Fish (Spell) - Agilemind. Creativity: 4/5, Balance: 3/5. That's a great, funny spell, but it appears to me as quite powerful
Why do you think Fish is more powerful than other 1st level spells? Nearly every option is a nerfed version of another 1st level spell.
One fish - no reaction is a pretty weak effect though it is a novel mechanic for the spell.
Two fish - this is thunderous smite but an action and no push effect
Red fish - this is Burning Hands but a smaller area but with range.
Blue fish - equal damage as Guiding Bolt but damage types that are much more commonly resisted and a save rather than attack roll to less likely to deal any damage.
Starfish - Ray of Frost is a cantrip that deals damage and at the same time slows the enemy
Oysters - this is Goodberry but only has a 1/8 chance of happening
Huge Fish - ok blindness is generally a 2nd level spell effect, but as done by this spell it is much easier to remove than the 2nd level spell equivalents
200 Fish - Entangle restrains all creatures in a 20ft square and leaves they targetable with attacks.
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.
Look at the fighter class. Do you see its class features? It reads "Ability Score Increase" almost every 2nd level. But does not get any features outside of that except for additional attacks at 5, 11 and 20. Clearly the intent behind the fighter class is that the character can take feats, more feats than like a barbarian, ranger or paladin. Yes, the PHB says feats are an optional rule, but who does not play with feats? Clearly the fighter class itself and even other, general rules are designed around feats being allowed.
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.
Look at the fighter class. Do you see its class features? It reads "Ability Score Increase" almost every 2nd level. But does not get any features outside of that except for additional attacks at 5, 11 and 20. Clearly the intent behind the fighter class is that the character can take feats, more feats than like a barbarian, ranger or paladin. Yes, the PHB says feats are an optional rule, but who does not play with feats? Clearly the fighter class itself and even other, general rules are designed around feats being allowed.
One of my DMs disallows feats in their campaigns. I think you just have a very narrow view of how people are sposta play the game and it affects both your critiques and your ‘brews.
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.
Look at the fighter class. Do you see its class features? It reads "Ability Score Increase" almost every 2nd level. But does not get any features outside of that except for additional attacks at 5, 11 and 20. Clearly the intent behind the fighter class is that the character can take feats, more feats than like a barbarian, ranger or paladin. Yes, the PHB says feats are an optional rule, but who does not play with feats? Clearly the fighter class itself and even other, general rules are designed around feats being allowed.
One of my DMs disallows feats in their campaigns. I think you just have a very narrow view of how people are sposta play the game and it affects both your critiques and your ‘brews.
Sadly, this entry is not fully realized, but I do not think I will have time to finish it before time is up nor take the time to nicely edit it into a official-looking pdf. For now, I still want to share what I have as my entry for The Sword of Damocles, since the portion I do have finished is the only part relevant to the DM Category theme.
As a quick summary I present (the first part of) The Belly of the Beast, a dungeon/one shot that takes place in the stomach(s) of a gigantic Purple Worm (referred to as the Dire Worm) in which the party must quickly act to find a means of escape (or proceeding deeper into the worm's anatomy) or face the certain death of digestion by its stomach acid. I have highlighted the standalone rules for timing this in red. Any things that are related to ideas I have not yet expanded on are highlighted in green.
Belly of the Beast
The following dungeon is written such that it can be run as a oneshot for a party of 4 with level 8 characters. This adventure can also easily be integrated into your own campaign. Feel free to change this to whatever creature fits your story; however, it must be significantly larger than the adventuring party - whether naturally or by some magic.
The sections which follow assume that the party has been swallowed by a gargantuan, rampaging Purple Worm.
Background
At your discretion, you can share the following information with the party. This is encouraged if this adventure is being used as a oneshot as opposed to as part of a larger adventure.
Long ago in the depths of the Underdark, a drow hermit, living within the outskirts of the tunnels surrounding Menzobarrenzan, located a vast network of tunnels known as The Wormwrithings. The tunnels came about as the aftermath of Purple Worms’ travel through the Underdark, with some stretching from the greatest depths of the Underdark all the way to the surface. Within one such tunnel, the hermit found a tiny, young Purple Worm.
Taking pity upon the runt, the hermit sought out a natural spring, a place where the soil would be soft and full of nutrients. Unbeknownst to the drow, the spring he found rested within a cavern where the Faerzress - the unusual magical energy which pervades much of the Underdark - was quite potent.
Over several months, the Purple Worm compounded in size until it reached the point that began to dig a Wormwrithing of its own. To begin, it consumed the cavern it had grown in, including the magical spring. The hermit, upon returning to the place the cavern once rested, was awestruck by the size of the tunnel he found, which was nearly 120 yards in diameter.
Over the centuries of its life, this Purple Worm became a local legend to denizens of the Underdark. Known as The Dire Worm, the stories which accompany it include small outposts disappearing overnight, miners striking an unbreakable purple wall, and travelers walking unknowingly into its belly, confusing its agape mouth for a cavern.
Despite its size, The Dire Worm is difficult to find in the hundreds of miles of the Underdark. The gargantuan tunnels it burrows are not stable for their size, and will usually collapse within a matter of days. Despite this danger, many who stumble upon one will quickly scour its length for the worm’s secretions, which include gems and precious metals of impressive size and quality. The Dire Worm will also spend periods of time in hibernation, curled up in a knot. Rarely, it has even been known to breach the surface, sometimes consuming a small village or a few acres of forest before burrowing downward once more.
How Did We Get Here?
The adventure begins after the party has been swallowed by The Dire Worm. How this occurred could be for one of many reasons. The most straightforward is that the party were simply traveling through the Underdark (or across the surface) when The Dire Worm’s unnaturally large maw surrounded and engulfed them.
If the party is in Tiers 3 or Tier 4 of play, perhaps they were sent on a mission to fight and kill The Dire Worm, only to succumb to being swallowed one-by-one. If you want to incorporate a fight with The Dire Worm which may (or may not) result in the party being swallowed, its stat block is outlined at the end of this document.
Running this Dungeon
A Linear Adventure
This dungeon is built upon the insides of a larger-than-average Purple Worm, with the party trying to find a way to either kill The Dire Worm or escape. Either way, progressing through the dungeon is going to follow a mostly linear path, although there will be opportunities for branching out. Owing to its size and the magical effects of the underground spring, this Purple Worm has almost twice as many internal organs and parts as a normal one. From this magic as well as the strange properties of many things it has swallowed over the years, many of its organs have been warped in strange ways.
A Ticking Clock
When the party is first swallowed, The Dire Worm will have just begun a new cycle of digestion. As this cycle continues, its stomachs will begin to fill with acid. If the party cannot escape the stomach to which they are swallowed, they too shall be digested. Should they escape, they will need to progress further down the body of The Dire Worm, as the now-filled stomach will prevent them from returning in the direction they came. The stomach fills after 1 in-game hour.
If running as a one-shot, for added tension you could add a real world timer, setting it to somewhere around 2-4 hours depending on how much time you want to give the party. If the party cannot escape by the time the timer goes off, it is assumed that 1 in-game hour has passed, and the party fails.
Thick-Skinned
Owing to its size and the magical energies of the magical spring held within its body, The Dire Worm’s internal flesh is robust. A player will not be able to “dig” their way out of the body by cutting into the walls of its stomach. That being said, there will be locations within its body where the flesh or organs may be weaker and susceptible to damage. It would likely be a good idea to be upfront with the players about these facts, especially if using a timer.
The Four Stomachs
The party, by some minor miracle, managed to fall through The Dire Worm’s mouth and pass through its gizzard unharmed. Sliding through its esophagus, you have all descended into the belly of the beast. Your fate slowly sets in. You must find some way to escape, or you will end up as The Dire Worm’s next meal. Unfortunately, going back up the way you came seems unlikely, as new bits of consumed earth and debris seems to pour in.
The party begins the adventure inside one of The Dire Worm’s four stomachs, specifically the upper left stomach which the monster’s throat leads to. The party must now navigate this acid-filled pit and find a means to descend further through the beast to find a means of escape; but they must hurry, for the stomach continues to fill, spelling their peril. What they may be surprised to find is that some things have rested in this pit for a long time now…waiting.
Stomach Acid
A creature which starts its turn inside of the stomach acid takes 6d6 acid damage. Thankfully, there are pieces of undigested rock that the party can move across as stepping stones to avoid danger. Even if not explicitly shown on the map, assume these stones are present throughout the stomach.
Whenever a creature attempts to move on its turn, it must attempt either a Strength (Athletics) or Dexterity (Acrobatics) check at the beginning of its movement. The DC is 13, and on a failed check the creature falls into the acid and its movement speed is reduced to 0 for the remainder of the turn. If the creature takes the Dash action, it makes this ability check before moving again. A creature can also choose to move carefully, reducing its speed by half until the end of its turn, in which case it makes the ability check with advantage. A creature can use its action to pull another creature out of the acid. The acid takes a little time to begin digesting, and a creature can avoid the damage if it can get out before the start of its next turn.
The acid slowly rises within the stomach. For every 6 minutes that pass in game, increase the DC for navigating the rocks by 2, to reflect the disappearance of some of the stones. If you have a real-world timer, divide the total time into tenths and increase the DC each time one tenth of the time you have allotted passes. After 60 in-game minutes pass, the party can no longer avoid the acid, and takes the damage every turn.
If the party exits the stomach before the acid rises all the way, continue to track how its level is rising, as there will be certain areas revealed to convince the party to return to the stomach.
Area S1. Belly of the Beast
Incoming! Even after devouring the party, The Dire Worm continues its gluttonous rampage, consuming rocks, trees, and even buildings. For each minute that the party spends within this stomach, each creature must make a DC 13 Dexterity saving throw to avoid the debris. A creature takes 3d8 bludgeoning damage on a failed save, or half as much on a successful one.
Better Out than In. If a member of the party has access to a climb or flight speed, whether by natural ability or magic, they may attempt to move back up the throat. If this route is taken, have them make the same Dexterity saving throw for Incoming! at the start of each of its turns and at disadvantage. The total distance it must travel is 150 feet, after which point it arrives in the Gizzard (outlined later).
Area S2. Slime’s Refuge
Some oozes from the underdark have taken up living symbiotically with The Dire Worm. The Black Puddings are naturally immune to The Dire Worm’s stomach acid and will usually hunt down organisms to consume for itself, aiding in the worm's digestion. The Gray Oozes are less comfortable, as the potency of the worm’s acid can be too much for them.
A large pile of rubble, some half-digested trees, and - resting above it all - an overturned carriage. These parts of the worm’s meal surely came from the surface. The acid continually bubbles around this small island of misplaced earth, which slowly groans and sinks further in. The carriage seems to be of fine design, with artistic filigree painted in gold around the exterior.
If a player has a passive Perception of 12 OR if a player succeeds on making a Perception or Investigation check before proceeding (DC 12), read the following
Moving among the rubble are five gray blobs which seem to be taking refuge from the acid. Lurking behind the pile are two large, black oozes.
If the party approaches the rubble or tries to attack, roll for initiative. The two Black Pudding can move freely through the stomach without repercussion, owing to their immunity to acid damage, but the five Gray Ooze can be harmed by the acid. Have the Gray Oozes make an Athletics check following the same rules for the stomach acid as the players. Note that the Gray Oozes are resistant to acid damage. The oozes will continue to fight until killed, but will not pursue the party if they leave this stomach.
Treasure: If the party searches the carriage, they can find a crystal decanter and two glasses worth 200 GP. The decanter is filled with fine wine. Stripping the carriage can garner five pieces of art and other luxuries worth 25 GP each. A successful DC 15 Investigation check will uncover a small chest hidden beneath one of the seats. Inside the chest is 100 gold pieces, two diamonds worth 300 GP each, and a small, ceremonial dagger. If the party successfully kills at least one of the Black Puddings, they can find Studded Leather of Acid Resistance within its remains.
Area S3. The Connecting Chamber
This pathway connects the upper two stomachs to the lower two.
This chamber continues deeper into the beast’s stomachs. Further beyond, you can see what appears to be another stomach to your left and right, and you can see a large, gaping hole which leads into what you can only assume is the worm’s intestines. A means to exit the stomach now lies before you, yet it is blocked by the skeletal remains of three, large minotaurs. Wandering around with them are half a dozen humanoid skeletons, armed with heavily-degraded weaponry.
All of the skeletons here were animated by the magical artifact inside of the necromancer’s hut in Area S4. With their master now dead, they are wandering the stomach aimlessly, but will attack if they see one of the party members or another non-undead creature. The weapons carried by the six humanoid Skeleton have been eaten away by the stomach acid over time and have a -2 penalty to hit and to damage rolls. The three Minotaur Skeleton are not affected. If combat is initiated, six additional humanoid skeletons from Area S4 join the fight after 1d4 rounds (if they have not already been destroyed).
The party can sneak into Area S4 or S5 with a successful DC 12 Dexterity (Stealth) check. The party could also choose to wait to see if the skeletons will wander away from the exit into either Area S4 or S5. For this route, the party may roll 1d20 for every 10 in-game minutes they are willing to wait. For the first roll, a value of 18 or higher on the d20 is needed for the monsters to wander away unaware. For each 10 minute period after that, the value needed decreased by 1, to a 17 or higher after 20 minutes, a 16 or higher after 30 minutes, and so on.
Once the party exits the stomachs through the hole, they are safe from the rising stomach acid. Continue to track any remaining time, as the party may choose to return to the stomach later. If time has elapsed and the stomach is full, returning is not possible.
Area S4. The Necromancer’s Tower
Resting in the center of this chamber is a large tower, seemingly veiled in magical energies to protect it from damage. Surrounding the hut is the remaining debris of several buildings and half a dozen wandering skeletons.
The tower belonged to a necromancer living in the underdark who was consumed, along with his tower, by the dire worm. The hut has the statistics of an Instant Fortress. The door is shut and the command word to open it is unknown, so the only means to enter is through climbing the ladder to access the trap door on the roof. The fortress is only resistant to acid damage and is slowly degrading through its magic veil; however, it will persist until the stomach is full. Once the acid reaches its maximum level after 1 in-game hour, the fortress will remain intact for 1d10 rounds, after which point it, and all of its contents, are consumed by the acid.
Bypassing the wandering skeletons without engaging in combat requires a successful DC 12 Dexterity (Stealth) roll. If combat is initiated, the three Minotaur Skeletons and six Skeletons from Area S3 arrive after 1d4 rounds. If the party enters the fortress, the skeletons do not pursue.
Area S4a. Tower Upper Level
Upon entering the upper most level of the tower through the trap door, the party finds itself in what appears to be a dusty old storeroom. Across from the ladder is another trapdoor leading further down the tower. If the party searches through the boxes, they can find any spellcasting foci and (non costly) spellcasting components they may be in need of. Furthermore, with a successful DC 15 Intelligence (Investigation) check, a member of the party can locate three flasks of Alchemist's Fire and spellcasting components up to 200 GP in collective value.
If the party searches the boxes, the noise disturbs 1d4 Swarm of bats which have been nesting in this room, which attack the players
Area S4b. Tower Mid Level
The second level consists of an altar, atop which rests a dark, glowing crystal. The crystal fills the room with necromantic energy, which every player can feel makes them sick to their stomach. A player which uses the Detect Evil and Good spell can determine this room to be desecrated. A player which casts the Identify spell, targeting the crystal, or which succeeds on a DC 17 Intelligence (Arcana) ability check can determine that the crystal is responsible for animating the skeletons in Areas S3 and S4.
The energy pouring out from the crystal can be staved off in a few ways. Firstly, if the players can determine the command word, speaking it will deactivate the crystal. The command word is written in the necromancer’s spellbook, which has gone missing (see Area S4c for more details). Alternatively, a player casting Speak with Dead on the necromancer’s body (also in Area S4c) could determine it from asking him directly. A second option is to target the crystal with the Dispel Magic spell. For this purpose, treat the effect of the crystal as if it were a 5th level spell. Successfully using this spell on the crystal suppresses its effect for 1 in-game hour. Finally, if the crystal is somehow removed from this plane of existence, its effect ceases to spread throughout the stomach. If any of these actions (or any other creative means suggested by the players) are taken to deactivate the crystal, the twelve Skeletons and three Minotaur Skeletons located across Areas S3 and S4 are destroyed.
The room also features a set of stairs which lead further downwards
Area S4c. Tower Lower Level
At the base of the tower is what appears to be a large study. In it is a large ornate rug, a desk with various books and magical trinkets spread across, and the door which leads out of the tower. Resting at the end of the room just opposite of the door is an empty pedestal, with the corpse of a humanoid figure in tattered robes clutching to it.
A cursory glance across this room makes it obvious to the players that foul arcane studies were conducted here. The corpse belongs to the necromancer, to whom the tower belonged. Afraid that he may one day be turned in the same way as the skeletons he commanded, he had inscribed various runes and wards into his skin to prevent his body from being animated. This function can be determined by a player examining the body with a DC 15 Intelligence (Arcana) check. A successful DC 12 Wisdom (Medicine) check reveals that the necromancer’s chest was ripped open by some monstrous force, but likely not from any of the skeletons. Any player who takes interest in the body also finds a small note in the necromancer’s robe containing the command word to open the tower’s door.
A Way Out?
Any creature investigating the pedestal notices that the outline from dust indicates that a book once rested here, one arguably of great importance to its owner. A successful DC 15 Wisdom (Perception) or Intelligence (Investigation) check by anyone searching the room reveals that an arcane circle is hidden under the ornate rug. The use of the Detect Magic spell or a successful DC 12 Intelligence (Arcana) check reveals it to be a teleportation circle. The necromancer had bought a spell gem from Blingdenstone and had stored a casting of Teleportation Circle within it. This gem is embedded in the center of the circle, and can be successfully identified using the Identify spell. The gems function can also be deduced by a successful DC 15 Intelligence (Arcana) check.
Activating the gem would allow the players to use the Teleportation Circle to transport themselves to a location outside of the Dire Worm’s belly. If they know of another circle, they can choose it as the target destination. Otherwise, they are transported to wherever the necromancer had established another teleportation circle of the same type.
There is an obstacle preventing escape, however. The teleportation circle is missing a few of the necessary runes to function. If the players have discovered both the teleportation circle and investigated the pedestal, it becomes clear to them that to complete the circle they will need to locate the necromancer’s spellbook.
Unbeknownst to the party, the creature which murdered the necromancer stole his spellbook and has already fled beyond the Dire Worm’s stomach further into its body.
Area S5: The Miner’s Storehouse
The lower-right stomach of the Dire Worm houses the remains of a storehouse belonging to a dwarven mining crew. Found within it are various tools and equipment. Inspection of the equipment reveals that it is all degraded, and likely was so before the storehouse was swallowed. The storehouse was abandoned long before the worm swallowed it.
Among the old equipment is a keg of dwarven blasting jelly. Inspection reveals the jelly to be in good condition, but the fuse is heavily water damaged and cannot function. The party would need to either replace the fuse, or ignite the barrel by some other means - such as through use of the [Tooltip Not Found] spell or a vial of Alchemist's Fire (such as those found in Area S4a). If ignited, each creature within 10 feet of the keg must make a DC 12 Dexterity saving throw when it goes off (which is immediately if it is ignited by a means other than a fuse). On a failed save a target takes 8d6 fire damage, or half as much on a successful one.
A successful DC 12 Intelligence (Nature) or Wisdom (Medicine) check would provide the insight that if this keg were detonated within the belly of the Dire Worm, it may provide enough disturbance to the stability of the stomach to cause the monster to regurgitate its prey. Regardless of if they are aware, if the party detonates the keg within one of the four stomachs and the amount of fire damage dealt by the keg is 40 or higher, the Dire Worm spits up the party. If the damage dealt is not sufficient to cause regurgitation, the explosion attracts the attention of all monsters inside the stomachs, who converge on its location after 1d4 rounds.
Regurgitation
Being spit back up by the Dire Worm is not a comfortable path. The party will be surrounded by ejected stomach acid and debris. As it occurs, have each member of the party make a DC 15 Dexterity saving throw. A target takes 2d8 bludgeoning damage plus 3d6 acid damage on a failed save, or half as much on a successful one. If a creature fails this saving throw by 5 or more, it takes an additional 1d8 bludgeoning damage and 3d6 acid damage.
It is assumed that the monsters within the belly either find a way to remain in the stomach by clinging to its walls (such as the oozes) or are ground up in the process of being regurgitated. Once spit up, the Dire Worm does not take interest in the party and continues on its endless rampage unless the party attacks it.
Immutable Form. The minotaur is immune to any spell or effect that would alter its form.
Marked by blood. Once the minotaur has damaged a target it always knows the direction that target is in.
Labyrinthine senses. The minotaur always knows where north is. It also knows shortcuts inside its labyrinth and how to cut off a target it is chasing.
Actions
Multiattack. The minotaur makes two attacks: one with its greataxe and one gore attack.
Greataxe. Melee Weapon Attack:+7 to hit, reach 5 ft., one target. Hit: 17 (2d12 + 4) slashing damage.
Gore. Melee Weapon Attack:+7 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) piercing damage.
Bonus Actions
Menace.The Minotaur rolls an intimidation check on a smaller creature. The targeted creature makes a Charisma saving throw or becomes Frightened. A creature may repeat the save at the end of their turn against a DC 15.
Reactions
Dark Retaliation. In response to a creature hitting the minotaur with a melee weapon attack, the minotaur deals 11 (2d10) necrotic damage to the attacker.
Description
Kept alive, but always starving through powerful magic, a large, shaggy black minotaur guards the center of the Labyrinth.
Diplocles is the legendary minotaur of the labyrinth. He was once a great hero amongst his people, but turned to madness and dark ways when his sons were killed. In an effort to protect themselves, his people bound him to a labyrinth and send adventurers in with promises of fame and gold. It is actually meant to feed him. When someone enters his labyrinth, the minotaur will attempt to cut them. Once cut the minotaur always knows the direction towards the adventurers.
Diplocles will retreat and let the labyrinth wear them down. Always close, stalking his marked prey. When they are weak he might attack. When they are distracted or already in battle, he might attack. He looms like a dark presence at the edges of the party and could be waiting around every corner. The labyrinth itself is trap filled and houses many lesser monsters.
Thanks everybody! As of 20 minutes ago, submissions are closed (the timeframe was based on EST and not my time zone 😅)! I’ll do my best to get the survey up by the seventh!
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)
Why do you think Fish is more powerful than other 1st level spells? Nearly every option is a nerfed version of another 1st level spell.
One fish - no reaction is a pretty weak effect though it is a novel mechanic for the spell.
Two fish - this is thunderous smite but an action and no push effect
Red fish - this is Burning Hands but a smaller area but with range.
Blue fish - equal damage as Guiding Bolt but damage types that are much more commonly resisted and a save rather than attack roll to less likely to deal any damage.
Starfish - Ray of Frost is a cantrip that deals damage and at the same time slows the enemy
Oysters - this is Goodberry but only has a 1/8 chance of happening
Huge Fish - ok blindness is generally a 2nd level spell effect, but as done by this spell it is much easier to remove than the 2nd level spell equivalents
200 Fish - Entangle restrains all creatures in a 20ft square and leaves they targetable with attacks.
To everyone who didn’t get it, there was a band in the ‘80s called A Flock of Seaguls whose big hit was a song called “I Ran:”
Creating Epic Boons on DDB
DDB Buyers' Guide
Hardcovers, DDB & You
Content Troubleshooting
Look at the fighter class. Do you see its class features? It reads "Ability Score Increase" almost every 2nd level. But does not get any features outside of that except for additional attacks at 5, 11 and 20. Clearly the intent behind the fighter class is that the character can take feats, more feats than like a barbarian, ranger or paladin.
Yes, the PHB says feats are an optional rule, but who does not play with feats? Clearly the fighter class itself and even other, general rules are designed around feats being allowed.
One of my DMs disallows feats in their campaigns. I think you just have a very narrow view of how people are sposta play the game and it affects both your critiques and your ‘brews.
Creating Epic Boons on DDB
DDB Buyers' Guide
Hardcovers, DDB & You
Content Troubleshooting
Cease fire, please. Both of you.
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
Sadly, this entry is not fully realized, but I do not think I will have time to finish it before time is up nor take the time to nicely edit it into a official-looking pdf. For now, I still want to share what I have as my entry for The Sword of Damocles, since the portion I do have finished is the only part relevant to the DM Category theme.
As a quick summary I present (the first part of) The Belly of the Beast, a dungeon/one shot that takes place in the stomach(s) of a gigantic Purple Worm (referred to as the Dire Worm) in which the party must quickly act to find a means of escape (or proceeding deeper into the worm's anatomy) or face the certain death of digestion by its stomach acid. I have highlighted the standalone rules for timing this in red. Any things that are related to ideas I have not yet expanded on are highlighted in green.
Belly of the Beast
The following dungeon is written such that it can be run as a oneshot for a party of 4 with level 8 characters. This adventure can also easily be integrated into your own campaign. Feel free to change this to whatever creature fits your story; however, it must be significantly larger than the adventuring party - whether naturally or by some magic.
The sections which follow assume that the party has been swallowed by a gargantuan, rampaging Purple Worm.
Background
At your discretion, you can share the following information with the party. This is encouraged if this adventure is being used as a oneshot as opposed to as part of a larger adventure.
Long ago in the depths of the Underdark, a drow hermit, living within the outskirts of the tunnels surrounding Menzobarrenzan, located a vast network of tunnels known as The Wormwrithings. The tunnels came about as the aftermath of Purple Worms’ travel through the Underdark, with some stretching from the greatest depths of the Underdark all the way to the surface. Within one such tunnel, the hermit found a tiny, young Purple Worm.
Taking pity upon the runt, the hermit sought out a natural spring, a place where the soil would be soft and full of nutrients. Unbeknownst to the drow, the spring he found rested within a cavern where the Faerzress - the unusual magical energy which pervades much of the Underdark - was quite potent.
Over several months, the Purple Worm compounded in size until it reached the point that began to dig a Wormwrithing of its own. To begin, it consumed the cavern it had grown in, including the magical spring. The hermit, upon returning to the place the cavern once rested, was awestruck by the size of the tunnel he found, which was nearly 120 yards in diameter.
Over the centuries of its life, this Purple Worm became a local legend to denizens of the Underdark. Known as The Dire Worm, the stories which accompany it include small outposts disappearing overnight, miners striking an unbreakable purple wall, and travelers walking unknowingly into its belly, confusing its agape mouth for a cavern.
Despite its size, The Dire Worm is difficult to find in the hundreds of miles of the Underdark. The gargantuan tunnels it burrows are not stable for their size, and will usually collapse within a matter of days. Despite this danger, many who stumble upon one will quickly scour its length for the worm’s secretions, which include gems and precious metals of impressive size and quality. The Dire Worm will also spend periods of time in hibernation, curled up in a knot. Rarely, it has even been known to breach the surface, sometimes consuming a small village or a few acres of forest before burrowing downward once more.
How Did We Get Here?
The adventure begins after the party has been swallowed by The Dire Worm. How this occurred could be for one of many reasons. The most straightforward is that the party were simply traveling through the Underdark (or across the surface) when The Dire Worm’s unnaturally large maw surrounded and engulfed them.
If the party is in Tiers 3 or Tier 4 of play, perhaps they were sent on a mission to fight and kill The Dire Worm, only to succumb to being swallowed one-by-one. If you want to incorporate a fight with The Dire Worm which may (or may not) result in the party being swallowed, its stat block is outlined at the end of this document.
Running this Dungeon
A Linear Adventure
This dungeon is built upon the insides of a larger-than-average Purple Worm, with the party trying to find a way to either kill The Dire Worm or escape. Either way, progressing through the dungeon is going to follow a mostly linear path, although there will be opportunities for branching out. Owing to its size and the magical effects of the underground spring, this Purple Worm has almost twice as many internal organs and parts as a normal one. From this magic as well as the strange properties of many things it has swallowed over the years, many of its organs have been warped in strange ways.
A Ticking Clock
When the party is first swallowed, The Dire Worm will have just begun a new cycle of digestion. As this cycle continues, its stomachs will begin to fill with acid. If the party cannot escape the stomach to which they are swallowed, they too shall be digested. Should they escape, they will need to progress further down the body of The Dire Worm, as the now-filled stomach will prevent them from returning in the direction they came. The stomach fills after 1 in-game hour.
If running as a one-shot, for added tension you could add a real world timer, setting it to somewhere around 2-4 hours depending on how much time you want to give the party. If the party cannot escape by the time the timer goes off, it is assumed that 1 in-game hour has passed, and the party fails.
Thick-Skinned
Owing to its size and the magical energies of the magical spring held within its body, The Dire Worm’s internal flesh is robust. A player will not be able to “dig” their way out of the body by cutting into the walls of its stomach. That being said, there will be locations within its body where the flesh or organs may be weaker and susceptible to damage. It would likely be a good idea to be upfront with the players about these facts, especially if using a timer.
The Four Stomachs
The party, by some minor miracle, managed to fall through The Dire Worm’s mouth and pass through its gizzard unharmed. Sliding through its esophagus, you have all descended into the belly of the beast. Your fate slowly sets in. You must find some way to escape, or you will end up as The Dire Worm’s next meal. Unfortunately, going back up the way you came seems unlikely, as new bits of consumed earth and debris seems to pour in.
The party begins the adventure inside one of The Dire Worm’s four stomachs, specifically the upper left stomach which the monster’s throat leads to. The party must now navigate this acid-filled pit and find a means to descend further through the beast to find a means of escape; but they must hurry, for the stomach continues to fill, spelling their peril. What they may be surprised to find is that some things have rested in this pit for a long time now…waiting.
Stomach Acid
A creature which starts its turn inside of the stomach acid takes 6d6 acid damage. Thankfully, there are pieces of undigested rock that the party can move across as stepping stones to avoid danger. Even if not explicitly shown on the map, assume these stones are present throughout the stomach.
Whenever a creature attempts to move on its turn, it must attempt either a Strength (Athletics) or Dexterity (Acrobatics) check at the beginning of its movement. The DC is 13, and on a failed check the creature falls into the acid and its movement speed is reduced to 0 for the remainder of the turn. If the creature takes the Dash action, it makes this ability check before moving again. A creature can also choose to move carefully, reducing its speed by half until the end of its turn, in which case it makes the ability check with advantage. A creature can use its action to pull another creature out of the acid. The acid takes a little time to begin digesting, and a creature can avoid the damage if it can get out before the start of its next turn.
The acid slowly rises within the stomach. For every 6 minutes that pass in game, increase the DC for navigating the rocks by 2, to reflect the disappearance of some of the stones. If you have a real-world timer, divide the total time into tenths and increase the DC each time one tenth of the time you have allotted passes. After 60 in-game minutes pass, the party can no longer avoid the acid, and takes the damage every turn.
If the party exits the stomach before the acid rises all the way, continue to track how its level is rising, as there will be certain areas revealed to convince the party to return to the stomach.
Area S1. Belly of the Beast
Incoming! Even after devouring the party, The Dire Worm continues its gluttonous rampage, consuming rocks, trees, and even buildings. For each minute that the party spends within this stomach, each creature must make a DC 13 Dexterity saving throw to avoid the debris. A creature takes 3d8 bludgeoning damage on a failed save, or half as much on a successful one.
Better Out than In. If a member of the party has access to a climb or flight speed, whether by natural ability or magic, they may attempt to move back up the throat. If this route is taken, have them make the same Dexterity saving throw for Incoming! at the start of each of its turns and at disadvantage. The total distance it must travel is 150 feet, after which point it arrives in the Gizzard (outlined later).
Area S2. Slime’s Refuge
Some oozes from the underdark have taken up living symbiotically with The Dire Worm. The Black Puddings are naturally immune to The Dire Worm’s stomach acid and will usually hunt down organisms to consume for itself, aiding in the worm's digestion. The Gray Oozes are less comfortable, as the potency of the worm’s acid can be too much for them.
A large pile of rubble, some half-digested trees, and - resting above it all - an overturned carriage. These parts of the worm’s meal surely came from the surface. The acid continually bubbles around this small island of misplaced earth, which slowly groans and sinks further in. The carriage seems to be of fine design, with artistic filigree painted in gold around the exterior.
If a player has a passive Perception of 12 OR if a player succeeds on making a Perception or Investigation check before proceeding (DC 12), read the following
Moving among the rubble are five gray blobs which seem to be taking refuge from the acid. Lurking behind the pile are two large, black oozes.
If the party approaches the rubble or tries to attack, roll for initiative. The two Black Pudding can move freely through the stomach without repercussion, owing to their immunity to acid damage, but the five Gray Ooze can be harmed by the acid. Have the Gray Oozes make an Athletics check following the same rules for the stomach acid as the players. Note that the Gray Oozes are resistant to acid damage. The oozes will continue to fight until killed, but will not pursue the party if they leave this stomach.
Treasure: If the party searches the carriage, they can find a crystal decanter and two glasses worth 200 GP. The decanter is filled with fine wine. Stripping the carriage can garner five pieces of art and other luxuries worth 25 GP each. A successful DC 15 Investigation check will uncover a small chest hidden beneath one of the seats. Inside the chest is 100 gold pieces, two diamonds worth 300 GP each, and a small, ceremonial dagger. If the party successfully kills at least one of the Black Puddings, they can find Studded Leather of Acid Resistance within its remains.
Area S3. The Connecting Chamber
This pathway connects the upper two stomachs to the lower two.
This chamber continues deeper into the beast’s stomachs. Further beyond, you can see what appears to be another stomach to your left and right, and you can see a large, gaping hole which leads into what you can only assume is the worm’s intestines. A means to exit the stomach now lies before you, yet it is blocked by the skeletal remains of three, large minotaurs. Wandering around with them are half a dozen humanoid skeletons, armed with heavily-degraded weaponry.
All of the skeletons here were animated by the magical artifact inside of the necromancer’s hut in Area S4. With their master now dead, they are wandering the stomach aimlessly, but will attack if they see one of the party members or another non-undead creature. The weapons carried by the six humanoid Skeleton have been eaten away by the stomach acid over time and have a -2 penalty to hit and to damage rolls. The three Minotaur Skeleton are not affected. If combat is initiated, six additional humanoid skeletons from Area S4 join the fight after 1d4 rounds (if they have not already been destroyed).
The party can sneak into Area S4 or S5 with a successful DC 12 Dexterity (Stealth) check. The party could also choose to wait to see if the skeletons will wander away from the exit into either Area S4 or S5. For this route, the party may roll 1d20 for every 10 in-game minutes they are willing to wait. For the first roll, a value of 18 or higher on the d20 is needed for the monsters to wander away unaware. For each 10 minute period after that, the value needed decreased by 1, to a 17 or higher after 20 minutes, a 16 or higher after 30 minutes, and so on.
Once the party exits the stomachs through the hole, they are safe from the rising stomach acid. Continue to track any remaining time, as the party may choose to return to the stomach later. If time has elapsed and the stomach is full, returning is not possible.
Area S4. The Necromancer’s Tower
Resting in the center of this chamber is a large tower, seemingly veiled in magical energies to protect it from damage. Surrounding the hut is the remaining debris of several buildings and half a dozen wandering skeletons.
The tower belonged to a necromancer living in the underdark who was consumed, along with his tower, by the dire worm. The hut has the statistics of an Instant Fortress. The door is shut and the command word to open it is unknown, so the only means to enter is through climbing the ladder to access the trap door on the roof. The fortress is only resistant to acid damage and is slowly degrading through its magic veil; however, it will persist until the stomach is full. Once the acid reaches its maximum level after 1 in-game hour, the fortress will remain intact for 1d10 rounds, after which point it, and all of its contents, are consumed by the acid.
Bypassing the wandering skeletons without engaging in combat requires a successful DC 12 Dexterity (Stealth) roll. If combat is initiated, the three Minotaur Skeletons and six Skeletons from Area S3 arrive after 1d4 rounds. If the party enters the fortress, the skeletons do not pursue.
Area S4a. Tower Upper Level
Upon entering the upper most level of the tower through the trap door, the party finds itself in what appears to be a dusty old storeroom. Across from the ladder is another trapdoor leading further down the tower. If the party searches through the boxes, they can find any spellcasting foci and (non costly) spellcasting components they may be in need of. Furthermore, with a successful DC 15 Intelligence (Investigation) check, a member of the party can locate three flasks of Alchemist's Fire and spellcasting components up to 200 GP in collective value.
If the party searches the boxes, the noise disturbs 1d4 Swarm of bats which have been nesting in this room, which attack the players
Area S4b. Tower Mid Level
The second level consists of an altar, atop which rests a dark, glowing crystal. The crystal fills the room with necromantic energy, which every player can feel makes them sick to their stomach. A player which uses the Detect Evil and Good spell can determine this room to be desecrated. A player which casts the Identify spell, targeting the crystal, or which succeeds on a DC 17 Intelligence (Arcana) ability check can determine that the crystal is responsible for animating the skeletons in Areas S3 and S4.
The energy pouring out from the crystal can be staved off in a few ways. Firstly, if the players can determine the command word, speaking it will deactivate the crystal. The command word is written in the necromancer’s spellbook, which has gone missing (see Area S4c for more details). Alternatively, a player casting Speak with Dead on the necromancer’s body (also in Area S4c) could determine it from asking him directly. A second option is to target the crystal with the Dispel Magic spell. For this purpose, treat the effect of the crystal as if it were a 5th level spell. Successfully using this spell on the crystal suppresses its effect for 1 in-game hour. Finally, if the crystal is somehow removed from this plane of existence, its effect ceases to spread throughout the stomach. If any of these actions (or any other creative means suggested by the players) are taken to deactivate the crystal, the twelve Skeletons and three Minotaur Skeletons located across Areas S3 and S4 are destroyed.
The room also features a set of stairs which lead further downwards
Area S4c. Tower Lower Level
At the base of the tower is what appears to be a large study. In it is a large ornate rug, a desk with various books and magical trinkets spread across, and the door which leads out of the tower. Resting at the end of the room just opposite of the door is an empty pedestal, with the corpse of a humanoid figure in tattered robes clutching to it.
A cursory glance across this room makes it obvious to the players that foul arcane studies were conducted here. The corpse belongs to the necromancer, to whom the tower belonged. Afraid that he may one day be turned in the same way as the skeletons he commanded, he had inscribed various runes and wards into his skin to prevent his body from being animated. This function can be determined by a player examining the body with a DC 15 Intelligence (Arcana) check. A successful DC 12 Wisdom (Medicine) check reveals that the necromancer’s chest was ripped open by some monstrous force, but likely not from any of the skeletons. Any player who takes interest in the body also finds a small note in the necromancer’s robe containing the command word to open the tower’s door.
A Way Out?
Any creature investigating the pedestal notices that the outline from dust indicates that a book once rested here, one arguably of great importance to its owner. A successful DC 15 Wisdom (Perception) or Intelligence (Investigation) check by anyone searching the room reveals that an arcane circle is hidden under the ornate rug. The use of the Detect Magic spell or a successful DC 12 Intelligence (Arcana) check reveals it to be a teleportation circle. The necromancer had bought a spell gem from Blingdenstone and had stored a casting of Teleportation Circle within it. This gem is embedded in the center of the circle, and can be successfully identified using the Identify spell. The gems function can also be deduced by a successful DC 15 Intelligence (Arcana) check.
Activating the gem would allow the players to use the Teleportation Circle to transport themselves to a location outside of the Dire Worm’s belly. If they know of another circle, they can choose it as the target destination. Otherwise, they are transported to wherever the necromancer had established another teleportation circle of the same type.
There is an obstacle preventing escape, however. The teleportation circle is missing a few of the necessary runes to function. If the players have discovered both the teleportation circle and investigated the pedestal, it becomes clear to them that to complete the circle they will need to locate the necromancer’s spellbook.
Unbeknownst to the party, the creature which murdered the necromancer stole his spellbook and has already fled beyond the Dire Worm’s stomach further into its body.
Area S5: The Miner’s Storehouse
The lower-right stomach of the Dire Worm houses the remains of a storehouse belonging to a dwarven mining crew. Found within it are various tools and equipment. Inspection of the equipment reveals that it is all degraded, and likely was so before the storehouse was swallowed. The storehouse was abandoned long before the worm swallowed it.
Among the old equipment is a keg of dwarven blasting jelly. Inspection reveals the jelly to be in good condition, but the fuse is heavily water damaged and cannot function. The party would need to either replace the fuse, or ignite the barrel by some other means - such as through use of the [Tooltip Not Found] spell or a vial of Alchemist's Fire (such as those found in Area S4a). If ignited, each creature within 10 feet of the keg must make a DC 12 Dexterity saving throw when it goes off (which is immediately if it is ignited by a means other than a fuse). On a failed save a target takes 8d6 fire damage, or half as much on a successful one.
A successful DC 12 Intelligence (Nature) or Wisdom (Medicine) check would provide the insight that if this keg were detonated within the belly of the Dire Worm, it may provide enough disturbance to the stability of the stomach to cause the monster to regurgitate its prey. Regardless of if they are aware, if the party detonates the keg within one of the four stomachs and the amount of fire damage dealt by the keg is 40 or higher, the Dire Worm spits up the party. If the damage dealt is not sufficient to cause regurgitation, the explosion attracts the attention of all monsters inside the stomachs, who converge on its location after 1d4 rounds.
Regurgitation
Being spit back up by the Dire Worm is not a comfortable path. The party will be surrounded by ejected stomach acid and debris. As it occurs, have each member of the party make a DC 15 Dexterity saving throw. A target takes 2d8 bludgeoning damage plus 3d6 acid damage on a failed save, or half as much on a successful one. If a creature fails this saving throw by 5 or more, it takes an additional 1d8 bludgeoning damage and 3d6 acid damage.
It is assumed that the monsters within the belly either find a way to remain in the stomach by clinging to its walls (such as the oozes) or are ground up in the process of being regurgitated. Once spit up, the Dire Worm does not take interest in the party and continues on its endless rampage unless the party attacks it.
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I hope I'm still in time for this submission
DM Options: The Sword of Damocles
https://www.dndbeyond.com/monsters/2555387-diplocles
Immutable Form. The minotaur is immune to any spell or effect that would alter its form.
Marked by blood. Once the minotaur has damaged a target it always knows the direction that target is in.
Labyrinthine senses. The minotaur always knows where north is. It also knows shortcuts inside its labyrinth and how to cut off a target it is chasing.
Multiattack. The minotaur makes two attacks: one with its greataxe and one gore attack.
Greataxe. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 17 (2d12 + 4) slashing damage.
Gore. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) piercing damage.
Menace. The Minotaur rolls an intimidation check on a smaller creature. The targeted creature makes a Charisma saving throw or becomes Frightened. A creature may repeat the save at the end of their turn against a DC 15.
Dark Retaliation. In response to a creature hitting the minotaur with a melee weapon attack, the minotaur deals 11 (2d10) necrotic damage to the attacker.
Description
Kept alive, but always starving through powerful magic, a large, shaggy black minotaur guards the center of the Labyrinth.
Diplocles is the legendary minotaur of the labyrinth. He was once a great hero amongst his people, but turned to madness and dark ways when his sons were killed. In an effort to protect themselves, his people bound him to a labyrinth and send adventurers in with promises of fame and gold. It is actually meant to feed him. When someone enters his labyrinth, the minotaur will attempt to cut them. Once cut the minotaur always knows the direction towards the adventurers.
Diplocles will retreat and let the labyrinth wear them down. Always close, stalking his marked prey. When they are weak he might attack. When they are distracted or already in battle, he might attack. He looms like a dark presence at the edges of the party and could be waiting around every corner. The labyrinth itself is trap filled and houses many lesser monsters.
I am also here.
Am snek.
I'm aware haha, coincidentally I just found this among the vinyls:
I am also here.
Am snek.
Only 5hours left! If there’s anything you want to submit, make sure it’s posted!
Come participate in the Competition of the Finest Brews, Edition XXVIII?
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I'm late to the party, but here's my submission for Dungeon Master Options, the Devil Bird:
https://www.dndbeyond.com/monsters/3430613-devil-bird
Supreme Cat-lover Of The First Grade
I AM A CAT PERSON. /\_____/\
She/her pronouns please. (=^.^=)
Thanks everybody! As of 20 minutes ago, submissions are closed (the timeframe was based on EST and not my time zone 😅)! I’ll do my best to get the survey up by the seventh!
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updatte?
It’s time!
Here it is:
The Competition of the Finest Brews XIV Survey!
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!!!!!!!
Three-time Judge of the Competition of the Finest Brews! Come join us in making fun, unique homebrew and voting for your favorite entries!
I just voted and gave some written feedback with my votes :-)
Where can I get my "I Voted" pin?
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)
I think I was a bit ‘stern’ in the judging.
Hi, I’m DrakenBrine, here’s my Sig and characters
I am The Grand Envisioner!
You didn’t vote 5 & 5 on your submissions. Was this a mistake?
Come participate in the Competition of the Finest Brews, Edition XXVIII?
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I thought we weren’t allowed to vote 5 & 5?
Hi, I’m DrakenBrine, here’s my Sig and characters
I am The Grand Envisioner!
Whoever paid to see IAmSposta’s Way of the Fate Weaver, I cannot say sorry due to the fact that you could have paid $0 as it is “pay what you want”.
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.
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