And my PC submission (which never comes this early in a competition) is here! Wrap you foes in flaming infernal chains with Hellbind! What do you think?
EDIT: BoringBard, don't bother listing this yet. I have an update to it coming soon.
RE-EDIT: I updated the spell and the link.
Just released version 1.2
Rollback Post to RevisionRollBack
Paladin main who spends most of his D&D time worldbuilding or DMing, not Paladin-ing.
And from my bag of tricks I bring out the Hellfire Band
I apologize in advance if this is similar to an item that already exists.
Frick, forgot to say for what. DM Options
Just discovered the wacky fact that images don't transfer between versions. Anyway, updated link, let me know if there's anything else that should be changed, I think I got most of the grammatical mistakes.
Question: I've been working on a custom kinda “cursed buffs” effects table themed around fiends for a campaign I'm homebrewing and planning to run later this year. It can affect both PCs and NPCs, and the DM has to initiate the circumstances for a PC to be cursed in this way, but it adds fiendish flavor and cursed abilities to PCs. I'm probably not explaining this well, but would it go in the DM or PC things category? Seeing as it doesn't really fit neatly into the items described for either category, I figured I'd check here before submitting. Thanks!! It's been a lot of fun reading through everyone's entries so far 😊
Question: I've been working on a custom kinda “cursed buffs” effects table themed around fiends for a campaign I'm homebrewing and planning to run later this year. It can affect both PCs and NPCs, and the DM has to initiate the circumstances for a PC to be cursed in this way, but it adds fiendish flavor and cursed abilities to PCs. I'm probably not explaining this well, but would it go in the DM or PC things category? Seeing as it doesn't really fit neatly into the items described for either category, I figured I'd check here before submitting. Thanks!! It's been a lot of fun reading through everyone's entries so far 😊
Probably fits more neatly into PC seeing as how this is technically TECHNICALLY A magical effect that adds infernal flair I think?
Question: I've been working on a custom kinda “cursed buffs” effects table themed around fiends for a campaign I'm homebrewing and planning to run later this year. It can affect both PCs and NPCs, and the DM has to initiate the circumstances for a PC to be cursed in this way, but it adds fiendish flavor and cursed abilities to PCs. I'm probably not explaining this well, but would it go in the DM or PC things category? Seeing as it doesn't really fit neatly into the items described for either category, I figured I'd check here before submitting. Thanks!! It's been a lot of fun reading through everyone's entries so far 😊
Probably fits more neatly into PC seeing as how this is technically TECHNICALLY A magical effect that adds infernal flair I think?
Awesome!! In that case, I present to you. . .
The Curse of the Fiendtouched
With a yell of triumph, the paladin yanks her greatsword from the fallen narzugon’s chest. “Your evil is ended, fiend!” she declares, ignoring the blood that splatters like ink across her silver breastplate. The fiend hisses, baring its teeth in a twisted parody of a grin.
“No. It’s only. . . just. . . beginning.”
As the narzugon’s head lolls back onto the ground, the paladin feels a sudden blast of agony blaze through her body. Faintly, she thinks she hears her companions call her name, but she can’t be sure with the ringing in her ears. Her sword clatters helplessly to the ground as she falls to her knees and screams until her throat is raw. Her vision goes white, and the coppery tang of blood stings her tongue. As the pain finally subsides, she crawls over to her sword, breaths heaving—picks it up—
And recoils at her reflection—a horned, fang-toothed, void-eyed face that is not her own.
In an act of parting malice, a fiend of CR 8 or higher attempts to curse you. Roll a Charisma saving throw with a DC equal to the fiend’s Charisma score. You roll with advantage if you are a Tiefling. If you fail this saving throw, roll on the table below. Once you have been cursed in this way, you cannot be cursed again, even if this curse is later removed.
#
Effect
1
The great inferno. Your blood becomes infused with the wrathful flames of hell. You gain resistance to fire damage, and you automatically deal 1d4 fire damage when your bare skin touches another creature or object. You deal an additional 1d4 damage for each round you spend in contact with this creature or object. You can reinforce your equipment physically or magically to resist this effect, and a thick layer of nonmetallic material (such as a blacksmith’s leather gloves) is enough to block this effect. If you already have resistance to fire damage, you now only take quarter damage from it.
2
The frigid darkness. Your blood becomes infused with the numbing chill of hell. You gain resistance to cold damage, and you automatically deal 1d4 cold damage when your bare skin touches another creature or object. You deal an additional 1d4 damage for each round you spend in contact with this creature or object. You can reinforce your equipment physically or magically to resist this effect, and a thick layer of nonmetallic material (such as a blacksmith’s leather gloves) is enough to block this effect. If you already have resistance to cold damage, you now only take quarter damage from it.
3
The mad tempest. Your blood becomes infused with the deathly storms of hell. You gain resistance to lightning damage, and any creature you touch must pass a DC 10 Constitution saving throw or take 1d6 lightning damage. If they fail by 5 or more, they are stunned until the end of their next turn. If they succeed, they take no damage. Once a creature has been stunned once in this way, they cannot be stunned by you again for the next 24 hours. Any creature that is currently wearing metal armor has disadvantage on this saving throw. Any creature that has resistance to lightning damage has advantage on this saving throw and is immune to the stun effect. A thick layer of nonmetallic material (such as a blacksmith’s leather gloves) is enough to block this effect. If you already have resistance to lightning damage, you now only take quarter damage from it.
4
Voice of despair. Your voice echoes with the screams of the damned. Any creature within 30 feet of you who hears your voice must pass a DC 10 Wisdom saving throw or take 1d4 psychic damage. If they fail by 5 or more, they are frightened of you until the end of your next turn. Any creature that succeeds takes no damage and automatically passes all further saving throws for the next 24 hours. Any creature that is deaf or deafened automatically passes their saving throw. Any creature that is currently frightened by you has disadvantage on this saving throw. Fiends have advantage on this saving throw, take half damage if they fail, and are immune to the fear effect.
5
Creature of shadow. You take on a devil’s affinity for darkness. You gain Darkvision and Devil’s Sight out to 60 feet (if you already have either of these abilities, you add 60 feet onto their range), but you must pass a DC 13 Constitution saving throw if your skin is exposed to direct sunlight. You take 1d8 radiant damage on a failure and half as much on a success. You must repeat this saving throw for each round you remain exposed, with the DC increasing by 1 each time, and you must spend an action to cover yourself. You are not affected in this way by indirect sunlight, such as light reflected off water or a mirror, nor are you affected by partial light such as that in the shadow of a tree’s leaves. A full layer of opaque clothing is enough to block this effect.
6
Fall from grace. Magic itself now recognizes you as belonging to the Lower Planes. You qualify as a fiend for the purposes of spells, effects, abilities, and items that mention them. In addition, you must pass a DC 13 Constitution saving throw when you attempt to enter a temple or other holy site belonging to a god that is good or neutral aligned or take 1d10 radiant damage (half as much on a success). You must repeat this saving throw once for every hour you spend in this site, with the DC increasing by 1 each time. However, you also gain an Infernal Sense, which allows you to sense the presence and location of all other fiends within a 60 foot radius, regardless of cover or barriers. This ability takes an action to activate and lasts for 1 minute, after which you must reactivate it. If you are currently under the effects of a spell or ability that allows you to sense the location of fiends, its range increases by an additional 60 feet and ignores the listed barriers.
7
Desecration. In an agonizing transformation, your form is twisted into a new, fiendish one. You take 3d6 bludgeoning damage, and your race changes to Tiefling (Asmodeus subrace), though you retain your current size and language proficiencies. If your original race has wings, you become a Winged Tiefling. If you are already a Tiefling, roll again.
8
Unholy life. The negative energy of the Lower Planes flows through your veins, changing you into a parasite that must feed off others’ life force to survive. When you deal damage with an attack, you deal an additional 1d8 necrotic damage and heal yourself for the same amount (no action required). When you deal damage with an AOE spell, you instead deal an additional 1d4 necrotic damage to each target that takes damage (roll once for all targets and multiply the result by the number of affected creatures to determine how many hit points you regain). The target(s) cannot regain hit points until the start of your next turn. However, healing from divine sources (including the Paladin’s Lay on Hands, the Life Cleric’s Channel Divinity: Preserve Life, and all healing spells)can no longer restore hit points to you. You can still spend hit dice and drink healing potions as usual, but no god of life will preserve your twisted perversion of their domain.
9
Damnation. The fiend who cursed you has laid claim to your soul once you die. You can feel them pulling you to the Lower Planes even now. It takes great strength of will to resist, and this gives you an edge on fighting death. You add your proficiency bonus to all death saving throws you make. However, should someone ever attempt to resurrect you through any means, they must make a Charisma check against the fiend’s Charisma score. If they fail, the resurrection fails, the material component used is consumed, and all subsequent attempts at resurrection made during the next 1d4 days automatically fail. Should the fiend who cursed you die, your soul will be released, and you can be resurrected as normal.
10
Serpent in the grass. Nothing happens. . . yet. Next time, you may not prove so lucky, and another encounter with a fiend may be enough to awaken the curse within your blood. The next time you encounter a fiend of a CR equal or higher to the one who cursed you, roll again on this table, ignoring this result on subsequent rolls. Any result you receive takes effect immediately and consumes your first turn.
Removing the Curse
The kneeling paladin closes her eyes as holy water falls like rain over her head and shoulders, with a few stray drops landing on her tail as well. It lashes back and forth, as it does when she’s nervous. The cleric begins to chant in some long-forgotten language now used only in prayer, and the paladin feels a gentle warmth, like the light of the sun, swell within her breast—
And then, like a dam breaking, divine radiance floods through her body, chasing away the shadow the narzugon’s final act of malice had cast over her soul for so many months. The horns and tail that had branded her as ‘other’ dissolve now like mist at the dawn. With her tongue, she feels that her pointed teeth are shrinking back to the size they once were. She opens her eyes, and the cleric smiles.
“You are free, my friend.”
They offer her a hand, but the paladin, with hands now free of once clawlike nails, pulls them into an embrace instead.
“Thank you,” she whispers.
Spells such as Remove Curse, Greater Restoration, or Wish cannot undo this curse entirely, but they can allow you to take control of the fiendish power that was forced upon you. The caster must make a Charisma check against the Charisma score of the fiend who placed this curse upon you. On a failure, the spell has no effect, the material component (if there is one) is consumed, and all subsequent attempts made for the next 1d4 days automatically fail. On a success, you gain control of your curse, and it empowers you rather than hinders you.
For each spell slot level above 3rd used to cast Remove Curse or Greater Restoration, the caster adds an additional +1 to their Charisma check. If the caster instead uses Wish, the check succeeds automatically, no roll needed, and the caster can choose to free any number of targets (as opposed to just you). At the DM’s discretion, a successful use of the Cleric’s Divine Intervention featuremay be substituted for Wish. If the caster blesses you with a vial of holy water before attempting to free you, they may add 1d6 to their Charisma check (but only if they use the entire vial). Should they succeed, consult the row of the table below that matches with the curse that was first forced upon you.
#
Effect
1
You have gained control of the hellish fire inside you. You keep your resistance to fire damage, but unless you choose to call upon it, the fire in your veins lays dormant. With a bonus action, you can use it to empower your strikes. For the next minute, your melee spell and weapon attacks (including unarmed strikes) deal extra fire damage equal to 1d6 + your Constitution modifier (minimum of 1). You can use this ability a number of times equal to your proficiency bonus + your Constitution modifier between long rests (minimum of once).
2
You have gained control of the hellish chill inside you. You keep your resistance to cold damage, but unless you choose to call upon it, the ice in your veins lays dormant. With a bonus action, you can use it to empower your strikes. For the next minute, your melee spell and weapon attacks (including unarmed strikes) deal extra cold damage equal to 1d6 + your Constitution modifier (minimum of 1). You can use this ability a number of times equal to your proficiency bonus + your Constitution modifier between long rests (minimum of once).
3
You have gained control of the hellish storm inside you. You keep your resistance to lightning damage, but unless you choose to call upon it, the lightning in your veins lays dormant. When you hit a creature with an unarmed strike or melee weapon attack with a weapon made of metal, you can use a bonus action to channel the lightning and empower your strikes. The save DC of this is raised to 10 + your Constitution modifier (minimum 10) and the damage taken on a failure is raised to 1d6 + your Constitution modifier (minimum 1), though the duration of the stun effect does not increase. This bonus damage applies for all subsequent attacks you make during this round, including extra attacks and attacks of opportunity. You can use this ability a number of times equal to your proficiency bonus + your Constitution modifier between long rests (minimum of once).
4
You have mastered the echoes that haunt you. Using your bonus action, you can choose to let your voice ring with the screams of the damned. The save DC of this is raised to 10 + your Charisma modifier (minimum 10), the damage taken on a failure is raised to 2d4 + your Charisma modifier (minimum of 1), and the maximum duration of the fear effect is raised to 1 minute. The conditions for advantage, disadvantage, and automatic passes still apply, but you can now choose any number of creatures to automatically pass this saving throw. You can use this ability a number of times equal to your proficiency bonus + your Charisma modifier between long rests (minimum of once).
5
You have become comfortable in both light and shadow. You retain your Darkvision and Devil’s Sight (with their extended range, if applicable), but you no longer take any radiant damage from exposure to direct sunlight.
6
You have shed your infernality in the eyes of magic and the gods, and you are no longer affected by spells that target fiends or damaged by entering a holy site. Even still, you are able to recognize with unerring precision when infernal forces are at work. The range of your Infernal Sense increases to 90 feet, and it now only takes a bonus action to activate and maintain it. You can use this ability a number of times equal to your proficiency bonus + your Wisdom modifier between long rests (minimum of once).
7
You are restored to your original form, though you retain some vestiges of your time as a child of the Nine Hells. Choose one racial trait of the Tiefling—fire resistance, Darkvision, or innate spellcasting—to keep along with your understanding of Infernal. (If your original race has Darkvision, choose a different trait. If your original race has fire resistance, choose a different trait.)
8
You no longer need to drain the life of others to survive, and you can be healed as normal. However, you can still choose to activate this ability by using your bonus action. The necrotic damage you deal on a single target attack increases to 1d8 + your proficiency bonus + your Constitution modifier. For AOE spells, it instead increases to 1d4 + your Constitution modifier. You can use this ability a number of times equal to your proficiency bonus + your Constitution modifier per long rest (minimum of once), and you cannot use it on more than one attack per turn.
9
The fiend’s hold on your soul has been broken, but this ordeal has taught you a great deal of resilience in the face of death. You now add both your proficiency bonus and your Constitution modifier to death saving throws. In addition, whenever someone attempts to resurrect you, roll a d100. If the total result is less than or equal to your character level, the resurrection succeeds without consuming the material component.
10
The curse hovering about you is dispelled harmlessly, without affecting you.
Now, I haven't playtested this at all (in fact, I only started work on it a few days ago), so there are definitely some balance issues I'm still working out, but thoughts?
Question: I've been working on a custom kinda “cursed buffs” effects table themed around fiends for a campaign I'm homebrewing and planning to run later this year. It can affect both PCs and NPCs, and the DM has to initiate the circumstances for a PC to be cursed in this way, but it adds fiendish flavor and cursed abilities to PCs. I'm probably not explaining this well, but would it go in the DM or PC things category? Seeing as it doesn't really fit neatly into the items described for either category, I figured I'd check here before submitting. Thanks!! It's been a lot of fun reading through everyone's entries so far 😊
Probably fits more neatly into PC seeing as how this is technically TECHNICALLY A magical effect that adds infernal flair I think?
Awesome!! In that case, I present to you. . .
The Curse of the Fiendtouched
With a yell of triumph, the paladin yanks her greatsword from the fallen narzugon’s chest. “Your evil is ended, fiend!” she declares, ignoring the blood that splatters like ink across her silver breastplate. The fiend hisses, baring its teeth in a twisted parody of a grin.
“No. It’s only. . . just. . . beginning.”
As the narzugon’s head lolls back onto the ground, the paladin feels a sudden blast of agony blaze through her body. Faintly, she thinks she hears her companions call her name, but she can’t be sure with the ringing in her ears. Her sword clatters helplessly to the ground as she falls to her knees and screams until her throat is raw. Her vision goes white, and the coppery tang of blood stings her tongue. As the pain finally subsides, she crawls over to her sword, breaths heaving—picks it up—
And recoils at her reflection—a horned, fang-toothed, void-eyed face that is not her own.
In an act of parting malice, a fiend of CR 8 or higher attempts to curse you. Roll a Charisma saving throw with a DC equal to the fiend’s Charisma score. You roll with advantage if you are a Tiefling. If you fail this saving throw, roll on the table below. Once you have been cursed in this way, you cannot be cursed again, even if this curse is later removed.
#
Effect
1
The great inferno. Your blood becomes infused with the wrathful flames of hell. You gain resistance to fire damage, and you automatically deal 1d4 fire damage when your bare skin touches another creature or object. You deal an additional 1d4 damage for each round you spend in contact with this creature or object. You can reinforce your equipment physically or magically to resist this effect, and a thick layer of nonmetallic material (such as a blacksmith’s leather gloves) is enough to block this effect. If you already have resistance to fire damage, you now only take quarter damage from it.
2
The frigid darkness. Your blood becomes infused with the numbing chill of hell. You gain resistance to cold damage, and you automatically deal 1d4 cold damage when your bare skin touches another creature or object. You deal an additional 1d4 damage for each round you spend in contact with this creature or object. You can reinforce your equipment physically or magically to resist this effect, and a thick layer of nonmetallic material (such as a blacksmith’s leather gloves) is enough to block this effect. If you already have resistance to cold damage, you now only take quarter damage from it.
3
The mad tempest. Your blood becomes infused with the deathly storms of hell. You gain resistance to lightning damage, and any creature you touch must pass a DC 10 Constitution saving throw or take 1d6 lightning damage. If they fail by 5 or more, they are stunned until the end of their next turn. If they succeed, they take no damage. Once a creature has been stunned once in this way, they cannot be stunned by you again for the next 24 hours. Any creature that is currently wearing metal armor has disadvantage on this saving throw. Any creature that has resistance to lightning damage has advantage on this saving throw and is immune to the stun effect. A thick layer of nonmetallic material (such as a blacksmith’s leather gloves) is enough to block this effect. If you already have resistance to lightning damage, you now only take quarter damage from it.
4
Voice of despair. Your voice echoes with the screams of the damned. Any creature within 30 feet of you who hears your voice must pass a DC 10 Wisdom saving throw or take 1d4 psychic damage. If they fail by 5 or more, they are frightened of you until the end of your next turn. Any creature that succeeds takes no damage and automatically passes all further saving throws for the next 24 hours. Any creature that is deaf or deafened automatically passes their saving throw. Any creature that is currently frightened by you has disadvantage on this saving throw. Fiends have advantage on this saving throw, take half damage if they fail, and are immune to the fear effect.
5
Creature of shadow. You take on a devil’s affinity for darkness. You gain Darkvision and Devil’s Sight out to 60 feet (if you already have either of these abilities, you add 60 feet onto their range), but you must pass a DC 13 Constitution saving throw if your skin is exposed to direct sunlight. You take 1d8 radiant damage on a failure and half as much on a success. You must repeat this saving throw for each round you remain exposed, with the DC increasing by 1 each time, and you must spend an action to cover yourself. You are not affected in this way by indirect sunlight, such as light reflected off water or a mirror, nor are you affected by partial light such as that in the shadow of a tree’s leaves. A full layer of opaque clothing is enough to block this effect.
6
Fall from grace. Magic itself now recognizes you as belonging to the Lower Planes. You qualify as a fiend for the purposes of spells, effects, abilities, and items that mention them. In addition, you must pass a DC 13 Constitution saving throw when you attempt to enter a temple or other holy site belonging to a god that is good or neutral aligned or take 1d10 radiant damage (half as much on a success). You must repeat this saving throw once for every hour you spend in this site, with the DC increasing by 1 each time. However, you also gain an Infernal Sense, which allows you to sense the presence and location of all other fiends within a 60 foot radius, regardless of cover or barriers. This ability takes an action to activate and lasts for 1 minute, after which you must reactivate it. If you are currently under the effects of a spell or ability that allows you to sense the location of fiends, its range increases by an additional 60 feet and ignores the listed barriers.
7
Desecration. In an agonizing transformation, your form is twisted into a new, fiendish one. You take 3d6 bludgeoning damage, and your race changes to Tiefling (Asmodeus subrace), though you retain your current size and language proficiencies. If your original race has wings, you become a Winged Tiefling. If you are already a Tiefling, roll again.
8
Unholy life. The negative energy of the Lower Planes flows through your veins, changing you into a parasite that must feed off others’ life force to survive. When you deal damage with an attack, you deal an additional 1d8 necrotic damage and heal yourself for the same amount (no action required). When you deal damage with an AOE spell, you instead deal an additional 1d4 necrotic damage to each target that takes damage (roll once for all targets and multiply the result by the number of affected creatures to determine how many hit points you regain). The target(s) cannot regain hit points until the start of your next turn. However, healing from divine sources (including the Paladin’s Lay on Hands, the Life Cleric’s Channel Divinity: Preserve Life, and all healing spells) can no longer restore hit points to you. You can still spend hit dice and drink healing potions as usual, but no god of life will preserve your twisted perversion of their domain.
9
Damnation. The fiend who cursed you has laid claim to your soul once you die. You can feel them pulling you to the Lower Planes even now. It takes great strength of will to resist, and this gives you an edge on fighting death. You add your proficiency bonus to all death saving throws you make. However, should someone ever attempt to resurrect you through any means, they must make a Charisma check against the fiend’s Charisma score. If they fail, the resurrection fails, the material component used is consumed, and all subsequent attempts at resurrection made during the next 1d4 days automatically fail. Should the fiend who cursed you die, your soul will be released, and you can be resurrected as normal.
10
Serpent in the grass. Nothing happens. . . yet. Next time, you may not prove so lucky, and another encounter with a fiend may be enough to awaken the curse within your blood. The next time you encounter a fiend of a CR equal or higher to the one who cursed you, roll again on this table, ignoring this result on subsequent rolls. Any result you receive takes effect immediately and consumes your first turn.
Removing the Curse
The kneeling paladin closes her eyes as holy water falls like rain over her head and shoulders, with a few stray drops landing on her tail as well. It lashes back and forth, as it does when she’s nervous. The cleric begins to chant in some long-forgotten language now used only in prayer, and the paladin feels a gentle warmth, like the light of the sun, swell within her breast—
And then, like a dam breaking, divine radiance floods through her body, chasing away the shadow the narzugon’s final act of malice had cast over her soul for so many months. The horns and tail that had branded her as ‘other’ dissolve now like mist at the dawn. With her tongue, she feels that her pointed teeth are shrinking back to the size they once were. She opens her eyes, and the cleric smiles.
“You are free, my friend.”
They offer her a hand, but the paladin, with hands now free of once clawlike nails, pulls them into an embrace instead.
“Thank you,” she whispers.
Spells such as Remove Curse, Greater Restoration, or Wish cannot undo this curse entirely, but they can allow you to take control of the fiendish power that was forced upon you. The caster must make a Charisma check against the Charisma score of the fiend who placed this curse upon you. On a failure, the spell has no effect, the material component (if there is one) is consumed, and all subsequent attempts made for the next 1d4 days automatically fail. On a success, you gain control of your curse, and it empowers you rather than hinders you.
For each spell slot level above 3rd used to cast Remove Curse or Greater Restoration, the caster adds an additional +1 to their Charisma check. If the caster instead uses Wish, the check succeeds automatically, no roll needed, and the caster can choose to free any number of targets (as opposed to just you). At the DM’s discretion, a successful use of the Cleric’s Divine Intervention feature may be substituted for Wish. If the caster blesses you with a vial of holy water before attempting to free you, they may add 1d6 to their Charisma check (but only if they use the entire vial). Should they succeed, consult the row of the table below that matches with the curse that was first forced upon you.
#
Effect
1
You have gained control of the hellish fire inside you. You keep your resistance to fire damage, but unless you choose to call upon it, the fire in your veins lays dormant. With a bonus action, you can use it to empower your strikes. For the next minute, your melee spell and weapon attacks (including unarmed strikes) deal extra fire damage equal to 1d6 + your Constitution modifier (minimum of 1). You can use this ability a number of times equal to your proficiency bonus + your Constitution modifier between long rests (minimum of once).
2
You have gained control of the hellish chill inside you. You keep your resistance to cold damage, but unless you choose to call upon it, the ice in your veins lays dormant. With a bonus action, you can use it to empower your strikes. For the next minute, your melee spell and weapon attacks (including unarmed strikes) deal extra cold damage equal to 1d6 + your Constitution modifier (minimum of 1). You can use this ability a number of times equal to your proficiency bonus + your Constitution modifier between long rests (minimum of once).
3
You have gained control of the hellish storm inside you. You keep your resistance to lightning damage, but unless you choose to call upon it, the lightning in your veins lays dormant. When you hit a creature with an unarmed strike or melee weapon attack with a weapon made of metal, you can use a bonus action to channel the lightning and empower your strikes. The save DC of this is raised to 10 + your Constitution modifier (minimum 10) and the damage taken on a failure is raised to 1d6 + your Constitution modifier (minimum 1), though the duration of the stun effect does not increase. This bonus damage applies for all subsequent attacks you make during this round, including extra attacks and attacks of opportunity. You can use this ability a number of times equal to your proficiency bonus + your Constitution modifier between long rests (minimum of once).
4
You have mastered the echoes that haunt you. Using your bonus action, you can choose to let your voice ring with the screams of the damned. The save DC of this is raised to 10 + your Charisma modifier (minimum 10), the damage taken on a failure is raised to 2d4 + your Charisma modifier (minimum of 1), and the maximum duration of the fear effect is raised to 1 minute. The conditions for advantage, disadvantage, and automatic passes still apply, but you can now choose any number of creatures to automatically pass this saving throw. You can use this ability a number of times equal to your proficiency bonus + your Charisma modifier between long rests (minimum of once).
5
You have become comfortable in both light and shadow. You retain your Darkvision and Devil’s Sight (with their extended range, if applicable), but you no longer take any radiant damage from exposure to direct sunlight.
6
You have shed your infernality in the eyes of magic and the gods, and you are no longer affected by spells that target fiends or damaged by entering a holy site. Even still, you are able to recognize with unerring precision when infernal forces are at work. The range of your Infernal Sense increases to 90 feet, and it now only takes a bonus action to activate and maintain it. You can use this ability a number of times equal to your proficiency bonus + your Wisdom modifier between long rests (minimum of once).
7
You are restored to your original form, though you retain some vestiges of your time as a child of the Nine Hells. Choose one racial trait of the Tiefling—fire resistance, Darkvision, or innate spellcasting—to keep along with your understanding of Infernal. (If your original race has Darkvision, choose a different trait. If your original race has fire resistance, choose a different trait.)
8
You no longer need to drain the life of others to survive, and you can be healed as normal. However, you can still choose to activate this ability by using your bonus action. The necrotic damage you deal on a single target attack increases to 1d8 + your proficiency bonus + your Constitution modifier. For AOE spells, it instead increases to 1d4 + your Constitution modifier. You can use this ability a number of times equal to your proficiency bonus + your Constitution modifier per long rest (minimum of once), and you cannot use it on more than one attack per turn.
9
The fiend’s hold on your soul has been broken, but this ordeal has taught you a great deal of resilience in the face of death. You now add both your proficiency bonus and your Constitution modifier to death saving throws. In addition, whenever someone attempts to resurrect you, roll a d100. If the total result is less than or equal to your character level, the resurrection succeeds without consuming the material component.
10
The curse hovering about you is dispelled harmlessly, without affecting you.
Now, I haven't playtested this at all (in fact, I only started work on it a few days ago), so there are definitely some balance issues I'm still working out, but thoughts?
Very cool! I love the idea of curses that are inherently bad, but have an upside. It not only balances the afflicted character a bit more, but also adds a layer of nuance to the character’s position in the world and how they interact with it. The curse removal giving the opportunity for the curse’s downsides to disappear (as taking the power for your own) rather than the curse just vanishing is very nice.
And from my bag of tricks I bring out the Hellfire Band
I apologize in advance if this is similar to an item that already exists.
Frick, forgot to say for what. DM Options
Just discovered the wacky fact that images don't transfer between versions. Anyway, updated link, let me know if there's anything else that should be changed, I think I got most of the grammatical mistakes.
I'm a bit late to respond to this, but is the link in your original post up to date with that one here? Because if it's not, then I can just update your entry link to this post. Anyways, sorry if the answer is clear and I'm creating unnecessary confusion, it's just hard for me to identify which magic item is which version and which version is which:(
Rollback Post to RevisionRollBack
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 & explainHERE.
And from my bag of tricks I bring out the Hellfire Band
I apologize in advance if this is similar to an item that already exists.
Frick, forgot to say for what. DM Options
Just discovered the wacky fact that images don't transfer between versions. Anyway, updated link, let me know if there's anything else that should be changed, I think I got most of the grammatical mistakes.
I'm a bit late to respond to this, but is the link in your original post up to date with that one here? Because if it's not, then I can just update your entry link to this post. Anyways, sorry if the answer is clear and I'm creating unnecessary confusion, it's just hard for me to identify which magic item is which version and which version is which:(
I updated the original when I realized that yeah. :p The link in the original "Pulled from bag of tricks" post has the newest version link
And here is my DM option: Juiblex, the Faceless Lord, demon lord of Shedaklah, the 222nd layer of the abyss, also known as the "sewer of the abyss". Be warned, you should only click the link if your stomach is empty :-D
This is almost impressive. We have no Inspirational submissions, just like we did for almost all of the submission window of the last competition.
it's probably the hardest category, takes up the most time. Makes sense
True, still kinda sad that we have 0 entries for it though. Back in my day (my old man voice impression here), I think it was just a couple of months ago when COTFB IX had three people submit to the inspirational category. I would submit this time, but sadly, I chose that theme:)
(I also have a Warlock based on "The Devil Went Down to Georgia," but that's a little lost in translation, especially without images. A golden instrument is involved, though.)
By the way, my warlock pact boon Pact of the Harbinger (which I considered submitting as an alternative to my Pact Primeval warlock subclass) got mentioned in an article on Wargamer: https://www.wargamer.com/dnd/nazgul-warlock-patron-homebrew
(I also have a Warlock based on "The Devil Went Down to Georgia," but that's a little lost in translation, especially without images. A golden instrument is involved, though.)
By the way, my warlock pact boon Pact of the Harbinger (which I considered submitting as an alternative to my Pact Primeval warlock subclass) got mentioned in an article on Wargamer: https://www.wargamer.com/dnd/nazgul-warlock-patron-homebrew
Wow. I seriously don't now you make such cool and good homebrew, but it's an honor just to be in the same "competition" as you:) Just tell me if you want to change your entry.
Rollback Post to RevisionRollBack
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 & explainHERE.
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Just released version 1.2
Paladin main who spends most of his D&D time worldbuilding or DMing, not Paladin-ing.
Just discovered the wacky fact that images don't transfer between versions. Anyway, updated link, let me know if there's anything else that should be changed, I think I got most of the grammatical mistakes.
Hellfire Band ver.3 (Or 4 I don't memoried)
: Systems Online : Nikoli_Goodfellow Homebrew : My WIP Homebrew Class :
(\_/)
( u u)
o/ \🥛🍪 Hey, take care of yourself alright?
Question: I've been working on a custom kinda “cursed buffs” effects table themed around fiends for a campaign I'm homebrewing and planning to run later this year. It can affect both PCs and NPCs, and the DM has to initiate the circumstances for a PC to be cursed in this way, but it adds fiendish flavor and cursed abilities to PCs. I'm probably not explaining this well, but would it go in the DM or PC things category? Seeing as it doesn't really fit neatly into the items described for either category, I figured I'd check here before submitting. Thanks!! It's been a lot of fun reading through everyone's entries so far 😊
Probably fits more neatly into PC seeing as how this is technically TECHNICALLY A magical effect that adds infernal flair I think?
: Systems Online : Nikoli_Goodfellow Homebrew : My WIP Homebrew Class :
(\_/)
( u u)
o/ \🥛🍪 Hey, take care of yourself alright?
Awesome!! In that case, I present to you. . .
The Curse of the Fiendtouched
In an act of parting malice, a fiend of CR 8 or higher attempts to curse you. Roll a Charisma saving throw with a DC equal to the fiend’s Charisma score. You roll with advantage if you are a Tiefling. If you fail this saving throw, roll on the table below. Once you have been cursed in this way, you cannot be cursed again, even if this curse is later removed.
#
Effect
1
The great inferno. Your blood becomes infused with the wrathful flames of hell. You gain resistance to fire damage, and you automatically deal 1d4 fire damage when your bare skin touches another creature or object. You deal an additional 1d4 damage for each round you spend in contact with this creature or object. You can reinforce your equipment physically or magically to resist this effect, and a thick layer of nonmetallic material (such as a blacksmith’s leather gloves) is enough to block this effect. If you already have resistance to fire damage, you now only take quarter damage from it.
2
The frigid darkness. Your blood becomes infused with the numbing chill of hell. You gain resistance to cold damage, and you automatically deal 1d4 cold damage when your bare skin touches another creature or object. You deal an additional 1d4 damage for each round you spend in contact with this creature or object. You can reinforce your equipment physically or magically to resist this effect, and a thick layer of nonmetallic material (such as a blacksmith’s leather gloves) is enough to block this effect. If you already have resistance to cold damage, you now only take quarter damage from it.
3
The mad tempest. Your blood becomes infused with the deathly storms of hell. You gain resistance to lightning damage, and any creature you touch must pass a DC 10 Constitution saving throw or take 1d6 lightning damage. If they fail by 5 or more, they are stunned until the end of their next turn. If they succeed, they take no damage. Once a creature has been stunned once in this way, they cannot be stunned by you again for the next 24 hours. Any creature that is currently wearing metal armor has disadvantage on this saving throw. Any creature that has resistance to lightning damage has advantage on this saving throw and is immune to the stun effect. A thick layer of nonmetallic material (such as a blacksmith’s leather gloves) is enough to block this effect. If you already have resistance to lightning damage, you now only take quarter damage from it.
4
Voice of despair. Your voice echoes with the screams of the damned. Any creature within 30 feet of you who hears your voice must pass a DC 10 Wisdom saving throw or take 1d4 psychic damage. If they fail by 5 or more, they are frightened of you until the end of your next turn. Any creature that succeeds takes no damage and automatically passes all further saving throws for the next 24 hours. Any creature that is deaf or deafened automatically passes their saving throw. Any creature that is currently frightened by you has disadvantage on this saving throw. Fiends have advantage on this saving throw, take half damage if they fail, and are immune to the fear effect.
5
Creature of shadow. You take on a devil’s affinity for darkness. You gain Darkvision and Devil’s Sight out to 60 feet (if you already have either of these abilities, you add 60 feet onto their range), but you must pass a DC 13 Constitution saving throw if your skin is exposed to direct sunlight. You take 1d8 radiant damage on a failure and half as much on a success. You must repeat this saving throw for each round you remain exposed, with the DC increasing by 1 each time, and you must spend an action to cover yourself. You are not affected in this way by indirect sunlight, such as light reflected off water or a mirror, nor are you affected by partial light such as that in the shadow of a tree’s leaves. A full layer of opaque clothing is enough to block this effect.
6
Fall from grace. Magic itself now recognizes you as belonging to the Lower Planes. You qualify as a fiend for the purposes of spells, effects, abilities, and items that mention them. In addition, you must pass a DC 13 Constitution saving throw when you attempt to enter a temple or other holy site belonging to a god that is good or neutral aligned or take 1d10 radiant damage (half as much on a success). You must repeat this saving throw once for every hour you spend in this site, with the DC increasing by 1 each time. However, you also gain an Infernal Sense, which allows you to sense the presence and location of all other fiends within a 60 foot radius, regardless of cover or barriers. This ability takes an action to activate and lasts for 1 minute, after which you must reactivate it. If you are currently under the effects of a spell or ability that allows you to sense the location of fiends, its range increases by an additional 60 feet and ignores the listed barriers.
7
Desecration. In an agonizing transformation, your form is twisted into a new, fiendish one. You take 3d6 bludgeoning damage, and your race changes to Tiefling (Asmodeus subrace), though you retain your current size and language proficiencies. If your original race has wings, you become a Winged Tiefling. If you are already a Tiefling, roll again.
8
Unholy life. The negative energy of the Lower Planes flows through your veins, changing you into a parasite that must feed off others’ life force to survive. When you deal damage with an attack, you deal an additional 1d8 necrotic damage and heal yourself for the same amount (no action required). When you deal damage with an AOE spell, you instead deal an additional 1d4 necrotic damage to each target that takes damage (roll once for all targets and multiply the result by the number of affected creatures to determine how many hit points you regain). The target(s) cannot regain hit points until the start of your next turn. However, healing from divine sources (including the Paladin’s Lay on Hands, the Life Cleric’s Channel Divinity: Preserve Life, and all healing spells) can no longer restore hit points to you. You can still spend hit dice and drink healing potions as usual, but no god of life will preserve your twisted perversion of their domain.
9
Damnation. The fiend who cursed you has laid claim to your soul once you die. You can feel them pulling you to the Lower Planes even now. It takes great strength of will to resist, and this gives you an edge on fighting death. You add your proficiency bonus to all death saving throws you make. However, should someone ever attempt to resurrect you through any means, they must make a Charisma check against the fiend’s Charisma score. If they fail, the resurrection fails, the material component used is consumed, and all subsequent attempts at resurrection made during the next 1d4 days automatically fail. Should the fiend who cursed you die, your soul will be released, and you can be resurrected as normal.
10
Serpent in the grass. Nothing happens. . . yet. Next time, you may not prove so lucky, and another encounter with a fiend may be enough to awaken the curse within your blood. The next time you encounter a fiend of a CR equal or higher to the one who cursed you, roll again on this table, ignoring this result on subsequent rolls. Any result you receive takes effect immediately and consumes your first turn.
Removing the Curse
Spells such as Remove Curse, Greater Restoration, or Wish cannot undo this curse entirely, but they can allow you to take control of the fiendish power that was forced upon you. The caster must make a Charisma check against the Charisma score of the fiend who placed this curse upon you. On a failure, the spell has no effect, the material component (if there is one) is consumed, and all subsequent attempts made for the next 1d4 days automatically fail. On a success, you gain control of your curse, and it empowers you rather than hinders you.
For each spell slot level above 3rd used to cast Remove Curse or Greater Restoration, the caster adds an additional +1 to their Charisma check. If the caster instead uses Wish, the check succeeds automatically, no roll needed, and the caster can choose to free any number of targets (as opposed to just you). At the DM’s discretion, a successful use of the Cleric’s Divine Intervention feature may be substituted for Wish. If the caster blesses you with a vial of holy water before attempting to free you, they may add 1d6 to their Charisma check (but only if they use the entire vial). Should they succeed, consult the row of the table below that matches with the curse that was first forced upon you.
#
Effect
1
You have gained control of the hellish fire inside you. You keep your resistance to fire damage, but unless you choose to call upon it, the fire in your veins lays dormant. With a bonus action, you can use it to empower your strikes. For the next minute, your melee spell and weapon attacks (including unarmed strikes) deal extra fire damage equal to 1d6 + your Constitution modifier (minimum of 1). You can use this ability a number of times equal to your proficiency bonus + your Constitution modifier between long rests (minimum of once).
2
You have gained control of the hellish chill inside you. You keep your resistance to cold damage, but unless you choose to call upon it, the ice in your veins lays dormant. With a bonus action, you can use it to empower your strikes. For the next minute, your melee spell and weapon attacks (including unarmed strikes) deal extra cold damage equal to 1d6 + your Constitution modifier (minimum of 1). You can use this ability a number of times equal to your proficiency bonus + your Constitution modifier between long rests (minimum of once).
3
You have gained control of the hellish storm inside you. You keep your resistance to lightning damage, but unless you choose to call upon it, the lightning in your veins lays dormant. When you hit a creature with an unarmed strike or melee weapon attack with a weapon made of metal, you can use a bonus action to channel the lightning and empower your strikes. The save DC of this is raised to 10 + your Constitution modifier (minimum 10) and the damage taken on a failure is raised to 1d6 + your Constitution modifier (minimum 1), though the duration of the stun effect does not increase. This bonus damage applies for all subsequent attacks you make during this round, including extra attacks and attacks of opportunity. You can use this ability a number of times equal to your proficiency bonus + your Constitution modifier between long rests (minimum of once).
4
You have mastered the echoes that haunt you. Using your bonus action, you can choose to let your voice ring with the screams of the damned. The save DC of this is raised to 10 + your Charisma modifier (minimum 10), the damage taken on a failure is raised to 2d4 + your Charisma modifier (minimum of 1), and the maximum duration of the fear effect is raised to 1 minute. The conditions for advantage, disadvantage, and automatic passes still apply, but you can now choose any number of creatures to automatically pass this saving throw. You can use this ability a number of times equal to your proficiency bonus + your Charisma modifier between long rests (minimum of once).
5
You have become comfortable in both light and shadow. You retain your Darkvision and Devil’s Sight (with their extended range, if applicable), but you no longer take any radiant damage from exposure to direct sunlight.
6
You have shed your infernality in the eyes of magic and the gods, and you are no longer affected by spells that target fiends or damaged by entering a holy site. Even still, you are able to recognize with unerring precision when infernal forces are at work. The range of your Infernal Sense increases to 90 feet, and it now only takes a bonus action to activate and maintain it. You can use this ability a number of times equal to your proficiency bonus + your Wisdom modifier between long rests (minimum of once).
7
You are restored to your original form, though you retain some vestiges of your time as a child of the Nine Hells. Choose one racial trait of the Tiefling—fire resistance, Darkvision, or innate spellcasting—to keep along with your understanding of Infernal. (If your original race has Darkvision, choose a different trait. If your original race has fire resistance, choose a different trait.)
8
You no longer need to drain the life of others to survive, and you can be healed as normal. However, you can still choose to activate this ability by using your bonus action. The necrotic damage you deal on a single target attack increases to 1d8 + your proficiency bonus + your Constitution modifier. For AOE spells, it instead increases to 1d4 + your Constitution modifier. You can use this ability a number of times equal to your proficiency bonus + your Constitution modifier per long rest (minimum of once), and you cannot use it on more than one attack per turn.
9
The fiend’s hold on your soul has been broken, but this ordeal has taught you a great deal of resilience in the face of death. You now add both your proficiency bonus and your Constitution modifier to death saving throws. In addition, whenever someone attempts to resurrect you, roll a d100. If the total result is less than or equal to your character level, the resurrection succeeds without consuming the material component.
10
The curse hovering about you is dispelled harmlessly, without affecting you.
Now, I haven't playtested this at all (in fact, I only started work on it a few days ago), so there are definitely some balance issues I'm still working out, but thoughts?
Very cool! I love the idea of curses that are inherently bad, but have an upside. It not only balances the afflicted character a bit more, but also adds a layer of nuance to the character’s position in the world and how they interact with it. The curse removal giving the opportunity for the curse’s downsides to disappear (as taking the power for your own) rather than the curse just vanishing is very nice.
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 a bit late to respond to this, but is the link in your original post up to date with that one here? Because if it's not, then I can just update your entry link to this post. Anyways, sorry if the answer is clear and I'm creating unnecessary confusion, it's just hard for me to identify which magic item is which version and which version is which:(
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 updated the original when I realized that yeah. :p The link in the original "Pulled from bag of tricks" post has the newest version link
: Systems Online : Nikoli_Goodfellow Homebrew : My WIP Homebrew Class :
(\_/)
( u u)
o/ \🥛🍪 Hey, take care of yourself alright?
And here is my DM option: Juiblex, the Faceless Lord, demon lord of Shedaklah, the 222nd layer of the abyss, also known as the "sewer of the abyss". Be warned, you should only click the link if your stomach is empty :-D
https://www.dndbeyond.com/monsters/2997538-the-faceless-lord
Of course feedback always is welcome!
This is almost impressive. We have no Inspirational submissions, just like we did for almost all of the submission window of the last competition.
Paladin main who spends most of his D&D time worldbuilding or DMing, not Paladin-ing.
it's probably the hardest category, takes up the most time. Makes sense
Updog
True, still kinda sad that we have 0 entries for it though. Back in my day (my old man voice impression here), I think it was just a couple of months ago when COTFB IX had three people submit to the inspirational category. I would submit this time, but sadly, I chose that theme:)
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'm just too busy to submit
Frequent Eladrin || They/Them, but accept all pronouns
Luz Noceda would like to remind you that you're worth loving!
I basically have my outline for my submission for the inspirational category, I just need to find the time to actually type everything out
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'll be freer by CotFB erm... XIII, or maybe even XII
Frequent Eladrin || They/Them, but accept all pronouns
Luz Noceda would like to remind you that you're worth loving!
I was going to submit, but then the monkey told me "nope"
I am an average mathematics enjoyer.
>Extended Signature<
Same.
Sure, this looks like something worth giving a stab at.
PC Options: Chains of the Infernal entry
Not all who dabble with dark powers do so for eldritch magics.
https://www.dndbeyond.com/subclasses/1476060-the-path-of-the-hellbringer
(I also have a Warlock based on "The Devil Went Down to Georgia," but that's a little lost in translation, especially without images. A golden instrument is involved, though.)
https://www.dndbeyond.com/subclasses/1471192-the-everlasting-symphony
She/Her!
My homebrew:
Items | Races | Spells | Subclasses
By the way, my warlock pact boon Pact of the Harbinger (which I considered submitting as an alternative to my Pact Primeval warlock subclass) got mentioned in an article on Wargamer: https://www.wargamer.com/dnd/nazgul-warlock-patron-homebrew
Just checking, your PC option entry is the first link (the one I put in bold)?
Wow. I seriously don't now you make such cool and good homebrew, but it's an honor just to be in the same "competition" as you:) Just tell me if you want to change your entry.
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.