Wondrous Item, very rare This item takes the form of a golden thread of magic, interwoven into a red thread of fate. A creature in the possession of this weave can change one thing about any spell or ability, like its effective range, damage type, creatures it affects, the saving roll, wether something requires concentration, et cetera. Your DM decides what is reasonable. After using this item the threads vanish from your inventory. At the end of the next use of the changed ability or spell, it returns to normal.
Please elaborate on how this item fits within the theme; at the moment it only seems like you mention "fate" once but the item's function doesn't have much to do with it.
On rereading the prompt I think I may have put to much stock in the weaving and the changing of things, rather then the actual connection to future and destiny. I thought it fit because you're able to change who it affects and the modifier added to saving rolls and basically anything else about a spell or ability once. But the link might be to narrow.
I'll withdraw this submission and look about rewriting it.
HERE is my submission for the Interactive Options. It's somewhat silly, because it is literally an NPC Cat Lord of Gravity named Arnold. That being said, I think it fits well as a regular submission, NOT as an April Fools one.
If it looks too long, you don't have to read the entire background part since most of it is summarized in the earlier sections of the homebrew. That being said, the backstory is one of the most enjoyable parts of everything.
PS. I have no idea on how this will work for Balance & Playability, since Interactive Options like this one that are NPCs without stat blocks (Which the category encourages) aren't really focused on scoring well in this part of the scoring.
Wondrous Item, very rare This item takes the form of a golden thread of magic, interwoven into a red thread of fate. A creature in the possession of this weave can change one thing about any spell or ability, like its effective range, damage type, creatures it affects, the saving roll, wether something requires concentration, et cetera. Your DM decides what is reasonable. After using this item the threads vanish from your inventory. At the end of the next use of the changed ability or spell, it returns to normal.
Please elaborate on how this item fits within the theme; at the moment it only seems like you mention "fate" once but the item's function doesn't have much to do with it.
On rereading the prompt I think I may have put to much stock in the weaving and the changing of things, rather then the actual connection to future and destiny. I thought it fit because you're able to change who it affects and the modifier added to saving rolls and basically anything else about a spell or ability once. But the link might be to narrow.
I'll withdraw this submission and look about rewriting it.
Magic items are a DM’s option, not a PC option. It would be ineligible anyway.
Wondrous Item, very rare This item takes the form of a golden thread of magic, interwoven into a red thread of fate. A creature in the possession of this weave can change one thing about any spell or ability, like its effective range, damage type, creatures it affects, the saving roll, wether something requires concentration, et cetera. Your DM decides what is reasonable. After using this item the threads vanish from your inventory. At the end of the next use of the changed ability or spell, it returns to normal.
Please elaborate on how this item fits within the theme; at the moment it only seems like you mention "fate" once but the item's function doesn't have much to do with it.
On rereading the prompt I think I may have put to much stock in the weaving and the changing of things, rather then the actual connection to future and destiny. I thought it fit because you're able to change who it affects and the modifier added to saving rolls and basically anything else about a spell or ability once. But the link might be to narrow.
I'll withdraw this submission and look about rewriting it.
Magic items are a DM’s option, not a PC option. It would be ineligible anyway.
For some reason my reading comprehension completely left me. I'm sorry for the trouble haha.
No trouble at all. It’s still a cool idea, just not right for this iteration of the competition is all. Like an American hairdryer and a European wall outlet, they no go.
Meanwhile, at my end, everything fits perfectly. We have 2023 now and incredibly advanced AI... and yet sites like GMBinder still do not manage to work properly in Firefox and Chrome. I just do not get it, ensuring that a site actually works properly in the most popular browsers should be among the first things a webdesigner does. I have done that 10 years ago, back then when vendor prefixes in CSS were still a thing. It is annoying....
Anyways, sorry for the rant, here is my submission, now with screenshots:
Armor (Shield), Common (requires attunement by a Barbarian)
Appearing like a simple table you can find at any old tavern, this magical shield grants you powerful defensive and offensive abilities when used as anything other than a table. While you have this shield donned you gain the benefits of half-cover, which replaces the normal effect of donning a shield.
While raging and holding this shield, you can replace one attack you make on each of your turns with a wide sweep using the table. Each creature in the 5 foot cone in front of you must succeed a DC 12 Dexterity saving throw or take bludgeoning damage equal to 1d12+your Rage Damage.
This shield also acts as a fully functional table. During a short rest, any ally which expends hit dice to regain hit points can add your Constitution modifier to one of the rolls.
Sorcerer Subclass: The Super Soak-cerer
Super Soak-cerer
From the maker of the stupidest D&D homebrew you’ve ever seen comes a whole new subclass to take your 5e fun to the NEXT LEVEL. Introducing the Super Soak-cerer sorcerous origin. BLAST your enemies into submission OR leave them completely SUBMERGED. Your summer adventuring will NEVER BE THE SAME.
Hydro Spells
You learn additional spells when you reach certain levels in this class, shown in the Hydro Spells table. Each of these spells count 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 transmutation or evocation spell from the sorcerer, warlock, or wizard spell list.
Hydro Spells
Sorcerer Level
Spells
1st
Fog Cloud, Ice Knife*
3rd
Melf’s Acid Arrow, Sillocks Snowball Storm*
5th
Wall of Water*, Tidal Wave*
7th
Control Water, Watery Sphere*
9th
Maelstrom, Conjure Elemental
* spell appears in Xanathar’s Guide to Everything
Wild Waters
Also at 1st level, whenever you finish a long rest, you can magically create a liquid with a random property. Roll 1d4 and consult the table below for what item is created. The details for each item can be found in the Adventuring Gear section of the Player’s Handbook.
You can create additional vials by expending 2 sorcery points. When you create one in this way you choose what item is created rather than rolling .
d4
Item created
1
Vial of Acid
2
Flask of Oil
3
Vial of Holy Water
4
Alchemist’s Fire
Pump-Up
Also at 1st level, whenever you ready a sorcerer spell of 1st level or higher as part of the Ready action, that spell is treated as being cast one level higher than the slot expended (to a maximum of 9th level).
Aqua Warrior
Starting at 6th level, you have gained a masterful control of fighting in wet conditions. You gain a swim speed equal to your walking speed and can breathe underwater. Additionally, you can see normally to a range of 60 feet in areas which are heavily obscured due to rain, snow, fog, or similar natural or magical effects.
Sponge
At 14th level, you are able to absorb damage like a sponge. Whenever you take damage, you can use your reaction to reduce the damage taken by 1d10+your Charisma modifier+your Sorcerer level. If you reduce the damage to 0, you regain one of your expended sorcery points.
You can use this feature a number of times equal to your Charisma modifier (minimum of once) and regain all uses following a long rest.
Super Soaker
At 18th level, you can cast Control Water without expending a spell slot. Once you cast it this way, you cannot do so again until you finish a long rest.
Additionally, whenever you cast Control Water you can expend up to a maximum of 5 sorcery points to create water at a point you can see within 300 feet. By expending 1 sorcery point, you create water that fills a 10 foot cube, with the dimensions of the cube increasing by 10 feet on each side for each additional sorcery point spent. Water created this way remains contained in an invisible barrier in the area it was created in unless you use the spell to move it outside of that area, where it will spill and spread as normal.
Happy April Fool’s Day, everyone! Submissions for today will be placed underneath the Special Event: April Fool’s Day spoiler for collective access. The voting period will begin at 2:00 MT, but I encourage those who still want to share to do so. Have fun!
You guys have no idea how hard it was for me to attach this image. I don't understand technology at all. This is an amazing achievement.
Anyways, this monster is from a joke me and my friends have.
The Arms Dealer
Some criminals turn to strange and dark crimes. Their very existence seems to be shady. These criminals, known as arms dealers take part in the illicit trade of arms, smuggling severed limbs across borders and similar crimes. They dress in large trenchcoats and spend most of their time in dark alleys trying to share the appendages that they keep hidden in their trenchcoat to passersby. They often supply mad scientists with the materials needed for making their dark abominations and flesh golems. Sometimes, amputees seek out an arms dealer who will supply them with a new and "improved" appendage. Though the hands that an arms dealer provides usually have murderous intentions.
Assuming, I didn't miss the deadline, here's my April fools submission.
"Rickroll"
Wondrous item(chest), artifact
This chest is a weapon of mass destruction, a bane to society, a curse so vile even Tiamat dares not speak its name. Yet its deception strikes at the very heart of any unsuspecting adventure who may fall into the jaws of its trap.
This chest is carved of fine wood and inlaid with gold. It gives off a slightly iridescent glow, a promise of the treasure trove within. It appears in every way to be a bountiful treasure chest filled with wonderful rewards for any adventurer lucky enough to find it. But is a lie, born in the deepest layers of the abyss, who's only desire to to kill and destroy. Those who find this chest should be pitied above all others. Inside the chest, for any adventurer foolish enough to open it, is a vile curse that rends and destroys the hearts and minds of anyone who should be inflicted with it. Inside, is an arcane rendition of Rick Astley dancing to the most dreaded of all tunes -- Never Gonna Give You Up.
A creature who opens the chest must make a DC 21 wisdom saving throw. On a failed save, a creature takes 55 (10d10) psychic damage and is affected by short term madness, described in chapter 8 of The Dungeon Master's Guide. A creature who succeeds the save takes half as much damage and does not gain any madness. If a creature fails the save by 5 or more, the curse takes root in the mind and soul of the creature. That creature gains a new flaw, "I have an inexplicable, overwhelming desire to trick as many people as possible to open this chest."
Alrighty, I have two April Fools submissions. Neither is on theme for this competition, but I hope youse all enjoy them nonetheless.
For my first submission, it all started when I made a statblock for a seagull for a campaign. Then I wanted to make a swarm of them and called it “Swarm: Flock of Seagulls.” From there the idea tickled my brain and I just had to do it…. (If you remember the 80s then I’m pretty sure you can see where I’m going with this.) I present to you, A Flock of Seagulls!!
Band. A Flock of Seaguls can occupy another creature’s space and vice versa, and can move through any opening large enough for a Medium humanoid. A Flock of Seaguls can’t regain hit points or gain temporary hit points.
Flock Tactics. A Flock of Seagulls has advantage on an attack roll against a creature if the flock has more than half its hit points. (It was easier to convince people it was really them when they were all together.)
Flyby.A Flock of Seagulls doesn't provoke opportunity attacks when it moves out of an enemy's reach.(Gotta escape those groupies.)
Keen Sight and Smell. A Flock of Seagulls has advantage on Wisdom (Perception) checks that rely on sight or smell. (Had to dodge those groupies.)
Really, Really Big Squawking Nuisance. A Flock of Seagulls constantly emits a noise that can be heard up to 100 feet away, and has disadvantage on Dexterity (Stealth) checks. (No comment.)
Actions
Flock Attack. A Flock of Seagulls uses its music action, and makes 4 hair attacks or 2 hair attacks if the flock has half its hit points or fewer.
Hair. Melee Weapon Attack:+5 to hit, reach 0 ft., one target. Hit: 7 (1d8+3) piercing damage.
Music. All creatures within 30 feet of A Flock of Seagulls must succeed at a DC 13 Constitution saving throw or take 10 (4d4) thunder damage, and a DC 13 Wisdom saving throw or take 10 (4d4) psychic damage.
Bonus Actions
I Ran. A Flock of Seagulls can take the dash action.
For my second submission, I was inspired by the term “naked” when referring to a character who doesn’t have any armor or weapons. That intermingled with the term “naturalist” when referring to individuals who pursue a lifestyle sans clothing. So I present to you a fighter with no need for equipment or even clothes, the Natural Archetype for fighters. (It’s a little light on flavor text, but I didn’t see the need to “dress it up.” (See what I did there?😜)) Enjoy.
You choose to be one with nature, eschewing the discomforts of clothing, and even the necessities for weapons and armor. Your body itself is all you need, and what better way to use it than in the nude.
Nudity
3rd-level Natural feature
You count as nude while you are not wearing clothes other than footwear, outerwear (like a cloak or cape), headware, or accessories. You count as barefoot while not wearing footwear.
Natural Armor
3rd level Natural feature
While you are nude, your Unarmored Armor Class is equal to 10 + your Dexterity modifier + your Charisma modifier, and you are naturally resistant to extreme weather and insulated against hot and cold climates, as described in chapter 5 of the Dungeon Master's Guide. You count as wearing armor for the purposes of the Defense fighting style.
Natural Weapon
3rd level Natural feature
You have learned to use your nudity to distract your enemies, as well as a weapon in combat.
While you are nude you impose disadvantage on ability checks and saving throws made by creatures who you have grappled or who are grappling you.
In addition, you gain the power to use your nudity as a natural weapon while you are not wielding a weapon. You use Charisma for the attack and damage rolls made with your nudity, the damage die is 1d4, and the damage type is Psychic. The size of your nudity's damage die increases when you reach certain levels in this class: 7th level (1d6), 10th level (1d8), 15th level (1d10), and 18th level (1d12).
After you make an attack with your nudity as part of the Attack action on your turn, if you are not wielding a shield you can immediately use your bonus action to make an additional attack with your nudity as if two-weapon fighting. You do not add your Charisma modifier to the damage roll unless you have taken the Two-Weapon Fighting Fighting Style. You also count as wielding a weapon of the appropriate type for the purposes of any fighting style that requires you to be wielding a weapon other than the Thrown Weapon Fighting fighting style, and you count as unarmed for the purpose of the Unarmed Fighting fighting style.
Nature’s Miracle
3rd level Natural feature
Your nudity becomes a manifestation of nature’s miracles. You gain the following benefits:
You gain proficiency in the (Nature) skill if you do not already have it.
In addition, at higher levels whenever you gain a natural gift, you also learn an additional spell that corresponds with your natural gift.
Miraculous Charm. When you gain the Natural Charm feature you also learn the enthrall spell. While nude you can cast this spell without expending a spell slot using Charisma as the spellcasting ability. Once you cast the spell in this way you cannot do so again until you finish a short or long rest.
Miraculous Movement. When you gain the Natural Movement feature you also learn the spider climb and longstrider spells. While nude and barefoot you can cast either one of these spells targeting only yourself without expending a spell slot, and without material components using Charisma as the spellcasting ability. Once you cast one of these spells in this way you cannot cast either spell again until you finish a short or long rest.
Miraculous Stealth. When you gain the Natural Stealth feature you also learn the pass without trace spell. While nude and barefoot you can cast this spell without expending a spell slot, and without material components using Charisma as the spellcasting ability. Once you cast the spell in this way you cannot do so again until you finish a short or long rest.
One With Nature. When you gain the Natural Vigor feature you learn the commune with nature spell. While nude you can cast this spell without expending a spell slot using Charisma as the spellcasting ability. Once you cast the spell in this way you cannot do so again until you finish a long rest.
Naturally Gifted
7th level Natural feature
You gain a natural gift of your choice from among the options below. You gain an additional gift at 10th level, and again at 15th level.
Natural Charm. While you are nude you have advantage on Charisma checks and saving throws, and can attempt to make a Charisma (Deception), Charisma (Intimidation) or a Charisma (Persuasion) check as a bonus action on each of your turns.
Natural Movement. While you are nude you can add half you proficiency bonus (rounded up) to any initiative check you make that doesn't already include your proficiency bonus. While nude and barefoot you gain a +10 bonus to your walking speed, and can take the Dash action as a bonus action on each of your turns.
Natural Stealth. While you are nude you can take the Hide action as a bonus action on each of your turns. While nude and barefoot you can add your Charisma modifier to any Dexterity (Stealth) checks you make.
Natural Weapon Enhancement
10th level Natural feature
Whenever you attack with your nudity the reach increases to 10 feet, and you can select Bludgeoning, Piercing, or Slashing as the damage type for the attack instead of Psychic. This damage counts as magical for the purpose of overcoming damage resistance and immunity.
Naturally Skilled
15th level Natural feature
While nude you can use Charisma instead of Intelligence for ability checks you make that use the (Nature) skill, and you add twice your proficiency bonus to the check if you do not already.
Natural Vigor
18th level Natural feature
You gain your final natural gift. While nude, you are immune to disease and poison.
In addition, you gain a number of temporary Hit Dice equal to your Charisma modifier (minimum 1), a Temporary Hit Die is 1d10. While you are nude you can use your bonus action to spend any number of Temporary Hit Dice up to your current total. For each Temporary Hit Die spent in this way, you roll the die and add your Constitution modifier (minimum 1) to the result. When you do so you gain temporary hit points equal to the total rolled. You can decide to spend an additional Temporary Hit Die after each roll, totaling the results. You regain spent Temporary Hit Dice whenever you finish a long rest.
I’ve been sitting on that👆subclass for a couple of years now and finally had a good excuse to share it with someone!!
This might help (if you know some of it forgive me):
You have to first host the image on a site like http://imgur.com (Google’s no good), and from there you need the “direct link” that ends in .jpg or .png:
On rereading the prompt I think I may have put to much stock in the weaving and the changing of things, rather then the actual connection to future and destiny. I thought it fit because you're able to change who it affects and the modifier added to saving rolls and basically anything else about a spell or ability once. But the link might be to narrow.
I'll withdraw this submission and look about rewriting it.
I am also here.
Am snek.
HERE is my submission for the Interactive Options. It's somewhat silly, because it is literally an NPC Cat Lord of Gravity named Arnold. That being said, I think it fits well as a regular submission, NOT as an April Fools one.
If it looks too long, you don't have to read the entire background part since most of it is summarized in the earlier sections of the homebrew. That being said, the backstory is one of the most enjoyable parts of everything.
PS. I have no idea on how this will work for Balance & Playability, since Interactive Options like this one that are NPCs without stat blocks (Which the category encourages) aren't really focused on scoring well in this part of the scoring.
Edit: Messed up link.
BoringBard's long and tedious posts somehow manage to enrapture audiences. How? Because he used Charm Person, the #1 bard spell!
He/him pronouns. Call me Bard. PROUD NERD!
Ever wanted to talk about your parties' worst mistakes? Do so HERE. What's your favorite class, why? Share & explain
HERE.Happy April Fools Day, everyone!
Here is my submission: D&D-Folk, a race of roleplayers for the World's Greatest Roleplaying Game. Enjoy!
Magic items are a DM’s option, not a PC option. It would be ineligible anyway.
Creating Epic Boons on DDB
DDB Buyers' Guide
Hardcovers, DDB & You
Content Troubleshooting
For some reason my reading comprehension completely left me. I'm sorry for the trouble haha.
I am also here.
Am snek.
No trouble at all. It’s still a cool idea, just not right for this iteration of the competition is all. Like an American hairdryer and a European wall outlet, they no go.
Creating Epic Boons on DDB
DDB Buyers' Guide
Hardcovers, DDB & You
Content Troubleshooting
(Lol it’s still March here.)
Your Min-Maxer feat got cut off.
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
Meanwhile, at my end, everything fits perfectly. We have 2023 now and incredibly advanced AI... and yet sites like GMBinder still do not manage to work properly in Firefox and Chrome. I just do not get it, ensuring that a site actually works properly in the most popular browsers should be among the first things a webdesigner does. I have done that 10 years ago, back then when vendor prefixes in CSS were still a thing. It is annoying....
Anyways, sorry for the rant, here is my submission, now with screenshots:
Poisson D'avril!
For my french / french canadian hommies I give you Fish!: https://www.dndbeyond.com/spells/1886438-fish
April Fools!
The Ultimate Paladin: Oath of Bureaucracy!
(What does it say about me that I had a hard time picking which ones of my many joke HBs to submit?)
April Fools!
Magic Item: Tavern Table
Tavern Table
Armor (Shield), Common (requires attunement by a Barbarian)
Appearing like a simple table you can find at any old tavern, this magical shield grants you powerful defensive and offensive abilities when used as anything other than a table. While you have this shield donned you gain the benefits of half-cover, which replaces the normal effect of donning a shield.
While raging and holding this shield, you can replace one attack you make on each of your turns with a wide sweep using the table. Each creature in the 5 foot cone in front of you must succeed a DC 12 Dexterity saving throw or take bludgeoning damage equal to 1d12+your Rage Damage.
This shield also acts as a fully functional table. During a short rest, any ally which expends hit dice to regain hit points can add your Constitution modifier to one of the rolls.
Sorcerer Subclass: The Super Soak-cerer
Super Soak-cerer
From the maker of the stupidest D&D homebrew you’ve ever seen comes a whole new subclass to take your 5e fun to the NEXT LEVEL. Introducing the Super Soak-cerer sorcerous origin. BLAST your enemies into submission OR leave them completely SUBMERGED. Your summer adventuring will NEVER BE THE SAME.
Hydro Spells
You learn additional spells when you reach certain levels in this class, shown in the Hydro Spells table. Each of these spells count 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 transmutation or evocation spell from the sorcerer, warlock, or wizard spell list.
Hydro Spells
Sorcerer Level
Spells
1st
Fog Cloud, Ice Knife*
3rd
Melf’s Acid Arrow, Sillocks Snowball Storm*
5th
Wall of Water*, Tidal Wave*
7th
Control Water, Watery Sphere*
9th
Maelstrom, Conjure Elemental
* spell appears in Xanathar’s Guide to Everything
Wild Waters
Also at 1st level, whenever you finish a long rest, you can magically create a liquid with a random property. Roll 1d4 and consult the table below for what item is created. The details for each item can be found in the Adventuring Gear section of the Player’s Handbook.
You can create additional vials by expending 2 sorcery points. When you create one in this way you choose what item is created rather than rolling .
d4
Item created
1
Vial of Acid
2
Flask of Oil
3
Vial of Holy Water
4
Alchemist’s Fire
Pump-Up
Also at 1st level, whenever you ready a sorcerer spell of 1st level or higher as part of the Ready action, that spell is treated as being cast one level higher than the slot expended (to a maximum of 9th level).
Aqua Warrior
Starting at 6th level, you have gained a masterful control of fighting in wet conditions. You gain a swim speed equal to your walking speed and can breathe underwater. Additionally, you can see normally to a range of 60 feet in areas which are heavily obscured due to rain, snow, fog, or similar natural or magical effects.
Sponge
At 14th level, you are able to absorb damage like a sponge. Whenever you take damage, you can use your reaction to reduce the damage taken by 1d10+your Charisma modifier+your Sorcerer level. If you reduce the damage to 0, you regain one of your expended sorcery points.
You can use this feature a number of times equal to your Charisma modifier (minimum of once) and regain all uses following a long rest.
Super Soaker
At 18th level, you can cast Control Water without expending a spell slot. Once you cast it this way, you cannot do so again until you finish a long rest.
Additionally, whenever you cast Control Water you can expend up to a maximum of 5 sorcery points to create water at a point you can see within 300 feet. By expending 1 sorcery point, you create water that fills a 10 foot cube, with the dimensions of the cube increasing by 10 feet on each side for each additional sorcery point spent. Water created this way remains contained in an invisible barrier in the area it was created in unless you use the spell to move it outside of that area, where it will spill and spread as normal.
Three-time Judge of the Competition of the Finest Brews! Come join us in making fun, unique homebrew and voting for your favorite entries!
I think that an Oath of Bureaucracy Paladin would fit perfectly into an Aquisitions Incorporated campaign
Three-time Judge of the Competition of the Finest Brews! Come join us in making fun, unique homebrew and voting for your favorite entries!
Happy April Fool’s Day, everyone! Submissions for today will be placed underneath the Special Event: April Fool’s Day spoiler for collective access. The voting period will begin at 2:00 MT, but I encourage those who still want to share to do so. Have fun!
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
You guys have no idea how hard it was for me to attach this image. I don't understand technology at all. This is an amazing achievement.
Anyways, this monster is from a joke me and my friends have.
The Arms Dealer
Some criminals turn to strange and dark crimes. Their very existence seems to be shady. These criminals, known as arms dealers take part in the illicit trade of arms, smuggling severed limbs across borders and similar crimes. They dress in large trenchcoats and spend most of their time in dark alleys trying to share the appendages that they keep hidden in their trenchcoat to passersby. They often supply mad scientists with the materials needed for making their dark abominations and flesh golems. Sometimes, amputees seek out an arms dealer who will supply them with a new and "improved" appendage. Though the hands that an arms dealer provides usually have murderous intentions.
Gonna be real with you, chief. I dont see that image
Three-time Judge of the Competition of the Finest Brews! Come join us in making fun, unique homebrew and voting for your favorite entries!
You have got to be kidding me.
I will try again later but I have to leave for now.
Assuming, I didn't miss the deadline, here's my April fools submission.
"Rickroll"
This chest is a weapon of mass destruction, a bane to society, a curse so vile even Tiamat dares not speak its name. Yet its deception strikes at the very heart of any unsuspecting adventure who may fall into the jaws of its trap.
This chest is carved of fine wood and inlaid with gold. It gives off a slightly iridescent glow, a promise of the treasure trove within. It appears in every way to be a bountiful treasure chest filled with wonderful rewards for any adventurer lucky enough to find it. But is a lie, born in the deepest layers of the abyss, who's only desire to to kill and destroy. Those who find this chest should be pitied above all others. Inside the chest, for any adventurer foolish enough to open it, is a vile curse that rends and destroys the hearts and minds of anyone who should be inflicted with it. Inside, is an arcane rendition of Rick Astley dancing to the most dreaded of all tunes -- Never Gonna Give You Up.
A creature who opens the chest must make a DC 21 wisdom saving throw. On a failed save, a creature takes 55 (10d10) psychic damage and is affected by short term madness, described in chapter 8 of The Dungeon Master's Guide. A creature who succeeds the save takes half as much damage and does not gain any madness. If a creature fails the save by 5 or more, the curse takes root in the mind and soul of the creature. That creature gains a new flaw, "I have an inexplicable, overwhelming desire to trick as many people as possible to open this chest."
I am an average mathematics enjoyer.
>Extended Signature<
Alrighty, I have two April Fools submissions. Neither is on theme for this competition, but I hope youse all enjoy them nonetheless.
For my first submission, it all started when I made a statblock for a seagull for a campaign. Then I wanted to make a swarm of them and called it “Swarm: Flock of Seagulls.” From there the idea tickled my brain and I just had to do it…. (If you remember the 80s then I’m pretty sure you can see where I’m going with this.) I present to you, A Flock of Seagulls!!
Band. A Flock of Seaguls can occupy another creature’s space and vice versa, and can move through any opening large enough for a Medium humanoid. A Flock of Seaguls can’t regain hit points or gain temporary hit points.
Flock Tactics. A Flock of Seagulls has advantage on an attack roll against a creature if the flock has more than half its hit points. (It was easier to convince people it was really them when they were all together.)
Flyby. A Flock of Seagulls doesn't provoke opportunity attacks when it moves out of an enemy's reach. (Gotta escape those groupies.)
Keen Sight and Smell. A Flock of Seagulls has advantage on Wisdom (Perception) checks that rely on sight or smell. (Had to dodge those groupies.)
Really, Really Big Squawking Nuisance. A Flock of Seagulls constantly emits a noise that can be heard up to 100 feet away, and has disadvantage on Dexterity (Stealth) checks. (No comment.)
Flock Attack. A Flock of Seagulls uses its music action, and makes 4 hair attacks or 2 hair attacks if the flock has half its hit points or fewer.
Hair. Melee Weapon Attack: +5 to hit, reach 0 ft., one target. Hit: 7 (1d8+3) piercing damage.
Music. All creatures within 30 feet of A Flock of Seagulls must succeed at a DC 13 Constitution saving throw or take 10 (4d4) thunder damage, and a DC 13 Wisdom saving throw or take 10 (4d4) psychic damage.
I Ran. A Flock of Seagulls can take the dash action.
For my second submission, I was inspired by the term “naked” when referring to a character who doesn’t have any armor or weapons. That intermingled with the term “naturalist” when referring to individuals who pursue a lifestyle sans clothing. So I present to you a fighter with no need for equipment or even clothes, the Natural Archetype for fighters. (It’s a little light on flavor text, but I didn’t see the need to “dress it up.” (See what I did there?😜)) Enjoy.
Natural
You choose to be one with nature, eschewing the discomforts of clothing, and even the necessities for weapons and armor. Your body itself is all you need, and what better way to use it than in the nude.
Nudity
3rd-level Natural feature
You count as nude while you are not wearing clothes other than footwear, outerwear (like a cloak or cape), headware, or accessories. You count as barefoot while not wearing footwear.
Natural Armor
3rd level Natural feature
While you are nude, your Unarmored Armor Class is equal to 10 + your Dexterity modifier + your Charisma modifier, and you are naturally resistant to extreme weather and insulated against hot and cold climates, as described in chapter 5 of the Dungeon Master's Guide. You count as wearing armor for the purposes of the Defense fighting style.
Natural Weapon
3rd level Natural feature
You have learned to use your nudity to distract your enemies, as well as a weapon in combat.
While you are nude you impose disadvantage on ability checks and saving throws made by creatures who you have grappled or who are grappling you.
In addition, you gain the power to use your nudity as a natural weapon while you are not wielding a weapon. You use Charisma for the attack and damage rolls made with your nudity, the damage die is 1d4, and the damage type is Psychic. The size of your nudity's damage die increases when you reach certain levels in this class: 7th level (1d6), 10th level (1d8), 15th level (1d10), and 18th level (1d12).
After you make an attack with your nudity as part of the Attack action on your turn, if you are not wielding a shield you can immediately use your bonus action to make an additional attack with your nudity as if two-weapon fighting. You do not add your Charisma modifier to the damage roll unless you have taken the Two-Weapon Fighting Fighting Style. You also count as wielding a weapon of the appropriate type for the purposes of any fighting style that requires you to be wielding a weapon other than the Thrown Weapon Fighting fighting style, and you count as unarmed for the purpose of the Unarmed Fighting fighting style.
Nature’s Miracle
3rd level Natural feature
Your nudity becomes a manifestation of nature’s miracles. You gain the following benefits:
In addition, at higher levels whenever you gain a natural gift, you also learn an additional spell that corresponds with your natural gift.
Miraculous Charm. When you gain the Natural Charm feature you also learn the enthrall spell. While nude you can cast this spell without expending a spell slot using Charisma as the spellcasting ability. Once you cast the spell in this way you cannot do so again until you finish a short or long rest.
Miraculous Movement. When you gain the Natural Movement feature you also learn the spider climb and longstrider spells. While nude and barefoot you can cast either one of these spells targeting only yourself without expending a spell slot, and without material components using Charisma as the spellcasting ability. Once you cast one of these spells in this way you cannot cast either spell again until you finish a short or long rest.
Miraculous Stealth. When you gain the Natural Stealth feature you also learn the pass without trace spell. While nude and barefoot you can cast this spell without expending a spell slot, and without material components using Charisma as the spellcasting ability. Once you cast the spell in this way you cannot do so again until you finish a short or long rest.
One With Nature. When you gain the Natural Vigor feature you learn the commune with nature spell. While nude you can cast this spell without expending a spell slot using Charisma as the spellcasting ability. Once you cast the spell in this way you cannot do so again until you finish a long rest.
Naturally Gifted
7th level Natural feature
You gain a natural gift of your choice from among the options below. You gain an additional gift at 10th level, and again at 15th level.
Natural Charm. While you are nude you have advantage on Charisma checks and saving throws, and can attempt to make a Charisma (Deception), Charisma (Intimidation) or a Charisma (Persuasion) check as a bonus action on each of your turns.
Natural Movement. While you are nude you can add half you proficiency bonus (rounded up) to any initiative check you make that doesn't already include your proficiency bonus. While nude and barefoot you gain a +10 bonus to your walking speed, and can take the Dash action as a bonus action on each of your turns.
Natural Stealth. While you are nude you can take the Hide action as a bonus action on each of your turns. While nude and barefoot you can add your Charisma modifier to any Dexterity (Stealth) checks you make.
Natural Weapon Enhancement
10th level Natural feature
Whenever you attack with your nudity the reach increases to 10 feet, and you can select Bludgeoning, Piercing, or Slashing as the damage type for the attack instead of Psychic. This damage counts as magical for the purpose of overcoming damage resistance and immunity.
Naturally Skilled
15th level Natural feature
While nude you can use Charisma instead of Intelligence for ability checks you make that use the (Nature) skill, and you add twice your proficiency bonus to the check if you do not already.
Natural Vigor
18th level Natural feature
You gain your final natural gift. While nude, you are immune to disease and poison.
In addition, you gain a number of temporary Hit Dice equal to your Charisma modifier (minimum 1), a Temporary Hit Die is 1d10. While you are nude you can use your bonus action to spend any number of Temporary Hit Dice up to your current total. For each Temporary Hit Die spent in this way, you roll the die and add your Constitution modifier (minimum 1) to the result. When you do so you gain temporary hit points equal to the total rolled. You can decide to spend an additional Temporary Hit Die after each roll, totaling the results. You regain spent Temporary Hit Dice whenever you finish a long rest.
I’ve been sitting on that👆subclass for a couple of years now and finally had a good excuse to share it with someone!!
Creating Epic Boons on DDB
DDB Buyers' Guide
Hardcovers, DDB & You
Content Troubleshooting
I tried to fix my post, is it working now?
Image isn’t showing up (on mobile).
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
This might help (if you know some of it forgive me):
You have to first host the image on a site like http://imgur.com (Google’s no good), and from there you need the “direct link” that ends in .jpg or .png:
Creating Epic Boons on DDB
DDB Buyers' Guide
Hardcovers, DDB & You
Content Troubleshooting