most official metamagic takes. At higher levels you can combine two of these enhancements in some pretty novel ways.
I released this a while ago, but just updated it with a new version after further playtesting over the past several months.
Made my player option (I’m back from a vacation, sorry about my inactivity)!
Introducing the Meditative feat! Please give me feedback so my submission will be the best it can!
I would make a few adjustments. I would have the Ki refresh on a short rest so that people can use the feat more often. I know you pro’ly based it off of Metamagic Initiate or something, but Ki usually resets on a shortie and people like being able to use their stuff more often. I would subsequently reduce the damage boost to the Ki-Infused strike (isn’t that already a feature name?), maybe base it on PB instead. And I would consider lifting the restriction against attacking with the bonus action from Swiftness of Action since it costs 2 Ki. Even with them refreshing on a short rest that’s at most 3-4 uses per day, probably closer to only 1-2 uses.
Made my player option (I’m back from a vacation, sorry about my inactivity)!
Introducing the Meditative feat! Please give me feedback so my submission will be the best it can!
I would make a few adjustments. I would have the Ki refresh on a short rest so that people can use the feat more often. I know you pro’ly based it off of Metamagic Initiate or something, but Ki usually resets on a shortie and people like being able to use their stuff more often. I would subsequently reduce the damage boost to the Ki-Infused strike (isn’t that already a feature name?), maybe base it on PB instead. And I would consider lifting the restriction against attacking with the bonus action from Swiftness of Action since it costs 2 Ki. Even with them refreshing on a short rest that’s at most 3-4 uses per day, probably closer to only 1-2 uses.
Fair enough. I’ll take this into consideration. Thanks a ton!
Made my player option (I’m back from a vacation, sorry about my inactivity)!
Introducing the Meditative feat! Please give me feedback so my submission will be the best it can!
I would make a few adjustments. I would have the Ki refresh on a short rest so that people can use the feat more often. I know you pro’ly based it off of Metamagic Initiate or something, but Ki usually resets on a shortie and people like being able to use their stuff more often. I would subsequently reduce the damage boost to the Ki-Infused strike (isn’t that already a feature name?), maybe base it on PB instead. And I would consider lifting the restriction against attacking with the bonus action from Swiftness of Action since it costs 2 Ki. Even with them refreshing on a short rest that’s at most 3-4 uses per day, probably closer to only 1-2 uses.
Fair enough. I’ll take this into consideration. Thanks a ton!
My DM Option: the Titans! A foursome of elementals from the liminal planes between the Elemental Planes (includes the Frostfell, the Great Conflagration, the Swamp of Oblivion, and the Fountains of Creation). Each elemental is a boss of CR 19+, crafted for combat against parties! Perhaps not as the final boss, however, as they only have 2 of each legendary resistances and legendary actions.
My DM Option: the Titans! A foursome of elementals from the liminal planes between the Elemental Planes (includes the Frostfell, the Great Conflagration, the Swamp of Oblivion, and the Fountains of Creation). Each elemental is a boss of CR 19+, crafted for combat against parties! Perhaps not as the final boss, however, as they only have 2 of each legendary resistances and legendary actions.
My DM Option: the Titans! A foursome of elementals from the liminal planes between the Elemental Planes (includes the Frostfell, the Great Conflagration, the Swamp of Oblivion, and the Fountains of Creation). Each elemental is a boss of CR 19+, crafted for combat against parties! Perhaps not as the final boss, however, as they only have 2 of each legendary resistances and legendary actions.
Just realized that I submitted one of the Titans, the Iceberg Behemoth, under a different name (Frostfell Behemoth) in the CotFB VI. Sorry if that confused anyone.
Here's my submission for the PC option, "Magic... but not spells." The Shadow Knight is a fighter subclass that is based off their special magical ability to merge their body with their shadow.
Shadow Knight
Shadow knights are fighters born with innate magical shadow based capabilities. These warriors are usually quite stealthy, but their main ability is their power to merge their body with their shadow. In other words, don't get into a fight with a Shadow Knight.
See through the shadows:
Beginning at third level you gain darkvision out to a range of 120 feet.
Sneak through the shadows:
Beginning at third level, you gain proficiency in the stealth skill. if you already have stealth proficiency, you gain expertise in it instead.
Shadow Merge:
Beginning at third level, you may use a bonus action to merge your body with your shadow. When you do this, you no longer have a shadow and appear as you regularly do, except parts of you seem to be made of black shadow (though they function as normal while you are shadow merged).
While shadow merged, you gain the following benefits and can use the following abilities:
You are immune to necrotic damage.
Weapons seem to go through your skin, you have resistance to damage from bludgeoning, piercing, and slashing damage from non-magical attacks.
When you touch a creature, you can use an attack to suck life energy out of them. Make an attack roll and add your dexterity bonus and proficiency bonus. On a hit, the target takes necrotic damage equal to 2D8 + 2x your proficiency bonus and you gain temporary hit points equal to half the damage the target took (rounded down). You can use this feature a number of times equal half you proficiency bonus (rounded up), before needing a long rest to regain usage of this ability.
Your shadow merged form last for one minute, or until you end it as a bonus action. You can only shadow merge once, and you regain all uses when you finish a long rest.
Improved shadow merging:
Beginning at seventh level, whenever you shadow merge, you also get the following additional benefits:
You gain an extra 2D10 temporary hit points. You lose these temporary hit points early if your shadow merged form ends.
Your attacks deal an extra 1D4 necrotic damage due to the shadowy energy swirling around your body.
In addition, while shadow merged, you are resistant to all bludgeoning, piercing, and slashing damage, regardless of whether or not they are from magical attacks.
More shadows to merge with:
Beginning at tenth level, you can now shadow merge up to two times before needing a long rest.
Longer shadow merging:
Beginning at fifteenth level, you can stay shadow merged for up to ten minutes.
Summon shadows:
Beginning at fifteenth level, you can use an action to summon 1D4 shadow creatures. These creatures use the shadowstatblock with the following modifications:
Each shadow has 25 hit points.
Each shadows life drain deals 15 (2D8+4) necrotic damage instead of the usual 9, in addition to their other effects.
These shadow creatures understand common but can't speak.
These shadows obey your simple commands to the best of their ability. It takes a bonus action to convey new commands to the shadow creatures. The shadow creatures follow your last commands to the best of their ability when given no other orders.
Shadow merge all the time:
Beginning at eighteenth level, you can shadow merge up to three times before needing a long rest.
Translucence and incorporeality:
Beginning at eighteenth level, when shadow merged, you may spend a bonus action to become incorporeal and translucent. In addition, everything that you are carrying or wearing also becomes incorporeal and translucent to everyone but you.
While incorporeal and translucent, you can choose to move through solid objects or people, though you take 5 (1d10) force damage if you end your turn inside either one.
Though, due to some incredible magic, you can walk on the floor without falling through it, you or any equipment that is incorporeal and translucent along with you cannot physically interact with any objects or creatures that are corporeal.
While incorporeal and translucent, you gain the following benefits:
You do not make any noise, due to this, you automatically succeed on any stealth that almost solely relies on whether or not someone heard you.
Since you are translucent, you are harder to see. This gives you advantage on stealth checks that rely, at least partially, on not being seen.
You gain the following additional resistances and immunities:
The second you are no longer shadow merged, you are no longer shadow merged, you are no longer incorporeal and translucent too. You can also use a bonus action to end your incorporeality and translucence (but not necessarily your shadow merged form).
You can only become incorporeal and translucent once, before needing a long rest to regain usage of this ability.
My DM Option: the Titans! A foursome of elementals from the liminal planes between the Elemental Planes (includes the Frostfell, the Great Conflagration, the Swamp of Oblivion, and the Fountains of Creation). Each elemental is a boss of CR 19+, crafted for combat against parties! Perhaps not as the final boss, however, as they only have 2 of each legendary resistances and legendary actions.
The only thing I notice right now is that the movement speed on the lava crab seems a little low. I get that big things would logically move slowly, but its legs are also enormous, so it would be able to cover more ground in fewer strides. I kind of imagine it as erupting from the ground… or a volcano… and the characters just sprinting away as fast as possible. In short, I would suggest upping the speed slightly.
Rollback Post to RevisionRollBack
Paladin main who spends most of his D&D time worldbuilding or DMing, not Paladin-ing.
Here's my submission for the PC option, "Magic... but not spells." The Shadow Knight is a fighter subclass that is based off their special magical ability to merge their body with their shadow.
Shadow Knight
Shadow knights are fighters born with innate magical shadow based capabilities. These warriors are usually quite stealthy, but their main ability is their power to merge their body with their shadow. In other words, don't get into a fight with a Shadow Knight.
See in the dark
Beginning at third level you gain darkvision out to a range of 120 feet.
Sneak through the shadows
Beginning at third level, you gain proficiency in the stealth skill. if you already have stealth proficiency, you gain expertise in it instead.
Shadow Merge
Beginning at 7th level, you may use a bonus action to merge your body with your shadow. When you do this, you no longer have a shadow and appear as you regularly do, except parts of you seem to be made of black shadow (though they function as normal while you are shadow merged).
While shadow merged, you gain the following benefits:
You are immune to necrotic damage.
Weapons seem to go through your skin, you have resistance to damage from bludgeoning, piercing, and slashing damage from non-magical attacks.
Your shadow merged form last for one minute, or until you end it as a bonus action. You can only shadow merge once, and you regain all uses when you finish a long rest.
Improved shadow merging
Beginning at tenth level, whenever you shadow merge, you also get the following additional benefits:
You gain an extra 2D10 necrotic damage.
Your attacks deal an extra 1D4 necrotic damage due to the shadow energy swirling around your body.
In addition, while shadow merged, you are resistant to all bludgeoning, piercing, and slashing damage, regardless of whether or not they are from magical attacks.
More shadow to merge with
Beginning at fifteenth level, you can now shadow merge twice before needing a long rest.
Longer shadow merging
Beginning at eighteenth level, you can stay shadow merged for up to ten minutes.
Translucence and incorporeality
Beginning at eighteenth level, when shadow merged, you may spend a bonus action to become incorporeal and translucent. In addition, everything that you are carrying or wearing also becomes incorporeal and translucent to everyone but you.
While incorporeal and translucent, you can choose to move through solid objects or people, though you take 5 (1d10) force damage if you end your turn inside either one.
Though, due to some incredible magic, you can walk on the floor without falling through it, you or any equipment that is incorporeal and translucent along with you cannot physically interact with any objects or creatures that are corporeal.
While incorporeal and translucent, you gain the following benefits:
You do not make any noise, due to this, you automatically succeed on any stealth that almost solely relies on whether or not someone heard you.
Since you are translucent, you are harder to see. This gives you advantage on stealth checks that rely, at least partially, on not being seen.
You gain the following additional resistances and immunities:
The second you are no longer shadow merged, you are no longer shadow merged, you are no longer incorporeal and translucent too. You can also use a bonus action to end your incorporeality and translucence (but not necessarily your shadow merged form).
You can only become incorporeal and translucent once, before needing a long rest to regain usage of this ability.
A quick comment: find a way to move the 7th-level feature into a 3rd-level slot. The 3rd-level ability is meant to change the play style and give the character a new core ability. Shadow Merge is that ability. You could probably just merge the original 3rd-level abilities into one as they're not very powerful in isolation.
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No worries, I’ll add ‘em (and you) to the list of competitors whenever you get ‘em posted.
Creating Epic Boons on DDB
DDB Buyers' Guide
Hardcovers, DDB & You
Content Troubleshooting
I was going to create a planar avatars guide for the DM options with the example statblock being that of the elemental planes. I'm not sure if I'm going to have time to create something that large though.
Still trying to figure out a spell that fits the PC option for the sole reason that ImaSposta said it was possible. To quote Edmond Hillary, "because it is there"
I am an average mathematics enjoyer.
>Extended Signature<
Yeah, I came up with 3 or 4 ideas that would fit (by cannot submit them), and AWierdPotato came up with an idea that is currently submitted in the contest. But I also came up with an entire subclass that used “magic that isn’t spells” too, so submit whatever you can imagine! (As long as it fits. 😉)
Creating Epic Boons on DDB
DDB Buyers' Guide
Hardcovers, DDB & You
Content Troubleshooting
Yeah, this was my problem in the last round. You make the categories because you have ideas that fit in them, but can't submit the ideas. You should post the ideas anyway for inspiration. Nobody can poach your idea because there will be clear ownership AND you're the judge anyway.
That’s why I haven’t posted the ideas, so that if anyone else comes up with the same ones it won’t artificially limit the pool of potential submissions.
Creating Epic Boons on DDB
DDB Buyers' Guide
Hardcovers, DDB & You
Content Troubleshooting
Eh. Then post them after the submissions close. I'm curious!
Will do!
Creating Epic Boons on DDB
DDB Buyers' Guide
Hardcovers, DDB & You
Content Troubleshooting
Yea please do! I am atrocious at home brew but I love to see the creative ideas everyone here has!
I'm submitting my Riftwalker sorcerer subclass as a PC option.
The subclass is built around an innate ability to teleport called Riftwalk, the distance of which expands as you level.
You also gain several options to enhance your Riftwalk which double as metamagics that can be used with teleportation spells. I tried to make these metamagics capable of actually changing the utility/tactics of the ability rather than just "the same spell but more/harder/better/faster" approach that most official metamagic takes. At higher levels you can combine two of these enhancements in some pretty novel ways.
I released this a while ago, but just updated it with a new version after further playtesting over the past several months.
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
Made my player option (I’m back from a vacation, sorry about my inactivity)!
Introducing the Meditative feat! Please give me feedback so my submission will be the best it can!
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 would make a few adjustments. I would have the Ki refresh on a short rest so that people can use the feat more often. I know you pro’ly based it off of Metamagic Initiate or something, but Ki usually resets on a shortie and people like being able to use their stuff more often. I would subsequently reduce the damage boost to the Ki-Infused strike (isn’t that already a feature name?), maybe base it on PB instead. And I would consider lifting the restriction against attacking with the bonus action from Swiftness of Action since it costs 2 Ki. Even with them refreshing on a short rest that’s at most 3-4 uses per day, probably closer to only 1-2 uses.
Creating Epic Boons on DDB
DDB Buyers' Guide
Hardcovers, DDB & You
Content Troubleshooting
Fair enough. I’ll take this into consideration. Thanks a ton!
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
Meditative (v1.1)
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
My DM Option: the Titans! A foursome of elementals from the liminal planes between the Elemental Planes (includes the Frostfell, the Great Conflagration, the Swamp of Oblivion, and the Fountains of Creation). Each elemental is a boss of CR 19+, crafted for combat against parties! Perhaps not as the final boss, however, as they only have 2 of each legendary resistances and legendary actions.
Suspiciously Large Log
Iceberg Behemoth
Ashen Wraith
Fountainshell Crustacean
Come participate in the Competition of the Finest Brews, Edition XXVIII?
My homebrew stuff:
Spells, Monsters, Magic Items, Feats, Subclasses.
I am an Archfey, but nobody seems to notice.
Extended Signature
I'm afraid of that log:)
BoringBard's long and tedious posts somehow manage to enrapture audiences. How? Because he used Charm Person, the #1 bard spell!
He/him pronouns. Call me Bard. PROUD NERD!
Ever wanted to talk about your parties' worst mistakes? Do so HERE. What's your favorite class, why? Share & explain
HERE.I swear that if I'm ever judge again I'm imposing a CR cap on submitted monsters! (Obviously joking here; I submitted a CR 20+ monster too.)
Just realized that I submitted one of the Titans, the Iceberg Behemoth, under a different name (Frostfell Behemoth) in the CotFB VI. Sorry if that confused anyone.
Come participate in the Competition of the Finest Brews, Edition XXVIII?
My homebrew stuff:
Spells, Monsters, Magic Items, Feats, Subclasses.
I am an Archfey, but nobody seems to notice.
Extended Signature
Here's my submission for the PC option, "Magic... but not spells." The Shadow Knight is a fighter subclass that is based off their special magical ability to merge their body with their shadow.
Shadow Knight
Shadow knights are fighters born with innate magical shadow based capabilities. These warriors are usually quite stealthy, but their main ability is their power to merge their body with their shadow. In other words, don't get into a fight with a Shadow Knight.
See through the shadows:
Beginning at third level you gain darkvision out to a range of 120 feet.
Sneak through the shadows:
Beginning at third level, you gain proficiency in the stealth skill. if you already have stealth proficiency, you gain expertise in it instead.
Shadow Merge:
Beginning at third level, you may use a bonus action to merge your body with your shadow. When you do this, you no longer have a shadow and appear as you regularly do, except parts of you seem to be made of black shadow (though they function as normal while you are shadow merged).
While shadow merged, you gain the following benefits and can use the following abilities:
Your shadow merged form last for one minute, or until you end it as a bonus action. You can only shadow merge once, and you regain all uses when you finish a long rest.
Improved shadow merging:
Beginning at seventh level, whenever you shadow merge, you also get the following additional benefits:
In addition, while shadow merged, you are resistant to all bludgeoning, piercing, and slashing damage, regardless of whether or not they are from magical attacks.
More shadows to merge with:
Beginning at tenth level, you can now shadow merge up to two times before needing a long rest.
Longer shadow merging:
Beginning at fifteenth level, you can stay shadow merged for up to ten minutes.
Summon shadows:
Beginning at fifteenth level, you can use an action to summon 1D4 shadow creatures. These creatures use the shadow statblock with the following modifications:
These shadows obey your simple commands to the best of their ability. It takes a bonus action to convey new commands to the shadow creatures. The shadow creatures follow your last commands to the best of their ability when given no other orders.
Shadow merge all the time:
Beginning at eighteenth level, you can shadow merge up to three times before needing a long rest.
Translucence and incorporeality:
Beginning at eighteenth level, when shadow merged, you may spend a bonus action to become incorporeal and translucent. In addition, everything that you are carrying or wearing also becomes incorporeal and translucent to everyone but you.
While incorporeal and translucent, you can choose to move through solid objects or people, though you take 5 (1d10) force damage if you end your turn inside either one.
Though, due to some incredible magic, you can walk on the floor without falling through it, you or any equipment that is incorporeal and translucent along with you cannot physically interact with any objects or creatures that are corporeal.
While incorporeal and translucent, you gain the following benefits:
-Damage resistances: Acid, Cold, Fire, Lightning, Thunder
-Damage immunities: Poison
-Condition immunities: Petrified, Poisoned
The second you are no longer shadow merged, you are no longer shadow merged, you are no longer incorporeal and translucent too. You can also use a bonus action to end your incorporeality and translucence (but not necessarily your shadow merged form).
You can only become incorporeal and translucent once, before needing a long rest to regain usage of this ability.
BoringBard's long and tedious posts somehow manage to enrapture audiences. How? Because he used Charm Person, the #1 bard spell!
He/him pronouns. Call me Bard. PROUD NERD!
Ever wanted to talk about your parties' worst mistakes? Do so HERE. What's your favorite class, why? Share & explain
HERE.The only thing I notice right now is that the movement speed on the lava crab seems a little low. I get that big things would logically move slowly, but its legs are also enormous, so it would be able to cover more ground in fewer strides. I kind of imagine it as erupting from the ground… or a volcano… and the characters just sprinting away as fast as possible. In short, I would suggest upping the speed slightly.
Paladin main who spends most of his D&D time worldbuilding or DMing, not Paladin-ing.
A quick comment: find a way to move the 7th-level feature into a 3rd-level slot. The 3rd-level ability is meant to change the play style and give the character a new core ability. Shadow Merge is that ability. You could probably just merge the original 3rd-level abilities into one as they're not very powerful in isolation.