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.
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.
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!!
Love these :-D There is just one issue I have with the subclass: males should be allowed to use polearms, particularly big, two-handed ones.
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.
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.
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!!
Love these :-D There is just one issue I have with the subclass: males should be allowed to use polearms, particularly big, two-handed ones.
Lol, thanks. But take another look at the 10th level feature, Natural Weapon “Enhancement.“
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.
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.
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!!
Love these :-D There is just one issue I have with the subclass: males should be allowed to use polearms, particularly big, two-handed ones.
Lol, thanks. But take another look at the 10th level feature, Natural Weapon “Enhancement.“
Ah, missed that. Although it still cannot be used with Polearm Master nor with Great Weapon Master... :-D And now that I think of it, Unarmored Defense should allow one to choose between Strength and Dexterity.
I had worked in two-weapon fighting, I suppose I coulda worked in the other fighting styles too, but I wanted it to not interact with those feats. It kinda pushes the player to play differently from other fighters.
Also, I just remembered, in addition to the D&D Folk, I had this item prepared, which was inspired by a friend who asked if he could wear a spelljamming helm and what it would do - as he thought it was the kind of helm you wear on your head.
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:
You overestimate my competence. As far as I know, I am unable to use that method. Thanks anyway. I might be able to figure something else out, but I really am so bad with technology so it might take awhile.
Instead of the Arms Dealer I shall offer this horrible monstrosity. I made it a while ago when I first started homebrewing so it might not be that great, but it stills works I think.
It's not too late to submit, is it? Nevermind, I don't care. Here's my magnum opus, the height of my homebrewing career, the best thing since sliced bread, and the secret doctors don't want you to know about:
FISH
LEVEL
9th
CASTING TIME
1 Action
RANGE/AREA
Self
COMPONENTS
V
DURATION
Instantaneous
SCHOOL
Conjuration
ATTACK/SAVE
None
DAMAGE/EFFECT
Buff (...)
Fish is the mightiest spell a mortal creature can cast. By simply blubbing aloud, you can alter the very foundations of reality in accord with your desires.
The basic use of this spell is to duplicate any other fish-summoning spell of 8th level or lower. You don't need to meet any requirements in that spell, including costly components. The spell simply takes effect.
Alternatively, you can create one of the following effects of your choice:
You create one fish of up to 25,000 gp in value. The fish can be no more than 300 feet in any dimension, and it appears in an unoccupied space you can see on the ground.
You allow up to twenty fish that you can see to regain all hit points, and you end all effects on them described in the greater restoration spell.
You grant up to ten fish that you can see resistance to a damage type you choose.
You grant up to ten fish you can see immunity to a single spell or other magical effect for 8 hours. For instance, you could make yourself and all your companions immune to a magikarp's splash attack.
You undo a single recent event by forcing a reroll of any roll made within the last round (including your last turn) by an amphibious or water-breathing creature. Reality reshapes itself to accommodate the new result. For example, a fish spell could undo a kraken's successful save, a dragon turtle's critical hit, or a carp's critical fail. You can force the reroll to be made with advantage or disadvantage, and you can choose whether to use the reroll or the original roll.
You might be able to achieve something beyond the scope of the above examples. State your fish to the DM as precisely as possible. The DM has great latitude in ruling what occurs in such an instance; the greater the fish, the greater the likelihood that something goes wrong. This spell might simply fail, the fish you desire might only be partly achieved, or you might suffer some unforeseen consequence as a result of how you worded the fish. For example, fishing that an aboleth were dead might propel you forward in time to a period when that aberration is no longer alive, effectively removing you from the game. Similarly, fishing for a Decanter of Endless Water or Cloak of the Manta Ray might instantly transport you to the presence of the item's current owner.
The stress of casting this spell to produce any effect other than duplicating another spell weakens you. After enduring that stress, each time you cast a spell until you finish a long rest, you take 1d10 cold damage per level of that spell. This damage can't be reduced or prevented in any way. In addition, your Strength drops to 3, if it isn't 3 or lower already, for 2d4 days. For each of those days that you spend resting and doing nothing more than light swimming, your remaining recovery time decreases by 2 days. Finally, there is a 33 percent chance that you are unable to cast fish ever again if you suffer this stress.
Rollback Post to RevisionRollBack
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)
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.
Creativity: 4/5 Balance: 3/5 (Half Cover is technically a slight downgrade from a shield because it wouldn’t stack w/ cover, if you just ad a +2 to Dex saves it would be better. A 5-foot Cone is just one space, a horizontal 10-foot line would be better.) Creativity: 3/5 Balance: 4/5
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."
Also, I just remembered, in addition to the D&D Folk, I had this item prepared, which was inspired by a friend who asked if he could wear a spelljamming helm and what it would do - as he thought it was the kind of helm you wear on your head.
It's not too late to submit, is it? Nevermind, I don't care. Here's my magnum opus, the height of my homebrewing career, the best thing since sliced bread, and the secret doctors don't want you to know about:
FISH
LEVEL
9th
CASTING TIME
1 Action
RANGE/AREA
Self
COMPONENTS
V
DURATION
Instantaneous
SCHOOL
Conjuration
ATTACK/SAVE
None
DAMAGE/EFFECT
Buff (...)
Fish is the mightiest spell a mortal creature can cast. By simply blubbing aloud, you can alter the very foundations of reality in accord with your desires.
The basic use of this spell is to duplicate any other fish-summoning spell of 8th level or lower. You don't need to meet any requirements in that spell, including costly components. The spell simply takes effect.
Alternatively, you can create one of the following effects of your choice:
You create one fish of up to 25,000 gp in value. The fish can be no more than 300 feet in any dimension, and it appears in an unoccupied space you can see on the ground.
You allow up to twenty fish that you can see to regain all hit points, and you end all effects on them described in the greater restoration spell.
You grant up to ten fish that you can see resistance to a damage type you choose.
You grant up to ten fish you can see immunity to a single spell or other magical effect for 8 hours. For instance, you could make yourself and all your companions immune to a magikarp's splash attack.
You undo a single recent event by forcing a reroll of any roll made within the last round (including your last turn) by an amphibious or water-breathing creature. Reality reshapes itself to accommodate the new result. For example, a fish spell could undo a kraken's successful save, a dragon turtle's critical hit, or a carp's critical fail. You can force the reroll to be made with advantage or disadvantage, and you can choose whether to use the reroll or the original roll.
You might be able to achieve something beyond the scope of the above examples. State your fish to the DM as precisely as possible. The DM has great latitude in ruling what occurs in such an instance; the greater the fish, the greater the likelihood that something goes wrong. This spell might simply fail, the fish you desire might only be partly achieved, or you might suffer some unforeseen consequence as a result of how you worded the fish. For example, fishing that an aboleth were dead might propel you forward in time to a period when that aberration is no longer alive, effectively removing you from the game. Similarly, fishing for a Decanter of Endless Water or Cloak of the Manta Ray might instantly transport you to the presence of the item's current owner.
The stress of casting this spell to produce any effect other than duplicating another spell weakens you. After enduring that stress, each time you cast a spell until you finish a long rest, you take 1d10 cold damage per level of that spell. This damage can't be reduced or prevented in any way. In addition, your Strength drops to 3, if it isn't 3 or lower already, for 2d4 days. For each of those days that you spend resting and doing nothing more than light swimming, your remaining recovery time decreases by 2 days. Finally, there is a 33 percent chance that you are unable to cast fish ever again if you suffer this stress.
(Past the deadline, but just because.) Creativity: 4/5 Balance: 3/5
Tavern Table : Creativity 3/5, Balance 4/5 - on the weak side but a fun flavourful option.
Super Soak-cerer : Creativity 4/5, Balance 3/5 - I'm not sure how the 18th level feature is meant to work, and I was hoping for at least one feature that would enhance attack roll spells to fit the theme.
Creativity 3/5, Balance 2/5 - I'm not sure how the disease portion fits the theme and seems very deadly against a low level party that this is designed for. Love the incessant yapping but it needs a defined range as "hearing" is very poorly defined in 5e. Was hoping for another chihuahua themed feature beyond just the incessant yapping.
Creativity: 4/5, Balance 4/5 - Love the concept it just seems a shame that those who would be afflicted by the curse are likely to be rendered unconscious / dead from the psychic damage.
Flock of Seagulls : Creativity 4/5, Balance 2/5 - Like the idea, though I fear I'm missing the joke, but just sad it will likely be dead before getting a turn in combat.
Natural : Creativity 3/5, Balance 4/5 - Not enough dick jokes.
Creativity 5/5, Balance 2/5 - This is EXTREMELY powerful, but I love the idea as I too first thought the spelljamming helm was a hat the first time I heard about it.
I'll place-hold here, just in case I actually get around to posting the full block. This monster is meant for the DM category, and is a Damocles' sword for the entire campaign world. It is based on a prompt from 3.5e.
Ghulurak is an ancient entity of frozen corruption, locked away on a distant demiplane. Driven by the vision of Ghulurak, some individuals are compelled to carve its likeness in ancient ice of polar glaciers, allowing Ghulurak's influence to spread across planar boundaries. Once this path is opened, a wave of frozen desolation spreads outward from the mind-bending effigy, spreading slowly but relentlessly. Unless stopped, Ghulurak's killing frost spreads to cover the entire world, and Ghulurak itself is made manifest to forever dominate the twisted wasteland. Ghulurak cannot be defeated. If the PCs are brought before it, they have already lost. Ghulurak can lay bare their minds to its alien will and subject their bodies to an everlasting frozen agony. The only way to counter Ghulurak is to destroy its statues and safeguard any information that could lead a wayward soul to be exposed to Ghulurak's true likeness.
[insert block here]
Encounter notes: An encounter with Ghulurak's eidolon is meant to be dynamic. The statue is initially shrouded in a thick frozen mist, and covered in layers of opaque rime. As the PCs damage the eidolon, the rime falls away and they are exposed to Ghulurak's true likeness. A DM should telegraph this plenty in advance. The first stage of the fight should leave the PCs feeling uncomfortable but strangely unable to look away. By mid-encounter, the PCs should feel desperate to get a good look at the eidolon.
Couldn't get this done in time. I'll leave the post up in case somebody finds it interesting.
Tavern Table : Creativity 3/5, Balance 4/5 - on the weak side but a fun flavourful option.
Super Soak-cerer : Creativity 4/5, Balance 3/5 - I'm not sure how the 18th level feature is meant to work, and I was hoping for at least one feature that would enhance attack roll spells to fit the theme.
Creativity 3/5, Balance 2/5 - I'm not sure how the disease portion fits the theme and seems very deadly against a low level party that this is designed for. Love the incessant yapping but it needs a defined range as "hearing" is very poorly defined in 5e. Was hoping for another chihuahua themed feature beyond just the incessant yapping.
Creativity: 4/5, Balance 4/5 - Love the concept it just seems a shame that those who would be afflicted by the curse are likely to be rendered unconscious / dead from the psychic damage.
Flock of Seagulls : Creativity 4/5, Balance 2/5 - Like the idea, though I fear I'm missing the joke, but just sad it will likely be dead before getting a turn in combat.
Natural : Creativity 3/5, Balance 4/5 - Not enough dick jokes.
Creativity 5/5, Balance 2/5 - This is EXTREMELY powerful, but I love the idea as I too first thought the spelljamming helm was a hat the first time I heard about it.
Regarding the D&D-Folk, why is it so OP? It gives you the same Lucky halflings get too as its best ability and then some skills and advantage on specific skill checks (basically one bullet from the Actor feat), but halflings also get a bunch of abilities in addition to that, including actual subraces. The D&D-Folk does not have subraces, these are feats one would need to take when they get an ASI (some indeed mistook the feats for subraces, which would of course explain why the race is deemed overpowered).
Fish (Spell) - Agilemind. Creativity: 4/5, Balance: 3/5. That's a great, funny spell, but it appears to me as quite powerful compared to other 1st level spells.
Oath of Bureaucracy (Subclass) - Agilemind. Creativity: 5/5, Balance 2/5. Great idea! Considering that, here in Austria, we have the "Amtsschimmel" (literally government department's gray horse or official gray horse), which is similar to the red tape metaphor - whenever there is way too much bureaucracy involved we like to say "the Amtsschimmel whinnies!" and whenever someone insists on bureaucracy they "ride the Amtsschimmel" - paladin with its Find Steed spell fits perfectly as the base class for this concept. Unfortunately, it is on the weak side. Denying an action sounds cool, but most stronger monsters have a variety of actions to choose from in addition to just dashing behind cover. Considering Zone of Truth forces repeated saves, causing everyone who stays to fail eventually and that paladins spend most of their turns attacking anyways, the aura is pretty weak, and the level 15 ability is very weak too. At least it should have more uses.
Tavern Table (Magic Item) - Kaboom979. Creativity: 2/5, Balance 3/5. I have seen tavern table shields a couple of times already. Just like others said, it is on the weak side balance-wise.
the Super Soak-cerer (Subclass) - Kaboom979. Creativity: 3/5, Balance 3/5. I really miss features that improve its spell attacks, add pushing effects to them and/or add effects based on the vial of liquid used for them.
Chihuahua Cerberus (Monster) - The_Summoning_Dark. Creativity: 3/5, Balance 3/5. Love the yapping, but I do not see the thematic connection to the disease thing. Could deal a bit more damage at CR 2, compare it to a brown bear for example, which is only CR 1.
Rickroll (Magic Item) - HomebrewMindFlayer. Creativity: 4/5, Balance 3/5. At first I did not get the joke, I had to duckduckgo "rickroll"... but that is an issue on my side I guess... :-D Anyways, decent item and very well written, but I agree with Agilemind here. Probably either reduce the psychic damage or inflict the madness on any failed save?
Flock of Seagulls (Monster) - iAmSposta. Creativity: 2/5, Balance 3/5. I do not get the joke here, maybe...? Also appears to be quite frail.
Natural (Subclass) - IAmSposta. Creativity: 4/5, Balance 2/5. Nice theme going on here. I think it should have been allowed to use actual weapons, even if just mechanically. The issue here, dick jokes aside, is that the fighter class is built around feats, but feats for martial characters, like PAM, GWM, Sharpshooter, Shield Master, Defensive Duelist... require one to use weapons or to don armor/shields. Maybe barbarian as the base class would have been a better fit, especially considering they already get Unarmored Defense; and even rage works out thematically; for example you could tie the +5ft reach increase to rage...?
Regarding the D&D-Folk, why is it so OP? It gives you the same Lucky halflings get too as its best ability and then some skills and advantage on specific skill checks (basically one bullet from the Actor feat), but halflings also get a bunch of abilities in addition to that, including actual subraces. The D&D-Folk does not have subraces, these are feats one would need to take when they get an ASI (some indeed mistook the feats for subraces, which would of course explain why the race is deemed overpowered).
I have a new character concept - is essentially the Actor Feat
Role Player's training - maximum skill proficiencies of any race
Lucky dice - Halfling luck + a ribbon feature - this is equivalent in power to the base halfling race by itself
D&D is my life - Elvish Trance
The base race is roughly equivalent to two standard 5e races combined. Or a race + a 1st level feat from one D&D.
The racial feats are clearly intended to be given as a free 1st level feat b/c otherwise Min/Maxer is straight up worse than just a regular ASI which doesn't make sense thematically, and Rules Lawyer is straight up a worse version of Skill Expert.
Considering Zone of Truth forces repeated saves, causing everyone who stays to fail eventually and that paladins spend most of their turns attacking anyways, the aura is pretty weak,
Why do you assume the aura is meant to synergize with Zone of Truth? It is not. It is meant to be used with Command which is one of the most powerful 1st level spells in the game. As well as Suggestion and Hold Monster, Confusion, and Geas which are all Oath spells for this paladin.
Regarding the D&D-Folk, why is it so OP? It gives you the same Lucky halflings get too as its best ability and then some skills and advantage on specific skill checks (basically one bullet from the Actor feat), but halflings also get a bunch of abilities in addition to that, including actual subraces. The D&D-Folk does not have subraces, these are feats one would need to take when they get an ASI (some indeed mistook the feats for subraces, which would of course explain why the race is deemed overpowered).
I have a new character concept - is essentially the Actor Feat
Role Player's training - maximum skill proficiencies of any race
Lucky dice - Halfling luck + a ribbon feature - this is equivalent in power to the base halfling race by itself
D&D is my life - Elvish Trance
The base race is roughly equivalent to two standard 5e races combined. Or a race + a 1st level feat from one D&D.
The racial feats are clearly intended to be given as a free 1st level feat b/c otherwise Min/Maxer is straight up worse than just a regular ASI which doesn't make sense thematically, and Rules Lawyer is straight up a worse version of Skill Expert.
I have a new character concept - is essentially the Actor Feat: The Actor feat has three bullets (with one of them being +1 Cha), this is one of them. The actor feat is a notoriously weak feat though and several races have abilities that can be compared to feats or class features.
Roleplayer's Training - yes, these are a lot of skill proficiencies. But are they going to break anything? I doubt so.
Lucky Dice - that is the most powerful feature of the race, yes. But you are doing halflings wrong when you reduce them to Lucky. They get a ton of other features too, particularly the Eberron and Wildemount subraces.
D&D is my life - Nope, that is not elvish trance, not even close. Yes, the sleep immunity is there and they remain conscious, but it lasts longer than 4 hours, meaning they cannot take double-shifts on watch for example and have less time to scribe spells as a wizard, and they cannot get two tool or weapon proficiencies of their choice for the day.
And that's it.
Also, regarding the racial feats, you can take then at 4th level as well. Like, haven't you witnessed it how players, once they got a grasp on the game, moved into different directions, some living out the creative part while others delved deep into mechanics to create optimized characters, for example?
Min/Maxer is not worse than a regular ASI, considering you can "dip" into Hexblade, Peace Cleric, Forge Cleric, Rogue, Fighter, Barbarian for 10 minutes and gain their 1st level abilities. And it is the only feat that still allows you to increase a stat by +2. The -2 to your lowest stat typically does not hurt you, unless you dumped intelligence and are in an Illithid-centric campaign or unless you dumped Strength and shadows are lurking behind every corner.
Rules Lawyer is not worse than Skill Expert. Just read the feats please, man... It is straight up better, which is why I was worried about that feat being considered too strong, not the base race. Just like skill expert, it grants +1 to a stat (in this case Int) and gives you one skill and one expertise. But there is a whole third bullet Skill Expert lacks. And a powerful one, knowledge you can gain with that can be quite important for the whole party. Even if it might be RAW/RAI to allow these checks anyways, they would require a whole action to do - while the feat allows you to do them as a bonus action.
Natural (Subclass) - IAmSposta. Creativity: 4/5, Balance 2/5. Nice theme going on here. I think it should have been allowed to use actual weapons, even if just mechanically. The issue here, dick jokes aside, is that the fighter class is built around feats, but feats for martial characters, like PAM, GWM, Sharpshooter, Shield Master, Defensive Duelist... require one to use weapons or to don armor/shields. Maybe barbarian as the base class would have been a better fit, especially considering they already get Unarmored Defense; and even rage works out thematically; for example you could tie the +5ft reach increase to rage...?
The Fighter class is not built around feats. They’re Optional rules that not every DM allows. How the hell can a class be built around something that you might not even be allowed to use?!? You make no sense.
Thanks to everyone for participating in yesterday’s event! There remains today and tomorrow for submitting entries to the competition, so get it in if you want it in!
True! It was mostly inspired by HitchHiker's Guide to the Galaxy, but it would fit perfectly with Aquisitions Incorportated.
Love these :-D There is just one issue I have with the subclass: males should be allowed to use polearms, particularly big, two-handed ones.
Lol, thanks. But take another look at the 10th level feature, Natural Weapon “Enhancement.“
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Ah, missed that. Although it still cannot be used with Polearm Master nor with Great Weapon Master... :-D And now that I think of it, Unarmored Defense should allow one to choose between Strength and Dexterity.
I had worked in two-weapon fighting, I suppose I coulda worked in the other fighting styles too, but I wanted it to not interact with those feats. It kinda pushes the player to play differently from other fighters.
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Also, I just remembered, in addition to the D&D Folk, I had this item prepared, which was inspired by a friend who asked if he could wear a spelljamming helm and what it would do - as he thought it was the kind of helm you wear on your head.
There, I updated it to reflect the additional fighting styles other than Thrown Weapon Fighting since that just seemed silly.
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Sorry for being so late!
Please review all April Fool’s submissions and rate them 1-5 in a post! The averages shall be collected and shadow-added at 8:00 MT!
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 overestimate my competence. As far as I know, I am unable to use that method. Thanks anyway. I might be able to figure something else out, but I really am so bad with technology so it might take awhile.
Instead of the Arms Dealer I shall offer this horrible monstrosity. I made it a while ago when I first started homebrewing so it might not be that great, but it stills works I think.
https://www.dndbeyond.com/monsters/3055883-chihuahua-cerberus
It's not too late to submit, is it? Nevermind, I don't care. Here's my magnum opus, the height of my homebrewing career, the best thing since sliced bread, and the secret doctors don't want you to know about:
FISH
Fish is the mightiest spell a mortal creature can cast. By simply blubbing aloud, you can alter the very foundations of reality in accord with your desires.
The basic use of this spell is to duplicate any other fish-summoning spell of 8th level or lower. You don't need to meet any requirements in that spell, including costly components. The spell simply takes effect.
Alternatively, you can create one of the following effects of your choice:
You might be able to achieve something beyond the scope of the above examples. State your fish to the DM as precisely as possible. The DM has great latitude in ruling what occurs in such an instance; the greater the fish, the greater the likelihood that something goes wrong. This spell might simply fail, the fish you desire might only be partly achieved, or you might suffer some unforeseen consequence as a result of how you worded the fish. For example, fishing that an aboleth were dead might propel you forward in time to a period when that aberration is no longer alive, effectively removing you from the game. Similarly, fishing for a Decanter of Endless Water or Cloak of the Manta Ray might instantly transport you to the presence of the item's current owner.
The stress of casting this spell to produce any effect other than duplicating another spell weakens you. After enduring that stress, each time you cast a spell until you finish a long rest, you take 1d10 cold damage per level of that spell. This damage can't be reduced or prevented in any way. In addition, your Strength drops to 3, if it isn't 3 or lower already, for 2d4 days. For each of those days that you spend resting and doing nothing more than light swimming, your remaining recovery time decreases by 2 days. Finally, there is a 33 percent chance that you are unable to cast fish ever again if you suffer this stress.
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)
Creativity: 5/5 Balance: 2/5
Creativity: 5/5 Balance: 4/5
Creativity: 5/5 Balance: 4/5
Creativity: 4/5 Balance: 3/5 (Half Cover is technically a slight downgrade from a shield because it wouldn’t stack w/ cover, if you just ad a +2 to Dex saves it would be better. A 5-foot Cone is just one space, a horizontal 10-foot line would be better.)
Creativity: 3/5 Balance: 4/5
Creativity: 4/5 Balance: 4/5
Creativity: 4/5 Balance 2/5
(Past the deadline, but just because.)
Creativity: 4/5 Balance: 3/5
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Creativity 5/5, Balance 2/5 - Super fun and thematic but very powerful for a race, could work in a game where everyone got a 1st level feat.
Tavern Table : Creativity 3/5, Balance 4/5 - on the weak side but a fun flavourful option.
Super Soak-cerer : Creativity 4/5, Balance 3/5 - I'm not sure how the 18th level feature is meant to work, and I was hoping for at least one feature that would enhance attack roll spells to fit the theme.
Creativity 3/5, Balance 2/5 - I'm not sure how the disease portion fits the theme and seems very deadly against a low level party that this is designed for. Love the incessant yapping but it needs a defined range as "hearing" is very poorly defined in 5e. Was hoping for another chihuahua themed feature beyond just the incessant yapping.
Creativity: 4/5, Balance 4/5 - Love the concept it just seems a shame that those who would be afflicted by the curse are likely to be rendered unconscious / dead from the psychic damage.
Flock of Seagulls : Creativity 4/5, Balance 2/5 - Like the idea, though I fear I'm missing the joke, but just sad it will likely be dead before getting a turn in combat.
Natural : Creativity 3/5, Balance 4/5 - Not enough dick jokes.
Creativity 5/5, Balance 2/5 - This is EXTREMELY powerful, but I love the idea as I too first thought the spelljamming helm was a hat the first time I heard about it.
Couldn't get this done in time. I'll leave the post up in case somebody finds it interesting.
Regarding the D&D-Folk, why is it so OP? It gives you the same Lucky halflings get too as its best ability and then some skills and advantage on specific skill checks (basically one bullet from the Actor feat), but halflings also get a bunch of abilities in addition to that, including actual subraces. The D&D-Folk does not have subraces, these are feats one would need to take when they get an ASI (some indeed mistook the feats for subraces, which would of course explain why the race is deemed overpowered).
I have a new character concept - is essentially the Actor Feat
Role Player's training - maximum skill proficiencies of any race
Lucky dice - Halfling luck + a ribbon feature - this is equivalent in power to the base halfling race by itself
D&D is my life - Elvish Trance
The base race is roughly equivalent to two standard 5e races combined. Or a race + a 1st level feat from one D&D.
The racial feats are clearly intended to be given as a free 1st level feat b/c otherwise Min/Maxer is straight up worse than just a regular ASI which doesn't make sense thematically, and Rules Lawyer is straight up a worse version of Skill Expert.
Why do you assume the aura is meant to synergize with Zone of Truth? It is not. It is meant to be used with Command which is one of the most powerful 1st level spells in the game. As well as Suggestion and Hold Monster, Confusion, and Geas which are all Oath spells for this paladin.
I have a new character concept - is essentially the Actor Feat: The Actor feat has three bullets (with one of them being +1 Cha), this is one of them. The actor feat is a notoriously weak feat though and several races have abilities that can be compared to feats or class features.
Roleplayer's Training - yes, these are a lot of skill proficiencies. But are they going to break anything? I doubt so.
And that's it.
Also, regarding the racial feats, you can take then at 4th level as well. Like, haven't you witnessed it how players, once they got a grasp on the game, moved into different directions, some living out the creative part while others delved deep into mechanics to create optimized characters, for example?
Min/Maxer is not worse than a regular ASI, considering you can "dip" into Hexblade, Peace Cleric, Forge Cleric, Rogue, Fighter, Barbarian for 10 minutes and gain their 1st level abilities. And it is the only feat that still allows you to increase a stat by +2. The -2 to your lowest stat typically does not hurt you, unless you dumped intelligence and are in an Illithid-centric campaign or unless you dumped Strength and shadows are lurking behind every corner.
Rules Lawyer is not worse than Skill Expert. Just read the feats please, man... It is straight up better, which is why I was worried about that feat being considered too strong, not the base race. Just like skill expert, it grants +1 to a stat (in this case Int) and gives you one skill and one expertise. But there is a whole third bullet Skill Expert lacks. And a powerful one, knowledge you can gain with that can be quite important for the whole party. Even if it might be RAW/RAI to allow these checks anyways, they would require a whole action to do - while the feat allows you to do them as a bonus action.
The Fighter class is not built around feats. They’re Optional rules that not every DM allows. How the hell can a class be built around something that you might not even be allowed to use?!? You make no sense.
Creating Epic Boons on DDB
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Thanks to everyone for participating in yesterday’s event! There remains today and tomorrow for submitting entries to the competition, so get it in if you want it in!
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