From a presentation point of view, having everything be in bold text is very distracting to read
Bold? It doesn't look bold to me, try erasing cookies or something.
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Look at what you've done. You spoiled it. You have nobody to blame but yourself. Go sit and think about your actions.
Don't be mean. Rudeness is a vicious cycle, and it has to stop somewhere. Exceptions for things that are funny. Go to the current Competition of the Finest 'Brews! It's a cool place where cool people make cool things.
How I'm posting based on text formatting: Mod Hat Off - Mod Hat Also Off (I'm not a mod)
From a presentation point of view, having everything be in bold text is very distracting to read
Wait, what? Something must be up with one of our devices, because it's looking all normal to me 🤷♀️
Okay. So this keeps getting weirder. I am now looking at it from an entirely different browser on an entirely different device. It is no longer bold but now its in a foreign language???
Whats even more strange is that this is only happening with your post and none of the others in this thread.
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Three-time Judge of the Competition of the Finest Brews!Come join us in making fun, unique homebrew and voting for your favorite entries!
Aaaand here's my PC options entry, the Symbiotic Bloodline Sorcerer!! I'm still working on figuring out the subclass builder (dear goodness is that thing intimidating), but here it is :D
Your body has become the host for a symbiotic entity known only as the Decay, and its spores have infused you with arcane power. Perhaps you died out in the woods only to wake months later, inexplicably resurrected and with mushrooms growing from your skin. Perhaps you slew a previous host, only for the Decay to enter you upon their death. Perhaps your ancestors entered into a bargain with the Decay and passed some of its power on to you. Whatever the origin of your partnership was, now you can’t imagine your life without it.
The presence of the Decay within your blood has warped your body and mind in subtle yet uncanny ways. At your option, you can pick from or roll on the Symbiotic Sorcerer Quirks table to create a quirk for your character.
Symbiotic Sorcerer Quirks
d6
Quirk
1
Whenever you sleep, harmless mushrooms sprout from your skin and hair. They’re a great morning snack—taste like candy!
2
Your skin feels uncomfortably cold to the touch. Shaking your hand is like shaking the hand of a corpse. You don’t see why other people take issue with this.
3
Food rots and drink spoils at your touch, but you can still consume it without issue. You prefer it that way, actually.
4
Your blood is like slime mold, golden in color and unusually thick. You don’t bleed so much as ooze, and where your blood falls, things start growing. . .
5
You are surrounded by a faint halo of harmless spores that do nothing except make you smell musty. They glow like dust motes when the light catches them the right way.
6
You prefer the company of dead things to living ones, and can often be found conversing with the dead bugs you keep in your pockets.
Symbiotic Magic Features
Sorcerer Level
Feature
1st
Symbiotic Spells, Keeper of Spores
6th
Carrier of Corruption, Flesh of the Host
14th
Destroying Angel, Parasitic Puppetmaster
18th
Defender of the Hive
Symbiotic Spells
1st-level Symbiotic Bloodline feature
You learn additional spells when you reach certain levels in this class, as shown on the Symbiotic Spells table. Each of these spells counts as a sorcerer spell for you, but it doesn’t count against the number of sorcerer spells you know.
Whenever you gain a sorcerer level, you can replace one spell you gained from this feature with another spell of the same level. The new spell must be a necromancy, illusion, or conjuration spell from the sorcerer, wizard, or druid spell list.
Whenever you finish a long rest, 1d4 magical mushrooms spring up from the ground around you, even if you are in a place where this should be impossible (such as on the second floor of a stone castle). Roll a d6. If the result is odd, the mushrooms are poisonous; if even, the mushrooms are safe to eat.
Poisonous mushrooms are bright red with white spots. A creature that eats one must succeed on a DC 13 Constitution saving throw or take 1d4 poison damage and be poisoned for 1 hour. If a creature ingests more than one of these mushrooms, the duration of the poison does not increase, but the saving throw DC increases by 1 and the poison damage increases by 1d4 for each additional mushroom.
Edible mushrooms are pale white. A creature can use its action to eat one mushroom. Eating a mushroom restores 1d4 hit points. If a creature attempts to ingest more than one of these mushrooms in a single turn, it must succeed on a DC 13 Constitution saving throw or be poisoned until the start of its next turn. Whether or not it fails, it regains no hit points from any of the mushrooms it has eaten, as it has vomited them back up.
Starting at 10th level, you may roll the d6 to determine the mushroom’s type twice and pick whichever result you prefer. The number of mushrooms that spring up increases by 1d4 when you reach 10th level (2d4) and 20th level (3d4). If not ingested, these mushrooms lose their potency after 24 hours or at the end of your next long rest, becoming harmless regardless of whether they were originally poisonous.
Carrier of Corruption
6th-level Symbiotic Bloodline feature
As an action, you can touch a creature and attempt to infect it with the Decay, bringing it into your hive mind. The creature makes a Constitution saving throw against your spell save DC. A creature can fail this saving throw willingly, even if it is immune to poison and disease. If it fails, the creature becomes connected to you, joining your hive. If it failed without choosing to do so, the creature is now also charmed by you. The process of infection takes 1 minute, and you must maintain your concentration throughout (as if you were concentrating on a spell). If you lose concentration, the attempt fails.
You can have a number of creatures equal to your proficiency bonus in your hive at any one time. You and all creatures that are part of your hive can communicate telepathically, regardless of whether you all share a common language, as long as you are on the same plane of existence.
As a bonus action, you can break your connection to any number of creatures that are part of your hive. If the other creature leaves the hive willingly, they take no damage. However, if the other creature is not willing, it takes 4d8 psychic damage as it reels from the shock of the connection it’s lost. A charmed creature cannot leave the hive willingly. If a member of your hive dies, all remaining members (including you) take 2d8 psychic damage. If you die, all remaining members of your hive take 4d8 psychic damage.
A creature that is not hostile towards you can fail its saving throw against the Decay willingly. If it does so, it becomes part of your hive but is not charmed by you. In addition, it can make a Charisma check (contested by your own Charisma check) to leave the hive without you breaking the bond first.
A charmed member of your hive makes a Charisma saving throw against your spell save DC each time you or creatures friendly to you do damage to it, ending the charmed effect (but not breaking free of the hive) on a success. If it successfully ends the charmed effect on itself, it can also make a Charisma check (contested by your own Charisma check) to leave the hive without you breaking the bond first. However, if it loses by 5 or more, it not only remains in the hive but becomes charmed by you again. On a success, it successfully leaves, and you take 2d8 psychic damage.
You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
Flesh of the Host
6th-level Symbiotic Bloodline feature
The presence of the Decay within your body has improved your ability to weather other poisons and diseases. You gain resistances to poison and necrotic damage if you don’t have them already, and advantage on saves against poison and disease.
Destroying Angel
14th-level Symbiotic Bloodline feature
When you cast a spell that does necrotic or poison damage or inflicts the poisoned condition, you ignore resistances to necrotic damage, poison damage, and the poisoned condition. In addition, if you roll a 1 on any of the damage dice for this spell, you may reroll them once and must use the new roll.
Parasitic Puppetmaster
14th-level Symbiotic Bloodline feature
You can use your telepathic connection with your hive to take control of one charmed member creature as if by a dominate monster spell. However, the creature does not make any saving throws against your control, and the effects last for 1 minute or until your concentration is broken. You can use this feature a number of times equal to your Charisma modifier unless you spend 5 sorcery points to gain an additional use, and you regain all expended uses when you finish a long rest.
Defender of the Hive
18th-level Symbiotic Bloodline feature
As a bonus action, you can call upon the Decay to strengthen your hive. You can grant all members of your hive one of the following benefits of your choice, the effects of which last for 24 hours or until the end of your next long rest. You may spend 1 sorcery point per additional benefit you wish to grant your hive.
While any members of your hive (including you) are within 30 feet of each other, all of you gain temporary hit points equal to the total number of members within range of you at the start of each of your turns.
While any members of your hive (including you) are within 30 feet of each other, all of you gain a bonus to saving throws equal to the total number of members within range of you. In addition, if one of you fails a saving throw, any number of you can spend your reactions to roll a d4 and add it to the original roll, possibly turning a failure into a success.
All members of your hive can take the Help action as a bonus action, provided that the creature they are assisting is another member of the hive.
Each member of the hive (including you) may choose one skill, tool, or weapon with which it lacks proficiency that another member has proficiency with. It is now considered proficient with that skill, tool, or weapon.
All members of your hive now share your Flesh of the Host feature.
I took inspiration from the Spores Druid (obviously), the Death Cleric, the GOOlock, the Peace Cleric, and Hive from Agents of S.H.I.E.L.D. My main goal was just ~vibes~, and I really hope I succeeded on at least that. Now, I haven't playtested this yet, but if one of my players ends up losing a character or just decides to make a new character, I will put this subclass on the table as an option for them!! I, personally, would have a blast forming a hive mind with the rest of my party, but maybe I'm just weird XD
Quoted it and changed the font to Arial, now it seems to work?
Animating Spores, could do with clarification on whether this can affect a second creature, and what happens if you change the spore type, or the zombie leaves the radius. Can you change to and from animating spores for 10 whole minutes in a pile of dead ogres to make an undead army?
Pacifying spores is useful, and I like the idea that they are stunned by becoming sleepy and docile rather than shocked!
Rapport spores is very cool and very useful, I like it as a non-combat solution to encounters!
All in all, I feel like it's underpowered for a level 5 spell (unless you can animate an army, in which case it should be higher level!) Also might be worth specifying whether making them visible grants any sort of cover?
Thanks for the feedback, to address a couple of things
1) I will try to clarify it a bit more, with the intention being that it only ever animates one at a time; however, it is explicitly stated in the last paragraph that if the spore type is changed it ends the effect of the previous spore. Therefor, changing spore type would end the animating effect. I do want to leave it open that if you switch from Animating to another spore and back to animating you could potentially animate a different corpse than the original, but I will need to think of the best way to word this.
2) As far as the power goes for the effects:
Animating Spores is meant to be akin to Animate Dead, which is a 3rd level spell. There are a few things stronger / weaker about the spores compared to the spell, which I hope means it will merit the 5th level slot but it could use some touching up. WEAKER: The spores require concentration and only last for up to 10 minutes rather than 24 hours. STRONGER: You can animate a corpse as an action rather than using a 1 minute casting time, the zombie gains temp HP while nearby, you can target the zombie with healing magic to keep it on the battlefield longer, and if the zombie dies you can switch the effect and still get some use out of the expended spell slot.
For Pacifying Spores, this is akin to a Monk's Stunning Strike feature, but you can do it at a 30 foot range for up to 10 minutes without needing to hit the creature with an attack first. I think this effect by itself merits the 5th level spell slot.
For the Rapport Spores, this effect is based on that of Telepathic Bond which is a 5th level spell as well, and in the same way it has certain changes that make it stronger / weaker than the original. WEAKER: Only a 10 minute duration and limited to the space within 30 feet of you. STRONGER: Can target a larger number of creatures. Overall, I think this effect is weaker than the other spell counterpart, but that is fine considering that it is only 1 out of 3 possible effects you can use for the duration.
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Three-time Judge of the Competition of the Finest Brews!Come join us in making fun, unique homebrew and voting for your favorite entries!
Aaaand here's my PC options entry, the Symbiotic Bloodline Sorcerer!! I'm still working on figuring out the subclass builder (dear goodness is that thing intimidating), but here it is :D
Your body has become the host for a symbiotic entity known only as the Decay, and its spores have infused you with arcane power. Perhaps you died out in the woods only to wake months later, inexplicably resurrected and with mushrooms growing from your skin. Perhaps you slew a previous host, only for the Decay to enter you upon their death. Perhaps your ancestors entered into a bargain with the Decay and passed some of its power on to you. Whatever the origin of your partnership was, now you can’t imagine your life without it.
The presence of the Decay within your blood has warped your body and mind in subtle yet uncanny ways. At your option, you can pick from or roll on the Symbiotic Sorcerer Quirks table to create a quirk for your character.
Symbiotic Sorcerer Quirks
d6
Quirk
1
Whenever you sleep, harmless mushrooms sprout from your skin and hair. They’re a great morning snack—taste like candy!
2
Your skin feels uncomfortably cold to the touch. Shaking your hand is like shaking the hand of a corpse. You don’t see why other people take issue with this.
3
Food rots and drink spoils at your touch, but you can still consume it without issue. You prefer it that way, actually.
4
Your blood is like slime mold, golden in color and unusually thick. You don’t bleed so much as ooze, and where your blood falls, things start growing. . .
5
You are surrounded by a faint halo of harmless spores that do nothing except make you smell musty. They glow like dust motes when the light catches them the right way.
6
You prefer the company of dead things to living ones, and can often be found conversing with the dead bugs you keep in your pockets.
Symbiotic Magic Features
Sorcerer Level
Feature
1st
Symbiotic Spells, Keeper of Spores
6th
Carrier of Corruption, Flesh of the Host
14th
Destroying Angel, Parasitic Puppetmaster
18th
Defender of the Hive
Symbiotic Spells
1st-level Symbiotic Bloodline feature
You learn additional spells when you reach certain levels in this class, as shown on the Symbiotic Spells table. Each of these spells counts as a sorcerer spell for you, but it doesn’t count against the number of sorcerer spells you know.
Whenever you gain a sorcerer level, you can replace one spell you gained from this feature with another spell of the same level. The new spell must be a necromancy, illusion, or conjuration spell from the sorcerer, wizard, or druid spell list.
Whenever you finish a long rest, 1d4 magical mushrooms spring up from the ground around you, even if you are in a place where this should be impossible (such as on the second floor of a stone castle). Roll a d6. If the result is odd, the mushrooms are poisonous; if even, the mushrooms are safe to eat.
Poisonous mushrooms are bright red with white spots. A creature that eats one must succeed on a DC 13 Constitution saving throw or take 1d4 poison damage and be poisoned for 1 hour. If a creature ingests more than one of these mushrooms, the duration of the poison does not increase, but the saving throw DC increases by 1 and the poison damage increases by 1d4 for each additional mushroom.
Edible mushrooms are pale white. A creature can use its action to eat one mushroom. Eating a mushroom restores 1d4 hit points. If a creature attempts to ingest more than one of these mushrooms in a single turn, it must succeed on a DC 13 Constitution saving throw or be poisoned until the start of its next turn. Whether or not it fails, it regains no hit points from any of the mushrooms it has eaten, as it has vomited them back up.
Starting at 10th level, you may roll the d6 to determine the mushroom’s type twice and pick whichever result you prefer. The number of mushrooms that spring up increases by 1d4 when you reach 10th level (2d4) and 20th level (3d4). If not ingested, these mushrooms lose their potency after 24 hours or at the end of your next long rest, becoming harmless regardless of whether they were originally poisonous.
Carrier of Corruption
6th-level Symbiotic Bloodline feature
As an action, you can touch a creature and attempt to infect it with the Decay, bringing it into your hive mind. The creature makes a Constitution saving throw against your spell save DC. A creature can fail this saving throw willingly, even if it is immune to poison and disease. If it fails, the creature becomes connected to you, joining your hive. If it failed without choosing to do so, the creature is now also charmed by you. The process of infection takes 1 minute, and you must maintain your concentration throughout (as if you were concentrating on a spell). If you lose concentration, the attempt fails.
You can have a number of creatures equal to your proficiency bonus in your hive at any one time. You and all creatures that are part of your hive can communicate telepathically, regardless of whether you all share a common language, as long as you are on the same plane of existence.
As a bonus action, you can break your connection to any number of creatures that are part of your hive. If the other creature leaves the hive willingly, they take no damage. However, if the other creature is not willing, it takes 4d8 psychic damage as it reels from the shock of the connection it’s lost. A charmed creature cannot leave the hive willingly. If a member of your hive dies, all remaining members (including you) take 2d8 psychic damage. If you die, all remaining members of your hive take 4d8 psychic damage.
A creature that is not hostile towards you can fail its saving throw against the Decay willingly. If it does so, it becomes part of your hive but is not charmed by you. In addition, it can make a Charisma check (contested by your own Charisma check) to leave the hive without you breaking the bond first.
A charmed member of your hive makes a Charisma saving throw against your spell save DC each time you or creatures friendly to you do damage to it, ending the charmed effect (but not breaking free of the hive) on a success. If it successfully ends the charmed effect on itself, it can also make a Charisma check (contested by your own Charisma check) to leave the hive without you breaking the bond first. However, if it loses by 5 or more, it not only remains in the hive but becomes charmed by you again. On a success, it successfully leaves, and you take 2d8 psychic damage.
You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
Flesh of the Host
6th-level Symbiotic Bloodline feature
The presence of the Decay within your body has improved your ability to weather other poisons and diseases. You gain resistances to poison and necrotic damage if you don’t have them already, and advantage on saves against poison and disease.
Destroying Angel
14th-level Symbiotic Bloodline feature
When you cast a spell that does necrotic or poison damage or inflicts the poisoned condition, you ignore resistances to necrotic damage, poison damage, and the poisoned condition. In addition, if you roll a 1 on any of the damage dice for this spell, you may reroll them once and must use the new roll.
Parasitic Puppetmaster
14th-level Symbiotic Bloodline feature
You can use your telepathic connection with your hive to take control of one charmed member creature as if by a dominate monster spell. However, the creature does not make any saving throws against your control, and the effects last for 1 minute or until your concentration is broken. You can use this feature a number of times equal to your Charisma modifier unless you spend 5 sorcery points to gain an additional use, and you regain all expended uses when you finish a long rest.
Defender of the Hive
18th-level Symbiotic Bloodline feature
As a bonus action, you can call upon the Decay to strengthen your hive. You can grant all members of your hive one of the following benefits of your choice, the effects of which last for 24 hours or until the end of your next long rest. You may spend 1 sorcery point per additional benefit you wish to grant your hive.
While any members of your hive (including you) are within 30 feet of each other, all of you gain temporary hit points equal to the total number of members within range of you at the start of each of your turns.
While any members of your hive (including you) are within 30 feet of each other, all of you gain a bonus to saving throws equal to the total number of members within range of you. In addition, if one of you fails a saving throw, any number of you can spend your reactions to roll a d4 and add it to the original roll, possibly turning a failure into a success.
All members of your hive can take the Help action as a bonus action, provided that the creature they are assisting is another member of the hive.
Each member of the hive (including you) may choose one skill, tool, or weapon with which it lacks proficiency that another member has proficiency with. It is now considered proficient with that skill, tool, or weapon.
All members of your hive now share your Flesh of the Host feature.
I took inspiration from the Spores Druid (obviously), the Death Cleric, the GOOlock, the Peace Cleric, and Hive from Agents of S.H.I.E.L.D. My main goal was just ~vibes~, and I really hope I succeeded on at least that. Now, I haven't playtested this yet, but if one of my players ends up losing a character or just decides to make a new character, I will put this subclass on the table as an option for them!! I, personally, would have a blast forming a hive mind with the rest of my party, but maybe I'm just weird XD
Quoted it and changed the font to Arial, now it seems to work?
Oh boy, that's what I get for assuming that just because a font looks fine on my browser it'll look fine in every browser 🤦♀️
For my DM option, I am submitting the Mind Muddler, a magic whip used by Mind Flayers to "tenderize" a creature's brain in order to make it more susceptible to their psionics. It could also be used by acolytes/cultists of the great old ones for a similar purpose.
Mind Muddler
Weapon (Whip), rare (requires attunement by a creature which can speak Deep Speech or telepathically)
Mind muddlers were designed by Illithids as a tool of torture which would soften both the flesh and the mind, making the target more susceptible to their psionic intrusion. The whip is made from a flesh-like material which looks akin to a long, thin tentacle.
This whip acts as a magic weapon granting a +1 bonus to attack and damage rolls made with it. When you hit a creature with an attack made with this weapon, it must subtract 1d4 from the next saving throw it makes before the end of your next turn. This effect does not stack if a creature is hit by more than one attack made with this whip before it makes its next saving throw.
This item has 4 charges and regains 1d4 charges each dawn. Once per turn, when you hit a creature which has a brain with an attack made with this weapon, you can expend one charge and force the target to make a DC 13 Intelligence saving throw. On a failed save, you can reduce either the target’s Intelligence score or Wisdom score by 1d4. This reduction lasts until the creature finishes a short or long rest. If this would reduce either of the target’s scores to 0, the creature dies.
Monster Variant: Mind Flayer Scourger
You can modify the Mind Flayer stat block from the Monster Manual, adding the Multiattack feature to its list of actions which allows the Mind Flayer to make up to three attacks with the Mind Muddler (+4 to hit, 1d4+2 damage on a hit). If the Mind Flayer is within 5 feet of a target, it can replace one of these attacks with an attack made using its Tentacles.
I like this spell, and I like that it has capacity to chain out into something huge. It has a very high "player's going to play with this" factor, which I like. As your percentages are all multiples of 10, you might simplify it by rolling a d10; spreading on a 6+, 4+, and 2+ respectively depending on the level cast.
Thanks for the suggestion, that's a small change but it definitely helps cut down on the clutter of the spell and makes it simpler to use. The change is reflected in the new version of the spell.
Look at what you've done. You spoiled it. You have nobody to blame but yourself. Go sit and think about your actions.
Don't be mean. Rudeness is a vicious cycle, and it has to stop somewhere. Exceptions for things that are funny. Go to the current Competition of the Finest 'Brews! It's a cool place where cool people make cool things.
How I'm posting based on text formatting: Mod Hat Off - Mod Hat Also Off (I'm not a mod)
Look at what you've done. You spoiled it. You have nobody to blame but yourself. Go sit and think about your actions.
Don't be mean. Rudeness is a vicious cycle, and it has to stop somewhere. Exceptions for things that are funny. Go to the current Competition of the Finest 'Brews! It's a cool place where cool people make cool things.
How I'm posting based on text formatting: Mod Hat Off - Mod Hat Also Off (I'm not a mod)
Finally, here is my submission for the Inspirational Option, a character build which I call The Master of Fate. Towards breaking the 4th wall, this character is mechanically built around the ability to alter rolls made by themselves, other characters, or NPCs. This can be played as this PC being able to "step out of the game" and change the outcome of the physical rolls being made by the players and DM to warp the reality of the game to their liking. {insert the Mr. Incredible "Isnt that my decision?" meme}
The final character sheet for this build can be found here.
Character Build: The Master of Fate
Goal: To build a character which has a large number of abilities & spells which allow them to modify or change d20 rolls so as to break the fourth wall and change the outcome of the game in their favor.
Below, I will outline my thoughts for this build separated into seven sections: Background, Tier 1, Tier 2, Tier 3, Tier 4, Spells, and Final Analysis. I will not be going over every ability the build gets (nor every spell it might select) in detail, but will try to highlight my thoughts and choices for the more important aspects in each one
I have chosen to use the standard array to give an "average" view of how this build might look.
Race: For this build, I have decided to use a Mark of Hospitality Halfling. This comes with a few useful things
+2 Dex, +1 Cha
Lucky (free reroll on “1”s for most d20 rolls)
Brave (advantage on saves against being frightened)
Halfling Nimbleness (can move through bigger creatures’ spaces)
Ever Hospitable (+1d4 to Persuasion checks and those made with certain tools)
Innkeeper’s Magic (Additional spells)
Can speak Common and Halfling
Ability Score Distribution:
Strength: 10
Dexterity:12(+2)
Constitution:13
Intelligence:14
Wisdom:8
Charisma: 15(+1)
Charisma is our main stat for this build, as we want to take the majority of our levels in Sorcerer. Intelligence is 14 for the sake of multiclassing. Dexterity is given the 12 because it will be offset by the +2 bonus from our race. Constitution gets an odd number with 13, but we will bump this up later.
Background: For our background, I have chosen the Quandrix Student, which gives us access to several more spells like our subrace, but most importantly gives us the Strixhaven Initiate feat, allowing us to cast Guidance and take Silvery Barbs as our 1st level spell. We can already get Silvery Barbs as a Sorcerer, but this gives us a 1/long rest free casting and leaves our spells chosen from the class more open.
Tier 1 (Levels 1-4) [Local Hero]
Level 1: Sorcerer 1 - Clockwork Soul
We will begin as a sorcerer with the Clockwork Soul sorcerous origin. Our initial proficiencies give us Charisma and Constitution saving throws as well as several skills. Which skills are chosen are not of much importance, but avoid Arcana as you get this from your background.
Our subclass gives us even more spells as well as Restore Balance. This allows us to remove advantage or disadvantage from a d20 roll we can see within 60 feet using our reaction.
Level 2: Sorcerer 2
Here we get Font of Magic, giving us sorcery points but not much use for them yet.
Level 3: Sorcerer 3
Here we get Metamagic. There are many good choices that can be made, but to play into the theme of “fate control” we are going to take Empowered Spell (allowing us to reroll damage dice for our spells) and Heightened Spell (to impose disadvantage on a saving throw).
Level 4: Sorcerer 4
We get our first Ability Score Improvement, which we are going to use to take the feat Second Chance from Xanathar’s Guide to Everything, which is unique to the Halfling race. This feat will allow us to bump our Constitution score from a 13 to a 14, improving our health and concentration saving throws, as well as the ability to force a creature to reroll an attack roll once per combat encounter or rest.
We will also take Sorcerous Versatility from Tasha’s Cauldron of Everything to allow us easily change out metamagic and cantrips.
Tier 2: Levels 5-10 [Hero of the Realm]
Level 5: Wizard 1
As we start into Tier 2, we are going to multiclass into Wizard. Since we are multiclassing two full casters, this should not greatly delay our spell slot progression; however, we will end up with spell slots higher than the level of spells we can prepare/learn owing to multiclassing. Because the wizard spell’s will use our lower Intelligence modifier, we will focus on taking rituals and other spells which will not require us to make an attack roll or an enemy to make a saving throw (such as Magic Missile or Shield).
Level 6: Wizard 2 - School of Divination
Now we get access to our subclass for wizard, which we will choose the School of Divination so that we have access to the Portent feature, allowing us to roll two d20s every day and replace rolls with those values, with no action required.
{Alternative Choice: Choosing the Chronurgy subclass for its Chronal Shift feature would also be a good choice for controlling fate; however, I have gone with Divination for this build as Chronal Shift requires use of your reaction, and there are alot of other features that will already be competing for its place. }
Level 7: Sorcerer 5
Grabbing 2 levels from Wizard was all we really needed, which gives us access to Portent and a handful of more spells. So now we move back to progressing in Sorcerer, which we will follow for the remainder of this build.
Level 8: Sorcerer 6
Level 6 in sorcerer grants us access to the Bastion of Law feature from our subclass. This allows us to spend sorcery points once per long rest to create a magical ward which negates damage.
Level 9: Sorcerer 7
Level 10: Sorcerer 8
As we finish Tier 2, we will grab our second Ability Score Improvement. We will keep this one simple and use it to buff our Charisma modifier from 16 to 18, which is the maximum it will reach for this build.
Tier 3 (Levels 11-16) [Master of the Realm]
Level 11: Sorcerer 9
Level 12: Sorcerer 10
Pick up another Metamagic option of your choice. To stay on theme, I would recommend Careful spell as a way of “altering fate” so that your spell conveniently misses your allies.
Level 13: Sorcerer 11
Level 14: Sorcerer 12
Now we get our third Ability Score Improvement and we are going to go back to grabbing feats. This time, we will take Bountiful Luck, another feat from Xanathar’s Guide to Everything which allows us to extend our ability to reroll “1”s on most d20 rolls to our allies.
Level 15: Sorcerer 13
Level 16: Sorcerer 14
Here we get our next subclass feature from our sorcerous origin, Trance of Order. This grants us the ability to enter a trance for 1 minute as a bonus action. During this trance, attack rolls against us cannot have advantage and for most d20 rolls we can treat a value of 9 or lower as a 10 on the d20.
Level 17: Sorcerer 15
Tier 4 (Levels 17-20) [Master of the World]
Level 18: Sorcerer 16
Because we multiclassed, we start Tier 4 getting our final Ability Score Increase, which we will use to get the tried and true Lucky feat from the Player’s Handbook, giving us three luck points by which to affect the outcome of most of our d20 rolls as well as attacks made by enemies. These points can be spent to affect the rolls without using your reaction, so they can be used on top of things like your Restore Balance feature.
Level 19: Sorcerer 17
We get our final Metamagic option. Since we already have the thematically-fitting options, I am going to pick Quickened Spell as it is a reliable metamagic.
Level 20: Sorcerer 18
We finish this build getting our capstone ability from our sorcerous origin, Clockwork Cavalcade. As an action, we can restore up to 100 hit points across several creatures, undo damage to objects, or end spell effects of 6th level or lower.
Spells [I like your funny words, magic man]
I will not delve into the entirety of this build’s spell kit (which is quite large between the extra spells/expanded spell list from our subrace, background, subclass, and multiclassing). I do, however, want to take the time to highlight a handful of spells that will fit into this build.
Cantrips
From Quandrix Student and the Strixhaven Initiate feat we get access to Guidance, which allows us to further twist fate to our liking by allowing us to add 1d4 to ability checks for ourselves and allies. We also grabbed Mind Sliver, allowing us to impose a 1d4 penalty on enemy saving throws.
From our Wizard multiclass, we have picked up Control Flames, Mold Earth, and Shape Water which can all be flavored as us exerting our will to alter the world around us.
1st level Spells
From Quandrix Student and the Strixhaven Initiate feat we have access to the Silvery Barbs spell, allowing us to use our reaction to impose disadvantage on a d20 roll and give advantage to another creature.
We have also grabbed several other reaction spells (mostly from Wizard) to help keep our character safe (Absorb Elements, Feather Fall, and Shield).
3rd level Spells
We have picked Counterspell to give us some control over which spells our enemies are allowed to cast.
5th level Spells
With the addition of Synaptic Static, we now have another route by which to influence certain d20 rolls of our enemies, with targets needing to subtract a d6 from their attack rolls and ability checks.
9th level Spells
Finally, if our goal is to control fate and break the 4th wall, the Wish spell is a must have
--------
Knowing that our character has Silvery Barbs and several spell slots to use it with, we have also filled out our spell list with several “save-or-suck” spells that could benefit from having a creature be forced to reroll its saving throw (Disintegrate, Dominate Monster, etc.)
Final Analysis [What can this build ACTUALLY do?]
As a spellcaster, outside of the handful of spells we pick to play into the theme, we have the freedom to pick whatever spells we want. Additionally, with our subrace, background feat, and multiclass we have access to more spells and more spells to choose from, allowing the character about as much versatility as a Sorcerer might normally have, if not more. The main focus of this build is, of course, dice manipulation. So what can we do? I have outline the possible spells/features we possess which modify rolls in some way based on the type of action they require
Action Economy
Racial Traits / Class Feature / Feat / Spell
Free Action
Ever Hospitable, Lucky, Lucky, Metamagic, Portent
Reaction
Silvery Barbs, Restore Balance, Second Chance, Bountiful Luck
Racial Traits: Ever Hospitable and Lucky have no limitation on how often they can be used.
Class Features: At level 20, Restore Balance can be used 6 times per long rest, or roughly once or twice per encounter. Trance of Order is limited to once per long rest unless you are willing to allocate Sorcery Points to use it again. Similarly any Metamagic we use are limited by our sorcery points. Finally, Portent can be used twice per day.
Feats: Lucky can be used three times per day. Second Chance can be used once per short or long rest. Bountiful Luck has no limitation on how often it can be used beyond requiring our reaction and limiting our usage of Lucky (racial trait)/
Spells: These are limited by our spell slots, with the exception of cantrips like Mind Sliver and Guidance. Furthermore, we get one extra free use of Silvery Barbs per day from our background feat.
Example Scenarios
You want to attempt a Persuasion check to convince someone to give you a discount on a sale. If you had cast Guidance, you roll 1d20 + 4 + 1d4 (Ever Hospitable) + 1d4 (Guidance) and since you can reroll 1s using Lucky, the minimum you can score is an 8 and the maximum is 32. If Trance of Order is active, the minimum you can roll becomes 16.
A creature targets you with an attack roll, you can: force a reroll with Silvery Barbs or a luck point or Second Chance, replace the roll with one of your Portents, or cast a spell like Shield to bump your AC up. If the creature had been previously targeted by your Synaptic Static spell, it would also be subtracting 1d6 from its attack roll.
You really want a monster to fail its saving throw against your Dominate Monster spell. If you had previously hit it with Mind Sliver, the monster subtracts 1d4 from its saving throw. Regardless of this modification, if the target succeeds on its saving throw you can cast Silvery Barbs as a reaction to force it to reroll its save, potentially causing it to fail. If it still succeeds you could then rely on the use of one of your low Portent rolls (as this requires no action).
You risk failing a saving throw. If you roll a 1, you can use Lucky (racial trait) to reroll. If you roll something above a 1 and still fail, you can use a luck point to reroll. If you still fail, you could potentially replace the roll with a high roll from your Portent dice. If Trance of Order is active, the minimum you could roll is a 10.
Edit. Had another 4th wall breaking character idea if someone else wants to explore it. Im envisioning a Cleric that worships the "dice gods" that seem to influence important events of the world. Feels very tied to chaos for cleric, and not really sure what existing domain would fit.
Neverending nightmares is a cool concept, I might have gone for an increasing DC (starting at 12 and increasing by 2 for each long rest), with a success allowing you to rest a bit (half health regained, and half spell slots restored), to give it a more creeping-up effect.
First, thank you a lot for your feedback!! I am glad you like this statblock, and I hope you will have some sweet dreams tonight... :-D
I will change that, thank you for the suggestion. I will start the DC at 10 and increase it by 5 for each attempted rest, which each fail resulting in a long-term madness. After all, a character who rests for multiple days in such an area deserves to get a multitude of madnesses...
Cone of Draconic Wrath is very nice, and I like how it allows for a range of beholdragons. The mention of secondary effects makes me wonder if this needs to clarify that it's the primary breath weapon (EG not the repulsion breath or enervating breath).
Yes, it indeed means the primary breath weapon. With the secondary effects I was thinking of gem dragons and other non-metallic/non-chromatic ones that have breath weapons with secondary effects (also, I will soon have Sardior's statblock finished!). I am not sure though how I could clarify that in an easily understandable way. On the other hand, you could, if you want, combine the effects of a metallic's primary and secondary breath weapon into the Cone of Dragon's Wrath effect.
Eyestalks, I love that you can cut the eyestalks off. That's a good way to make a boss fight more interesting!
Many eyes menace is very creepy, love it.
I am glad you like those effects!
Nightmare ray is going to have players scrambling to get to one another to wake each other up, which is an awesome thing to mix into a fight!
Pain ray is a good way to shut down casters.
I like the Maiming ray, but I would consider having the tentacle be functional, and permanent. Otherwise clever play risks being punished rather than rewarded! "yes, but..." rather than "Actually, no."
Draconic Ray is another nod to the original dragon, helps keep it thematic.
Changed the effect of maiming ray to produce an actually "somewhat functional" tentacle. I am glad you like the other eye rays!
Eyeful presence - Typo (Whie frightened in this way...), otherwise I like it, especially it invoking Confusion. It is a little concerning that it could literally wipe a party with this one move, as it can do it every turn. Scary is one thing, but perhaps have whoever rolls the lowest be affected by Confusion, rather than everyone? This one ability can drop the party to only having a 20% chance of actually playing this round, and I have to say, that doesn't sound fun for the players!
Typo is fixed already, thanks for pointing it out. Right now it has the confusion effect for everyone who fails and those who fail by 5 instead gain a short-term madness. Not sure how to change it. On one hand, if the party works together, fear can easily be avoided and cured - such as by a heroes' feast spell, a paladin's aura, magic items and other things. On the other hand, you are right, that if the party has bad dice luck, the situation, well, gets dicey fast. In general when I write monster statblocks I always expect that DMs adjust the monster's DC to their party to avoid impossible saving throws, so there should not be a situation where a party is not able to get out of this kind of fear. Maybe the way to go is to remove the madness and have the confusion proc when a creature fails by 5 or more? Or remove the confusion and have just the madness effect on a fail by 5 or more? I am also considering lowering a creature's Wisdom stat (similar to Hastur's Reveal Visage, although without paralysis) as this thing is so otherworldly and defies their understanding of the world?
Reality Shattering Landing is an awesome image, I feel it needs split rules for whether you're landed on or next to, I feel like landing on someone should do more damage. There's also need for something to say "after this move, move any creatures which share a space with the beholdragon the minimum distance needed to no longer share a space."
While you are right, I think I am keeping it like that, as it is simpler, more streamlined. It also is how the similar ability for my great wyrms, Bahamut and Tiamat works. Basically, the area around the dragon is what I imagine is covered by the dragon's wings (therefore it is the same radius as the dragon's wing attack legendary action if it has one). I could add that creatures are pushed away, but interpreting it as the creatures are still within the dragon's space and have to move out of it could work too, especailly for bigger dragons where creatures could feasibly be prone beneath the dragon's body.
Antimagic Breath, I wonder if it could have lingering effects on casters - they need to pass a DC23 check with their spellcasting modifier when the ycast a spell or the spell is wasted, and the first time they succeed the effect ends? something like that could have them popping cantrips in a desperate attempt to break out of the antimagic!
Interesting idea, but I think this would be a bit too harsh? It basically shuts them down completely until they make the check or saving throw (I would go for a saving throw here so that they can actually be proficient and beneit from other saving throw bonuses like a paladin's aura, a bless spell and other abilities). Having all spells of 5th level or lower breathed away already is enough in my opinon. It means spells like freedom of movement, [Tooltip Not Found], haste, wall of force, fly, protection from evil and good and many more that would be quite powerful against the beholdragon are gone now, the time used to set them up basically is wasted. Also, the pain ray already cripples casters hard *evil DM laughter*
Tentacle breath, I like the way it works, I feel it could use a little more clarification on restrained creatures moving with the beholdragon - perhaps "after the beholdragon moves, any creatures currently restrained by the tentacle breath are moved towards the dragon until they are 60ft. away. If the beholdragon is flying, they hang 60ft. below it."
I already clarified it a bit more, although I left the part about characters hanging below the dragon out. Not every creature will get caught exactly 60 feet away from the beholdragon, some creatures will be closer to it when they get restrained by the tentacles; and I imagine these tentacles being strong enough to hold most restrained creatures in a way that they aren't just dangling below the beholdragon.
Swallow Whole is cool, though there's no limit to the number of creatures it can swallow, was this intentional?
Swallow Whole targets only one creature, so it can only swallow one creature each time it uses Swallow Whole.
Squeeze seems like it would fit better in the Legendary actions, giving players a chance to try and get away first, purely from a gameplay perspective. mechanically it's sound!
Changed Squeeze to be a loegendary action, while Gaze is now a bonus action, reading
Gaze. The beholdragon stares at a creature that became invisible or used the Hide action during the last round. That creature must make a DC 23 Wisdom saving throw or take 18 (4d8) psychic damage and be frightened until the end of its next turn as it realizes that it can't escape the beholdragon's dreadful gaze.
instead of a legendary action (which also makes more sense since hiding from the beholdragon basically was impossible anyways with it having eyes everywhere).
All in all, I like it a lot, and will likely try it out in a high level campaign! I am already formulating a plot aorund it, involving a friendly beholder who the kingdom needs saving from their nightmares, but will the players be too late?
I hope your players will like it... and I hope they can stomach all the sanity damage they will take... I am also planning a quest around it to run this monster in my local AL group - we are less strict than official AL, so homebrew adventures are fine - which I also ran Don't Say Vecna for with several homebrew changes including a 2-phase boss fight using my Vecna ("Archlich" here on Beyond) statblock.
In my case the beholdragon likely would have its lair in the ruins of an old fortress not too far away from a small, idyllic farming village in mountainous terrain, where villagers are slowly succumbing to madness as strange things happen and their apple trees suddenly grow eyeballs instetad of apples - which actually is an amazing pun in my native language, German, because we call an eyeball an "Augapfel" or "eye-apple".
I will publish the updated statblock soon, just waiting if you want to answer my questions so that I can implement these changes :-)
Also, now that I am thinking of it, your Shadowstalker could be an amazing minion for the beholdragon. It always sees you, you always feel being watched... but you don't know what it is...
Neverending nightmares is a cool concept, I might have gone for an increasing DC (starting at 12 and increasing by 2 for each long rest), with a success allowing you to rest a bit (half health regained, and half spell slots restored), to give it a more creeping-up effect.
First, thank you a lot for your feedback!! I am glad you like this statblock, and I hope you will have some sweet dreams tonight... :-D
I will change that, thank you for the suggestion. I will start the DC at 10 and increase it by 5 for each attempted rest, which each fail resulting in a long-term madness. After all, a character who rests for multiple days in such an area deserves to get a multitude of madnesses...
Cone of Draconic Wrath is very nice, and I like how it allows for a range of beholdragons. The mention of secondary effects makes me wonder if this needs to clarify that it's the primary breath weapon (EG not the repulsion breath or enervating breath).
Yes, it indeed means the primary breath weapon. With the secondary effects I was thinking of gem dragons and other non-metallic/non-chromatic ones that have breath weapons with secondary effects (also, I will soon have Sardior's statblock finished!). I am not sure though how I could clarify that in an easily understandable way. On the other hand, you could, if you want, combine the effects of a metallic's primary and secondary breath weapon into the Cone of Dragon's Wrath effect.
Eyestalks, I love that you can cut the eyestalks off. That's a good way to make a boss fight more interesting!
Many eyes menace is very creepy, love it.
I am glad you like those effects!
Nightmare ray is going to have players scrambling to get to one another to wake each other up, which is an awesome thing to mix into a fight!
Pain ray is a good way to shut down casters.
I like the Maiming ray, but I would consider having the tentacle be functional, and permanent. Otherwise clever play risks being punished rather than rewarded! "yes, but..." rather than "Actually, no."
Draconic Ray is another nod to the original dragon, helps keep it thematic.
Changed the effect of maiming ray to produce an actually "somewhat functional" tentacle. I am glad you like the other eye rays!
Eyeful presence - Typo (Whie frightened in this way...), otherwise I like it, especially it invoking Confusion. It is a little concerning that it could literally wipe a party with this one move, as it can do it every turn. Scary is one thing, but perhaps have whoever rolls the lowest be affected by Confusion, rather than everyone? This one ability can drop the party to only having a 20% chance of actually playing this round, and I have to say, that doesn't sound fun for the players!
Typo is fixed already, thanks for pointing it out. Right now it has the confusion effect for everyone who fails and those who fail by 5 instead gain a short-term madness. Not sure how to change it. On one hand, if the party works together, fear can easily be avoided and cured - such as by a heroes' feast spell, a paladin's aura, magic items and other things. On the other hand, you are right, that if the party has bad dice luck, the situation, well, gets dicey fast. In general when I write monster statblocks I always expect that DMs adjust the monster's DC to their party to avoid impossible saving throws, so there should not be a situation where a party is not able to get out of this kind of fear. Maybe the way to go is to remove the madness and have the confusion proc when a creature fails by 5 or more? Or remove the confusion and have just the madness effect on a fail by 5 or more? I am also considering lowering a creature's Wisdom stat (similar to Hastur's Reveal Visage, although without paralysis) as this thing is so otherworldly and defies their understanding of the world?
Reality Shattering Landing is an awesome image, I feel it needs split rules for whether you're landed on or next to, I feel like landing on someone should do more damage. There's also need for something to say "after this move, move any creatures which share a space with the beholdragon the minimum distance needed to no longer share a space."
While you are right, I think I am keeping it like that, as it is simpler, more streamlined. It also is how the similar ability for my great wyrms, Bahamut and Tiamat works. Basically, the area around the dragon is what I imagine is covered by the dragon's wings (therefore it is the same radius as the dragon's wing attack legendary action if it has one). I could add that creatures are pushed away, but interpreting it as the creatures are still within the dragon's space and have to move out of it could work too, especailly for bigger dragons where creatures could feasibly be prone beneath the dragon's body.
Antimagic Breath, I wonder if it could have lingering effects on casters - they need to pass a DC23 check with their spellcasting modifier when the ycast a spell or the spell is wasted, and the first time they succeed the effect ends? something like that could have them popping cantrips in a desperate attempt to break out of the antimagic!
Interesting idea, but I think this would be a bit too harsh? It basically shuts them down completely until they make the check or saving throw (I would go for a saving throw here so that they can actually be proficient and beneit from other saving throw bonuses like a paladin's aura, a bless spell and other abilities). Having all spells of 5th level or lower breathed away already is enough in my opinon. It means spells like freedom of movement, [Tooltip Not Found], haste, wall of force, fly, protection from evil and good and many more that would be quite powerful against the beholdragon are gone now, the time used to set them up basically is wasted. Also, the pain ray already cripples casters hard *evil DM laughter*
Tentacle breath, I like the way it works, I feel it could use a little more clarification on restrained creatures moving with the beholdragon - perhaps "after the beholdragon moves, any creatures currently restrained by the tentacle breath are moved towards the dragon until they are 60ft. away. If the beholdragon is flying, they hang 60ft. below it."
I already clarified it a bit more, although I left the part about characters hanging below the dragon out. Not every creature will get caught exactly 60 feet away from the beholdragon, some creatures will be closer to it when they get restrained by the tentacles; and I imagine these tentacles being strong enough to hold most restrained creatures in a way that they aren't just dangling below the beholdragon.
Swallow Whole is cool, though there's no limit to the number of creatures it can swallow, was this intentional?
Swallow Whole targets only one creature, so it can only swallow one creature each time it uses Swallow Whole.
Squeeze seems like it would fit better in the Legendary actions, giving players a chance to try and get away first, purely from a gameplay perspective. mechanically it's sound!
Changed Squeeze to be a loegendary action, while Gaze is now a bonus action, reading
Gaze. The beholdragon stares at a creature that became invisible or used the Hide action during the last round. That creature must make a DC 23 Wisdom saving throw or take 18 (4d8) psychic damage and be frightened until the end of its next turn as it realizes that it can't escape the beholdragon's dreadful gaze.
instead of a legendary action (which also makes more sense since hiding from the beholdragon basically was impossible anyways with it having eyes everywhere).
All in all, I like it a lot, and will likely try it out in a high level campaign! I am already formulating a plot aorund it, involving a friendly beholder who the kingdom needs saving from their nightmares, but will the players be too late?
I hope your players will like it... and I hope they can stomach all the sanity damage they will take... I am also planning a quest around it to run this monster in my local AL group - we are less strict than official AL, so homebrew adventures are fine - which I also ran Don't Say Vecna for with several homebrew changes including a 2-phase boss fight using my Vecna ("Archlich" here on Beyond) statblock.
In my case the beholdragon likely would have its lair in the ruins of an old fortress not too far away from a small, idyllic farming village in mountainous terrain, where villagers are slowly succumbing to madness as strange things happen and their apple trees suddenly grow eyeballs instetad of apples - which actually is an amazing pun in my native language, German, because we call an eyeball an "Augapfel" or "eye-apple".
I will publish the updated statblock soon, just waiting if you want to answer my questions so that I can implement these changes :-)
Also, now that I am thinking of it, your Shadowstalker could be an amazing minion for the beholdragon. It always sees you, you always feel being watched... but you don't know what it is...
Aaaand I've finally worked up the guts to publish my DM options entry, the Harbinger of the End!! Aka the “I swear I don't hate casters, I'm a caster main myself, but the lore I came up with demanded these abilities” monster. 😅 It's a walking (well, flying, and teleporting) source of wild magic surges that not only messes with people's minds but also the fundamental mechanics of the game. Feedback would be greatly appreciated!!
Just three more days! Make sure to finish up any projects youve been sitting on for the competition. Also, thoruk, could you update the contestant list? I have submitted a DM and Inspirational piece and I know several others have been submitted to fill out some of the options
Rollback Post to RevisionRollBack
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For the inspirational option, can the genre that the player would know about but not the characters be stereotypical D&D tropes? I'm not entirely sure how I'd do this, but something like an encounter or adventure location that basically has a twist on all the classic tropes.
Wait, what? Something must be up with one of our devices, because it's looking all normal to me 🤷♀️
Bold? It doesn't look bold to me, try erasing cookies or something.
Look at what you've done. You spoiled it. You have nobody to blame but yourself. Go sit and think about your actions.
Don't be mean. Rudeness is a vicious cycle, and it has to stop somewhere. Exceptions for things that are funny.
Go to the current Competition of the Finest 'Brews! It's a cool place where cool people make cool things.
How I'm posting based on text formatting: Mod Hat Off - Mod Hat Also Off (I'm not a mod)
Okay. So this keeps getting weirder. I am now looking at it from an entirely different browser on an entirely different device. It is no longer bold but now its in a foreign language???
Whats even more strange is that this is only happening with your post and none of the others in this thread.
Three-time Judge of the Competition of the Finest Brews! Come join us in making fun, unique homebrew and voting for your favorite entries!
It's not bold for me, but all of it is written in a kinda weird font. Doesn't bother me much though.
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!
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HERE.That is really weird. On my phone it looks fine (using Firefox).
On my PC it used to look fine yesterday, but now everything is written in greek letters (using Firefox).
Quoted it and changed the font to Arial, now it seems to work?
Thanks for the feedback, to address a couple of things
1) I will try to clarify it a bit more, with the intention being that it only ever animates one at a time; however, it is explicitly stated in the last paragraph that if the spore type is changed it ends the effect of the previous spore. Therefor, changing spore type would end the animating effect. I do want to leave it open that if you switch from Animating to another spore and back to animating you could potentially animate a different corpse than the original, but I will need to think of the best way to word this.
2) As far as the power goes for the effects:
Three-time Judge of the Competition of the Finest Brews! Come join us in making fun, unique homebrew and voting for your favorite entries!
Oh boy, that's what I get for assuming that just because a font looks fine on my browser it'll look fine in every browser 🤦♀️
I have now changed it to Arial
What a great start for my entry 😕
For my DM option, I am submitting the Mind Muddler, a magic whip used by Mind Flayers to "tenderize" a creature's brain in order to make it more susceptible to their psionics. It could also be used by acolytes/cultists of the great old ones for a similar purpose.
Mind Muddler
Weapon (Whip), rare (requires attunement by a creature which can speak Deep Speech or telepathically)
Mind muddlers were designed by Illithids as a tool of torture which would soften both the flesh and the mind, making the target more susceptible to their psionic intrusion. The whip is made from a flesh-like material which looks akin to a long, thin tentacle.
This whip acts as a magic weapon granting a +1 bonus to attack and damage rolls made with it. When you hit a creature with an attack made with this weapon, it must subtract 1d4 from the next saving throw it makes before the end of your next turn. This effect does not stack if a creature is hit by more than one attack made with this whip before it makes its next saving throw.
This item has 4 charges and regains 1d4 charges each dawn. Once per turn, when you hit a creature which has a brain with an attack made with this weapon, you can expend one charge and force the target to make a DC 13 Intelligence saving throw. On a failed save, you can reduce either the target’s Intelligence score or Wisdom score by 1d4. This reduction lasts until the creature finishes a short or long rest. If this would reduce either of the target’s scores to 0, the creature dies.
Three-time Judge of the Competition of the Finest Brews! Come join us in making fun, unique homebrew and voting for your favorite entries!
Thanks for the suggestion, that's a small change but it definitely helps cut down on the clutter of the spell and makes it simpler to use. The change is reflected in the new version of the spell.
Look at what you've done. You spoiled it. You have nobody to blame but yourself. Go sit and think about your actions.
Don't be mean. Rudeness is a vicious cycle, and it has to stop somewhere. Exceptions for things that are funny.
Go to the current Competition of the Finest 'Brews! It's a cool place where cool people make cool things.
How I'm posting based on text formatting: Mod Hat Off - Mod Hat Also Off (I'm not a mod)
For Inspirational Options: Stretching the Fourth Wall, I decided to make a dungeon! I don't want to spoil it, so just look at the design.
It comes to my attention that I don't know how images work, so here.
why can't things ever make sense
Edit: figured out how it works, click the link on this post.
Look at what you've done. You spoiled it. You have nobody to blame but yourself. Go sit and think about your actions.
Don't be mean. Rudeness is a vicious cycle, and it has to stop somewhere. Exceptions for things that are funny.
Go to the current Competition of the Finest 'Brews! It's a cool place where cool people make cool things.
How I'm posting based on text formatting: Mod Hat Off - Mod Hat Also Off (I'm not a mod)
My first attempt at writing horror! Let me know what you think!
What Is And Should Not Be
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
Finally, here is my submission for the Inspirational Option, a character build which I call The Master of Fate. Towards breaking the 4th wall, this character is mechanically built around the ability to alter rolls made by themselves, other characters, or NPCs. This can be played as this PC being able to "step out of the game" and change the outcome of the physical rolls being made by the players and DM to warp the reality of the game to their liking. {insert the Mr. Incredible "Isnt that my decision?" meme}
The final character sheet for this build can be found here.
Character Build: The Master of Fate
Goal: To build a character which has a large number of abilities & spells which allow them to modify or change d20 rolls so as to break the fourth wall and change the outcome of the game in their favor.
Below, I will outline my thoughts for this build separated into seven sections: Background, Tier 1, Tier 2, Tier 3, Tier 4, Spells, and Final Analysis. I will not be going over every ability the build gets (nor every spell it might select) in detail, but will try to highlight my thoughts and choices for the more important aspects in each one
Background [It all started...when I was born]
Array of Scores: 15, 14, 13, 12, 10, 8 (standard array)
I have chosen to use the standard array to give an "average" view of how this build might look.
Race: For this build, I have decided to use a Mark of Hospitality Halfling. This comes with a few useful things
Ability Score Distribution:
Strength: 10
Dexterity: 12(+2)
Constitution: 13
Intelligence: 14
Wisdom: 8
Charisma: 15(+1)
Charisma is our main stat for this build, as we want to take the majority of our levels in Sorcerer. Intelligence is 14 for the sake of multiclassing. Dexterity is given the 12 because it will be offset by the +2 bonus from our race. Constitution gets an odd number with 13, but we will bump this up later.
Background: For our background, I have chosen the Quandrix Student, which gives us access to several more spells like our subrace, but most importantly gives us the Strixhaven Initiate feat, allowing us to cast Guidance and take Silvery Barbs as our 1st level spell. We can already get Silvery Barbs as a Sorcerer, but this gives us a 1/long rest free casting and leaves our spells chosen from the class more open.
Tier 1 (Levels 1-4) [Local Hero]
Level 1: Sorcerer 1 - Clockwork Soul
We will begin as a sorcerer with the Clockwork Soul sorcerous origin. Our initial proficiencies give us Charisma and Constitution saving throws as well as several skills. Which skills are chosen are not of much importance, but avoid Arcana as you get this from your background.
Our subclass gives us even more spells as well as Restore Balance. This allows us to remove advantage or disadvantage from a d20 roll we can see within 60 feet using our reaction.
Level 2: Sorcerer 2
Here we get Font of Magic, giving us sorcery points but not much use for them yet.
Level 3: Sorcerer 3
Here we get Metamagic. There are many good choices that can be made, but to play into the theme of “fate control” we are going to take Empowered Spell (allowing us to reroll damage dice for our spells) and Heightened Spell (to impose disadvantage on a saving throw).
Level 4: Sorcerer 4
We get our first Ability Score Improvement, which we are going to use to take the feat Second Chance from Xanathar’s Guide to Everything, which is unique to the Halfling race. This feat will allow us to bump our Constitution score from a 13 to a 14, improving our health and concentration saving throws, as well as the ability to force a creature to reroll an attack roll once per combat encounter or rest.
We will also take Sorcerous Versatility from Tasha’s Cauldron of Everything to allow us easily change out metamagic and cantrips.
Tier 2: Levels 5-10 [Hero of the Realm]
Level 5: Wizard 1
As we start into Tier 2, we are going to multiclass into Wizard. Since we are multiclassing two full casters, this should not greatly delay our spell slot progression; however, we will end up with spell slots higher than the level of spells we can prepare/learn owing to multiclassing. Because the wizard spell’s will use our lower Intelligence modifier, we will focus on taking rituals and other spells which will not require us to make an attack roll or an enemy to make a saving throw (such as Magic Missile or Shield).
Level 6: Wizard 2 - School of Divination
Now we get access to our subclass for wizard, which we will choose the School of Divination so that we have access to the Portent feature, allowing us to roll two d20s every day and replace rolls with those values, with no action required.
{Alternative Choice: Choosing the Chronurgy subclass for its Chronal Shift feature would also be a good choice for controlling fate; however, I have gone with Divination for this build as Chronal Shift requires use of your reaction, and there are alot of other features that will already be competing for its place. }
Level 7: Sorcerer 5
Grabbing 2 levels from Wizard was all we really needed, which gives us access to Portent and a handful of more spells. So now we move back to progressing in Sorcerer, which we will follow for the remainder of this build.
Level 8: Sorcerer 6
Level 6 in sorcerer grants us access to the Bastion of Law feature from our subclass. This allows us to spend sorcery points once per long rest to create a magical ward which negates damage.
Level 9: Sorcerer 7
Level 10: Sorcerer 8
As we finish Tier 2, we will grab our second Ability Score Improvement. We will keep this one simple and use it to buff our Charisma modifier from 16 to 18, which is the maximum it will reach for this build.
Tier 3 (Levels 11-16) [Master of the Realm]
Level 11: Sorcerer 9
Level 12: Sorcerer 10
Pick up another Metamagic option of your choice. To stay on theme, I would recommend Careful spell as a way of “altering fate” so that your spell conveniently misses your allies.
Level 13: Sorcerer 11
Level 14: Sorcerer 12
Now we get our third Ability Score Improvement and we are going to go back to grabbing feats. This time, we will take Bountiful Luck, another feat from Xanathar’s Guide to Everything which allows us to extend our ability to reroll “1”s on most d20 rolls to our allies.
Level 15: Sorcerer 13
Level 16: Sorcerer 14
Here we get our next subclass feature from our sorcerous origin, Trance of Order. This grants us the ability to enter a trance for 1 minute as a bonus action. During this trance, attack rolls against us cannot have advantage and for most d20 rolls we can treat a value of 9 or lower as a 10 on the d20.
Level 17: Sorcerer 15
Tier 4 (Levels 17-20) [Master of the World]
Level 18: Sorcerer 16
Because we multiclassed, we start Tier 4 getting our final Ability Score Increase, which we will use to get the tried and true Lucky feat from the Player’s Handbook, giving us three luck points by which to affect the outcome of most of our d20 rolls as well as attacks made by enemies. These points can be spent to affect the rolls without using your reaction, so they can be used on top of things like your Restore Balance feature.
Level 19: Sorcerer 17
We get our final Metamagic option. Since we already have the thematically-fitting options, I am going to pick Quickened Spell as it is a reliable metamagic.
Level 20: Sorcerer 18
We finish this build getting our capstone ability from our sorcerous origin, Clockwork Cavalcade. As an action, we can restore up to 100 hit points across several creatures, undo damage to objects, or end spell effects of 6th level or lower.
Spells [I like your funny words, magic man]
I will not delve into the entirety of this build’s spell kit (which is quite large between the extra spells/expanded spell list from our subrace, background, subclass, and multiclassing). I do, however, want to take the time to highlight a handful of spells that will fit into this build.
Cantrips
From Quandrix Student and the Strixhaven Initiate feat we get access to Guidance, which allows us to further twist fate to our liking by allowing us to add 1d4 to ability checks for ourselves and allies. We also grabbed Mind Sliver, allowing us to impose a 1d4 penalty on enemy saving throws.
From our Wizard multiclass, we have picked up Control Flames, Mold Earth, and Shape Water which can all be flavored as us exerting our will to alter the world around us.
1st level Spells
From Quandrix Student and the Strixhaven Initiate feat we have access to the Silvery Barbs spell, allowing us to use our reaction to impose disadvantage on a d20 roll and give advantage to another creature.
We have also grabbed several other reaction spells (mostly from Wizard) to help keep our character safe (Absorb Elements, Feather Fall, and Shield).
3rd level Spells
We have picked Counterspell to give us some control over which spells our enemies are allowed to cast.
5th level Spells
With the addition of Synaptic Static, we now have another route by which to influence certain d20 rolls of our enemies, with targets needing to subtract a d6 from their attack rolls and ability checks.
9th level Spells
Finally, if our goal is to control fate and break the 4th wall, the Wish spell is a must have
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Knowing that our character has Silvery Barbs and several spell slots to use it with, we have also filled out our spell list with several “save-or-suck” spells that could benefit from having a creature be forced to reroll its saving throw (Disintegrate, Dominate Monster, etc.)
Final Analysis [What can this build ACTUALLY do?]
As a spellcaster, outside of the handful of spells we pick to play into the theme, we have the freedom to pick whatever spells we want. Additionally, with our subrace, background feat, and multiclass we have access to more spells and more spells to choose from, allowing the character about as much versatility as a Sorcerer might normally have, if not more.
The main focus of this build is, of course, dice manipulation. So what can we do? I have outline the possible spells/features we possess which modify rolls in some way based on the type of action they require
Action Economy
Racial Traits / Class Feature / Feat / Spell
Free Action
Ever Hospitable, Lucky, Lucky, Metamagic, Portent
Reaction
Silvery Barbs, Restore Balance, Second Chance, Bountiful Luck
Bonus Action
Trance of Order (passive after activating)
Action
Guidance, Mind Sliver, Synaptic Static
In terms of how frequently you can use these:
Racial Traits: Ever Hospitable and Lucky have no limitation on how often they can be used.
Class Features: At level 20, Restore Balance can be used 6 times per long rest, or roughly once or twice per encounter. Trance of Order is limited to once per long rest unless you are willing to allocate Sorcery Points to use it again. Similarly any Metamagic we use are limited by our sorcery points. Finally, Portent can be used twice per day.
Feats: Lucky can be used three times per day. Second Chance can be used once per short or long rest. Bountiful Luck has no limitation on how often it can be used beyond requiring our reaction and limiting our usage of Lucky (racial trait)/
Spells: These are limited by our spell slots, with the exception of cantrips like Mind Sliver and Guidance. Furthermore, we get one extra free use of Silvery Barbs per day from our background feat.
Example Scenarios
Edit. Had another 4th wall breaking character idea if someone else wants to explore it. Im envisioning a Cleric that worships the "dice gods" that seem to influence important events of the world. Feels very tied to chaos for cleric, and not really sure what existing domain would fit.
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Choke the very life out of your foes with my PC submission and debuff spell, Mold Growth!
I would very much like balance review!
Come participate in the Competition of the Finest Brews, Edition XXVIII?
My homebrew stuff:
Spells, Monsters, Magic Items, Feats, Subclasses.
I am an Archfey, but nobody seems to notice.
Extended Signature
My submission for the Player Options. https://www.dndbeyond.com/backgrounds/300447-myconidkin
I finally fixed it
Here is an updated version of the Beholdragon: https://www.dndbeyond.com/monsters/3136372-beholdragon - I might make further changes to it, and of course I am looking forward to getting more feedback :-)
Here's the updated version of my Sporeborn race.
Paladin main who spends most of his D&D time worldbuilding or DMing, not Paladin-ing.
Aaaand I've finally worked up the guts to publish my DM options entry, the Harbinger of the End!! Aka the “I swear I don't hate casters, I'm a caster main myself, but the lore I came up with demanded these abilities” monster. 😅 It's a walking (well, flying, and teleporting) source of wild magic surges that not only messes with people's minds but also the fundamental mechanics of the game. Feedback would be greatly appreciated!!
https://www.dndbeyond.com/monsters/3068703-harbinger-of-the-end
Just three more days! Make sure to finish up any projects youve been sitting on for the competition. Also, thoruk, could you update the contestant list? I have submitted a DM and Inspirational piece and I know several others have been submitted to fill out some of the options
Three-time Judge of the Competition of the Finest Brews! Come join us in making fun, unique homebrew and voting for your favorite entries!
Time to speedrun some homebrew!
For the inspirational option, can the genre that the player would know about but not the characters be stereotypical D&D tropes? I'm not entirely sure how I'd do this, but something like an encounter or adventure location that basically has a twist on all the classic tropes.
I am an average mathematics enjoyer.
>Extended Signature<