"Greetings, foundlings, and salutations! You have decided to enter the mystical halls of the ’Brews, where you might learn some most astonishing mysteries and solve the most tangled of puzzles. Your task is to present us with something we haven't seen before, and have it make us look upon it with delight. You have but a few tendays to create your product and show it to us, so we suggest you get to work!"
- Meyonmon Merridith, Ex-Candlekeep Scholar
If this is your first time joining us, welcome. The purpose of this thread is to spread a little bit of fun in the form of a friendly competition! Your task: Create an item of homebrew (see below) that is totally original and makes us go “wow!” The end products will be rated by members of the community, and the victor of each category will help create the next Finest ‘Brew contest! The previous contests are linked below.
Timeframe
Entries must be submitted before 11:59 PST on Sunday, May 26th to be considered part of the competition.
Contest Categories
In each Finest 'Brew contest, there are three categories. Each category is judged separately. There can only be one entry per category per person. The category types are as follows:
DM Options: Things that provide tools for DMs to make encounters more interesting and rewards more enticing - such as dungeons/encounters, magic items, monsters, random tables, or even optional rules/mechanics.
PC Options: Things that help a player build and develop their character - such as homebrew classes, subclasses, spells, feats, backgrounds or race/lineage/species options.
Interactive Options: Things that affect how characters interact with the world, exploring both its social structure and environment - such as NPCs, puzzles, stories/lore, terrain, traps/hazards or even institutions like shops or taverns.
This time, our category themes are:
DM Options: Don't Terrain On My Parade
A foe uniquely adapted to its environment -- or one wildly out of place for where it's found, with surprising consequences. An ancient artefact that turns the very ground against its wielder's enemies. A patch of terrain that is far more than simply "difficult". The area an encounter takes place in can be more than just pretty images on a battle map. How can terrain be used to make a fight more challenging, or even be used as a weapon itself?
PC Options (suggested by IamSposta): Numerology
Do you have a lucky number? Is the luckiest number really seven, or maybe it’s eight? Should buildings really skip the 13th floor (or the 4th)? Is it that bad things come in threes, or that the third time’s the charm? What is the most inauspicious combination of day and date -- is it Friday the 13th, Tuesday the 13th, or maybe Friday the 17th? And what is the deal with the number twenty-three anyway? You’re an expert on the occult significance of numbers, and that’s why the odds are always in your favor. Or is it the evens?
Interactive Options (suggested by Yalim):Just a Little Rivalry
A couple of mages who were up to no good, started makin' trouble in your neighborhood. Legendary siblings who were always trying to one-up each other. A squabble that mysteriously breaks out while looting a tomb. Divorced alchemists with shops directly across the street from each other. What sort of complications could arise when two groups -- or even two parts of the same group -- have conflicting goals, or just plain don't like each other?
Voting will start on Tuesday, May 28th and will end on Sunday, June 9.A Google Forms poll for each category will be posted on this thread, and all may vote on it - including and especially contestants. Contestants are encouraged to vote 5 and 5 on their own submissions; all scores will have 5 subtracted from both voting categories. Scores are assigned using a numerical value from 1 (poor) to 5 (excellent).
Balance/Playability - This score is about how well the entry would run in game. If this entry is overpowered or underpowered, consider subtracting points. Also, consider subtracting points if it is poorly written or unclear, since that would make it a lot harder to understand and use in game.
Idea/Creativity- This score is about cool, interesting and unique the entry is. If someone's idea does not fit well into the contest category it is submitted for, consider subtracting points. If someone has put a lot of extra work into the submission reflected by its length or artistic pieces, consider adding points
Written Feedback - You have the option to give written feedback, should you choose, for any entries on the forms. Written feedback does not factor into a contestants score.
We are hoping that by giving everyone more criteria to vote on for each entry, you will think about each aspect and not feel the need to cram all of your thoughts into a single number. We are also hoping that having multiple scores contribute to the total will make ties less likely to occur.
Please try to take the time to review and vote for every entry, as even one vote can easily sway a competition like this. If there's anything you feel very strongly about, also feel free to review it in the thread! Reviews won't count for anything, but it's nice to get feedback!
Determining Winners
Category Winners: Each of the two final scores will be added together to constitute the entry's total score, with the highest score determining the winner of each category.
The winner of each individual category will pick the theme for that category in the next competition. If there is a tie, then they can work together to come up with a theme. If you pick the theme for a category, then you cannot compete in it in the next competition.
Contest Winner: The entry with the highest individual score across the three categories will then be coronated as the contest winner and become the judge of the next competition. To clarify, this means that the highest of the 3 high scores is the winner.
If one person wins two or more categories, they win, regardless of their individual scores.
If two or more entries are tied for highest score, the contestant with the highest total score for all of their entries will take the crown - so be sure to try and put something forward for every category to win a tiebreaker!
Guides & Mini-FAQ* & Changelog
WAIT! Before you see the 5th level Wall of Text in this FAQ’s* & Guides section, and decide not to submit to the competition because you don’t want to read it, remember that reading this section is COMPLETELY OPTIONAL. You do not need to read any of this to submit something for the competition, to pick a category, or to become the next judge. This is merely a helpful tool if you’re confused. You have no obligation to read or use it!
Guide for Competition & Category Winners
Competition Winner The competition winner becomes the next judge, they are responsible for doing the following:
They must start a private message thread between all the other category winners to figure out what themes the next categories will have. The judge must also pick the themes for all the categories they won. When possible, it is best to avoid reusing the same theme for the same category multiple times, though repeating themes for the same categories will be unavoidable eventually.
The judge must start the next competition thread. They can copy & paste most information from the previous competition thread, but must change the relevant information, such as dates and category themes. If you are the next judge and don’t know how long a given part of the competition, such as voting, should last, then just look at how long it lasted in the last competition, and have it be the same length for your competition. The judge should also update the “Contestants” section of their competition with links to each entry, and the name of the user who submitted it.
Once the time to submit entries ends, the judge is responsible for starting the google form for voting. If a judge doesn’t know how to do this, there will most likely be someone from the previous competition who would be willing to help if asked.
The judge should remove troll votes if there are any, and announce the scores and winners of the previous competition, after voting ends. It’s alright not to be able to do this immediately after voting ends, but the judge should try to do it as quickly as they can.
The judge, just like any other category winner, cannot submit anything to a category they created, or significantly impacted the creation of.
Category Winners A category winner must do the following:
They must pick the next competition's theme for the category they won. Other category winners can help advise you or give you ideas for the theme, but ultimately, it’s up to you to pick it. The judge should start a private message thread with you and the other category winners, and that’s where you tell them your next category idea.
If you pick a category's theme, you cannot participate in it in the next competition. In addition, if you played a very, very significant role in picking another category’s theme, it is best for you not to participate in it. For example, if another contestant gives a list of their five ideas for the next competition and lets you pick it, then you probably shouldn’t participate in that category for when that theme comes up. However, if you just say something like, “Ooh, that sounds like a cool category idea,” or, “I like that idea but it is a little confusing, maybe you could word it differently?” Then you didn’t play that significant of a role in choosing that category, so you can still participate in it.
Mini FAQ*
Q. Wait, how do I submit?
A. You just make a post in the competition thread with either a link to your entry, or your entry typed out in it. It helps to add what category you’re submitting to, but it is not strictly necessary since it’s pretty easy to figure out what type of category the entry is for.
Q. Can you vote on your own submission?
A. Yes. Contestants are encouraged strongly to vote, and to vote 5 & 5 on their own submissions, as 5 will be subtracted from each score while being calculated. This is to maintain fair voting while encouraging votes.
Q. Where can I find the forms for voting?
A. When the competition submission time ends, voting will start soon. You vote on a google form. The judge should link the forms near the voting section when they’re up, and they will probably also make a post on the thread announcing that voting’s started with the link.
Q. Can I have multiple submissions in the same competition?
A. Yes, you can have multiple submissions for the same competition. HOWEVER, as described in the “Contest Categories” section of this competition, you can only have one entry per category. For example, you can make something for the DM’s Options, PC Options, and Inspirational Options, but you can't make two things for PC Options and one for DM’s.
Q. I’ve already submitted something for X category, can I change my submission for it?
A. Yes, you can change your submission for a specific category as long as the deadline for submissions has not yet been reached. Do remember that if you’re changing your submission, it is best to edit your original post with your first submission to say that it is obsolete, and necessary to make a new one to announce & link your new submission. Also, do keep in mind that it does create a bit more work for the judges when you edit your submission, because they have to update the links. However, it is alright to do so.
Q. Is written feedback optional and does it effect an entries score?
A. Yes, written feedback is optional. No, it does not effect an entries score.
Q. Is the scoring by total score, or by average score?
A. The scoring is done by both average scores (Balance/Playability, Idea/Creativity) being added together for a final score. All scores have -5 when being calculated for reasons stated elsewhere.
Q. How do I know if my submission is more appropriate for the DM category or the Interactive category?
A. If it is not obvious which of the two categories your submission would make sense for, then it really comes down to which pillar of the game you seek to explore. DM Options are more closely tied to combat whereas Interactive Options are more closely tied to exploration and social encounters.
As an example, if you have an NPC with a stat block and you are not sure where to submit, consider whether the goal of incorporating the NPC into a game would be to fight the PCs or for the PCs to gather information from it. Its possible to write a strong, social-focused NPC who still has a stat block just in case things turn towards combat, but if your desire for the NPC is to interact with the PCs through roleplay, then it likely is more fitting for the Interactive Category. If your desire is for the NPC to maybe roleplay a little, but ultimately engage the party in combat, then it would be closer to a "monster" and fit in the DM category.
Green Hill Sunrise, jaded tabaxi mercenary trapped in the Dark Domains (Battle Master fighter) Mardan Ferres, elven private investigator obsessed with that one unsolved murder (rogue) Xhekhetiel, halfling survivor of a Betrayer Gods cult (Runechild sorcerer/fighter)
Oooh, this is going back several years, but I think Ive got something already put together for the DM Option. I worked on it based off an idea that OptimusGrimus and others had been discussing at the time, about trying to make terrain design more like monsters, with given CR to fit the party. I will probably revise that design for this competition.
So, for the DM Option, I am putting forward the optional mechanic of Terrain Zones.
Terrain Zones
For long distance travel over a given area, Terrain Zones (represented by hexes or squares) are meant to dictate general details about that area: what type of terrain, how difficult it is to navigate, how difficult it is to forage for food, challenges players may encounter, naturally occurring events in such an area, etc. These terrains are assigned a CR similar to monsters to dictate how easy it may be for a party to traverse.
Terrain Types
Each zone which can be found on the material plane will fall into one of the following categories: arctic, coast, desert, forest, grassland, mountain, swamp, underdark. These terrain types will generally be referred to as mundane terrains.
In addition to the mundane terrain types, there are also aqueous, supernatural, or cataclysmic terrains. Aqueous terrains denote large bodies of water, which could include large lakes or oceans. Supernatural terrains denote areas of unstable or strange magical effects, such as those mentioned in Tasha’s Cauldron of Everything. Cataclysmic terrains denote areas of extreme natural and magical conditions, such as the inside of a volcano. Cataclysmic terrains also denote areas which occur outside of the material planes, such as the elemental planes.
Certain class features or abilities may modify how you interact with certain terrain types. Some terrains have the option of being more than one type. When you use that terrain zone, choose one of the options.
Smaller or more compact areas such as small caves, tunnels, and dungeons as well as heavily developed areas (like cities and villages) are not accounted for by terrain zones, as each will have its own unique features which will be interacted with in short-term travel rather than over long distances.
Optional Change to Ranger Feature: If you have a player with the Natural Explorer feature, you can allow them to choose aqueous terrains as a favored terrain. At 10th level, they could choose supernatural or cataclysmic terrains as favored terrains.
Size
For the terrain zones listed below, all hexes are assumed to be 6 miles (see “Using a Map” on page 242 of the DMG). If two or more hexes of the same terrain zone share a border with each other, then they are treated as one continuous terrain zone of larger size. For all purposes, these hexes are treated as the same terrain zone, with movement across their border with one another neither triggering nor ending events.
Skill DCs
Terrain zone stat blocks will usually list skills associated with traversing a given area as well as the DCs necessary to overcome to succeed. These may include navigating to avoid becoming lost or foraging for food.
Navigation: Navigation determines the ease with which a party can find their way through a terrain zone without getting lost. When a traveling group enters a new terrain zone and each hour they spend traveling within it, have a member of the group make a Wisdom (Survival) skill check and compare the value rolled to the listed DC in the stat block. Alternatively, a player proficient with Cartographer’s Tools can also make this check using either its Intelligence or Wisdom ability modifier. On a success, the creatures travel the area at a normal pace for 1 hour. On a failure, the party becomes lost and spends the hour traveling in a different direction than intended (either determined by the DM or randomly rolling 1d8 to determine the direction).
A group with a map of the area automatically succeeds on checks made to navigate it. For further guidance on navigation and becoming lost, see page 111 of the DMG.
Foraging: Foraging determines how easily a party can find rations and water within a terrain zone. When foraging, have each member of the party that wants to forage make a Wisdom (Survival) skill check and compare the value rolled to the listed DC in the stat block. Alternatively, a player proficient with Brewer’s Supplies or Cook’s Utensils can also make this check using either its Intelligence or Wisdom ability modifier. Each member that succeeds finds rations following the normal rules for foraging. For further guidance on foraging for food and water, see page 111 of the DMG.
Features
Terrain zones will sometimes have features which reflect aspects of that environment. These features are passive and considered to always be in effect in a terrain zone.
Events
Each time the party enters a new Terrain Zone, they can encounter any of the events listed while they travel through it. Some events will have a number or range of numbers in parentheses. When the party enters the given terrain zone, roll 1d20 separately for each event option. If the value rolled is the value in parentheses (or within its range) then that event occurs at some point while the group is traveling within the zone, at the DM’s discretion. For example, on a roll of 12 on the d20, the Inclement Weather event would occur in a Coastal Path but not in a Forest Path. An event will last for some amount of time (varying from instantaneously to several hours or more). Any event is treated as ending early when the party leaves a given terrain zone. If multiple events occur as a result of entering the terrain zone, the DM decides in what order they occur, and can choose for events to occur simultaneously.
A given event may also list conditions under which you should roll 1d20 again to see if the event triggers. These conditions will be listed by the Recurrence tag. If the corresponding value is rolled for it recurring, then the event occurs immediately following the roll.
Multiple events: If more than one recurrence condition is satisfied at the same time, both events occur simultaneously unless their effects contradict each other (in which case the DM determines which event occurs).
Eldritch Storms: Eldritch Storms (as outlined on page 163 of Tasha's Cauldron of Everything) will normally appear in supernatural or cataclysmic terrains, but can also be found rarely in more mundane areas. When they appear in mundane terrains, that event will only occur on a roll of a 1 on a d20 and will not have any recurrence conditions.
Terrain Zone Examples
Forest Path
Forest, CR1/2
Navigation DC: 5
Foraging DC: 10
Events
Inclement Weather (16-20)
The terrain gains the Heavy Precipitation condition for 1d4 hours. Every 10 minutes during this event that the party spends outside of shelter, roll 1d20. On a roll of 20, one randomly selected creature must make a Dexterity saving throw (DC = 10). That creature takes 1d10 lightning damage on a failed save, or half as much on a successful save. Recurrence: Each time the party completes a long rest within this terrain, roll 1d20 to see if this event occurs.
Low Mountain Path
Mountain, CR 1
Navigation DC: 10
Foraging DC: 10
Features
Mist of the Mountain
Each day, the terrain is treated as having the Heavy Precipitation condition for 4 hours following dawn.
Events
Crumbling Pathway (18-20)
Part of the pathway gives away underneath the feet of one randomly determined party member. That creature must succeed on a Dexterity saving throw (DC 10) or fall 1d4 x 10 feet.
Recurrence: Each time the Inclement Weather event occurs, roll 1d20 to see if this event occurs during that event. If the party chooses to take shelter for the duration of the Inclement Weather event, then this does not occur regardless of the value rolled.
Falling Rocks (20)
Medium-sized rocks fall from the mountainside onto the path. When this event occurs, have every member of the party (and any other creatures nearby) make a DC 10 Dexterity saving throw. A creature takes 3d6 bludgeoning damage on a failed save, or half as much on a successful one.
Recurrence: Each time a creature casts a spell of 1st level or higher that deals thunder damage (such as Shatter) or that creates a loud, booming noise (such as Knock), roll 1d20 to see if this event occurs. At the DMs discretion, any other sufficiently powerful source of thunder damage or a loud noise may also result in rolling 1d20 to see if this event occurs.
Inclement Weather (16-20)
The terrain gains the Heavy Precipitation condition for 1d4 hours. Every 10 minutes during this event that the party spends outside of shelter, roll 1d20. On a roll of 20, one randomly selected creature must make a Dexterity saving throw (DC = 10). That creature takes 1d10 lightning damage on a failed save, or half as much on a successful save. Recurrence: Each time the party completes a long rest within this terrain, roll 1d20 to see if this event occurs.
Forest Wilderness
Forest, CR2
Navigation DC: 15
Foraging DC: 10
Features
Dense Vegetation
The Forest Wilderness is treated as difficult terrain for determining travel time. The group can work to clear a path, traveling at a slow pace. If the party chooses to travel at this pace throughout the entire terrain zone, a creature proficient in Cartographer’s Tools can make an Intelligence or Wisdom check using their tools (DC 15). If they succeed on their check, the terrain zone becomes a Forest Path after they leave. If the terrain is composed of multiple hexes, have the creature make a skill check using their tools for each individual hex.
Land vehicles cannot move through this terrain zone unless time is taken to clear a path.
Gifts of the Forest
A character who succeeds on a Wisdom (Survival) check to forage also finds 1 goodberry (as if produced by the spell Goodberry) if it surpasses the DC by 5 or more.
Events
Inclement Weather (16-20)
The terrain gains the Heavy Precipitation condition for 1 hour. Every 10 minutes during this event that the party spends outside of shelter, roll 1d20. On a roll of 20, one randomly selected creature must make a Dexterity saving throw (DC 10). That creature takes 1d10 lightning damage on a failed save, or half as much on a successful save.
Recurrence: Each time the party completes a long rest within this terrain, roll 1d20 to see if this event occurs.
Razorvine Hedge (18-20)
Razorvine is a plant that grows in wild tangles and hedges. It also clings to the sides of buildings and other surfaces as ivy does. A 10-foot-high, 10-foot-wide, 5-foot-thick hedge of razorvine appears before the party and has AC 11, 25 hit points, and immunity to bludgeoning, piercing, and psychic damage. The hedge blocks the party’s path until traversed or cleared.
When a creature comes into direct contact with a razorvine for the first time on a turn, the creature must succeed on a DC 10 Dexterity saving throw or take 5 (1d10) slashing damage from the razorvine's bladelike thorns. Moving through the hedge counts as difficult terrain. Recurrence: If the party becomes lost while traveling within this terrain or changes the direction they travel in, roll 1d20 to see if this event occurs.
Seaside Wilderness
Coast or Aqueous, CR 5
Navigation DC: 10
Foraging DC: 10
Features
Rising Tide
When traveling at night in this zone, the high waters make travel more difficult. During the night, the Seaside Wilderness is treated as difficult terrain.
Gifts of the Sea
A character who succeeds on a Wisdom (Survival) check to forage also finds 1d10 tiny shells (worth 2 sp each) and one random trinket if it surpasses the DC by 5 or more.
Events
Thunderstorm (11-20)
The terrain gains the Heavy Precipitation and Strong Wind conditions for 1d4 hours. Every 10 minutes during this event that the party spends outside of shelter, roll 1d20. On a roll of 20, one randomly selected character must make a Dexterity saving throw (DC 12). That creature takes 3d10 lightning damage on a failed save, or half as much on a successful save.
Recurrence: Each time the party completes a long rest within this terrain, roll 1d20 to see if this event occurs.
Tidal Wave (16-20)
When this event occurs a massive wave of water crashes down on the party. Treat the area centered on the party as if targeted by the Tidal Wave spell (DC 12) with the wave being 30 feet long, 10 feet wide, and 10 feet tall. This effect cannot be dispelled by magical means.
Recurrence: Each time the party completes a long rest within this terrain, roll 1d20 to see if this event occurs unless it already occurred in the past 24 hours.
Typhoon (20)
A cyclone howls down to a point on the ground which is 3d6 x 10 feet away from where the party is at. The cyclone is a 10-foot-radius, 30-foot-high cylinder centered on that point. Have the party roll for initiative 20. On initiative count 20 (losing ties), move the whirlwind up to 30 feet in a randomly determined direction on the ground (roll 1d8 to determine which direction it travels). The whirlwind sucks up any Medium or smaller objects that aren’t secured to anything and that aren’t worn or carried by anyone.
A creature must make a Dexterity saving throw (DC 12) the first time on a turn that it enters the whirlwind or that the whirlwind enters its space, including when the whirlwind first appears. A creature takes 3d6 bludgeoning damage plus 3d6 cold damage on a failed save, or half as much damage on a successful one. In addition, a Large or smaller creature that fails the save must succeed on a Strength saving throw (DC 12) or become restrained in the cyclone until the spell ends. When a creature starts its turn restrained by the cyclone, the creature is pulled 5 feet higher inside it, unless the creature is at the top. A restrained creature moves with the cyclone and falls at the end of their turn after ascending to the top, unless the creature has some means to stay aloft.
A restrained creature can use an action to make a Strength or Dexterity check (DC 12). If successful, the creature is no longer restrained by the cyclone and is hurled 3d6 × 10 feet away from it in a random direction.
If the cyclone is ever more than 300 feet away from the nearest member of the party, then it will continue moving in a direction away from the party and initiative is ended. Otherwise, the cyclone disappears naturally after 1 minute.
A successful DC 15 Intelligence (Nature) or Wisdom (Survival) check allows a character to recognize a cyclone 1d4 rounds before it strikes, allowing time to seek shelter or move further away. Recurrence: Each time the Thunderstorm event occurs, roll 1d20 to determine if this event occurs as part of the same storm (unless this event has already occurred in the past 24 hours). If it does, lightning damage dealt by the Thunderstorm event is doubled for its full duration.
Arid Wastelands
Desert, CR 10
Navigation DC: 18
Foraging DC: 25
Features
Extreme Temperatures
During the day, this terrain is treated as having the Extreme Heat condition. During the night, this terrain is treated as having the Extreme Cold condition. For 1 hour surrounding dawn and dusk, this terrain has neither condition.
Sweltering Heat
During the day, a creature takes 1d10 fire damage after every hour spent traveling in this terrain without taking shelter or consuming water.
Loose Sand
The sand is swept by the wind into large hills and is loose enough for creature’s feet to stick deeply into like mud. This terrain zone is treated as difficult terrain. Land vehicles cannot travel in this terrain zone.
Events
Flaywind (1)
Supernaturally powerful winds—like those from planes such as Pandemonium or Minethys, the third layer of Carceri—can spawn flaywinds. A flaywind is an intense sandstorm, gathering large rocks and other debris in addition to sand or grit. The area within the storm is heavily obscured, and a creature exposed to the storm takes 1d4 slashing damage at the start of each of its turns. Only substantial cover or shelter offers protection against the flensing grit.
A flaywind leaves 4d6 feet of sand or debris in its wake. A successful DC 15 Intelligence (Arcana) or (Nature) check or Wisdom (Survival) check allows a character to recognize a flaywind 1 minute before it strikes, allowing time to seek shelter. A flaywind typically lasts 1d4 × 10 hours.
Mirage (16- 20)
The party encounters hallucinations due to the extreme heat in the area. The area is treated as if affected by the Hallucinatory Terrain spell, appearing like some other terrain zone to the party. A creature which succeeds a DC 15 Intelligence (Investigation) check can discern it is an illusion and is able to look past it.
Recurrence: Each hour the party travels in this terrain zone during the day, roll 1d20 to see if this event occurs.
Quicksand (11-20)
The party encounters a patch of quicksand that covers a 10-foot-square area. A creature with a passive Perception of 15 or higher will notice the area of quicksand before anyone in the group reaches it. If a creature is actively searching the area (or is otherwise alert to danger) the DC to notice is instead 12. If anyone in the group notices the quicksand, then the group can go around without encountering it.
Otherwise, if the quicksand goes unnoticed the first creature in the marching order immediately sinks 1d4+1 feet and becomes restrained when it enters the area. As long as the target is not completely submerged, it can escape by succeeding a Strength check. The DC for this check is equal to 10 + the number of feet the creature has sunk. If the creature is completely submerged, then it cannot breathe.
A creature can pull the target out of the quicksand as part of its action by making a Strength check. The DC for the other creature is equal to 5 + the number of feet the target has sunk into the quicksand.
Recurrence: Each time the party becomes lost or changes direction while traveling in this terrain, roll 1d20 to determine if this event occurs.
Magmatic Cavern
Underdark or Cataclysmic, CR 12
Navigation DC: 15
Foraging DC: 25
Features
Heated Fissures
The red-hot glow of molten rock gives a faint glow to the cavern system. The area is lightly obscured, and any creature which lacks a source of light or darkvision has disadvantage on skill checks made to navigate or forage in this terrain.
Searing Surface
This terrain is treated as having the Extreme Heat condition.A creature takes 1d10 fire damage after every hour spent traveling in this terrain without taking shelter, consuming water, or taking another action to cool itself off.
Variant: Cataclysmic. If you choose to use this terrain as a cataclysmic terrain zone, increase the DC for all saving throws and skill checks (including those for navigation and foraging) by 2. Additionally, increase the range of rolls that events can occur in by 5. The CR for the terrain zone becomes 15 instead. For example, in this variant, the Tremors event would occur on a roll of 6-20 on the d20 and would have a saving throw DC of 17
Events
Lava Plume (20)
A fissure in the floor or ceiling of the cavern suddenly opens, expelling a pillar of hot magma. Treat the party as if being targeted by the Flame Strike spell (DC 15), with the radiant portion of the damage replaced with fire. A successful DC 15 Intelligence (Nature) or Wisdom (Survival) check will reveal that the plume is coming right before it bursts, granting the creature which succeeded on the check advantage on their saving throw against the effect.
Recurrence: If the Magmatic Fissure event occurs and spawns a fissure at least 30 feet deep, roll 1d20 to see if this event occurs immediately after. A creature which falls into the fissure automatically fails its saving throw against this event.
Magmatic Fissure (19-20)
A fissure opens in the area centered on the party. The fissure is 1d4 × 10 feet deep, 10 feet wide, and extends 1d10 x 10 feet wide. Each member of the party (or nearby creature) within the width of where the fissure forms must succeed on a Dexterity saving throw (DC 15) or fall in. A creature that successfully saves moves with the fissure's edge as it opens. A creature which starts its turn inside the fissure takes 1d10 fire damage.
Recurrence: Each time the Tremors event occurs roll 1d20 to see if this event occurs immediately after.
Tremors (11-20)
The cavern system begins to rumble with light tremors. Every member of the party (and any other creature nearby) must make a Dexterity saving throw (DC 15). On a failed save the creature takes 1d6 bludgeoning damage and is knocked prone. The ground then becomes difficult terrain for 1 hour.
Recurrence: Each time the party completes a long rest within this terrain, roll 1d20 to see if this event occurs.
Volcanic Cloud (16-20)
Poisonous gas is released from fissures in the ground. Have the members of the group roll for initiative, treating them as starting their turn in the middle of an area affected by the Cloudkill spell (DC 15); however, creatures which do not need to breathe automatically succeed on their saving throw . A successful DC 15 Intelligence (Nature) check or Wisdom (Survival) check allows a character to recognize this cloud before it strikes. In this case, that creature begins combat outside of the area.
On initiative count 20, if every member of the party is out of the area, treat the cloud as dispersing, ending initiative. This effect cannot be dispelled by magical means.
Recurrence: Each time the party becomes lost or changes direction while traveling in this terrain, roll 1d20 to determine if this event occurs.
The player characters can visit the flying island of Tabernam, which is around 100ft in height and in length. The exposed earth and rock under the island has four massive roots which coil in and out, each about 20ft in diameter at their thickest points and extend around 10ft beyond the lowest point of the island. The top of the island is covered in blades of green grass with a 40ft tall tree sprouting out of the top of the island. A small two story house is several feet away from the tree, worn down to time. The gravity around the island is unusual, so much so that players can simply float up to the top of the island.
The inside of the house is much larger from within. A few dishes clean themselves in the kitchen sink, a broom dusts the floors of a lounging area all on its own, and a filthy old gnome stands beside a spiral stairway. The gnome smiles with only four teeth showing, holding out his hand and asks for gifts. Depending on what the players do or don't gift the gnome with, he may gift them in return or take something from them. If the gnome is given some coins, he may reward them by having their pouch full of gold the next time they check it. If they give him nothing, then they may have no coin left in their pouch. The gnome is a powerful caster and his name is Donum, one who guards the stairway. Players can find out that the stairway descends 100 floors down, where a dark entity named Odium is sealed away. If players somehow manage to reach Odium, they will make a DC18 Constitution saving throw when close to her and at the start of each turn they are near her; taking 6d6 necrotic damage and 1 level of exhaustion on a failed save, or half as much damage and no levels of exhaustion on a success.
Beyond the gnome is a long hallway, which goes from the warped wooden floored rooms into a great white tiled chamber. This area contains shelves along the walls with tomes and scrolls in them, all sorts of weapons and other magical items within glass cases, and a wooden desk to the back. Players can look up and notice around 100 floors of shelves and glass cases encircling around in a spherical formation to a domed ceiling above.
A blue Furbolg will be levitating around 90 ft up, looking at a scroll. He will then descend after noticing the players, introducing himself as Por-Yin Ert. He has an odd speech pattern, leaving off what would be the last word at the end of each of his speeches, and then adding that word to the start of his next speech. Por-Yin Ert is an extremely powerful enchanter that travels across the multiverse on his floating island, usually running into adventures with gold to pay for his services. He sells almost all the magic items available to players, can remove curses from cursed items for around half the cost of the cursed item, can remove attunements from items for around half the cost of the next rarity up compared to the item having the attunement removed, and can even 'level up' items if they have a higher 'level' such as a +1 to a +2 or something like a Belt of Giant Strength. I have even allowed Por-Yin Ert to enchant a player with a feat or level them up, usually as a one time event per player on the level up much like Gohan and Krillin getting their potential unlocked in DBZ lol.
Since Tabernam can travel to multiple universes, Por-Yin Ert is an NPC that can show up throughout multiple campaigns to increase a party's overall power in a more customized way and gives high leveled players a way to use their gold. It is fun for the players and exciting when the island shows up randomly in another campaign.
The great Silver Dragon Lord of the Sky, Second in Command of the Dragon Cult, Warlock of Cyno, and Cultist of Jeff. I have a lot of allegiances… Anyways HI! I’m Bananer, pronouns He/Him, andddddd yeah. Bye, ig.
Resolve checks can be made to see if a creature is willing or unwilling to do something. This could be a check that a player could make, if they are unsure how their character would react in a certain circumstance.
Resolve checks may also be used in situations that could require multiple checks. Examples could be an arm wrestling challenge that starts as an Athletics check but then becomes a Resolve check to finish the challenge or a Religion check to connect with a spirit which then becomes a Resolve check to maintain the connection.
Resolve checks could also be used to hold one's breath beyond its normal limits or in a staring contest.
Some optional rules could include a DM allowing the use of a Resolve check when a player is locked out of having fun due to failing multiple checks in another skill. I have used this rule in campaigns for my players, even for when they fail multiple saving throws in a row. I usually allow a Resolve check in place of multiple failed saves if a player is up against a save that they are terrible, in order to maintain fun for everyone.
Another optional rule I use for Resolve checks, is replacing Legendary Resistances with Legendary Resolve. It kinda sucks for a player to play a spellcaster that focuses on saving throw spell save DC spells, and then just get auto successes used on you multiple times due to Legendary Resistances. Legendary Resolve allows for the potential of all monsters to fail saving throws, making it more fun for players and allows them to maintain the feeling of feeling like a powerful hero. Legendary Resolve lets a monster make a Resolve check whenever they fail a saving throw, in an attempt at succeeding instead. For BBEGs, they have advantage on the Resolve check they make with the Legendary Resolve; so they can have advantage on the saving throw and advantage again on the Resolve check. BBEGs also have no limit to their Legendary Resolve, where other creatures with Legendary Resolve may only be able to use it 3 times per long rest.
Overall, Resolve checks are just a way to add a little more power and fun to the game.
This bow radiates with the power of the Demon Prince of Hunger. A creature attuned to this bow has advantage on charisma (intimidation) checks against Gnolls.
In addition pulling back the bowstring without loading an arrow will produce a projectile of corrosive stomach acid, allowing you to do acid damage instead of the normal piercing damage. Using the bow in this way does not consume ammunition. If you are attuned to this bow, you can also channel the bow's hunger to cast Primal Savagery, but only in it's biting form. Casting the spell in this way uses the bow's attack roll, rather then your spell attack.
You have a +1 bonus to attack and damage rolls made with this magic weapon.
Curse. This bow senses when you enter combat and starts salivating the moment you roll initiative. Its acidic saliva turns the terrain you walk upon into an acidic pool. When you move any five foot square you cross turns into difficult terrain and becomes acidic. Any creature that crosses this terrain takes 2d4 acid damage for every 5 foot traveled over such terrain, including you. If you do not move during your turn, you take 2d4 acid damage at the end of your turn. This effect ends when combat ends. You cannot part from this bow and if disarmed or removed, the bow will return to the attuned creature at the end of the current turn. You cannot unattune from this item unless this curse is broken.
Proficiency with a longbow allows you to add your proficiency bonus to the attack roll for any attack you make with it.
The player characters can visit the flying island of Tabernam, which is around 100ft in height and in length. The exposed earth and rock under the island has four massive roots which coil in and out, each about 20ft in diameter at their thickest points and extend around 10ft beyond the lowest point of the island. The top of the island is covered in blades of green grass with a 40ft tall tree sprouting out of the top of the island. A small two story house is several feet away from the tree, worn down to time. The gravity around the island is unusual, so much so that players can simply float up to the top of the island.
The inside of the house is much larger from within. A few dishes clean themselves in the kitchen sink, a broom dusts the floors of a lounging area all on its own, and a filthy old gnome stands beside a spiral stairway. The gnome smiles with only four teeth showing, holding out his hand and asks for gifts. Depending on what the players do or don't gift the gnome with, he may gift them in return or take something from them. If the gnome is given some coins, he may reward them by having their pouch full of gold the next time they check it. If they give him nothing, then they may have no coin left in their pouch. The gnome is a powerful caster and his name is Donum, one who guards the stairway. Players can find out that the stairway descends 100 floors down, where a dark entity named Odium is sealed away. If players somehow manage to reach Odium, they will make a DC18 Constitution saving throw when close to her and at the start of each turn they are near her; taking 6d6 necrotic damage and 1 level of exhaustion on a failed save, or half as much damage and no levels of exhaustion on a success.
Beyond the gnome is a long hallway, which goes from the warped wooden floored rooms into a great white tiled chamber. This area contains shelves along the walls with tomes and scrolls in them, all sorts of weapons and other magical items within glass cases, and a wooden desk to the back. Players can look up and notice around 100 floors of shelves and glass cases encircling around in a spherical formation to a domed ceiling above.
A blue Furbolg will be levitating around 90 ft up, looking at a scroll. He will then descend after noticing the players, introducing himself as Por-Yin Ert. He has an odd speech pattern, leaving off what would be the last word at the end of each of his speeches, and then adding that word to the start of his next speech. Por-Yin Ert is an extremely powerful enchanter that travels across the multiverse on his floating island, usually running into adventures with gold to pay for his services. He sells almost all the magic items available to players, can remove curses from cursed items for around half the cost of the cursed item, can remove attunements from items for around half the cost of the next rarity up compared to the item having the attunement removed, and can even 'level up' items if they have a higher 'level' such as a +1 to a +2 or something like a Belt of Giant Strength. I have even allowed Por-Yin Ert to enchant a player with a feat or level them up, usually as a one time event per player on the level up much like Gohan and Krillin getting their potential unlocked in DBZ lol.
Since Tabernam can travel to multiple universes, Por-Yin Ert is an NPC that can show up throughout multiple campaigns to increase a party's overall power in a more customized way and gives high leveled players a way to use their gold. It is fun for the players and exciting when the island shows up randomly in another campaign.
While this is definitely interesting, I'm not sure what it has to do with the rivalry theme?
Rollback Post to RevisionRollBack
Active characters:
Green Hill Sunrise, jaded tabaxi mercenary trapped in the Dark Domains (Battle Master fighter) Mardan Ferres, elven private investigator obsessed with that one unsolved murder (rogue) Xhekhetiel, halfling survivor of a Betrayer Gods cult (Runechild sorcerer/fighter)
Resolve checks can be made to see if a creature is willing or unwilling to do something. This could be a check that a player could make, if they are unsure how their character would react in a certain circumstance.
Resolve checks may also be used in situations that could require multiple checks. Examples could be an arm wrestling challenge that starts as an Athletics check but then becomes a Resolve check to finish the challenge or a Religion check to connect with a spirit which then becomes a Resolve check to maintain the connection.
Resolve checks could also be used to hold one's breath beyond its normal limits or in a staring contest.
Some optional rules could include a DM allowing the use of a Resolve check when a player is locked out of having fun due to failing multiple checks in another skill. I have used this rule in campaigns for my players, even for when they fail multiple saving throws in a row. I usually allow a Resolve check in place of multiple failed saves if a player is up against a save that they are terrible, in order to maintain fun for everyone.
Another optional rule I use for Resolve checks, is replacing Legendary Resistances with Legendary Resolve. It kinda sucks for a player to play a spellcaster that focuses on saving throw spell save DC spells, and then just get auto successes used on you multiple times due to Legendary Resistances. Legendary Resolve allows for the potential of all monsters to fail saving throws, making it more fun for players and allows them to maintain the feeling of feeling like a powerful hero. Legendary Resolve lets a monster make a Resolve check whenever they fail a saving throw, in an attempt at succeeding instead. For BBEGs, they have advantage on the Resolve check they make with the Legendary Resolve; so they can have advantage on the saving throw and advantage again on the Resolve check. BBEGs also have no limit to their Legendary Resolve, where other creatures with Legendary Resolve may only be able to use it 3 times per long rest.
Overall, Resolve checks are just a way to add a little more power and fun to the game.
This one also doesn't fit the theme
Rollback Post to RevisionRollBack
Active characters:
Green Hill Sunrise, jaded tabaxi mercenary trapped in the Dark Domains (Battle Master fighter) Mardan Ferres, elven private investigator obsessed with that one unsolved murder (rogue) Xhekhetiel, halfling survivor of a Betrayer Gods cult (Runechild sorcerer/fighter)
The player characters can visit the flying island of Tabernam, which is around 100ft in height and in length. The exposed earth and rock under the island has four massive roots which coil in and out, each about 20ft in diameter at their thickest points and extend around 10ft beyond the lowest point of the island. The top of the island is covered in blades of green grass with a 40ft tall tree sprouting out of the top of the island. A small two story house is several feet away from the tree, worn down to time. The gravity around the island is unusual, so much so that players can simply float up to the top of the island.
The inside of the house is much larger from within. A few dishes clean themselves in the kitchen sink, a broom dusts the floors of a lounging area all on its own, and a filthy old gnome stands beside a spiral stairway. The gnome smiles with only four teeth showing, holding out his hand and asks for gifts. Depending on what the players do or don't gift the gnome with, he may gift them in return or take something from them. If the gnome is given some coins, he may reward them by having their pouch full of gold the next time they check it. If they give him nothing, then they may have no coin left in their pouch. The gnome is a powerful caster and his name is Donum, one who guards the stairway. Players can find out that the stairway descends 100 floors down, where a dark entity named Odium is sealed away. If players somehow manage to reach Odium, they will make a DC18 Constitution saving throw when close to her and at the start of each turn they are near her; taking 6d6 necrotic damage and 1 level of exhaustion on a failed save, or half as much damage and no levels of exhaustion on a success.
Beyond the gnome is a long hallway, which goes from the warped wooden floored rooms into a great white tiled chamber. This area contains shelves along the walls with tomes and scrolls in them, all sorts of weapons and other magical items within glass cases, and a wooden desk to the back. Players can look up and notice around 100 floors of shelves and glass cases encircling around in a spherical formation to a domed ceiling above.
A blue Furbolg will be levitating around 90 ft up, looking at a scroll. He will then descend after noticing the players, introducing himself as Por-Yin Ert. He has an odd speech pattern, leaving off what would be the last word at the end of each of his speeches, and then adding that word to the start of his next speech. Por-Yin Ert is an extremely powerful enchanter that travels across the multiverse on his floating island, usually running into adventures with gold to pay for his services. He sells almost all the magic items available to players, can remove curses from cursed items for around half the cost of the cursed item, can remove attunements from items for around half the cost of the next rarity up compared to the item having the attunement removed, and can even 'level up' items if they have a higher 'level' such as a +1 to a +2 or something like a Belt of Giant Strength. I have even allowed Por-Yin Ert to enchant a player with a feat or level them up, usually as a one time event per player on the level up much like Gohan and Krillin getting their potential unlocked in DBZ lol.
Since Tabernam can travel to multiple universes, Por-Yin Ert is an NPC that can show up throughout multiple campaigns to increase a party's overall power in a more customized way and gives high leveled players a way to use their gold. It is fun for the players and exciting when the island shows up randomly in another campaign.
While this is definitely interesting, I'm not sure what it has to do with the rivalry theme?
I missed the theme part, just thought those were examples, lol.
For the Player Options category, do people think that a monster who removes attack bonuses against themselves would qualify? Basically, the number on the die is the number that you use.
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Look at what you've done. You spoiled it. You have nobody to blame but yourself. Go sit and think about your actions.
Don't be mean. Rudeness is a vicious cycle, and it has to stop somewhere. Exceptions for things that are funny. Go to the current Competition of the Finest 'Brews! It's a cool place where cool people make cool things.
How I'm posting based on text formatting: Mod Hat Off - Mod Hat Also Off (I'm not a mod)
For the Player Options category, do people think that a monster who removes attack bonuses against themselves would qualify? Basically, the number on the die is the number that you use.
Well, a monster would be a DM Option generally...
As for how to interpret the theme, my take was that it was more intended to be about "in-game" numbers, so as long as there was some in-game lore or explanation for that kind of mechanical manipulation it would fit. Sposta might have a different interpretation though
Rollback Post to RevisionRollBack
Active characters:
Green Hill Sunrise, jaded tabaxi mercenary trapped in the Dark Domains (Battle Master fighter) Mardan Ferres, elven private investigator obsessed with that one unsolved murder (rogue) Xhekhetiel, halfling survivor of a Betrayer Gods cult (Runechild sorcerer/fighter)
For the Player Options category, do people think that a monster who removes attack bonuses against themselves would qualify? Basically, the number on the die is the number that you use.
For the Player Options category, do people think that a monster who removes attack bonuses against themselves would qualify? Basically, the number on the die is the number that you use.
That's more of a DM category entry though, yeah?
Ah shoot, you're right. I got mixed up. Welp, I'll try to cook something else up, then.
Rollback Post to RevisionRollBack
Look at what you've done. You spoiled it. You have nobody to blame but yourself. Go sit and think about your actions.
Don't be mean. Rudeness is a vicious cycle, and it has to stop somewhere. Exceptions for things that are funny. Go to the current Competition of the Finest 'Brews! It's a cool place where cool people make cool things.
How I'm posting based on text formatting: Mod Hat Off - Mod Hat Also Off (I'm not a mod)
A battle royale map with 6 different environments and many obstacles to use and overcome. Great for a one shot where players battle against players, while the DM is the environment.
Each environment is contained within its own magical area, and separated by a 20ft wall. The wall will restrict a player's movement and allow for a player to potentially fall during a climb and take fall damage. The walls may also focus a player to the hallway between realms, which can cause them to become vulnerable to other players already concealed within a neighboring environment.
Each environment will also have objects to provide half, three-quarters or total cover. Some areas will have structures or trees to hide behind or climb upon for better vantage points. Various items may also be hidden within environments such as a health potion in a busted crate, an oversized frozen sword, a magical wonderous item within a sarcophagus and so on.
Purple lightning constantly sparks at the outer edges of the map, zapping any player that comes into contact with it by having them make a DC18 Constitution saving throw; dealing 10d8 lightning damage on a failure or half as much on a success, and knocking the player back 10 feet only on a failure.
Beyond the purple lightning is a dark void of gravity crushing force. A creature in this area, won't be able to breathe and must make a DC20 Constitution saving throw when they enter the area and at the start of each of their turns while within the void; taking 10d6 force damage on a failure or half as much on a success. After some time has passed, one of the environments will become a part of the void; and this pattern will repeat until none of the environments remain, leaving behind only the walls and the hallway. This area is also difficult terrain, but the players can use their swimming speed to float through this area. (This mechanic helps to drive players closer together and fight one another. You can alert players that an environment is about to collapse into the void by telling them that it is starting to turn black within this area or some other warning.)
Specific Environmental Conditions.
The water environment quickly becomes deep except when near the island. Waves cause difficult terrain between the island and the hallway which leads out of the ocean area. You can have a player make a DC13 Strength saving throw when entering the waves and at the start of their turn while within the waves, to see if the waves or undertow drag a player under the water. A whirlpool can also pull a character underwater, with the whirlpool's DC being 18 instead. While underwater, a character is thrown about and can't breathe. A character that fails the save is also thrown onto the bottom of the ocean, which may be around 20ft deep since this is near the island; taking a 2d6 bludgeoning damage and loses 6 seconds of air.
The desert environment will have harsh conditions of extreme heat, which could cause levels of exhaustion while remaining within this area. A player could fall into quicksand, needing to make a DC15 Strength saving throw. On the first failure, they will be almost completely submerged; making the DC increase to 20. If they fail the DC20 saving throw at the start of their turn, they will be fully submerged; losing air as pressure increases on them. While fully submerged, the DC is increased to 25 at the start of their turns; with a failure causing them to lose 6 seconds of air.
The lava environment will be pretty upfront and simple, any player that enters the lava or starts their turn within the lava must make a DC20 Constitution saving throw; taking 10d10 fire damage on a failed save or half as much on a success, and they can't breath while in the lava. A failed save will also reduce their air by 18 seconds.
The acid environment is also pretty upfront and simple like the lava area, any player that enters the acid or starts their turn within the acid must make a DC18 Constitution saving throw; taking 10d4 acid damage on a failed save or half as much on a success, and they can't breath while in the acid. A failed save will also reduce their air by 12 seconds.
The cold environment will be similar to the desert in that it will have harsh conditions of cold instead of heat, which could cause levels of exhaustion while remaining within this area. It is also possible that a player could fall through thin ice, potentially being stuck and needing to climb out. Similar to being submerged in water like the ocean environment except that a fail save just causes a player to lose 6 seconds of air without being thrown about. You can also increase a threat to gaining exhaustion due to the cold water exposure.
The last environment is the forest, which has traps set within this area; such as a pitfall trap covered by leaves. Maybe a DC15 survival check to detect the trap and possibly a DC15 Dexterity saving throw at potentially avoiding the trap, taking 1d6 bludgeoning for the 10 ft fall, 2d10 piercing for the spikes, and an additional 4d10 for the poison. You could even have them make a DC13 Constitution save for the poison to see if they become poisoned, then have them repeat the save at the start of their turns.
With all of these environmental hazards, players can use these to their advantage by pushing or throwing players into the hazards. A player could also lead another player into a trap.
I have a Warlock subclass concept that may fit the Player Category, but would like some input. Its themed around the plane of Mechanus and has multiple features that draws upon substituting average values in place of values rolled. Would the idea of "averages" fit the numerical theme, or should it be related to a specific number?
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I have a Warlock subclass concept that may fit the Player Category, but would like some input. Its themed around the plane of Mechanus and has multiple features that draws upon substituting average values in place of values rolled. Would the idea of "averages" fit the numerical theme, or should it be related to a specific number?
Seems like it fits.
Personally, however, I don't like associating law/order in D&D with average results on dice. Seems too meta, and I don't really see the reason why lawful characters/monsers shouldn't occasionally score critical hits. I do realize that I'm probably a minority on this, and would otherwise be happy to see how you implement it.
For the Player Options category, do people think that a monster who removes attack bonuses against themselves would qualify? Basically, the number on the die is the number that you use.
Well, a monster would be a DM Option generally...
As for how to interpret the theme, my take was that it was more intended to be about "in-game" numbers, so as long as there was some in-game lore or explanation for that kind of mechanical manipulation it would fit. Sposta might have a different interpretation though
I have a Warlock subclass concept that may fit the Player Category, but would like some input. Its themed around the plane of Mechanus and has multiple features that draws upon substituting average values in place of values rolled. Would the idea of "averages" fit the numerical theme, or should it be related to a specific number?
To anyone wondering if their idea for the PC/Player Options category meets the criteria, this is my opinion on the subject.
Numerology (Definitions):
TOED- The branch of knowledge that deals with the occult significance of numbers.
TM-WD- The meaning of NUMEROLOGY is the study of the occult significance of numbers.
Cambridge Dictionary- The study of numbers in the belief that they have a special importance in people's lives.
Collin’s Dictionary- Numerology is the study of particular numbers, such as a person's date of birth, in the belief that they may have special significance in a person's life.
Wikipedia- Numerology is the belief in an occult, divine or mystical relationship between a number and one or more coinciding events.
Note, I’ve taken the liberty of highlighting a few key phrases in each definition. As long as your idea fits that concept, then it’s good by me. Ultimately though, it is up to Anton to decide.
Timeframe
Entries must be submitted before 11:59 PST on Sunday, May 26th to be considered part of the competition.
Contest Categories
In each Finest 'Brew contest, there are three categories. Each category is judged separately. There can only be one entry per category per person. The category types are as follows:
This time, our category themes are:
DM Options: Don't Terrain On My Parade
A foe uniquely adapted to its environment -- or one wildly out of place for where it's found, with surprising consequences. An ancient artefact that turns the very ground against its wielder's enemies. A patch of terrain that is far more than simply "difficult". The area an encounter takes place in can be more than just pretty images on a battle map. How can terrain be used to make a fight more challenging, or even be used as a weapon itself?
PC Options (suggested by IamSposta): Numerology
Do you have a lucky number? Is the luckiest number really seven, or maybe it’s eight? Should buildings really skip the 13th floor (or the 4th)? Is it that bad things come in threes, or that the third time’s the charm? What is the most inauspicious combination of day and date -- is it Friday the 13th, Tuesday the 13th, or maybe Friday the 17th? And what is the deal with the number twenty-three anyway? You’re an expert on the occult significance of numbers, and that’s why the odds are always in your favor. Or is it the evens?
Interactive Options (suggested by Yalim): Just a Little Rivalry
A couple of mages who were up to no good, started makin' trouble in your neighborhood. Legendary siblings who were always trying to one-up each other. A squabble that mysteriously breaks out while looting a tomb. Divorced alchemists with shops directly across the street from each other. What sort of complications could arise when two groups -- or even two parts of the same group -- have conflicting goals, or just plain don't like each other?
Voting
VOTING IS NOW OPEN
Voting will start on Tuesday, May 28th and will end on Sunday, June 9. A Google Forms poll for each category will be posted on this thread, and all may vote on it - including and especially contestants. Contestants are encouraged to vote 5 and 5 on their own submissions; all scores will have 5 subtracted from both voting categories. Scores are assigned using a numerical value from 1 (poor) to 5 (excellent).
Written Feedback - You have the option to give written feedback, should you choose, for any entries on the forms. Written feedback does not factor into a contestants score.
We are hoping that by giving everyone more criteria to vote on for each entry, you will think about each aspect and not feel the need to cram all of your thoughts into a single number. We are also hoping that having multiple scores contribute to the total will make ties less likely to occur.
Please try to take the time to review and vote for every entry, as even one vote can easily sway a competition like this. If there's anything you feel very strongly about, also feel free to review it in the thread! Reviews won't count for anything, but it's nice to get feedback!
Determining Winners
Guides & Mini-FAQ* & Changelog
WAIT! Before you see the 5th level Wall of Text in this FAQ’s* & Guides section, and decide not to submit to the competition because you don’t want to read it, remember that reading this section is COMPLETELY OPTIONAL. You do not need to read any of this to submit something for the competition, to pick a category, or to become the next judge. This is merely a helpful tool if you’re confused. You have no obligation to read or use it!
Guide for Competition & Category Winners
Competition Winner
The competition winner becomes the next judge, they are responsible for doing the following:
Category Winners
A category winner must do the following:
Mini FAQ*
Q. Wait, how do I submit?
A. You just make a post in the competition thread with either a link to your entry, or your entry typed out in it. It helps to add what category you’re submitting to, but it is not strictly necessary since it’s pretty easy to figure out what type of category the entry is for.
Q. Can you vote on your own submission?
A. Yes. Contestants are encouraged strongly to vote, and to vote 5 & 5 on their own submissions, as 5 will be subtracted from each score while being calculated. This is to maintain fair voting while encouraging votes.
Q. Where can I find the forms for voting?
A. When the competition submission time ends, voting will start soon. You vote on a google form. The judge should link the forms near the voting section when they’re up, and they will probably also make a post on the thread announcing that voting’s started with the link.
Q. Can I have multiple submissions in the same competition?
A. Yes, you can have multiple submissions for the same competition. HOWEVER, as described in the “Contest Categories” section of this competition, you can only have one entry per category. For example, you can make something for the DM’s Options, PC Options, and Inspirational Options, but you can't make two things for PC Options and one for DM’s.
Q. I’ve already submitted something for X category, can I change my submission for it?
A. Yes, you can change your submission for a specific category as long as the deadline for submissions has not yet been reached. Do remember that if you’re changing your submission, it is best to edit your original post with your first submission to say that it is obsolete, and necessary to make a new one to announce & link your new submission. Also, do keep in mind that it does create a bit more work for the judges when you edit your submission, because they have to update the links. However, it is alright to do so.
Q. Is written feedback optional and does it effect an entries score?
A. Yes, written feedback is optional. No, it does not effect an entries score.
Q. Is the scoring by total score, or by average score?
A. The scoring is done by both average scores (Balance/Playability, Idea/Creativity) being added together for a final score. All scores have -5 when being calculated for reasons stated elsewhere.
Q. How do I know if my submission is more appropriate for the DM category or the Interactive category?
A. If it is not obvious which of the two categories your submission would make sense for, then it really comes down to which pillar of the game you seek to explore. DM Options are more closely tied to combat whereas Interactive Options are more closely tied to exploration and social encounters.
As an example, if you have an NPC with a stat block and you are not sure where to submit, consider whether the goal of incorporating the NPC into a game would be to fight the PCs or for the PCs to gather information from it. Its possible to write a strong, social-focused NPC who still has a stat block just in case things turn towards combat, but if your desire for the NPC is to interact with the PCs through roleplay, then it likely is more fitting for the Interactive Category. If your desire is for the NPC to maybe roleplay a little, but ultimately engage the party in combat, then it would be closer to a "monster" and fit in the DM category.
Competitors
DM Options: Don't Terrain On My Parade
Kaboom979 - Terrain Zones
ZomblesKlein - Demon Yumi of Hunger
SharedPassingThoughts - Battle Royale Map
MilestoGo_24 - Kingsguard Garroter
The_Lost_Leg - Stonewalker
Agilemind - Avalanche
PC Options: Numerology
ZomblesKlein - Knowledge of the Missing Number
MilestoGo_24 - Trope Expert
Bananer28046 - Studious of the Numbers
Kaboom979 - Order of the Harbinger
AWierdPotato - Daily Numbers
Agilemind - Superstitious
Interactive Options: Just a Little Rivalry
Kaboom979 - Gate of Competition
ZomblesKlein - Rival Claimant (Group Patron)
Gnomarchy - Far Realm Cult / Gatekeepers (Group Patrons)
Qua1on - Seer and Seen
Previous Competitions
Judged by Yamana_Eajii. (Thread accidentally deleted)
The Competition of the Finest Brews II - Judged by Thauraeln_The_Bold.
The Competition of the Finest Brews III - Judged by TabaxiRogueFighterClericWarlock
The Competition of the Finest Brews IV - Judged by Kaboom979
The Competition of the Finest Brews V - Judged by ThorukDuckSlayer
The Competition of the Finest Brews VI - Judged by Semako
The Competition of the Finest Brews VII - Judged by MilestoGo_24
The Competition of the Finest Brews VIII — Judged by Heartofjuyomk2
The Competition of the Finest Brews IX— Judged by IamSposta
The Competition of the Finest Brews X — Judged by Kaboom979
The Competition of the Finest Brews XI - Judged by BoringBard
The Competition of the Finest Brews XII- Judged by ThorukDuckSlayer
The Competition of the Finest Brews XIII - Judged by Kaboom979
The Competition of the Finest Brews XIV- Judged by MilestoGo_24
The Competition of the Finest ‘Brews XV - Judged by IamSposta
The Competition of the Finest ‘Brews XVI - Judged by MilestoGo_24
The Competition of the Finest ‘Brews XVII - Judged by ZomblesKlein
The Competition of the Finest ‘Brews XVIII - Judged by Gnomarchy
The Competition of the Finest ‘Brews XIX - Judged by Dragon_Shark
The Competition of the Finest 'Brews XX - Judged by The_Lost_Leg
Active characters:
Green Hill Sunrise, jaded tabaxi mercenary trapped in the Dark Domains (Battle Master fighter)
Mardan Ferres, elven private investigator obsessed with that one unsolved murder (rogue)
Xhekhetiel, halfling survivor of a Betrayer Gods cult (Runechild sorcerer/fighter)
Can’t wait to participate! Good ‘brewing, everyone!
Come participate in the Competition of the Finest Brews, Edition XXII?
My homebrew stuff:
Spells, Monsters, Magic Items, Feats, Subclasses.
I am an Archfey, but nobody seems to notice.
Extended Signature
I already have an idea for Player options, but it may be insanely broken. Would it be viable to make it cost multiple spell slots?
Hi, I’m DrakenBrine, here’s my Sig and characters
I am The Grand Envisioner!
Oooh, this is going back several years, but I think Ive got something already put together for the DM Option. I worked on it based off an idea that OptimusGrimus and others had been discussing at the time, about trying to make terrain design more like monsters, with given CR to fit the party. I will probably revise that design for this competition.
So, for the DM Option, I am putting forward the optional mechanic of Terrain Zones.
Terrain Zones
For long distance travel over a given area, Terrain Zones (represented by hexes or squares) are meant to dictate general details about that area: what type of terrain, how difficult it is to navigate, how difficult it is to forage for food, challenges players may encounter, naturally occurring events in such an area, etc. These terrains are assigned a CR similar to monsters to dictate how easy it may be for a party to traverse.
Terrain Types
Each zone which can be found on the material plane will fall into one of the following categories: arctic, coast, desert, forest, grassland, mountain, swamp, underdark. These terrain types will generally be referred to as mundane terrains.
In addition to the mundane terrain types, there are also aqueous, supernatural, or cataclysmic terrains. Aqueous terrains denote large bodies of water, which could include large lakes or oceans. Supernatural terrains denote areas of unstable or strange magical effects, such as those mentioned in Tasha’s Cauldron of Everything. Cataclysmic terrains denote areas of extreme natural and magical conditions, such as the inside of a volcano. Cataclysmic terrains also denote areas which occur outside of the material planes, such as the elemental planes.
Certain class features or abilities may modify how you interact with certain terrain types. Some terrains have the option of being more than one type. When you use that terrain zone, choose one of the options.
Smaller or more compact areas such as small caves, tunnels, and dungeons as well as heavily developed areas (like cities and villages) are not accounted for by terrain zones, as each will have its own unique features which will be interacted with in short-term travel rather than over long distances.
Optional Change to Ranger Feature: If you have a player with the Natural Explorer feature, you can allow them to choose aqueous terrains as a favored terrain. At 10th level, they could choose supernatural or cataclysmic terrains as favored terrains.
Size
For the terrain zones listed below, all hexes are assumed to be 6 miles (see “Using a Map” on page 242 of the DMG). If two or more hexes of the same terrain zone share a border with each other, then they are treated as one continuous terrain zone of larger size. For all purposes, these hexes are treated as the same terrain zone, with movement across their border with one another neither triggering nor ending events.
Skill DCs
Terrain zone stat blocks will usually list skills associated with traversing a given area as well as the DCs necessary to overcome to succeed. These may include navigating to avoid becoming lost or foraging for food.
Navigation: Navigation determines the ease with which a party can find their way through a terrain zone without getting lost. When a traveling group enters a new terrain zone and each hour they spend traveling within it, have a member of the group make a Wisdom (Survival) skill check and compare the value rolled to the listed DC in the stat block. Alternatively, a player proficient with Cartographer’s Tools can also make this check using either its Intelligence or Wisdom ability modifier. On a success, the creatures travel the area at a normal pace for 1 hour. On a failure, the party becomes lost and spends the hour traveling in a different direction than intended (either determined by the DM or randomly rolling 1d8 to determine the direction).
A group with a map of the area automatically succeeds on checks made to navigate it. For further guidance on navigation and becoming lost, see page 111 of the DMG.
Foraging: Foraging determines how easily a party can find rations and water within a terrain zone. When foraging, have each member of the party that wants to forage make a Wisdom (Survival) skill check and compare the value rolled to the listed DC in the stat block. Alternatively, a player proficient with Brewer’s Supplies or Cook’s Utensils can also make this check using either its Intelligence or Wisdom ability modifier. Each member that succeeds finds rations following the normal rules for foraging. For further guidance on foraging for food and water, see page 111 of the DMG.
Features
Terrain zones will sometimes have features which reflect aspects of that environment. These features are passive and considered to always be in effect in a terrain zone.
Events
Each time the party enters a new Terrain Zone, they can encounter any of the events listed while they travel through it. Some events will have a number or range of numbers in parentheses. When the party enters the given terrain zone, roll 1d20 separately for each event option. If the value rolled is the value in parentheses (or within its range) then that event occurs at some point while the group is traveling within the zone, at the DM’s discretion. For example, on a roll of 12 on the d20, the Inclement Weather event would occur in a Coastal Path but not in a Forest Path. An event will last for some amount of time (varying from instantaneously to several hours or more). Any event is treated as ending early when the party leaves a given terrain zone. If multiple events occur as a result of entering the terrain zone, the DM decides in what order they occur, and can choose for events to occur simultaneously.
A given event may also list conditions under which you should roll 1d20 again to see if the event triggers. These conditions will be listed by the Recurrence tag. If the corresponding value is rolled for it recurring, then the event occurs immediately following the roll.
Multiple events: If more than one recurrence condition is satisfied at the same time, both events occur simultaneously unless their effects contradict each other (in which case the DM determines which event occurs).
Eldritch Storms: Eldritch Storms (as outlined on page 163 of Tasha's Cauldron of Everything) will normally appear in supernatural or cataclysmic terrains, but can also be found rarely in more mundane areas. When they appear in mundane terrains, that event will only occur on a roll of a 1 on a d20 and will not have any recurrence conditions.
Terrain Zone Examples
Forest Path
Forest, CR 1/2
Navigation DC: 5
Foraging DC: 10
Events
Inclement Weather (16-20)
The terrain gains the Heavy Precipitation condition for 1d4 hours. Every 10 minutes during this event that the party spends outside of shelter, roll 1d20. On a roll of 20, one randomly selected creature must make a Dexterity saving throw (DC = 10). That creature takes 1d10 lightning damage on a failed save, or half as much on a successful save.
Recurrence: Each time the party completes a long rest within this terrain, roll 1d20 to see if this event occurs.
Low Mountain Path
Mountain, CR 1
Navigation DC: 10
Foraging DC: 10
Features
Mist of the Mountain
Each day, the terrain is treated as having the Heavy Precipitation condition for 4 hours following dawn.
Events
Crumbling Pathway (18-20)
Part of the pathway gives away underneath the feet of one randomly determined party member. That creature must succeed on a Dexterity saving throw (DC 10) or fall 1d4 x 10 feet.
Recurrence: Each time the Inclement Weather event occurs, roll 1d20 to see if this event occurs during that event. If the party chooses to take shelter for the duration of the Inclement Weather event, then this does not occur regardless of the value rolled.
Falling Rocks (20)
Medium-sized rocks fall from the mountainside onto the path. When this event occurs, have every member of the party (and any other creatures nearby) make a DC 10 Dexterity saving throw. A creature takes 3d6 bludgeoning damage on a failed save, or half as much on a successful one.
Recurrence: Each time a creature casts a spell of 1st level or higher that deals thunder damage (such as Shatter) or that creates a loud, booming noise (such as Knock), roll 1d20 to see if this event occurs. At the DMs discretion, any other sufficiently powerful source of thunder damage or a loud noise may also result in rolling 1d20 to see if this event occurs.
Inclement Weather (16-20)
The terrain gains the Heavy Precipitation condition for 1d4 hours. Every 10 minutes during this event that the party spends outside of shelter, roll 1d20. On a roll of 20, one randomly selected creature must make a Dexterity saving throw (DC = 10). That creature takes 1d10 lightning damage on a failed save, or half as much on a successful save.
Recurrence: Each time the party completes a long rest within this terrain, roll 1d20 to see if this event occurs.
Forest Wilderness
Forest, CR 2
Navigation DC: 15
Foraging DC: 10
Features
Dense Vegetation
The Forest Wilderness is treated as difficult terrain for determining travel time. The group can work to clear a path, traveling at a slow pace. If the party chooses to travel at this pace throughout the entire terrain zone, a creature proficient in Cartographer’s Tools can make an Intelligence or Wisdom check using their tools (DC 15). If they succeed on their check, the terrain zone becomes a Forest Path after they leave. If the terrain is composed of multiple hexes, have the creature make a skill check using their tools for each individual hex.
Land vehicles cannot move through this terrain zone unless time is taken to clear a path.
Gifts of the Forest
A character who succeeds on a Wisdom (Survival) check to forage also finds 1 goodberry (as if produced by the spell Goodberry) if it surpasses the DC by 5 or more.
Events
Inclement Weather (16-20)
The terrain gains the Heavy Precipitation condition for 1 hour. Every 10 minutes during this event that the party spends outside of shelter, roll 1d20. On a roll of 20, one randomly selected creature must make a Dexterity saving throw (DC 10). That creature takes 1d10 lightning damage on a failed save, or half as much on a successful save.
Recurrence: Each time the party completes a long rest within this terrain, roll 1d20 to see if this event occurs.
Razorvine Hedge (18-20)
Razorvine is a plant that grows in wild tangles and hedges. It also clings to the sides of buildings and other surfaces as ivy does. A 10-foot-high, 10-foot-wide, 5-foot-thick hedge of razorvine appears before the party and has AC 11, 25 hit points, and immunity to bludgeoning, piercing, and psychic damage. The hedge blocks the party’s path until traversed or cleared.
When a creature comes into direct contact with a razorvine for the first time on a turn, the creature must succeed on a DC 10 Dexterity saving throw or take 5 (1d10) slashing damage from the razorvine's bladelike thorns. Moving through the hedge counts as difficult terrain.
Recurrence: If the party becomes lost while traveling within this terrain or changes the direction they travel in, roll 1d20 to see if this event occurs.
Seaside Wilderness
Coast or Aqueous, CR 5
Navigation DC: 10
Foraging DC: 10
Features
Rising Tide
When traveling at night in this zone, the high waters make travel more difficult. During the night, the Seaside Wilderness is treated as difficult terrain.
Gifts of the Sea
A character who succeeds on a Wisdom (Survival) check to forage also finds 1d10 tiny shells (worth 2 sp each) and one random trinket if it surpasses the DC by 5 or more.
Events
Thunderstorm (11-20)
The terrain gains the Heavy Precipitation and Strong Wind conditions for 1d4 hours. Every 10 minutes during this event that the party spends outside of shelter, roll 1d20. On a roll of 20, one randomly selected character must make a Dexterity saving throw (DC 12). That creature takes 3d10 lightning damage on a failed save, or half as much on a successful save.
Recurrence: Each time the party completes a long rest within this terrain, roll 1d20 to see if this event occurs.
Tidal Wave (16-20)
When this event occurs a massive wave of water crashes down on the party. Treat the area centered on the party as if targeted by the Tidal Wave spell (DC 12) with the wave being 30 feet long, 10 feet wide, and 10 feet tall. This effect cannot be dispelled by magical means.
Recurrence: Each time the party completes a long rest within this terrain, roll 1d20 to see if this event occurs unless it already occurred in the past 24 hours.
Typhoon (20)
A cyclone howls down to a point on the ground which is 3d6 x 10 feet away from where the party is at. The cyclone is a 10-foot-radius, 30-foot-high cylinder centered on that point. Have the party roll for initiative 20. On initiative count 20 (losing ties), move the whirlwind up to 30 feet in a randomly determined direction on the ground (roll 1d8 to determine which direction it travels). The whirlwind sucks up any Medium or smaller objects that aren’t secured to anything and that aren’t worn or carried by anyone.
A creature must make a Dexterity saving throw (DC 12) the first time on a turn that it enters the whirlwind or that the whirlwind enters its space, including when the whirlwind first appears. A creature takes 3d6 bludgeoning damage plus 3d6 cold damage on a failed save, or half as much damage on a successful one. In addition, a Large or smaller creature that fails the save must succeed on a Strength saving throw (DC 12) or become restrained in the cyclone until the spell ends. When a creature starts its turn restrained by the cyclone, the creature is pulled 5 feet higher inside it, unless the creature is at the top. A restrained creature moves with the cyclone and falls at the end of their turn after ascending to the top, unless the creature has some means to stay aloft.
A restrained creature can use an action to make a Strength or Dexterity check (DC 12). If successful, the creature is no longer restrained by the cyclone and is hurled 3d6 × 10 feet away from it in a random direction.
If the cyclone is ever more than 300 feet away from the nearest member of the party, then it will continue moving in a direction away from the party and initiative is ended. Otherwise, the cyclone disappears naturally after 1 minute.
A successful DC 15 Intelligence (Nature) or Wisdom (Survival) check allows a character to recognize a cyclone 1d4 rounds before it strikes, allowing time to seek shelter or move further away.
Recurrence: Each time the Thunderstorm event occurs, roll 1d20 to determine if this event occurs as part of the same storm (unless this event has already occurred in the past 24 hours). If it does, lightning damage dealt by the Thunderstorm event is doubled for its full duration.
Arid Wastelands
Desert, CR 10
Navigation DC: 18
Foraging DC: 25
Features
Extreme Temperatures
During the day, this terrain is treated as having the Extreme Heat condition. During the night, this terrain is treated as having the Extreme Cold condition. For 1 hour surrounding dawn and dusk, this terrain has neither condition.
Sweltering Heat
During the day, a creature takes 1d10 fire damage after every hour spent traveling in this terrain without taking shelter or consuming water.
Loose Sand
The sand is swept by the wind into large hills and is loose enough for creature’s feet to stick deeply into like mud. This terrain zone is treated as difficult terrain. Land vehicles cannot travel in this terrain zone.
Events
Flaywind (1)
Supernaturally powerful winds—like those from planes such as Pandemonium or Minethys, the third layer of Carceri—can spawn flaywinds. A flaywind is an intense sandstorm, gathering large rocks and other debris in addition to sand or grit. The area within the storm is heavily obscured, and a creature exposed to the storm takes 1d4 slashing damage at the start of each of its turns. Only substantial cover or shelter offers protection against the flensing grit.
A flaywind leaves 4d6 feet of sand or debris in its wake. A successful DC 15 Intelligence (Arcana) or (Nature) check or Wisdom (Survival) check allows a character to recognize a flaywind 1 minute before it strikes, allowing time to seek shelter. A flaywind typically lasts 1d4 × 10 hours.
Mirage (16- 20)
The party encounters hallucinations due to the extreme heat in the area. The area is treated as if affected by the Hallucinatory Terrain spell, appearing like some other terrain zone to the party. A creature which succeeds a DC 15 Intelligence (Investigation) check can discern it is an illusion and is able to look past it.
Recurrence: Each hour the party travels in this terrain zone during the day, roll 1d20 to see if this event occurs.
Quicksand (11-20)
The party encounters a patch of quicksand that covers a 10-foot-square area. A creature with a passive Perception of 15 or higher will notice the area of quicksand before anyone in the group reaches it. If a creature is actively searching the area (or is otherwise alert to danger) the DC to notice is instead 12. If anyone in the group notices the quicksand, then the group can go around without encountering it.
Otherwise, if the quicksand goes unnoticed the first creature in the marching order immediately sinks 1d4+1 feet and becomes restrained when it enters the area. As long as the target is not completely submerged, it can escape by succeeding a Strength check. The DC for this check is equal to 10 + the number of feet the creature has sunk. If the creature is completely submerged, then it cannot breathe.
A creature can pull the target out of the quicksand as part of its action by making a Strength check. The DC for the other creature is equal to 5 + the number of feet the target has sunk into the quicksand.
Recurrence: Each time the party becomes lost or changes direction while traveling in this terrain, roll 1d20 to determine if this event occurs.
Magmatic Cavern
Underdark or Cataclysmic, CR 12
Navigation DC: 15
Foraging DC: 25
Features
Heated Fissures
The red-hot glow of molten rock gives a faint glow to the cavern system. The area is lightly obscured, and any creature which lacks a source of light or darkvision has disadvantage on skill checks made to navigate or forage in this terrain.
Searing Surface
This terrain is treated as having the Extreme Heat condition. A creature takes 1d10 fire damage after every hour spent traveling in this terrain without taking shelter, consuming water, or taking another action to cool itself off.
Variant: Cataclysmic. If you choose to use this terrain as a cataclysmic terrain zone, increase the DC for all saving throws and skill checks (including those for navigation and foraging) by 2. Additionally, increase the range of rolls that events can occur in by 5. The CR for the terrain zone becomes 15 instead. For example, in this variant, the Tremors event would occur on a roll of 6-20 on the d20 and would have a saving throw DC of 17
Events
Lava Plume (20)
A fissure in the floor or ceiling of the cavern suddenly opens, expelling a pillar of hot magma. Treat the party as if being targeted by the Flame Strike spell (DC 15), with the radiant portion of the damage replaced with fire. A successful DC 15 Intelligence (Nature) or Wisdom (Survival) check will reveal that the plume is coming right before it bursts, granting the creature which succeeded on the check advantage on their saving throw against the effect.
Recurrence: If the Magmatic Fissure event occurs and spawns a fissure at least 30 feet deep, roll 1d20 to see if this event occurs immediately after. A creature which falls into the fissure automatically fails its saving throw against this event.
Magmatic Fissure (19-20)
A fissure opens in the area centered on the party. The fissure is 1d4 × 10 feet deep, 10 feet wide, and extends 1d10 x 10 feet wide. Each member of the party (or nearby creature) within the width of where the fissure forms must succeed on a Dexterity saving throw (DC 15) or fall in. A creature that successfully saves moves with the fissure's edge as it opens. A creature which starts its turn inside the fissure takes 1d10 fire damage.
Recurrence: Each time the Tremors event occurs roll 1d20 to see if this event occurs immediately after.
Tremors (11-20)
The cavern system begins to rumble with light tremors. Every member of the party (and any other creature nearby) must make a Dexterity saving throw (DC 15). On a failed save the creature takes 1d6 bludgeoning damage and is knocked prone. The ground then becomes difficult terrain for 1 hour.
Recurrence: Each time the party completes a long rest within this terrain, roll 1d20 to see if this event occurs.
Volcanic Cloud (16-20)
Poisonous gas is released from fissures in the ground. Have the members of the group roll for initiative, treating them as starting their turn in the middle of an area affected by the Cloudkill spell (DC 15); however, creatures which do not need to breathe automatically succeed on their saving throw . A successful DC 15 Intelligence (Nature) check or Wisdom (Survival) check allows a character to recognize this cloud before it strikes. In this case, that creature begins combat outside of the area.
On initiative count 20, if every member of the party is out of the area, treat the cloud as dispersing, ending initiative. This effect cannot be dispelled by magical means.
Recurrence: Each time the party becomes lost or changes direction while traveling in this terrain, roll 1d20 to determine if this event occurs.
Three-time Judge of the Competition of the Finest Brews! Come join us in making fun, unique homebrew and voting for your favorite entries!
[obsolete - no longer a submission]
Interactive Option: Tabernam Shop
The player characters can visit the flying island of Tabernam, which is around 100ft in height and in length. The exposed earth and rock under the island has four massive roots which coil in and out, each about 20ft in diameter at their thickest points and extend around 10ft beyond the lowest point of the island. The top of the island is covered in blades of green grass with a 40ft tall tree sprouting out of the top of the island. A small two story house is several feet away from the tree, worn down to time. The gravity around the island is unusual, so much so that players can simply float up to the top of the island.
The inside of the house is much larger from within. A few dishes clean themselves in the kitchen sink, a broom dusts the floors of a lounging area all on its own, and a filthy old gnome stands beside a spiral stairway. The gnome smiles with only four teeth showing, holding out his hand and asks for gifts. Depending on what the players do or don't gift the gnome with, he may gift them in return or take something from them. If the gnome is given some coins, he may reward them by having their pouch full of gold the next time they check it. If they give him nothing, then they may have no coin left in their pouch. The gnome is a powerful caster and his name is Donum, one who guards the stairway. Players can find out that the stairway descends 100 floors down, where a dark entity named Odium is sealed away. If players somehow manage to reach Odium, they will make a DC18 Constitution saving throw when close to her and at the start of each turn they are near her; taking 6d6 necrotic damage and 1 level of exhaustion on a failed save, or half as much damage and no levels of exhaustion on a success.
Beyond the gnome is a long hallway, which goes from the warped wooden floored rooms into a great white tiled chamber. This area contains shelves along the walls with tomes and scrolls in them, all sorts of weapons and other magical items within glass cases, and a wooden desk to the back. Players can look up and notice around 100 floors of shelves and glass cases encircling around in a spherical formation to a domed ceiling above.
A blue Furbolg will be levitating around 90 ft up, looking at a scroll. He will then descend after noticing the players, introducing himself as Por-Yin Ert. He has an odd speech pattern, leaving off what would be the last word at the end of each of his speeches, and then adding that word to the start of his next speech. Por-Yin Ert is an extremely powerful enchanter that travels across the multiverse on his floating island, usually running into adventures with gold to pay for his services. He sells almost all the magic items available to players, can remove curses from cursed items for around half the cost of the cursed item, can remove attunements from items for around half the cost of the next rarity up compared to the item having the attunement removed, and can even 'level up' items if they have a higher 'level' such as a +1 to a +2 or something like a Belt of Giant Strength. I have even allowed Por-Yin Ert to enchant a player with a feat or level them up, usually as a one time event per player on the level up much like Gohan and Krillin getting their potential unlocked in DBZ lol.
Since Tabernam can travel to multiple universes, Por-Yin Ert is an NPC that can show up throughout multiple campaigns to increase a party's overall power in a more customized way and gives high leveled players a way to use their gold. It is fun for the players and exciting when the island shows up randomly in another campaign.
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Yay! I’ve wanted to participate in one of these!
The great Silver Dragon Lord of the Sky, Second in Command of the Dragon Cult, Warlock of Cyno, and Cultist of Jeff. I have a lot of allegiances… Anyways HI! I’m Bananer, pronouns He/Him, andddddd yeah. Bye, ig.
Check out my support thread! PRAISE JEFF! Join the DragonClub! #BRINGBACKBUTTONSBEST #SAVETHEDAO
(Most of those were links, click on them!!!)
[obsolete - no longer a submission]
DM Options: Constitution (Resolve) Skill Ability Checks
Resolve checks can be made to see if a creature is willing or unwilling to do something. This could be a check that a player could make, if they are unsure how their character would react in a certain circumstance.
Resolve checks may also be used in situations that could require multiple checks. Examples could be an arm wrestling challenge that starts as an Athletics check but then becomes a Resolve check to finish the challenge or a Religion check to connect with a spirit which then becomes a Resolve check to maintain the connection.
Resolve checks could also be used to hold one's breath beyond its normal limits or in a staring contest.
Some optional rules could include a DM allowing the use of a Resolve check when a player is locked out of having fun due to failing multiple checks in another skill. I have used this rule in campaigns for my players, even for when they fail multiple saving throws in a row. I usually allow a Resolve check in place of multiple failed saves if a player is up against a save that they are terrible, in order to maintain fun for everyone.
Another optional rule I use for Resolve checks, is replacing Legendary Resistances with Legendary Resolve. It kinda sucks for a player to play a spellcaster that focuses on saving throw spell save DC spells, and then just get auto successes used on you multiple times due to Legendary Resistances. Legendary Resolve allows for the potential of all monsters to fail saving throws, making it more fun for players and allows them to maintain the feeling of feeling like a powerful hero. Legendary Resolve lets a monster make a Resolve check whenever they fail a saving throw, in an attempt at succeeding instead. For BBEGs, they have advantage on the Resolve check they make with the Legendary Resolve; so they can have advantage on the saving throw and advantage again on the Resolve check. BBEGs also have no limit to their Legendary Resolve, where other creatures with Legendary Resolve may only be able to use it 3 times per long rest.
Overall, Resolve checks are just a way to add a little more power and fun to the game.
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Here we go again <3
I am also here.
Am snek.
DM Options: Don't Terrain On My Parade
Demon Yumi of Hunger (Magic Weapon)
This bow radiates with the power of the Demon Prince of Hunger. A creature attuned to this bow has advantage on charisma (intimidation) checks against Gnolls.
In addition pulling back the bowstring without loading an arrow will produce a projectile of corrosive stomach acid, allowing you to do acid damage instead of the normal piercing damage. Using the bow in this way does not consume ammunition. If you are attuned to this bow, you can also channel the bow's hunger to cast Primal Savagery, but only in it's biting form. Casting the spell in this way uses the bow's attack roll, rather then your spell attack.
You have a +1 bonus to attack and damage rolls made with this magic weapon.
Curse. This bow senses when you enter combat and starts salivating the moment you roll initiative. Its acidic saliva turns the terrain you walk upon into an acidic pool. When you move any five foot square you cross turns into difficult terrain and becomes acidic. Any creature that crosses this terrain takes 2d4 acid damage for every 5 foot traveled over such terrain, including you. If you do not move during your turn, you take 2d4 acid damage at the end of your turn. This effect ends when combat ends. You cannot part from this bow and if disarmed or removed, the bow will return to the attuned creature at the end of the current turn. You cannot unattune from this item unless this curse is broken.
Proficiency with a longbow allows you to add your proficiency bonus to the attack roll for any attack you make with it.
I am also here.
Am snek.
While this is definitely interesting, I'm not sure what it has to do with the rivalry theme?
Active characters:
Green Hill Sunrise, jaded tabaxi mercenary trapped in the Dark Domains (Battle Master fighter)
Mardan Ferres, elven private investigator obsessed with that one unsolved murder (rogue)
Xhekhetiel, halfling survivor of a Betrayer Gods cult (Runechild sorcerer/fighter)
This one also doesn't fit the theme
Active characters:
Green Hill Sunrise, jaded tabaxi mercenary trapped in the Dark Domains (Battle Master fighter)
Mardan Ferres, elven private investigator obsessed with that one unsolved murder (rogue)
Xhekhetiel, halfling survivor of a Betrayer Gods cult (Runechild sorcerer/fighter)
I missed the theme part, just thought those were examples, lol.
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For the Player Options category, do people think that a monster who removes attack bonuses against themselves would qualify? Basically, the number on the die is the number that you use.
Look at what you've done. You spoiled it. You have nobody to blame but yourself. Go sit and think about your actions.
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Well, a monster would be a DM Option generally...
As for how to interpret the theme, my take was that it was more intended to be about "in-game" numbers, so as long as there was some in-game lore or explanation for that kind of mechanical manipulation it would fit. Sposta might have a different interpretation though
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Green Hill Sunrise, jaded tabaxi mercenary trapped in the Dark Domains (Battle Master fighter)
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Xhekhetiel, halfling survivor of a Betrayer Gods cult (Runechild sorcerer/fighter)
That's more of a DM category entry though, yeah?
Ah shoot, you're right. I got mixed up. Welp, I'll try to cook something else up, then.
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Don't be mean. Rudeness is a vicious cycle, and it has to stop somewhere. Exceptions for things that are funny.
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DM Options: Battle Royale Map
Overall Environmental Conditions
A battle royale map with 6 different environments and many obstacles to use and overcome. Great for a one shot where players battle against players, while the DM is the environment.
Each environment is contained within its own magical area, and separated by a 20ft wall. The wall will restrict a player's movement and allow for a player to potentially fall during a climb and take fall damage. The walls may also focus a player to the hallway between realms, which can cause them to become vulnerable to other players already concealed within a neighboring environment.
Each environment will also have objects to provide half, three-quarters or total cover. Some areas will have structures or trees to hide behind or climb upon for better vantage points. Various items may also be hidden within environments such as a health potion in a busted crate, an oversized frozen sword, a magical wonderous item within a sarcophagus and so on.
Purple lightning constantly sparks at the outer edges of the map, zapping any player that comes into contact with it by having them make a DC18 Constitution saving throw; dealing 10d8 lightning damage on a failure or half as much on a success, and knocking the player back 10 feet only on a failure.
Beyond the purple lightning is a dark void of gravity crushing force. A creature in this area, won't be able to breathe and must make a DC20 Constitution saving throw when they enter the area and at the start of each of their turns while within the void; taking 10d6 force damage on a failure or half as much on a success. After some time has passed, one of the environments will become a part of the void; and this pattern will repeat until none of the environments remain, leaving behind only the walls and the hallway. This area is also difficult terrain, but the players can use their swimming speed to float through this area. (This mechanic helps to drive players closer together and fight one another. You can alert players that an environment is about to collapse into the void by telling them that it is starting to turn black within this area or some other warning.)
Specific Environmental Conditions.
The water environment quickly becomes deep except when near the island. Waves cause difficult terrain between the island and the hallway which leads out of the ocean area. You can have a player make a DC13 Strength saving throw when entering the waves and at the start of their turn while within the waves, to see if the waves or undertow drag a player under the water. A whirlpool can also pull a character underwater, with the whirlpool's DC being 18 instead. While underwater, a character is thrown about and can't breathe. A character that fails the save is also thrown onto the bottom of the ocean, which may be around 20ft deep since this is near the island; taking a 2d6 bludgeoning damage and loses 6 seconds of air.
The desert environment will have harsh conditions of extreme heat, which could cause levels of exhaustion while remaining within this area. A player could fall into quicksand, needing to make a DC15 Strength saving throw. On the first failure, they will be almost completely submerged; making the DC increase to 20. If they fail the DC20 saving throw at the start of their turn, they will be fully submerged; losing air as pressure increases on them. While fully submerged, the DC is increased to 25 at the start of their turns; with a failure causing them to lose 6 seconds of air.
The lava environment will be pretty upfront and simple, any player that enters the lava or starts their turn within the lava must make a DC20 Constitution saving throw; taking 10d10 fire damage on a failed save or half as much on a success, and they can't breath while in the lava. A failed save will also reduce their air by 18 seconds.
The acid environment is also pretty upfront and simple like the lava area, any player that enters the acid or starts their turn within the acid must make a DC18 Constitution saving throw; taking 10d4 acid damage on a failed save or half as much on a success, and they can't breath while in the acid. A failed save will also reduce their air by 12 seconds.
The cold environment will be similar to the desert in that it will have harsh conditions of cold instead of heat, which could cause levels of exhaustion while remaining within this area. It is also possible that a player could fall through thin ice, potentially being stuck and needing to climb out. Similar to being submerged in water like the ocean environment except that a fail save just causes a player to lose 6 seconds of air without being thrown about. You can also increase a threat to gaining exhaustion due to the cold water exposure.
The last environment is the forest, which has traps set within this area; such as a pitfall trap covered by leaves. Maybe a DC15 survival check to detect the trap and possibly a DC15 Dexterity saving throw at potentially avoiding the trap, taking 1d6 bludgeoning for the 10 ft fall, 2d10 piercing for the spikes, and an additional 4d10 for the poison. You could even have them make a DC13 Constitution save for the poison to see if they become poisoned, then have them repeat the save at the start of their turns.
With all of these environmental hazards, players can use these to their advantage by pushing or throwing players into the hazards. A player could also lead another player into a trap.
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I have a Warlock subclass concept that may fit the Player Category, but would like some input. Its themed around the plane of Mechanus and has multiple features that draws upon substituting average values in place of values rolled. Would the idea of "averages" fit the numerical theme, or should it be related to a specific number?
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Seems like it fits.
Personally, however, I don't like associating law/order in D&D with average results on dice. Seems too meta, and I don't really see the reason why lawful characters/monsers shouldn't occasionally score critical hits. I do realize that I'm probably a minority on this, and would otherwise be happy to see how you implement it.
To anyone wondering if their idea for the PC/Player Options category meets the criteria, this is my opinion on the subject.
Numerology (Definitions):
Note, I’ve taken the liberty of highlighting a few key phrases in each definition. As long as your idea fits that concept, then it’s good by me. Ultimately though, it is up to Anton to decide.
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