Abandon your charts Before you can start Lest ye dance with the Master's bones
Fill up your sails When your compass fails Lest ye dance with the Master's bones
Steel your resolve When the moon dissolves Lest ye dance with the Master's bones
The lady is lost And tempest-tossed She danced with the Master's bones
Her suitors are bold A sight to behold They danced with the Master's bones
They will not abide Your pursuit of their bride You'll dance with the Master's bones
Lay her to rest Up where the crow's nest Lest ye dance with the Master's bones
The harpy's shriek Haunts the path you must seek Lest ye dance with the Master's bones
The door will swing wide Once you're already inside Lest ye dance with the Master's bones
As the hour grows late Will you hoist the weight Or dance with the Master's bones?
Can you provide some more specifics on what the lyrics are supposed to imply? It kinda feels like you slapped a song together and said "make it mean something." If the DM doesn't even know what it means, how are the players supposed to guess?
I know what I have in mind in my homebrew campaign world (I actually had to change the moon verse, since my world has multiple moons), but the specifics won't necessarily translate to other settings. I can add in some further suggestions though
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Active characters:
Carric Aquissar, elven wannabe artist in his deconstructionist period (Archfey warlock) Lan Kidogo, mapach archaeologist and treasure hunter (Knowledge cleric) Mardan Ferres, elven private investigator obsessed with that one unsolved murder (Assassin rogue) Xhekhetiel, halfling survivor of a Betrayer Gods cult (Runechild sorcerer/fighter)
Wondrous Item, artifact (requires attunement by a spellcaster)
The Master Mason's Chisel is part of a set of three magical items known as the Master Mason's Tools, along with the Master Mason's Compass and the Master Mason's Square
On its own, the Master Mason's Chisel allowed an attuned wielder to cast shatter once per day.
If one creature is attuned to all three items at the same time, they may use the Master Mason's Chisel to cast shatter at will. In addition, the complete set contains 8 charges, which may be used to cast the following spells for 1 charge each, with no material components needed: arcane hand, telekinesis, wall of stone, bones of the earth, move earth, temple of the gods. All charges are restored the following dawn. If the attuned wielder of all three Master Mason's Tools casts a spell from them that is of a higher level than they would have access to using a class feature (Spellcasting, Pact Magic or Mystic Arcanum), they take 1d8 psychic damage per level of the spell cast. Nothing may prevent or reduce this damage.
Master Mason's Compass
Wondrous Item, artifact (requires attunement by a spellcaster)
The Master Mason's Compass is part of a set of three magical items known as the Master Mason's Tools, along with the Master Mason's Chisel and the Master Mason's Square
On its own, the Master Mason's Compass allowed an attuned wielder to cast command once per day.
If one creature is attuned to all three items at the same time, they may use the Master Mason's Compass to cast command at will. In addition, the complete set contains 8 charges, which may be used to cast the following spells for 1 charge each, with no material components needed: arcane hand, telekinesis, wall of stone, bones of the earth, move earth, temple of the gods. All charges are restored the following dawn. If the attuned wielder of all three Master Mason's Tools casts a spell from them that is of a higher level than they would have access to using a class feature (Spellcasting, Pact Magic or Mystic Arcanum), they take 1d8 psychic damage per level of the spell cast. Nothing may prevent or reduce this damage.
Master Mason's Square
Wondrous Item, artifact (requires attunement by a spellcaster)
The Master Mason's Square is part of a set of three magical items known as the Master Mason's Tools, along with the Master Mason's Chisel and the Master Mason's Compass
On its own, the Master Mason's Square allowed an attuned wielder to cast levitate once per day.
If one creature is attuned to all three items at the same time, they may use the Master Mason's Square to cast levitate at will. In addition, the complete set contains 8 charges, which may be used to cast the following spells for 1 charge each, with no material components needed: arcane hand, telekinesis, wall of stone, bones of the earth, move earth, temple of the gods. All charges are restored the following dawn. If the attuned wielder of all three Master Mason's Tools casts a spell from them that is of a higher level than they would have access to using a class feature (Spellcasting, Pact Magic or Mystic Arcanum), they take 1d8 psychic damage per level of the spell cast. Nothing may prevent or reduce this damage.
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Active characters:
Carric Aquissar, elven wannabe artist in his deconstructionist period (Archfey warlock) Lan Kidogo, mapach archaeologist and treasure hunter (Knowledge cleric) Mardan Ferres, elven private investigator obsessed with that one unsolved murder (Assassin rogue) Xhekhetiel, halfling survivor of a Betrayer Gods cult (Runechild sorcerer/fighter)
My DM submission is the 4e Wandering Tower, a mimic disguising itself as a building. This one requires a few notes. First, it's got no real ranged weapons, but it spends its time encased in a tower, and should have total cover against anything not inside the tower itself. Second, it works with other mimics to lure folks to their dooms.
Exposed Core (Recharges after a Short or Long Rest). When the wandering tower is reduced to 0 hit points, it doesn’t die or fall unconscious. Instead, the wandering tower recharges its Caustic Mist, it regains any expended uses of Legendary Resistance, and it can now use the options in the “Mythic Actions” section for 1 hour. Additionally, the damage creates cracks in the wandering tower's structure, revealing its core. The core has an AC of 20 and 500 hit points. It is resistant to bludgeoning, piercing, and slashing damage from nonmagical attacks, and it is immune to all conditions. If it is forced to make a saving throw, treat its ability scores as 10 (+0). If it finishes a short or long rest, the structure reforms, any the core regenerates, and the core is covered again. The wandering tower dies when the core is destroyed. Award a party an additional 33,000 XP (66,000 XP total) for defeating the wandering tower after its Exposed Core activates.
False Appearance (Structure Form Only). If the wandering tower is motionless at the start of combat, it has advantage on its initiative roll. Moreover, if a creature hasn’t observed the wandering tower move or act, that creature must succeed on a DC 18 Intelligence (Investigation) check to discern that the wandering tower is animate.
Legendary Resistance (3/Day). If the wandering tower fails a saving throw, it can choose to succeed instead.
Siege Monster. The wandering tower deals double damage to objects and structures.
Actions
Multiattack. The wandering tower makes two Bite attacks and four Pseudopod attacks.
Bite. Melee Weapon Attack:+14 to hit, reach 10 ft., one creature. Hit: 21 (4d6 + 7) piercing damage plus 14 (4d6) acid damage.
Pseudopod. Melee Weapon Attack:+14 to hit, reach 30 ft., one target. Hit: 16 (2d8 + 7)bludgeoning damage, and the wandering tower adheres to the target. A creature adhered to the wandering tower is also grappled by it (escape DC 22). Until this grapple ends, the target is restrained. Ability checks made to escape this grapple have disadvantage.
Caustic Mist (Recharge 5–6). The wandering tower sprays a fine mist of acid in a 30-foot cone. Each creature in that area must make a DC 23 Dexterity saving throw. On a failed save, the creature takes 66 (12d10) acid damage and is blinded until the end of its next turn. On a successful save, the creature takes half as much damage and isn’t blinded.
Shapechanger. The wandering tower transforms into a structure or back into its true, amorphous form. Its statistics are the same in each form. Any equipment it is wearing or carrying isn’t transformed. It reverts to its true form if it dies.
Bonus Actions
Reel. The wandering pulls each creature grappled by it up to 30 feet straight toward it.
Reactions
Spell Mimicry (Recharge 6). Immediately after a creature the wandering tower can see casts a spell of 5th level or lower, that creature must succeed on a DC 21 Charisma saving throw, or the wandering tower immediately casts the same spell at the same level (+13 to hit with spell attacks, spell save DC 21), requiring no material components and choosing the spell’s targets.
Legendary Actions
The wandering tower can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. The wandering tower regains spent legendary actions at the start of its turn.
Pseudopod. The wandering tower makes one Pseudopod attack.
Spawn Mimic (Costs 2 Actions). The wandering tower causes one mimic to appear in an unoccupied space within 5 feet of it.
Mythic Actions
If the wandering tower’s Exposed Core trait has activated in the last hour, it can use the options below as legendary actions.
Caustic Cloud (Costs 2 Actions). The wandering tower expels a caustic cloud in a 60-foot radius. The cloud spreads around corners, and that area is heavily obscured to creatures other than the wandering tower or a mimic. Each creature in that area must succeed on a DC 23 Constitution saving throw, taking 44 (8d10) acid damage on a failed save, or half as much damage on a successful one. The cloud lasts until the end of the wandering tower’s next turn.
Spawn Giant Mimic (Costs 2 Actions). The wandering tower causes one giant mimic to appear in an unoccupied space within 5 feet of it.
Lair and Lair Actions
Lair Actions
On initiative count 20 (losing initiative ties), the wandering tower can take a lair action to cause one of the following effects. It can’t use the same effect two rounds in a row.
Grasping Walls. Walls within 120 feet of the wandering tower sprout grasping appendages until initiative count 20 on the round after next. Each creature of the wandering tower’s choice that starts its turn within 10 feet of such a wall must succeed on a DC 22 Dexterity saving throw or be grappled. Escaping requires a successful DC 22 Strength (Athletics) or Dexterity (Acrobatics) check.
No Escape. The wandering tower causes up to five doors within the lair to become walls and an equal number of doors to appear on walls where there previously were none.
Rippling Architecture. The wandering tower creates a ripple in the ground in a 120-foot-radius around itslef. Each creature on the ground in the area must succeed on a DC 22 Strength saving throw or be knocked prone.
Regional Effects
The region containing the wandering tower’s lair is warped by its presence, which creates one or more of the following effects:
Sense Desires. The wandering tower can sense the strongest desires of any Humanoid within 1 mile of it and learns whether those desires involve a place: a safe location to rest, such as a temple, a home, or somewhere else.
Wild Mimics. The area within 6 miles of the lair becomes overpopulated with mimics and other shapechangers.
If the wandering tower dies, these effects end immediately.
It's not ready yet (obviously, since I would put it up if it were) but I'm currently working on my PC options submission, the Glory Domain cleric subclass, which focuses on the role of support casting and enhancing its spells that strengthen its allies.
Edit: Oh, it also comes with a couple of homebrew spells that are "Greater X" versions of existing low-level cleric buff spells.
I'll reserve this post for my DM option. It will be either a tower-shaped mimic or a zeitgeist. Not sure which one feels better.
Which would you guys rather see?
Zeitgeist? Did you mean a ziggurat?
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Active characters:
Carric Aquissar, elven wannabe artist in his deconstructionist period (Archfey warlock) Lan Kidogo, mapach archaeologist and treasure hunter (Knowledge cleric) Mardan Ferres, elven private investigator obsessed with that one unsolved murder (Assassin rogue) Xhekhetiel, halfling survivor of a Betrayer Gods cult (Runechild sorcerer/fighter)
I'll reserve this post for my DM option. It will be either a tower-shaped mimic or a zeitgeist. Not sure which one feels better.
Which would you guys rather see?
Zeitgeist? Did you mean a ziggurat?
Nah, a zeitgeist is a fey spirit that animates from a city's collective consciousness, and takes on forms related to the city. It's a monster from 3.5e. The german "zeitgeist" literally translates to "spirit of the age".
I'll reserve this post for my DM option. It will be either a tower-shaped mimic or a zeitgeist. Not sure which one feels better.
Which would you guys rather see?
Zeitgeist? Did you mean a ziggurat?
Nah, a zeitgeist is a fey spirit that animates from a city's collective consciousness, and takes on forms related to the city. It's a monster from 3.5e. The german "zeitgeist" literally translates to "spirit of the age".
I did not know there was a 3.5 monster by that name
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Active characters:
Carric Aquissar, elven wannabe artist in his deconstructionist period (Archfey warlock) Lan Kidogo, mapach archaeologist and treasure hunter (Knowledge cleric) Mardan Ferres, elven private investigator obsessed with that one unsolved murder (Assassin rogue) Xhekhetiel, halfling survivor of a Betrayer Gods cult (Runechild sorcerer/fighter)
On a lonely beach of white sand a bottle sits. The bottle is made of dark brown glass and corked with a half-rotten cork, but somehow the water was kept out. The cork is hard to remove requiring a sleight of hand check. Alternatively the glass could be smashed. Inside the bottle is a crude message written in an almost child-like hand. The tongue is unfamiliar at first but can be determined to be Celestial. It seems to be written on the back of a page from a ship's ledger. The ledger page details a shipment of Silk, Silver and Spices totalling a worth of 500 gold pieces. The biggest thing hidden among the ledger's contents, discoverable with an investigation check is a Silver Medallion that from it's description could be a Amulet of the Devout (rarity based on player level). The crude letter itself holds a simple message:
"Help! The fishman took my friend. I am hidden under the Elephant Rock. Please help."
The location of the Elephant Rock can be determined through investigations, and will be on an island. The party could go and chase the Elephant rock, or could go seek the ship that the ledger came from. The Sunken ship is in the hands of the Sahuagin, and you can create an encounter appropriate for the player's level. The "child" at Elephant Rock is in fact a Hollyphant.
If the party decides to go after the sunken ship first, then the Hollyphant will be gone. If the party goes after the Hollyphant first, the medallion will be gone by the time they get to the ship.
If the party meets the Hollyphant, it will tell them that the Kuo-toa took its friend and are planning to sacrifice her to their god. The friend is either a Battleforce Angel or Deva depending on party level and/or setting. Agreeing to help the Hollyphant will cause it to join the party and lead the party to the hide-out of the Kuo-toa. If the Hollyphant is gone, the party will find tracks and signs of a struggle. An investigation check can give details and a survival check can track the Kuo-toa back to their hide-out.
If the party fails to prevent the sacrifice, the Kuo-toa release a monstrous avatar of their god. This could be an Aboleth, Ironscale Hydra or even a Kraken. Or perhaps a homebrew sea-monster. If the party does prevent the sacrifice they will be rewarded by the Hollyphant's friend with a blessing of the DM's choice. This could be a milestone level-up, a gold treasure, a magic item or a feat/boon of some kind.
Wow, this is cool. My only real suggestion would be to add something to the 6th-level ability to give it some functionality with non-caster allies. Also, as a nitpick, the 17th-level ability has some durations that don't square exactly with the 5e pathos. I would honestly just let each of those features last for one minute, and eschew the "first X rounds of combat" language.
Wow, this is cool. My only real suggestion would be to add something to the 6th-level ability to give it some functionality with non-caster allies. Also, as a nitpick, the 17th-level ability has some durations that don't square exactly with the 5e pathos. I would honestly just let each of those features last for one minute, and eschew the "first X rounds of combat" language.
Glad you liked it, and thanks for the feedback!
The suggestion to add to Call to Victory is interesting, since I was actually worried it might be too strong. Maybe what I could do is change the first part (the pseudo-Flash-of-Genius option) so that it only affects weapon attacks instead of being checks and saves; that way, it would be useful to martials. I'd also increase the range on that if I did change it like that.
Yeah, I know having things last for a given number of rounds isn't really the way 5e does things. I guess I was mostly concerned that a longer duration could be too powerful. (I was also envisioning it as a short burst of boosted power, but I guess 1 minute isn't exactly a long time....)
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Paladin main who spends most of his D&D time worldbuilding or DMing, not Paladin-ing.
On a lonely beach of white sand a bottle sits. The bottle is made of dark brown glass and corked with a half-rotten cork, but somehow the water was kept out. The cork is hard to remove requiring a sleight of hand check. Alternatively the glass could be smashed. Inside the bottle is a crude message written in an almost child-like hand. The tongue is unfamiliar at first but can be determined to be Celestial. It seems to be written on the back of a page from a ship's ledger. The ledger page details a shipment of Silk, Silver and Spices totalling a worth of 500 gold pieces. The biggest thing hidden among the ledger's contents, discoverable with an investigation check is a Silver Medallion that from it's description could be a Amulet of the Devout (rarity based on player level). The crude letter itself holds a simple message:
"Help! The fishman took my friend. I am hidden under the Elephant Rock. Please help."
The location of the Elephant Rock can be determined through investigations, and will be on an island. The party could go and chase the Elephant rock, or could go seek the ship that the ledger came from. The Sunken ship is in the hands of the Sahuagin, and you can create an encounter appropriate for the player's level. The "child" at Elephant Rock is in fact a Hollyphant.
If the party decides to go after the sunken ship first, then the Hollyphant will be gone. If the party goes after the Hollyphant first, the medallion will be gone by the time they get to the ship.
If the party meets the Hollyphant, it will tell them that the Kuo-toa took its friend and are planning to sacrifice her to their god. The friend is either a Battleforce Angel or Deva depending on party level and/or setting. Agreeing to help the Hollyphant will cause it to join the party and lead the party to the hide-out of the Kuo-toa. If the Hollyphant is gone, the party will find tracks and signs of a struggle. An investigation check can give details and a survival check can track the Kuo-toa back to their hide-out.
If the party fails to prevent the sacrifice, the Kuo-toa release a monstrous avatar of their god. This could be an Aboleth, Ironscale Hydra or even a Kraken. Or perhaps a homebrew sea-monster. If the party does prevent the sacrifice they will be rewarded by the Hollyphant's friend with a blessing of the DM's choice. This could be a milestone level-up, a gold treasure, a magic item or a feat/boon of some kind.
You are descended from a great wizard, like Tasha, Mordenkainen, or Vecna. You were shunned by your house for not being you know, a wizard. Good Luck on your journey.
Added Spells
Armor of Agathys(1st)
Acid Arrow(2nd)
Crusader's Mantle(3rd)
Death Ward(4th)
Steel Wind Strike(5th)
Potent Spellcasting
At second level, You add your CHA modifier to the damage of any Cantrip you cast.
Magical Energy
At sixth level, you gain a new Metamagic option: When you cast a spell using a spell slot of third level or higher, you can expend Sorcery Points as shown on the table to upcast the spell.
3rd level, upcast 1 level, 3 points
4th, upcast 1 level, 4 points
5th, upcast 1 level, 5 points
6th, upcast 2 levels, 7 points
7th, upcast 2 levels, 9 points
8th, upcast 2 levels, 10 points
9th, upcast 3 levels, 13 points
For 8th and 9th level, increase the damage as if the spell was a lower level, or ask you DM what the effects are, (no action required)
Overchannel, 14th level
You can maximize the damage of any spell you cast a spell using a SPELL SLOT of 5th level. You can do this once per long rest
Power Surge, 17th level
You can expend 7 sorcery points to regain all expended spell slots that are 4th level or lower.
I would love feedback, I want to know if this if unfair. I think the only problem for some dms would be spending 13 spell points to do a 25d6+40 damage Disintegrate, which for the record is an average of 127 damage if it hits or upcasting meteor swarm. It is similar to Critical role subclasses in the sense that it is more meta(out of game) abilities, like being able to control if a dice roll just misses or just hits.
Yeah, it definitely needs some reformatting to make it easier to read and comprehend. It’s kinda hard to give a solid review until then.
You are descended from a great wizard, like Tasha, Mordenkainen, or Vecna. You were shunned by your house for not being you know, a wizard. Good Luck on your journey.
Added Spells
Armor of Agathys(1st)
Acid Arrow(2nd)
Crusader's Mantle(3rd)
Death Ward(4th)
Steel Wind Strike(5th)
Potent Spellcasting
At second level, You add your CHA modifier to the damage of any Cantrip you cast.
Magical Energy
At sixth level, you gain a new Metamagic option: When you cast a spell using a spell slot of third level or higher, you can expend Sorcery Points as shown on the table to upcast the spell.
3rd level, upcast 1 level, 3 points
4th, upcast 1 level, 4 points
5th, upcast 1 level, 5 points
6th, upcast 2 levels, 7 points
7th, upcast 2 levels, 9 points
8th, upcast 2 levels, 10 points
9th, upcast 3 levels, 13 points
For 8th and 9th level, increase the damage as if the spell was a lower level, or ask you DM what the effects are, (no action required)
Overchannel, 14th level
You can maximize the damage of any spell you cast a spell using a SPELL SLOT of 5th level. You can do this once per long rest
Power Surge, 17th level
You can expend 7 sorcery points to regain all expended spell slots that are 4th level or lower.
I would love feedback, I want to know if this if unfair. I think the only problem for some dms would be spending 13 spell points to do a 25d6+40 damage Disintegrate, which for the record is an average of 127 damage if it hits or upcasting meteor swarm. It is similar to Critical role subclasses in the sense that it is more meta(out of game) abilities, like being able to control if a dice roll just misses or just hits.
Yeah, it definitely needs some reformatting to make it easier to read and comprehend. It’s kinda hard to give a solid review until then.
Could you give me some feedback?
Manifestations of the Arcane should probably be split into two features, one for the quirks and one for the spells.
The quirks don’t fit together, some are physical while others are more like personality traits.
For the additional spells, instead of adding spells to the “spell list,” you should add them to their “list of known spells,” there’s a big difference between the two. Most of those spells don’t seem particularly wizardly, maybe swap out some for other spells, and give them 2 at each level instead of only 1.
Potent Spellcasting should be moved to 6th level.
Mystical Energy needs to be rewritten to make more sense, and the table itself doesn’t make any sense. Plus there is no such thing as spells above 9th-level. They’re prohibited by the gods in this edition.
Overchannel is overpowered. Needs to be toned down some.
Power Surge is also way OP, it should only restore up to a total spell level equal to the number of points spent, and none above 5th-level.
Music is used by many kinds of bards to cast magic and inspiration, but seldom have as much control as those of the College of Orchestration. These bards draw on the power and control held by conductors of entire orchestras of musicians, able to amplify and manipulate the magic they wield with precision and flair.
Bards of this college take pride in directing immaculately-crafted spells and songs. Often, these bards go on adventures in pursuit of new experiences and inspiration to further their quest to create ever more powerful and beautiful concertos.
Tools of the Maestro
Also at 3rd level, you gain the ability to use wands as spellcasting foci for your bard spells.
Additionally, you learn the prestidigitation and toll the dead cantrips if you don’t already know them. They don’t count against your number of bard cantrips known, and they count as bard spells for you. Additionally, when you cast toll the dead as a bard spell, it deals thunder damage, rather than necrotic.
Metamagic
When you join the College of Orchestration at 3rd level, you gain the control over magic characteristic of your archetype. You gain the following Metamagic options. You can use only one Metamagic option on a spell when you cast it.
Powerful Chords. When casting a spell, you can expend one use of your Bardic Inspiration to roll the Bardic Inspirstion die and subtract the number rolled from the first saving throw made by each creature affected by the spell.
Molded Song.When casting a spell, you can expend one use of your Bardic Inspiration to roll the Bardic Inspiration die and add the number rolled to up to the first saving throw a number of creatures affected by the spell equal to your proficiency bonus. If that spell deals damage, the creatures you choose take no damage on a successful save.
Transformed Melody. You can expend one use of your Bardic Inspiration and roll the Bardic Inspiration die when casting a spell that deals a type of damage from the following list to change that damage type to one of the other listed types: acid, cold, fire, lightning, poison, thunder. The spell deals additional damage to one affected creature of your choice equal to the number rolled.
Magician’s Sonata
At 6th level, your compositions permeate your quiet moments, allowing you to regain spent magical energy during short rests. You can spend short rests in quiet focus, akin to meditation. If you finish a short rest in such a way without interruption, you may roll your Bardic Inspiration die. You regain expended spell slots of combined level equal to half the number rolled. You cannot gain spell slots of a level higher than you have.
Once you have benefited from this, you cannot do so again until you finish a long rest.
Conduct Magic
Starting at 14th level, your control and mastery over magic has given you the capability to seize control over spells that don’t live up to their potential and improve upon them. As a reaction to seeing or hearing a spell being cast within 60 feet of you, you can attempt to take control of its magic. If the spell is being cast using a spell slot of a level lower than the highest level of spell slot you have and of a level lower than four, you succeed in taking control of it and the initial casting has no effect. If the spell slot being used is of level four or greater but still qualifies, you must make a Charisma check with a DC of 10 + the level of spell slot, gaining control on a success.
If you successfully take control of the spell’s magic, you must use your action on your next turn to cast the spell you took control of using a spell slot of a level higher than the level it was being casted at initially. If you can’t (such as in a circumstance where you cannot take actions), the magic fades without effect.
You can take this reaction a number of times per long rest equal to your Charisma modifier (minimum of 1).
Please let me know what you think so I can make edits and post a link to the D&D Beyond ‘brew!
I know what I have in mind in my homebrew campaign world (I actually had to change the moon verse, since my world has multiple moons), but the specifics won't necessarily translate to other settings. I can add in some further suggestions though
Active characters:
Carric Aquissar, elven wannabe artist in his deconstructionist period (Archfey warlock)
Lan Kidogo, mapach archaeologist and treasure hunter (Knowledge cleric)
Mardan Ferres, elven private investigator obsessed with that one unsolved murder (Assassin rogue)
Xhekhetiel, halfling survivor of a Betrayer Gods cult (Runechild sorcerer/fighter)
For my DM Options Entry: Flamyr, Killer of Worlds
Form 1: https://www.dndbeyond.com/monsters/3507249-flamyr-the-jersey-devil
Form 2: https://www.dndbeyond.com/monsters/3507341-flamyr-the-howling-death
Form 3: https://www.dndbeyond.com/monsters/3512585-flamyr-the-pyramid-of-chaos
Supreme Cat-lover Of The First Grade
I AM A CAT PERSON. /\_____/\
She/her pronouns please. (=^.^=)
For my DM Options... the Master Mason's Tools
Active characters:
Carric Aquissar, elven wannabe artist in his deconstructionist period (Archfey warlock)
Lan Kidogo, mapach archaeologist and treasure hunter (Knowledge cleric)
Mardan Ferres, elven private investigator obsessed with that one unsolved murder (Assassin rogue)
Xhekhetiel, halfling survivor of a Betrayer Gods cult (Runechild sorcerer/fighter)
My DM submission is the 4e Wandering Tower, a mimic disguising itself as a building. This one requires a few notes. First, it's got no real ranged weapons, but it spends its time encased in a tower, and should have total cover against anything not inside the tower itself. Second, it works with other mimics to lure folks to their dooms.
Exposed Core (Recharges after a Short or Long Rest). When the wandering tower is reduced to 0 hit points, it doesn’t die or fall unconscious. Instead, the wandering tower recharges its Caustic Mist, it regains any expended uses of Legendary Resistance, and it can now use the options in the “Mythic Actions” section for 1 hour. Additionally, the damage creates cracks in the wandering tower's structure, revealing its core. The core has an AC of 20 and 500 hit points. It is resistant to bludgeoning, piercing, and slashing damage from nonmagical attacks, and it is immune to all conditions. If it is forced to make a saving throw, treat its ability scores as 10 (+0). If it finishes a short or long rest, the structure reforms, any the core regenerates, and the core is covered again. The wandering tower dies when the core is destroyed. Award a party an additional 33,000 XP (66,000 XP total) for defeating the wandering tower after its Exposed Core activates.
False Appearance (Structure Form Only). If the wandering tower is motionless at the start of combat, it has advantage on its initiative roll. Moreover, if a creature hasn’t observed the wandering tower move or act, that creature must succeed on a DC 18 Intelligence (Investigation) check to discern that the wandering tower is animate.
Legendary Resistance (3/Day). If the wandering tower fails a saving throw, it can choose to succeed instead.
Siege Monster. The wandering tower deals double damage to objects and structures.
Multiattack. The wandering tower makes two Bite attacks and four Pseudopod attacks.
Bite. Melee Weapon Attack: +14 to hit, reach 10 ft., one creature. Hit: 21 (4d6 + 7) piercing damage plus 14 (4d6) acid damage.
Pseudopod. Melee Weapon Attack: +14 to hit, reach 30 ft., one target. Hit: 16 (2d8 + 7)bludgeoning damage, and the wandering tower adheres to the target. A creature adhered to the wandering tower is also grappled by it (escape DC 22). Until this grapple ends, the target is restrained. Ability checks made to escape this grapple have disadvantage.
Caustic Mist (Recharge 5–6). The wandering tower sprays a fine mist of acid in a 30-foot cone. Each creature in that area must make a DC 23 Dexterity saving throw. On a failed save, the creature takes 66 (12d10) acid damage and is blinded until the end of its next turn. On a successful save, the creature takes half as much damage and isn’t blinded.
Shapechanger. The wandering tower transforms into a structure or back into its true, amorphous form. Its statistics are the same in each form. Any equipment it is wearing or carrying isn’t transformed. It reverts to its true form if it dies.
Reel. The wandering pulls each creature grappled by it up to 30 feet straight toward it.
Spell Mimicry (Recharge 6). Immediately after a creature the wandering tower can see casts a spell of 5th level or lower, that creature must succeed on a DC 21 Charisma saving throw, or the wandering tower immediately casts the same spell at the same level (+13 to hit with spell attacks, spell save DC 21), requiring no material components and choosing the spell’s targets.
The wandering tower can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. The wandering tower regains spent legendary actions at the start of its turn.
Pseudopod. The wandering tower makes one Pseudopod attack.
Spawn Mimic (Costs 2 Actions). The wandering tower causes one mimic to appear in an unoccupied space within 5 feet of it.
If the wandering tower’s Exposed Core trait has activated in the last hour, it can use the options below as legendary actions.
Caustic Cloud (Costs 2 Actions). The wandering tower expels a caustic cloud in a 60-foot radius. The cloud spreads around corners, and that area is heavily obscured to creatures other than the wandering tower or a mimic. Each creature in that area must succeed on a DC 23 Constitution saving throw, taking 44 (8d10) acid damage on a failed save, or half as much damage on a successful one. The cloud lasts until the end of the wandering tower’s next turn.
Spawn Giant Mimic (Costs 2 Actions). The wandering tower causes one giant mimic to appear in an unoccupied space within 5 feet of it.
Lair and Lair Actions
Lair Actions
On initiative count 20 (losing initiative ties), the wandering tower can take a lair action to cause one of the following effects. It can’t use the same effect two rounds in a row.
Grasping Walls. Walls within 120 feet of the wandering tower sprout grasping appendages until initiative count 20 on the round after next. Each creature of the wandering tower’s choice that starts its turn within 10 feet of such a wall must succeed on a DC 22 Dexterity saving throw or be grappled. Escaping requires a successful DC 22 Strength (Athletics) or Dexterity (Acrobatics) check.
No Escape. The wandering tower causes up to five doors within the lair to become walls and an equal number of doors to appear on walls where there previously were none.
Rippling Architecture. The wandering tower creates a ripple in the ground in a 120-foot-radius around itslef. Each creature on the ground in the area must succeed on a DC 22 Strength saving throw or be knocked prone.
Regional Effects
The region containing the wandering tower’s lair is warped by its presence, which creates one or more of the following effects:
Sense Desires. The wandering tower can sense the strongest desires of any Humanoid within 1 mile of it and learns whether those desires involve a place: a safe location to rest, such as a temple, a home, or somewhere else.
Wild Mimics. The area within 6 miles of the lair becomes overpopulated with mimics and other shapechangers.
If the wandering tower dies, these effects end immediately.
It's not ready yet (obviously, since I would put it up if it were) butI'm currently working on my PC options submission, the Glory Domain cleric subclass, which focuses on the role of support casting and enhancing its spells that strengthen its allies.Edit: Oh, it also comes with a couple of homebrew spells that are "Greater X" versions of existing low-level cleric buff spells.
Paladin main who spends most of his D&D time worldbuilding or DMing, not Paladin-ing.
Zeitgeist? Did you mean a ziggurat?
Active characters:
Carric Aquissar, elven wannabe artist in his deconstructionist period (Archfey warlock)
Lan Kidogo, mapach archaeologist and treasure hunter (Knowledge cleric)
Mardan Ferres, elven private investigator obsessed with that one unsolved murder (Assassin rogue)
Xhekhetiel, halfling survivor of a Betrayer Gods cult (Runechild sorcerer/fighter)
Nah, a zeitgeist is a fey spirit that animates from a city's collective consciousness, and takes on forms related to the city. It's a monster from 3.5e. The german "zeitgeist" literally translates to "spirit of the age".
I did not know there was a 3.5 monster by that name
Active characters:
Carric Aquissar, elven wannabe artist in his deconstructionist period (Archfey warlock)
Lan Kidogo, mapach archaeologist and treasure hunter (Knowledge cleric)
Mardan Ferres, elven private investigator obsessed with that one unsolved murder (Assassin rogue)
Xhekhetiel, halfling survivor of a Betrayer Gods cult (Runechild sorcerer/fighter)
Yeah it's in one of the supplements, "Cityscape", which remains one of my favorite.
Interactive Options: A Day at the Beach
A Bottle in the Sand
On a lonely beach of white sand a bottle sits. The bottle is made of dark brown glass and corked with a half-rotten cork, but somehow the water was kept out. The cork is hard to remove requiring a sleight of hand check. Alternatively the glass could be smashed. Inside the bottle is a crude message written in an almost child-like hand. The tongue is unfamiliar at first but can be determined to be Celestial. It seems to be written on the back of a page from a ship's ledger. The ledger page details a shipment of Silk, Silver and Spices totalling a worth of 500 gold pieces. The biggest thing hidden among the ledger's contents, discoverable with an investigation check is a Silver Medallion that from it's description could be a Amulet of the Devout (rarity based on player level). The crude letter itself holds a simple message:
"Help! The fishman took my friend. I am hidden under the Elephant Rock. Please help."
The location of the Elephant Rock can be determined through investigations, and will be on an island. The party could go and chase the Elephant rock, or could go seek the ship that the ledger came from. The Sunken ship is in the hands of the Sahuagin, and you can create an encounter appropriate for the player's level. The "child" at Elephant Rock is in fact a Hollyphant.
If the party decides to go after the sunken ship first, then the Hollyphant will be gone. If the party goes after the Hollyphant first, the medallion will be gone by the time they get to the ship.
If the party meets the Hollyphant, it will tell them that the Kuo-toa took its friend and are planning to sacrifice her to their god. The friend is either a Battleforce Angel or Deva depending on party level and/or setting. Agreeing to help the Hollyphant will cause it to join the party and lead the party to the hide-out of the Kuo-toa. If the Hollyphant is gone, the party will find tracks and signs of a struggle. An investigation check can give details and a survival check can track the Kuo-toa back to their hide-out.
Prepare an encounter of Kuo-toa appropriate for the party's level. This group can be lead by a Kuo-toa monitor, Kuo-toa whip or Kuo-toa archpriest depending on party level.
If the party fails to prevent the sacrifice, the Kuo-toa release a monstrous avatar of their god. This could be an Aboleth, Ironscale Hydra or even a Kraken. Or perhaps a homebrew sea-monster. If the party does prevent the sacrifice they will be rewarded by the Hollyphant's friend with a blessing of the DM's choice. This could be a milestone level-up, a gold treasure, a magic item or a feat/boon of some kind.
I am also here.
Am snek.
Okay, here's version
1.01.1 of the Glory Domain!Connected to that are two spells: greater heroism and greater bless.
Edit: updated link to v1.1 of the Glory Domain
Paladin main who spends most of his D&D time worldbuilding or DMing, not Paladin-ing.
Wow, this is cool. My only real suggestion would be to add something to the 6th-level ability to give it some functionality with non-caster allies. Also, as a nitpick, the 17th-level ability has some durations that don't square exactly with the 5e pathos. I would honestly just let each of those features last for one minute, and eschew the "first X rounds of combat" language.
Glad you liked it, and thanks for the feedback!
The suggestion to add to Call to Victory is interesting, since I was actually worried it might be too strong. Maybe what I could do is change the first part (the pseudo-Flash-of-Genius option) so that it only affects weapon attacks instead of being checks and saves; that way, it would be useful to martials. I'd also increase the range on that if I did change it like that.
Yeah, I know having things last for a given number of rounds isn't really the way 5e does things. I guess I was mostly concerned that a longer duration could be too powerful. (I was also envisioning it as a short burst of boosted power, but I guess 1 minute isn't exactly a long time....)
Paladin main who spends most of his D&D time worldbuilding or DMing, not Paladin-ing.
Finally done with my DM option: the Stylus of the Architect! Let me know what you think!
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
Wow, we’ve gotten a lot of great submissions very quickly this time.
Creating Epic Boons on DDB
DDB Buyers' Guide
Hardcovers, DDB & You
Content Troubleshooting
This is good stuff!
Could you give me some feedback?
BREAKING NEWS! BREAKING NEWS! BREAKING NEWS! NEWS!
The Pinguino: Speeding through stealing Dnd books(but mostly Premium seafood, preferably squid)!
Manifestations of the Arcane should probably be split into two features, one for the quirks and one for the spells.
The quirks don’t fit together, some are physical while others are more like personality traits.
For the additional spells, instead of adding spells to the “spell list,” you should add them to their “list of known spells,” there’s a big difference between the two. Most of those spells don’t seem particularly wizardly, maybe swap out some for other spells, and give them 2 at each level instead of only 1.
Potent Spellcasting should be moved to 6th level.
Mystical Energy needs to be rewritten to make more sense, and the table itself doesn’t make any sense. Plus there is no such thing as spells above 9th-level. They’re prohibited by the gods in this edition.
Overchannel is overpowered. Needs to be toned down some.
Power Surge is also way OP, it should only restore up to a total spell level equal to the number of points spent, and none above 5th-level.
Creating Epic Boons on DDB
DDB Buyers' Guide
Hardcovers, DDB & You
Content Troubleshooting
Here is Cap’n Bill, my submission for the Interactive Options. https://www.dndbeyond.com/monsters/3520296-captain-william-capn-bill-arnette-harkon
Adding on to this with my Player option: the College of Orchestration!
College of Orchestration
Music is used by many kinds of bards to cast magic and inspiration, but seldom have as much control as those of the College of Orchestration. These bards draw on the power and control held by conductors of entire orchestras of musicians, able to amplify and manipulate the magic they wield with precision and flair.
Bards of this college take pride in directing immaculately-crafted spells and songs. Often, these bards go on adventures in pursuit of new experiences and inspiration to further their quest to create ever more powerful and beautiful concertos.
Tools of the Maestro
Also at 3rd level, you gain the ability to use wands as spellcasting foci for your bard spells.
Additionally, you learn the prestidigitation and toll the dead cantrips if you don’t already know them. They don’t count against your number of bard cantrips known, and they count as bard spells for you. Additionally, when you cast toll the dead as a bard spell, it deals thunder damage, rather than necrotic.
Metamagic
When you join the College of Orchestration at 3rd level, you gain the control over magic characteristic of your archetype. You gain the following Metamagic options. You can use only one Metamagic option on a spell when you cast it.
Powerful Chords. When casting a spell, you can expend one use of your Bardic Inspiration to roll the Bardic Inspirstion die and subtract the number rolled from the first saving throw made by each creature affected by the spell.
Molded Song. When casting a spell, you can expend one use of your Bardic Inspiration to roll the Bardic Inspiration die and add the number rolled to up to the first saving throw a number of creatures affected by the spell equal to your proficiency bonus. If that spell deals damage, the creatures you choose take no damage on a successful save.
Transformed Melody. You can expend one use of your Bardic Inspiration and roll the Bardic Inspiration die when casting a spell that deals a type of damage from the following list to change that damage type to one of the other listed types: acid, cold, fire, lightning, poison, thunder. The spell deals additional damage to one affected creature of your choice equal to the number rolled.
Magician’s Sonata
At 6th level, your compositions permeate your quiet moments, allowing you to regain spent magical energy during short rests. You can spend short rests in quiet focus, akin to meditation. If you finish a short rest in such a way without interruption, you may roll your Bardic Inspiration die. You regain expended spell slots of combined level equal to half the number rolled. You cannot gain spell slots of a level higher than you have.
Once you have benefited from this, you cannot do so again until you finish a long rest.
Conduct Magic
Starting at 14th level, your control and mastery over magic has given you the capability to seize control over spells that don’t live up to their potential and improve upon them. As a reaction to seeing or hearing a spell being cast within 60 feet of you, you can attempt to take control of its magic. If the spell is being cast using a spell slot of a level lower than the highest level of spell slot you have and of a level lower than four, you succeed in taking control of it and the initial casting has no effect. If the spell slot being used is of level four or greater but still qualifies, you must make a Charisma check with a DC of 10 + the level of spell slot, gaining control on a success.
If you successfully take control of the spell’s magic, you must use your action on your next turn to cast the spell you took control of using a spell slot of a level higher than the level it was being casted at initially. If you can’t (such as in a circumstance where you cannot take actions), the magic fades without effect.
You can take this reaction a number of times per long rest equal to your Charisma modifier (minimum of 1).
Please let me know what you think so I can make edits and post a link to the D&D Beyond ‘brew!
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