Well, I picked the inspirational theme and helped Yamana pick the DM one, so I think the only category I can submit to is the PC options:) Here's my spell, Devil's Trickery. I'm excited to hear what you guys think of it and receive any feedback you might have.
Edited: Modified Devil's Trickery based on feedback and updated the link for it.
Well, I picked the inspirational theme and helped Yamana pick the DM one, so I think the only category I can submit to is the PC options:) Here's my spell, Devil's Trickery. I'm excited to hear what you guys think of it and receive any feedback you might have.
Wow... I haven't done one of these in a very long while. But, no time like the present, I guess.
Here's my submission for the PC options:
Demonic Tiefling
Variant: Demonic Tiefling
While most tieflings are descended from devils, some are infused with the corruptive power of the Abyss. Since demons don't reproduce naturally, demonic tieflings often get their powers in unusual ways. A demonic tiefling could have been exposed to the destructive influence of a demon lord, been tainted with the blood of a demon, or have been inside the Abyss itself. Like other tieflings, a demonic tiefling could also be a descendant of a being exposed to these powers.
Demonic Tiefling Traits
The following traits replace the Ability Score Increase, Hellish Resistance, Infernal Legacy, and Languages traits of the tiefling race.
Ability Score Increase. Your Charisma score increases by 2, and your Constitution score increases by 1.
Abyssal Legacy. You know your choice of the acid splash, fire bolt, lightning lure, or ray of frost cantrips. When you reach 3rd level, you can cast the chromatic orb spell as a 2nd-level spell once with this trait and regain the ability to do so when you finish a long rest. When you reach 5th level, you can cast the alter self spell once with this trait and regain the ability to do so when you finish a long rest. Charisma is your spellcasting ability for these spells.
Demonic Resistance. You have resistance to your choice of acid, cold, fire, or lighting damage.
Languages. You can speak, read, and write Common and Abyssal.
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All stars fade. Some stars forever fall. ------------------------------------------------------------------------------------------------- Homebrew:Magic Items,Monsters,Spells,Subclasses ------------------------------------------------------------------------------------------------- If there was no light, people wouldn't fear the dark.
Well, I picked the inspirational theme and helped Yamana pick the DM one, so I think the only category I can submit to is the PC options:) Here's my spell, Devil's Trickery. I'm excited to hear what you guys think of it and receive any feedback you might have.
I like it a lot. The flavor is good and mechanically well-executed (almost without exception). I do have a couple things, though….
It seems to me that ignoring immunity to the charmed condition is incredibly powerful. Like, 3rd-level-or-higher-spell-all-on-its-own powerful. Maybe it could reduce immunity to the charmed condition to advantage on saves against it? If you reduce the power of the ignore-charm-immunity feature or remove it, I would suggest adding another feature, such as advantage on saves against being charmed and/or frightened.
When it says “you,” does it mean the caster or the target of the spell?
I really like the devil’s mark part, though. It’s a fun, creative touch that could create some interesting roleplaying situation.
As another little flavor thing, you could have something about suffering some penalty if the spell’s target breaks a promise or contract while the spell is active. Totally not necessary, but it would be fun.
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Paladin main who spends most of his D&D time worldbuilding or DMing, not Paladin-ing.
Hmm. I do think the player and DM option themes are very similar on the surface. Yamana, since you chose the Demonomicon, would you mind elaborating?
Something to do with the Demonomicon of Iggwilv, a powerful magical artifact created by Tasha the Archmage. You could do something based on Tasha's magics, something that might be in the demonomicon, or something else.
This is designed with the actual Demonomicon magic item in thought. Let me know feedback, what you guys think, tweaks to be made, etc. Thanks!
Well done! I love the statblock as well as the concept. The quote at the end really sells it for me, though you may want to put that in a box formatting-wise rather than just italicizing it.
This is designed with the actual Demonomicon magic item in thought. Let me know feedback, what you guys think, tweaks to be made, etc. Thanks!
Well done! I love the statblock as well as the concept. The quote at the end really sells it for me, though you may want to put that in a box formatting-wise rather than just italicizing it.
That would be what I prefer. How do you add a text box?\
This is designed with the actual Demonomicon magic item in thought. Let me know feedback, what you guys think, tweaks to be made, etc. Thanks!
Well done! I love the statblock as well as the concept. The quote at the end really sells it for me, though you may want to put that in a box formatting-wise rather than just italicizing it.
That would be what I prefer. How do you add a text box?\
This is designed with the actual Demonomicon magic item in thought. Let me know feedback, what you guys think, tweaks to be made, etc. Thanks!
Well done! I love the statblock as well as the concept. The quote at the end really sells it for me, though you may want to put that in a box formatting-wise rather than just italicizing it.
That would be what I prefer. How do you add a text box?
The quotation mark button.
It should look like this.
Oh. didn't realize that could work lol. Sweet. I'll release a final version soon, migth see if anyone has feedback on the actual stats or if I come up with anything. Thx!
So, I have two ideas for my PC option, both of which are tied to warlock invocations, and I wanted to hear which one might be more interesting to folks
1) Invocations focused around the Pact of the Chain with some infernal-focused options
2) Invocation focused around Pact of the Tome, adapting some ideas from the Onomancy wizard to warlock, thematically playing into the idea of a devil's weakness being its true name.
3) Both??? I dont want to double down on my submission here and put forward more than is fair, but it might be possible to submit both sets under the same umbrella theme of devil-focused invocations
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So, I have two ideas for my PC option, both of which are tied to warlock invocations, and I wanted to hear which one might be more interesting to folks
1) Invocations focused around the Pact of the Chain with some infernal-focused options
2) Invocation focused around Pact of the Tome, adapting some ideas from the Onomancy wizard to warlock, thematically playing into the idea of a devil's weakness being its true name.
3) Both??? I dont want to double down on my submission here and put forward more than is fair, but it might be possible to submit both sets under the same umbrella theme of devil-focused invocations
any adding of invocations is interesting to me. The Chain might be your best bet with the theme, but the one with pact of the tome sounds interesting, I'd like to see how you pull it off. I'd say do both and you can drop one after feedback before the actual voting
So, I have two ideas for my PC option, both of which are tied to warlock invocations, and I wanted to hear which one might be more interesting to folks
1) Invocations focused around the Pact of the Chain with some infernal-focused options
2) Invocation focused around Pact of the Tome, adapting some ideas from the Onomancy wizard to warlock, thematically playing into the idea of a devil's weakness being its true name.
3) Both??? I dont want to double down on my submission here and put forward more than is fair, but it might be possible to submit both sets under the same umbrella theme of devil-focused invocations
Personally, I would be fine with the general group of Infernal Invocations or whatever you call them. You could maybe even do invocations for all three (or four) Pact Boons.
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Paladin main who spends most of his D&D time worldbuilding or DMing, not Paladin-ing.
can we submit a magic item for player options? I realize it's something the DM distributes, but seeing as how the players actually use it, would that be permitted?
Okay, for now here is my submission for the PC Option: The Knower's Guide to Infernal Control, a collection of Eldritch Invocations for the Warlock class themed around replicating the controlling nature of fiends or bending them to your command.
The Knower’s Guide to Infernal Control
The nine hells are home to creatures of devastating power and influence, some seeking to corrupt and others to destroy. I am the Knower of Names, and for the right price I can provide you with the name of any creature from the nine hells, although I doubt that you can afford it. Instead, I offer you the knowledge of how you can use your patron’s power to garner some level of control over these chaotic members of the lower plane through the following invocations. Perhaps in time you can use this knowledge to collect more coins, or the True Names of individuals, to trade for my most sought after information.
-The Knower of Names
A Note on True Names (as outlined in the 2019 UA): Onomancy, or naming magic, is a method of spellcasting that uses a creature’s true name to enhance a spell’s effects. A true name is the name by which a self-aware creature identifies itself. This name might be the name a person was given at birth, or one a person chose or earned later in life. Whatever a name’s origin, the simplest way for you to know your true name is to think truthfully about yourself and then think, “My name is …” Your true name is how you finish that sentence. You can try to hide your true name by using a pseudonym, but you must be wary not to inhabit that false name too deeply. If a false name comes to be the best expression of who you are, it becomes your true name. Changing one’s true name is never a quick choice; it’s something that happens over time as a name becomes the creature’s truth. As a quick guide, a creature has a true name if it understands at least one language or it has an alignment.
Eldritch Invocations
Pact of the Chain
The chain is a devastating weapon used by fiends to lacerate and bind creatures against their will. This knowledge will aid in your path to replicate these infernal chains towards controlling and commanding others.
Whip of the chain devil
Prerequisite - Pact of the Chain
You can conjure chains of fiendish power. You learn the Thorn Whip cantrip, which counts as a Warlock spell for you but does not count against the number of cantrips you know. You can cast this spell without providing a material component, and can choose to deal slashing damage instead of piercing.
When you hit with an attack made using this spell against a creature that is Large or smaller, you can choose to reduce the damage the attack would deal by 1d6 to grapple the target. If you do so, the spell’s duration is extended to up to 1 minute, requiring concentration. For this extended duration the target remains grappled by the chain. On its turn a grappled creature can use its action to make a Strength (Athletics) check contested by your spell save DC, ending the effect early on a success. The effect also ends early if you do not have at least one hand free to hold the chains.
Pact Steed
Prerequisite: 5th level, Pact of the Chain
You can cast Find Steed once without expending a spell slot. You cannot cast it again until you finish a long rest. When you cast the spell, you can choose one of the normal forms for your steed or one of the following special forms: Blink Dog, Worg, or Warhorse Skeleton. Each of these special forms keep their original creature type when summoned this way.
Additionally, when you take the Attack action while mounted, you can forgo one of your own attacks to allow your summoned steed to make one attack with its reaction.
Improved Pact Steed
Prerequisite: 7th level, Pact Steed Invocation
You can cast Find Greater Steedonce without expending a spell slot. You cannot cast it again until you finish a long rest. When you cast the spell, you can choose one of the normal forms for your steed or one of the following special forms: Ankheg, Owlbear, Hell Hound, or Nightmare. Each of these special forms keep their original creature type when summoned this way.
Additionally, when you take the Attack action while mounted, you can forgo one of your own attacks to allow your summoned steed to make one attack (or use a Recharge ability, if it has one) with its reaction.
Pact of the Tome
Those familiar with fiends know that to hold their true name is to hold control so that they cannot move against you, but a true master of the art can use them to hold control over all the creatures of the multiverse. The gods lack true names, perhaps such that they cannot be controlled by any lower being. But that hardly matters, you would not try to use this knowledge to control a god, would you?
Tome of the Namekeeper
Prerequisite: Pact of the Tome
A new page appears in your Book of Shadows whose magic can be used to extract a creature’s True Name. As a bonus action while holding your Book of Shadows, you target one creature you can see within 60 feet of you. The target must make a Wisdom saving throw against your spell save DC. On a successful save, you discern that this magic failed, and you can’t use this feature on the target again for 24 hours. On a failed save, the target is charmed by you until the end of your next turn, and the target’s name appears written on this page, if it has one.
This page can hold a number of names equal to your proficiency bonus, and you cannot use this feature while the page is filled. As an action by touching the page, you can magically erase a name on the page or move the name to another page in your Book of Shadows where names can be written (such as those provided by other invocations).
{design note: You do not need to take the Tome of the Namekeeper Invocation to use the others listed below. If you have a way of determining a creature's true name AND invocations which grant you pages in your Book of Shadows to write those names in, such as Gift of the Protectors or Far Scribe, then you can use them. Tome of the Namekeeper, however, gives a way to gain true names against a creature's will as well as to sort these names across multiple pages, if you have others. There are some invocations that can be used to great effect if your allies willing write their true names in one of the appropriate pages of the book}
Fateful Naming
Prerequisite: Pact of the Tome
You can cast Bane or Bless using a warlock spell slot. You can cast each of these spells at will at 1st level without expending a spell slot, provided it only targets creatures whose true names are written on a page in your Book of Shadows.
Devastating Resonance
Prerequisite: 5th level, Pact of the Tome
When you cast a spell using a Warlock spell slot which targets any creatures whose true name appears in your Book of Shadows, you can use this feature to impose disadvantage on the first saving throw the target(s) makes against the spell’s effect. If such a target fails this saving throw, its name is erased from any pages it appears in your Book of Shadows.
Punishing Resonance
Prerequisite: 5th level, Pact of the Tome
After you cast a spell using a Warlock spell slot, the first time it deals damage to a creature whose true name is written in your Book of Shadows, you can use this feature to deal additional force damage to the target. This additional damage is determined by rolling a number of d4 equal to the level of spell slot expended. After the target takes this damage, its name is erased from any page it appears in your Book of Shadows.
Purifying Resonance
Prerequisite: 5th level, Pact of the Tome
When you cast a spell targeting a creature whose true name is written in your Book of Shadows, you learn if there are any other spells affecting the creature and what they are. As part of the same action as casting the spell, you can end one of the other spell effects acting on the target by succeeding a Charisma check with the DC equal to 10+the level of the chosen spell. Following a successful check, the target’s name is erased from any page it appears in your Book of Shadows.
Soul-Stealer Resonance
Prerequisite: 7th level, Pact of the Tome
When you cast a spell using a Warlock spell slot which deals damage to a creature whose true name is written in your Book of Shadows, you can use this feature to siphon some of their life force. When you do so, you gain a pool of temporary hit points determined by rolling a number of d6 equal to the level of spell slot expended. If the number of temporary hit points gained is greater than the number of remaining hit points the target has, you can shapechange your appearance to be like that of the targets, provided you are the same size and have the same arrangement of limbs. This does not affect any objects you are wearing or carrying. The transformation lasts until you finish a short or long rest or until you use an action to dismiss it.
Once you use this feature, the target’s name is erased from any pages it appears in your Book of Shadows.
Seeking Resonance
Prerequisite: 15th level, Pact of the Tome
You can target a creature whose true name is written in your Book of Shadows with a spell you cast so long as they are on the same plane of existence as you. This casting ignores the spell’s normal range, sources of cover, and requirements for the target to be able to see or hear you. The spell must be a Warlock spell and must only target one creature to apply this feature.
After you have cast a spell beyond its normal range this way, the target’s name is erased from any pages it appears in your Book of Shadows.
{design note: the invocations are not sorted alphabetically nor necessarily by level. I wanted to prioritize trying to make the theme make sense in the order that the invocations would be read}
If anyone wants to compare my Onomancy Invocations to that of the original wizard abilities, here is the relevant UA
Here is a first draft of my infernal submission - the Pact Primeval Warlock. A warlock who, rather than having made a pact with a patron to gain powers, is the patron for their allies, using the latent magic of the Pact Primeval, the pact that gave devils the power to actually make pacts with other beings: https://www.gmbinder.com/share/-NDABMKStP-ArCqZA-eu
What do you think of it? What would you change to improve it? I was thinking of adding some kind of downside for the creature who made an Infernal Pact with the warlock or some kind of buff for the warlock themselves, not sure though - since a pact should usually be two-sided.
(As an alternative, I was thinking of submitting this homebrew Pact Boon, which got quite popular over on Reddit, it was inspired by the Four Horsemen warlock in the last contest and allows you to become an infernal warrior riding on a nightmare: https://www.gmbinder.com/share/-NCxs_QXLb2UEvv8XJb0)
Here is a first draft of my infernal submission - the Pact Primeval Warlock. A warlock who, rather than having made a pact with a patron to gain powers, is the patron for their allies, using the latent magic of the Pact Primeval, the pact that gave devils the power to actually make pacts with other beings: https://www.gmbinder.com/share/-NDABMKStP-ArCqZA-eu
What do you think of it? What would you change to improve it? I was thinking of adding some kind of downside for the creature who made an Infernal Pact with the warlock or some kind of buff for the warlock themselves, not sure though - since a pact should usually be two-sided.
(As an alternative, I was thinking of submitting this homebrew Pact Boon, which got quite popular over on Reddit, it was inspired by the Four Horsemen warlock in the last contest and allows you to become an infernal warrior riding on a nightmare: https://www.gmbinder.com/share/-NCxs_QXLb2UEvv8XJb0)
Well, I picked the inspirational theme and helped Yamana pick the DM one, so I think the only category I can submit to is the PC options:) Here's my spell, Devil's Trickery. I'm excited to hear what you guys think of it and receive any feedback you might have.
I like it a lot. The flavor is good and mechanically well-executed (almost without exception). I do have a couple things, though….
It seems to me that ignoring immunity to the charmed condition is incredibly powerful. Like, 3rd-level-or-higher-spell-all-on-its-own powerful. Maybe it could reduce immunity to the charmed condition to advantage on saves against it? If you reduce the power of the ignore-charm-immunity feature or remove it, I would suggest adding another feature, such as advantage on saves against being charmed and/or frightened.
When it says “you,” does it mean the caster or the target of the spell?
I really like the devil’s mark part, though. It’s a fun, creative touch that could create some interesting roleplaying situation.
As another little flavor thing, you could have something about suffering some penalty if the spell’s target breaks a promise or contract while the spell is active. Totally not necessary, but it would be fun.
Thank you for your feedback:) I updated the submission and edited my original post with the new link.
1. Good idea! I've changed it to exactly that. Do keep in mind that the override charm immunity is limited to only humanoids though:)
2. It means the target in almost every instance. I updated it to make it more clear. My bad for not saying "The target" in the original draft.
can we submit a magic item for player options? I realize it's something the DM distributes, but seeing as how the players actually use it, would that be permitted?
I'm sorry, but I'm gonna have to say no. We've set the category limits and most of the time at least, I've not seen judges allow you to enter a DM option for a PC option or vica versa. In the last competition, someone tried to have an adventure for the PC option's and it was a no, so I'm afraid to say I have to stick with what is usually the prerogative on this.
Okay, for now here is my submission for the PC Option: The Knower's Guide to Infernal Control, a collection of Eldritch Invocations for the Warlock class themed around replicating the controlling nature of fiends or bending them to your command. This is very much a work in progress, and I hope to have a better document put together before the end. BoringBard or MilestoGo can let me know if this goes beyond the scope of the PC category
The Knower’s Guide to Infernal Control
The nine hells are home to creatures of devastating power and influence, some seeking to corrupt and others to destroy. I am the Knower of Names, and for the right price I can provide you with the name of any creature from the nine hells, although I doubt that you can afford it. Instead, I offer you the knowledge of how you can use your patron’s power to garner some level of control over these chaotic members of the lower plane through the following invocations. Perhaps in time you can use this knowledge to collect more coins, or the True Names of individuals, to trade for my most sought after information.
-The Knower of Names
A Note on True Names (as outlined in the 2019 UA): Onomancy, or naming magic, is a method of spellcasting that uses a creature’s true name to enhance a spell’s effects. A true name is the name by which a self-aware creature identifies itself. This name might be the name a person was given at birth, or one a person chose or earned later in life. Whatever a name’s origin, the simplest way for you to know your true name is to think truthfully about yourself and then think, “My name is …” Your true name is how you finish that sentence. You can try to hide your true name by using a pseudonym, but you must be wary not to inhabit that false name too deeply. If a false name comes to be the best expression of who you are, it becomes your true name. Changing one’s true name is never a quick choice; it’s something that happens over time as a name becomes the creature’s truth. As a quick guide, a creature has a true name if it understands at least one language or it has an alignment.
Eldritch Invocations
Pact of the Chain
The chain is a devastating weapon used by fiends to lacerate and bind creatures against their will. This knowledge will aid in your path to replicate these infernal chains towards controlling and commanding others.
Whip of the chain devil
Prerequisite - Pact of the Chain
You can conjure chains of fiendish power. You learn the Thorn Whip cantrip, which counts as a Warlock spell for you but does not count against the number of cantrips you know. You can cast this spell without providing a material component, and can choose to deal slashing damage instead of piercing.
When you hit with an attack made using this spell against a creature that is Large or smaller, you can choose to reduce the damage dealt by the attack by 1d6 to grapple the target. If you do so, the spell’s duration is extended to up to 1 minute, requiring concentration. On its turn a grappled creature can use its action to make a Strength (Athletics) check contested by your spell save DC, ending the effect early on a success. The effect also ends early if you do not have at least one hand free to hold the chains.
Pact Steed
Prerequisite: 5th level, Pact of the Chain
You can cast Find Steed once without expending a spell slot. You cannot cast it again until you finish a long rest. When you cast the spell, you can choose one of the normal forms for your steed or one of the following special forms: Blink Dog, Worg, or Warhorse Skeleton. Each of these special forms keep their original creature type when summoned this way.
Additionally, when you take the Attack action while mounted, you can forgo one of your own attacks to allow your summoned steed to make one attack with its reaction.
Improved Pact Steed
Prerequisite: 7th level, Pact Steed Invocation
You can cast Find Greater Steedonce without expending a spell slot. You cannot cast it again until you finish a long rest. When you cast the spell, you can choose one of the normal forms for your steed or one of the following special forms: Ankheg, Owlbear, Hell Hound, or Nightmare. Each of these special forms keep their original creature type when summoned this way.
Additionally, when you take the Attack action while mounted, you can forgo one of your own attacks to allow your summoned steed to make one attack (or use a Recharge ability, if it has one) with its reaction.
Pact of the Tome
Those familiar with fiends know that to hold their true name is to hold control so that they cannot move against you, but a true master of the art can use them to hold control over all the creatures of the multiverse. The gods lack true names, perhaps such that they cannot be controlled by any lower being. But that hardly matters, you would not try to use this knowledge to control a god, would you?
Tome of the Namekeeper
Prerequisite: Pact of the Tome
A new page appears in your Book of Shadows whose magic can be used to extract a creature’s True Name. As a bonus action while holding your Book of Shadows, you target one creature you can see within 60 feet of you. The target must make a Wisdom saving throw against your spell save DC. On a successful save, you discern that this magic failed, and you can’t use this feature on the target again. On a failed save, the target is charmed by you until the end of your next turn, and the target’s name appears written on this page, if it has one.
This page can hold a number of names equal to your proficiency bonus, and you cannot use this feature while the page is filled. As an action by touching the page, you can magically erase a name on the page or move the name to another page in your Book of Shadows where names can be written (such as those provided by other invocations).
{design note: You do not need to take the Tome of the Namekeeper Invocation to use the others listed here. If you have a way of determining a creature's true name AND invocations which grant you pages in your Book of Shadows, such as Gift of the Protectors or Far Scribe, to write those names in then you can use them. Tome of the Namekeeper, however, gives a way to gain true names against a creature's will as well as to sort these names across multiple pages, if you have others. There are some invocations that can be used to great effect if your allies willing write their true names in one of the appropriate pages of the book}
Fateful Naming
Prerequisite: Pact of the Tome
You can cast Bane or Bless using a warlock spell slot. You can cast each of these spells at will without expending a spell slot, provided it only targets creatures whose true names are written on a page in your Book of Shadows.
Devastating Resonance
Prerequisite: 5th level, Pact of the Tome
When you cast a spell using a Warlock spell slot which targets any creatures whose true name appears in your Book of Shadows, you can use this feature to impose disadvantage on the first saving throw the target(s) makes against the spell’s effect. If such a target fails this saving throw, its name is erased from any pages it appears in your Book of Shadows.
Punishing Resonance
Prerequisite: 5th level, Pact of the Tome
After you cast a spell using a Warlock spell slot, the first time it deals damage to a creature whose true name is written in your Book of Shadows, you can use this feature to deal additional force damage to the target. This additional damage is determined by rolling a number of d4 equal to the level of spell slot expended. After the target takes this damage, its name is erased from any page it appears in your Book of Shadows.
Purifying Resonance
Prerequisite: 5th level, Pact of the Tome
When you cast a spell targeting a creature whose true name is written in your Book of Shadows, you learn if there are any other spells affecting the creature and what they are. As part of the same action as casting the spell, you can end one of the other spell effects acting on the target by succeeding a Charisma check with the DC equal to 10+the level of the chosen spell. Following a successful check, the target’s name is erased from any page it appears in your Book of Shadows.
Soul-Stealer Resonance
Prerequisite: 7th level, Pact of the Tome
When you cast a spell using a Warlock spell slot which deals damage to a creature whose true name is written in your Book of Shadows, you can use this feature to siphon some of their life force. When you do so, you gain a pool of temporary hit points determined by rolling a number of d6 equal to the level of spell slot expended. If the number of temporary hit points gained is greater than the number of hit points the target has, you can shapechange your appearance to be like that of the targets, provided you are the same size. This does not affect any objects you are wearing or carrying and lasts until you finish a short or long rest.
Once you use this feature, the target’s name is erased from any pages it appears in your Book of Shadows.
{design note: the invocations are not sorted alphabetically nor necessarily by level. I tried to sort them a little, but moreso wanted to prioritize trying to make the theme make sense in the order that the invocations would be read}
If anyone wants to compare my Onomancy Invocations to that of the original wizard abilities, here is the relevant UA
Very cool entry:) Eldritch Invocations have always been treated as PC Options in the past competition, so I don't think this is overstepping the scope of the PC Options. I'll add the link to contestants in a second.
Here is a first draft of my infernal submission - the Pact Primeval Warlock. A warlock who, rather than having made a pact with a patron to gain powers, is the patron for their allies, using the latent magic of the Pact Primeval, the pact that gave devils the power to actually make pacts with other beings: https://www.gmbinder.com/share/-NDABMKStP-ArCqZA-eu
What do you think of it? What would you change to improve it? I was thinking of adding some kind of downside for the creature who made an Infernal Pact with the warlock or some kind of buff for the warlock themselves, not sure though - since a pact should usually be two-sided.
(As an alternative, I was thinking of submitting this homebrew Pact Boon, which got quite popular over on Reddit, it was inspired by the Four Horsemen warlock in the last contest and allows you to become an infernal warrior riding on a nightmare: https://www.gmbinder.com/share/-NCxs_QXLb2UEvv8XJb0)
Very cool as always Semako:) I'll link this post and just update it if you want to add a knew version of the subclass. And tell me if you want to change your entry:)
Wow... I haven't done one of these in a very long while. But, no time like the present, I guess.
Here's my submission for the PC options:
Demonic Tiefling
Variant: Demonic Tiefling
While most tieflings are descended from devils, some are infused with the corruptive power of the Abyss. Since demons don't reproduce naturally, demonic tieflings often get their powers in unusual ways. A demonic tiefling could have been exposed to the destructive influence of a demon lord, been tainted with the blood of a demon, or have been inside the Abyss itself. Like other tieflings, a demonic tiefling could also be a descendant of a being exposed to these powers.
Demonic Tiefling Traits
The following traits replace the Ability Score Increase, Hellish Resistance, Infernal Legacy, and Languages traits of the tiefling race.
Ability Score Increase. Your Charisma score increases by 2, and your Constitution score increases by 1.
Abyssal Legacy. You know your choice of the acid splash, fire bolt, lightning lure, or ray of frost cantrips. When you reach 3rd level, you can cast the chromatic orb spell as a 2nd-level spell once with this trait and regain the ability to do so when you finish a long rest. When you reach 5th level, you can cast the alter self spell once with this trait and regain the ability to do so when you finish a long rest. Charisma is your spellcasting ability for these spells.
Demonic Resistance. You have resistance to your choice of acid, cold, fire, or lighting damage.
Languages. You can speak, read, and write Common and Abyssal.
Exactly my thought process:) Also, you do realize you've made the second most posts in all of the history of DDB. I've never really interacted with you before but I just wanted to say WOW.
Well, I picked the inspirational theme and helped Yamana pick the DM one, so I think the only category I can submit to is the PC options:) Here's my spell, Devil's Trickery. I'm excited to hear what you guys think of it and receive any feedback you might have.
This is designed with the actual Demonomicon magic item in thought. Let me know feedback, what you guys think, tweaks to be made, etc. Thanks!
Well done! I love the statblock as well as the concept. The quote at the end really sells it for me, though you may want to put that in a box formatting-wise rather than just italicizing it.
That would be what I prefer. How do you add a text box?\
Well, I picked the inspirational theme and helped Yamana pick the DM one, so I think the only category I can submit to is the PC options:) Here's my spell, Devil's Trickery. I'm excited to hear what you guys think of it and receive any feedback you might have.
Edited: Modified Devil's Trickery based on feedback and updated the link for it.
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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
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Wow... I haven't done one of these in a very long while. But, no time like the present, I guess.
Here's my submission for the PC options:
Demonic Tiefling
Variant: Demonic Tiefling
While most tieflings are descended from devils, some are infused with the corruptive power of the Abyss. Since demons don't reproduce naturally, demonic tieflings often get their powers in unusual ways. A demonic tiefling could have been exposed to the destructive influence of a demon lord, been tainted with the blood of a demon, or have been inside the Abyss itself. Like other tieflings, a demonic tiefling could also be a descendant of a being exposed to these powers.
Demonic Tiefling Traits
The following traits replace the Ability Score Increase, Hellish Resistance, Infernal Legacy, and Languages traits of the tiefling race.
Ability Score Increase. Your Charisma score increases by 2, and your Constitution score increases by 1.
Abyssal Legacy. You know your choice of the acid splash, fire bolt, lightning lure, or ray of frost cantrips. When you reach 3rd level, you can cast the chromatic orb spell as a 2nd-level spell once with this trait and regain the ability to do so when you finish a long rest. When you reach 5th level, you can cast the alter self spell once with this trait and regain the ability to do so when you finish a long rest. Charisma is your spellcasting ability for these spells.
Demonic Resistance. You have resistance to your choice of acid, cold, fire, or lighting damage.
Languages. You can speak, read, and write Common and Abyssal.
All stars fade. Some stars forever fall.
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Homebrew: Magic Items, Monsters, Spells, Subclasses
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If there was no light, people wouldn't fear the dark.
Hmm. I do think the player and DM option themes are very similar on the surface. Yamana, since you chose the Demonomicon, would you mind elaborating?
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I like it a lot. The flavor is good and mechanically well-executed (almost without exception). I do have a couple things, though….
I really like the devil’s mark part, though. It’s a fun, creative touch that could create some interesting roleplaying situation.
As another little flavor thing, you could have something about suffering some penalty if the spell’s target breaks a promise or contract while the spell is active. Totally not necessary, but it would be fun.
Paladin main who spends most of his D&D time worldbuilding or DMing, not Paladin-ing.
Something to do with the Demonomicon of Iggwilv, a powerful magical artifact created by Tasha the Archmage. You could do something based on Tasha's magics, something that might be in the demonomicon, or something else.
Frequent Eladrin || They/Them, but accept all pronouns
Luz Noceda would like to remind you that you're worth loving!
Here's my submission for the Dm category, the Demonomicon of Iggwilv (gosh that's hard to spell, autocorrect is getting a headache):
Inkbound Demon
This is designed with the actual Demonomicon magic item in thought. Let me know feedback, what you guys think, tweaks to be made, etc. Thanks!
Updog
Well done! I love the statblock as well as the concept. The quote at the end really sells it for me, though you may want to put that in a box formatting-wise rather than just italicizing it.
Come participate in the Competition of the Finest Brews, Edition XXV?
My homebrew stuff:
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That would be what I prefer. How do you add a text box?\
Updog
The quotation mark button.
Come participate in the Competition of the Finest Brews, Edition XXV?
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Oh. didn't realize that could work lol. Sweet. I'll release a final version soon, migth see if anyone has feedback on the actual stats or if I come up with anything. Thx!
Updog
So, I have two ideas for my PC option, both of which are tied to warlock invocations, and I wanted to hear which one might be more interesting to folks
1) Invocations focused around the Pact of the Chain with some infernal-focused options
2) Invocation focused around Pact of the Tome, adapting some ideas from the Onomancy wizard to warlock, thematically playing into the idea of a devil's weakness being its true name.
3) Both??? I dont want to double down on my submission here and put forward more than is fair, but it might be possible to submit both sets under the same umbrella theme of devil-focused invocations
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any adding of invocations is interesting to me. The Chain might be your best bet with the theme, but the one with pact of the tome sounds interesting, I'd like to see how you pull it off. I'd say do both and you can drop one after feedback before the actual voting
Updog
Personally, I would be fine with the general group of Infernal Invocations or whatever you call them. You could maybe even do invocations for all three (or four) Pact Boons.
Paladin main who spends most of his D&D time worldbuilding or DMing, not Paladin-ing.
can we submit a magic item for player options? I realize it's something the DM distributes, but seeing as how the players actually use it, would that be permitted?
Updog
Okay, for now here is my submission for the PC Option: The Knower's Guide to Infernal Control, a collection of Eldritch Invocations for the Warlock class themed around replicating the controlling nature of fiends or bending them to your command.
The Knower’s Guide to Infernal Control
The nine hells are home to creatures of devastating power and influence, some seeking to corrupt and others to destroy. I am the Knower of Names, and for the right price I can provide you with the name of any creature from the nine hells, although I doubt that you can afford it. Instead, I offer you the knowledge of how you can use your patron’s power to garner some level of control over these chaotic members of the lower plane through the following invocations. Perhaps in time you can use this knowledge to collect more coins, or the True Names of individuals, to trade for my most sought after information.
-The Knower of Names
Eldritch Invocations
Pact of the Chain
The chain is a devastating weapon used by fiends to lacerate and bind creatures against their will. This knowledge will aid in your path to replicate these infernal chains towards controlling and commanding others.
Whip of the chain devil
Prerequisite - Pact of the Chain
You can conjure chains of fiendish power. You learn the Thorn Whip cantrip, which counts as a Warlock spell for you but does not count against the number of cantrips you know. You can cast this spell without providing a material component, and can choose to deal slashing damage instead of piercing.
When you hit with an attack made using this spell against a creature that is Large or smaller, you can choose to reduce the damage the attack would deal by 1d6 to grapple the target. If you do so, the spell’s duration is extended to up to 1 minute, requiring concentration. For this extended duration the target remains grappled by the chain. On its turn a grappled creature can use its action to make a Strength (Athletics) check contested by your spell save DC, ending the effect early on a success. The effect also ends early if you do not have at least one hand free to hold the chains.
Pact Steed
Prerequisite: 5th level, Pact of the Chain
You can cast Find Steed once without expending a spell slot. You cannot cast it again until you finish a long rest. When you cast the spell, you can choose one of the normal forms for your steed or one of the following special forms: Blink Dog, Worg, or Warhorse Skeleton. Each of these special forms keep their original creature type when summoned this way.
Additionally, when you take the Attack action while mounted, you can forgo one of your own attacks to allow your summoned steed to make one attack with its reaction.
Improved Pact Steed
Prerequisite: 7th level, Pact Steed Invocation
You can cast Find Greater Steedonce without expending a spell slot. You cannot cast it again until you finish a long rest. When you cast the spell, you can choose one of the normal forms for your steed or one of the following special forms: Ankheg, Owlbear, Hell Hound, or Nightmare. Each of these special forms keep their original creature type when summoned this way.
Additionally, when you take the Attack action while mounted, you can forgo one of your own attacks to allow your summoned steed to make one attack (or use a Recharge ability, if it has one) with its reaction.
Pact of the Tome
Those familiar with fiends know that to hold their true name is to hold control so that they cannot move against you, but a true master of the art can use them to hold control over all the creatures of the multiverse. The gods lack true names, perhaps such that they cannot be controlled by any lower being. But that hardly matters, you would not try to use this knowledge to control a god, would you?
Tome of the Namekeeper
Prerequisite: Pact of the Tome
A new page appears in your Book of Shadows whose magic can be used to extract a creature’s True Name. As a bonus action while holding your Book of Shadows, you target one creature you can see within 60 feet of you. The target must make a Wisdom saving throw against your spell save DC. On a successful save, you discern that this magic failed, and you can’t use this feature on the target again for 24 hours. On a failed save, the target is charmed by you until the end of your next turn, and the target’s name appears written on this page, if it has one.
This page can hold a number of names equal to your proficiency bonus, and you cannot use this feature while the page is filled. As an action by touching the page, you can magically erase a name on the page or move the name to another page in your Book of Shadows where names can be written (such as those provided by other invocations).
{design note: You do not need to take the Tome of the Namekeeper Invocation to use the others listed below. If you have a way of determining a creature's true name AND invocations which grant you pages in your Book of Shadows to write those names in, such as Gift of the Protectors or Far Scribe, then you can use them. Tome of the Namekeeper, however, gives a way to gain true names against a creature's will as well as to sort these names across multiple pages, if you have others. There are some invocations that can be used to great effect if your allies willing write their true names in one of the appropriate pages of the book}
Fateful Naming
Prerequisite: Pact of the Tome
You can cast Bane or Bless using a warlock spell slot. You can cast each of these spells at will at 1st level without expending a spell slot, provided it only targets creatures whose true names are written on a page in your Book of Shadows.
Devastating Resonance
Prerequisite: 5th level, Pact of the Tome
When you cast a spell using a Warlock spell slot which targets any creatures whose true name appears in your Book of Shadows, you can use this feature to impose disadvantage on the first saving throw the target(s) makes against the spell’s effect. If such a target fails this saving throw, its name is erased from any pages it appears in your Book of Shadows.
Punishing Resonance
Prerequisite: 5th level, Pact of the Tome
After you cast a spell using a Warlock spell slot, the first time it deals damage to a creature whose true name is written in your Book of Shadows, you can use this feature to deal additional force damage to the target. This additional damage is determined by rolling a number of d4 equal to the level of spell slot expended. After the target takes this damage, its name is erased from any page it appears in your Book of Shadows.
Purifying Resonance
Prerequisite: 5th level, Pact of the Tome
When you cast a spell targeting a creature whose true name is written in your Book of Shadows, you learn if there are any other spells affecting the creature and what they are. As part of the same action as casting the spell, you can end one of the other spell effects acting on the target by succeeding a Charisma check with the DC equal to 10+the level of the chosen spell. Following a successful check, the target’s name is erased from any page it appears in your Book of Shadows.
Soul-Stealer Resonance
Prerequisite: 7th level, Pact of the Tome
When you cast a spell using a Warlock spell slot which deals damage to a creature whose true name is written in your Book of Shadows, you can use this feature to siphon some of their life force. When you do so, you gain a pool of temporary hit points determined by rolling a number of d6 equal to the level of spell slot expended. If the number of temporary hit points gained is greater than the number of remaining hit points the target has, you can shapechange your appearance to be like that of the targets, provided you are the same size and have the same arrangement of limbs. This does not affect any objects you are wearing or carrying. The transformation lasts until you finish a short or long rest or until you use an action to dismiss it.
Once you use this feature, the target’s name is erased from any pages it appears in your Book of Shadows.
Seeking Resonance
Prerequisite: 15th level, Pact of the Tome
You can target a creature whose true name is written in your Book of Shadows with a spell you cast so long as they are on the same plane of existence as you. This casting ignores the spell’s normal range, sources of cover, and requirements for the target to be able to see or hear you. The spell must be a Warlock spell and must only target one creature to apply this feature.
After you have cast a spell beyond its normal range this way, the target’s name is erased from any pages it appears in your Book of Shadows.
{design note: the invocations are not sorted alphabetically nor necessarily by level. I wanted to prioritize trying to make the theme make sense in the order that the invocations would be read}
If anyone wants to compare my Onomancy Invocations to that of the original wizard abilities, here is the relevant UA
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Hey, time for even more Warlock stuff :-)
Here is a first draft of my infernal submission - the Pact Primeval Warlock. A warlock who, rather than having made a pact with a patron to gain powers, is the patron for their allies, using the latent magic of the Pact Primeval, the pact that gave devils the power to actually make pacts with other beings: https://www.gmbinder.com/share/-NDABMKStP-ArCqZA-eu
What do you think of it? What would you change to improve it? I was thinking of adding some kind of downside for the creature who made an Infernal Pact with the warlock or some kind of buff for the warlock themselves, not sure though - since a pact should usually be two-sided.
(As an alternative, I was thinking of submitting this homebrew Pact Boon, which got quite popular over on Reddit, it was inspired by the Four Horsemen warlock in the last contest and allows you to become an infernal warrior riding on a nightmare: https://www.gmbinder.com/share/-NCxs_QXLb2UEvv8XJb0)
Really cool and well done!
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Thank you for your feedback:) I updated the submission and edited my original post with the new link.
1. Good idea! I've changed it to exactly that. Do keep in mind that the override charm immunity is limited to only humanoids though:)
2. It means the target in almost every instance. I updated it to make it more clear. My bad for not saying "The target" in the original draft.
I'm sorry, but I'm gonna have to say no. We've set the category limits and most of the time at least, I've not seen judges allow you to enter a DM option for a PC option or vica versa. In the last competition, someone tried to have an adventure for the PC option's and it was a no, so I'm afraid to say I have to stick with what is usually the prerogative on this.
Very cool entry:) Eldritch Invocations have always been treated as PC Options in the past competition, so I don't think this is overstepping the scope of the PC Options. I'll add the link to contestants in a second.
Very cool as always Semako:) I'll link this post and just update it if you want to add a knew version of the subclass. And tell me if you want to change your entry:)
Exactly my thought process:) Also, you do realize you've made the second most posts in all of the history of DDB. I've never really interacted with you before but I just wanted to say WOW.
If you insist:)
Two very cool submissions:) Good job guys.
You just taught me something new.
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
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