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/They, andddddd yeah. Bye, ig.
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/They, andddddd yeah. Bye, ig.
You have studied numbers to an extent, and have such a knowledge that it allows you to rip the fabric of time with your knowledge, and count very quickly. If you look at an item, you can instantly calculate something about it that has to do with numbers. (Ex: How many dents are in a sword. How many coins are in a jar.) In combat, you can use your mathematical knowledge to determine angles and attack from them, and determine chances to attack again. You must skip a turn and spend it studying your surroundings (No bonus actions or reactions, concentration spells are automatically broken) but after that, you get 5 number points. You can use these number points for two things, giving yourself a bonus action (If you already have one, you get another one.) Or giving yourself advantage on the next attack. (If you already have advantage, like rogue sneak attack, this does not apply.) You can only give yourself number points once per short rest.
(This is my first entry to one of these contests ever. So if it’s bad, that’s why.)
Here’s my thoughts.
1. If you want the feat to have multiple features, I recommend splitting the features into a bulleted list.
2. The first part of the feat is a little strange. If you want it to count, I would say that it counts a facet of the object or area, rather than it “calculate[s] something to do with numbers.”
3. “Number points” is a terrible term. Try “math points” or something. Also, the phrasing is kind of scuffed. Here’s how I’d word the second feature (assuming you also meant that the action is forgone as well):
At the start of your turn in combat, you can forgo taking any actions, bonus actions, or reactions for the round to study your surroundings from a mathematical perspective and determine angles of attack. You lose concentration on any spells or abilities when you do so. At the start of your next turn, you gain 5 [math, or insert other name] points, which you have until the next time you finish a short or long rest. You can expend 1 [math] point to gain an additional bonus action on your turn. Alternatively, you can expend 1 [math] point when making an attack to gain advantage on the attack roll.
You can only study your surroundings once, and you regain the ability to do so when you finish a short or long rest.
4. You should set limits (probably time-based) on how long you have the points for — studying your environment once while fighting on, say, a beach, before moving on and entering and fighting in a cave but still having the effect from studying the beach doesn’t make sense.
5. Likely set a limit of 1/turn for the gaining of a bonus action. As is, characters can be built around this feat to have six bonus actions in a single turn.
6. Consider if the action cost is worth it. Combats don’t tend to last six rounds at higher levels, so ask if the cost of losing a round of potential damage is worth additional bonus actions and attack advantage.
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/They, andddddd yeah. Bye, ig.
Ultimately, the community votes, and part of the voting is a score for how much each person feels it fits the theme. So no matter what I or Sposta or anyone say, it's up to everyone who participates to determine how "on theme" it is
I assumed it did because Sposta posted Numerology definitions. I may have been mistaken and I apologize.
You have no need to apologize. Those definitions just represent my opinion on how to interpret the theme. But I’m not the arbiter of things though, so my opinion doesn’t really matter.
Plus, even going by the definitions I cited, it doesn’t necessarily mean “occult” in terms of seances and such. Any supernatural significance attributed to a number would fit those definitions. That can include a wide variety of interpretations such ans any simple superstition involving a number. With a little Google-fu one can find literally hundreds of superstitions from all around the world and from various different modern and historical periods.
For example, here in America and in parts of Europe Friday the 13th is considered a bad luck day, but in Spain it’s Tuesday the 13th that’s got bad mojo, and in Italy it’s Friday the 17th you gotta watch out for. And that’s just modern America and Europe. If one were to look into various Mesoamerican, African, Eurasian and Asian superstitions it would likely be other day/date combinations that are/were considered unlucky.
In the prompt I wrote for this theme I mentioned two fairly opposed but commonly known superstitions around the number 3, “bad things come in threes,” and “third times the charm.” So 3 could be good luck, or it could be bad luck. 💁♂️ So could the number 8 for that matter. To some numerologists 8 is “a slow moving number as it belongs to planet Saturn, and the people who are associated with number 8 have to face many difficulties or challenges in life,” but in China the number 8 is considered good luck because it sounds similar to the word for “prosperity.”
In Asia the number 4 is considered unlucky because it sounds like the word “death” when said aloud in Japanese, Mandarin, and Korean. In Japan specifically the number 9 is also bad luck because it sounds like the word for “suffering.” That makes the number 49 super unlucky because when they say it aloud it sounds just like “death and suffering.” If absolutely nobody at all could come up with a way to tie something like that into a homebrew Player/PC option submission then I’d be shocked. 😮 Yet in Korea 9 is apparently considered a good luck number.
Alll of those 👆 are just if you want to stick to IRL inspired numerical superstitions. There’s nothing that says anyone can’t just make up their own superstitions about one or more numbers and incorporate it into their creation. So really, any special significance that is attributed to a number in any way for any reason could qualify.
Make more sense now?
PS- Regarding your idea about something to do with gambling, where do you think a lot of superstitious surrounding numbers come from? 😉 Why do you think the numbers 5, 7, and 11 come up so often in different casino games?
Revised my entry in accordance with the critiques. Hopefully this will be more balanced. Also… I can see multiple ways a combat can last longer than 3 rounds. Finally, here’s TVTropes. Take a look around for some context
Now I think the Rule of Three might be too broad...
Pulling back for a second, if you're basing it specifically on the comedy trope, the "joke" there is that the third time the thing happens, it happens with a twist. A different character says the line, or the same action produces a different result, etc. I do think the trigger should be identical each time
Maybe flip it around? Instead of it being an attack or effect the character is doing, make it something that happens to the character -- i.e. if they're hit with the same attack three times in a combat, or fail their save against the same spell, then Rule of Three kicks in. Something along those lines
Rollback Post to RevisionRollBack
Active characters:
Carric Aquissar, elven wannabe artist in his deconstructionist period (Archfey warlock) Mardan Ferres, elven private investigator obsessed with that one unsolved murder (Assassin rogue) Xhekhetiel, halfling survivor of a Betrayer Gods cult (Runechild sorcerer/fighter)
Knowledge of the Missing Number (Divination Spell)
LEVEL
3rd
CASTING TIME
1 Action
RANGE/AREA
Self (15 ft )
COMPONENTS
V
DURATION
Concentration 1 Minute
SCHOOL
Divination
ATTACK/SAVE
INT Save
DAMAGE/EFFECT
Psychic
Those who have long studied the mathematics of the world have run into a discrepancy in the higher numbers that cannot be explained in our current line of integers. It is hard for our minds to even grasp such a number and how it effects its surroundings. Knowledge of this number can be forcibly spoken into the minds of those around through magical means. Any creature that can hear you within 15 foot of you, excluding yourself, must succeed on an intelligence saving throw or take 2d12 psychic damage and become cursed with knowledge. On a success the creature takes half damage and is not cursed.
A creature cursed with knowledge of the missing number rolls a d8 at the start of its turn and substracts this number from the first d20 roll it makes during that round of combat. A creature cursed with knowledge can use its bonus action to try to forget the number and make another Intelligence saving throw. On a success, the spell ends on the target.
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d12 for each slot level above 3rd.
Available for: Bard, Cleric and Wizard
I'd love some feedback on this one, because I'm not to sure on the power scaling, please let me know if it would be better to change around some of the numbers like the damage or spell level or something.
Damn, this is very close to what I had in mind. The mysterious missing number has been floating around my head in the same bin as the missing color.
Sposta's highlighting of the "occult" nature inspired me to try my hand at another Bloodhunter subclass. It is still a work in progress, but want to put what I have here for now as a placeholder.
For the PC Option, I am submitting the Bloodhunter subclass: Order of the Harbinger, which is meant to play into the type of characters that take to the streets exclaiming that the "END IS NEAR", and mechanically play as a quasi-Divination adept Bloodhunter. Let me know what you think.
Order of the Harbinger
The Order of the Harbinger concerns itself with acting as heralds of calamity yet to come. The blood hunters who founded this order studied numerology, seeking dark omens and predictions in the patterns which arise from numbers. Dates, times, groups, and even the current cost of goods can factor into their portents and mysterious mathematics.
Arcane Apophenia
Starting when you choose this order at 3rd level, your recognition of unusual numerical patterns grants magical insights. You learn the Guidance cantrip and can cast Comprehend Languages and Augury as rituals. Your chosen Hemocraft ability (Intelligence or Wisdom) is your spellcasting ability for these spells.
Foretelling Figures
Also at 3rd level, when you finish a long rest, roll your hemocraft die a number of times equal to your proficiency bonus and record the numbers rolled. When you hit with an attack, if the value rolled on any of the damage dice match any of the recorded numbers, your attack deals additional necrotic damage equal to one roll of your hemocraft die.
Each time you begin a long rest, these recorded values are lost.
Occult Arithmetic
At 7th level, the fates divined by your Fortelling Figures become interwoven. When a creature that you can see makes an attack roll, if the value rolled on the d20 is equal to the sum of two of your recorded numbers, you can replace the rolled value with a different sum of two of your recorded numbers. Once you use this feature, you cannot use it again until you complete a short or long rest.
Amplified Prescience
At 11th level, as part of a short rest you may roll two of your Hemocraft die and replace one of your Fortelling Figures with one of the values rolled. Once you do so, you cannot replace a value this way again until you complete a long rest.
Additionally, whenever you cast Guidance targeting another creature, if the value rolled on the d4 matches any of your Fortelling Figures, the creature may roll your Hemocraft die and add it to the total.
Blood Curse of the Visionary
At 15th level, your hemocraft allows you to forcibly impart your visions onto others. You gain the Blood Curse of the Visionary for your Blood Maledict feature. This doesn’t count against your number of blood curses known.
Blood Curse of the Visionary. As a bonus action, you fill a creature you can see within 30 feet with signs and omens, granting it momentary insights of how the future will unfold. Until the start of your next turn, attack rolls against the target have disadvantage.
Amplify. This curse lasts for 1 minute. Choose one of the following: attack rolls, ability checks, or saving throws. For the duration the target also has advantage on rolls of the chosen type.
Brand of Reckoning
At 18th level, your Brand of Castigon can be used to herald judgment against your foes. When you apply your Brand of Castigon to a creature, you can amplify it with one of your Fortelling Figures, which is then lost. On an initiative count equal to the recorded number (losing ties), the branded creature must make a Constitution saving throw. If it fails, the target gains one level of exhaustion. After succeeding on three of these saving throws, your Brand of Castigon is removed from the creature.
On initiative count 0, this feature’s initiative is reduced by 1. If this feature’s initiative would be reduced to 0 before the target accumulates three successful saving throws, the target immediately gains two levels of exhaustion and your Brand of Castigon is removed.
You have studied numbers to an extent, and have such a knowledge that it allows you to rip the fabric of time with your knowledge, and count very quickly. If you look at an item, you can instantly calculate something about it that has to do with numbers. (Ex: How many dents are in a sword. How many coins are in a jar.) In combat, you can use your mathematical knowledge to determine angles and attack from them, and determine chances to attack again. You must skip a turn and spend it studying your surroundings (No bonus actions or reactions, concentration spells are automatically broken) but after that, you get 5 number points. You can use these number points for two things, giving yourself a bonus action (If you already have one, you get another one.) Or giving yourself advantage on the next attack. (If you already have advantage, like rogue sneak attack, this does not apply.) You can only give yourself number points once per short rest.
(This is my first entry to one of these contests ever. So if it’s bad, that’s why.)
Okay, here goes. (I’ll prestige this by stating I will be echoing some of the same points Miles made.)
Bullet points, definitely bullet points.
Yeah, be specific in what it can count.
Yes, the language all over the feat needs some work, but “math points” is particularly bad.
Yes, it needs built in limitations on different aspects.
And as a player I would never essentially give up an entire round for those bonuses. The juice wouldn’t be worth the squeeze.
Here’s my rough suggestion for how to improve it, take from it what you will.
Numerophile
General Feat, (Prerequisite: Intelligence 13 or higher)
You have studied numbers to such an extent that you have developed supernatural mathematical capabilities. You gain the following actions:
As an action you can study a creature, object, structure, or piece of terrain that you can see and instantly discern one of the following numerical facts: its dimensions (height, width, and length), its angles, its area, its volume, its weight, or how many of a specific thing that is associated with it such as the number of arrows in a quiver or the number of trees in a section of forest. Or you can calculate the distance between any point, object, structure, or creature you can see and another.
As a bonus action you can quickly assess your allies, enemies, and immediate surroundings to gain the upper hand in combat. Until the end of your next turn, as long as you maintain concentration (as if on a spell), you can either make one additional attack when you take the Attack action, or you can instead add your Intelligence modifier to any one attack roll you make that misses, ability check or saving throw you fail, or to your AC against one attack that hits you, potentially changing the result. You can use this bonus action a number of times equal to your proficiency bonus, and regain all uses whenever you finish a long rest.
Now, something like that I would definitely take on the right characters.
You have studied numbers to an extent, and have such a knowledge that it allows you to rip the fabric of time with your knowledge, and count very quickly. If you look at an item, you can instantly calculate something about it that has to do with numbers. (Ex: How many dents are in a sword. How many coins are in a jar.) In combat, you can use your mathematical knowledge to determine angles and attack from them, and determine chances to attack again. You must skip a turn and spend it studying your surroundings (No bonus actions or reactions, concentration spells are automatically broken) but after that, you get 5 number points. You can use these number points for two things, giving yourself a bonus action (If you already have one, you get another one.) Or giving yourself advantage on the next attack. (If you already have advantage, like rogue sneak attack, this does not apply.) You can only give yourself number points once per short rest.
(This is my first entry to one of these contests ever. So if it’s bad, that’s why.)
Okay, here goes. (I’ll prestige this by stating I will be echoing some of the same points Miles made.)
Bullet points, definitely bullet points.
Yeah, be specific in what it can count.
Yes, the language all over the feat needs some work, but “math points” is particularly bad.
Yes, it needs built in limitations on different aspects.
And as a player I would never essentially give up an entire round for those bonuses. The juice wouldn’t be worth the squeeze.
Here’s my rough suggestion for how to improve it, take from it what you will.
Numerophile
General Feat, (Prerequisite: Intelligence 13 or higher)
You have studied numbers to such an extent that you have developed supernatural mathematical capabilities. You gain the following actions:
As an action you can study a creature, object, structure, or piece of terrain that you can see and instantly discern one of the following numerical facts: its dimensions (height, width, and length), its angles, its area, its volume, its weight, or how many of a specific thing that is associated with it such as the number of quivers in an arrow or the number of trees in a section of forest. Or you can calculate the distance between any point, object, or creature you can see and another.
As a bonus action you can quickly assess your Allie’s, enemies, and immediate surroundings to gain the upper hand in combat. Until the end of your next turn, as long as you maintain concentration (as if on a spell), you can either make one additional attack when you take the Attack action, or you can instead add your Intelligence modifier to any one attack roll you make that misses, ability check or saving throw you fail, or to your AC against one attack that hits you, potentially changing the result. You can use this bonus action a number of times equal to your proficiency bonus, and regain all uses whenever you finish a long rest.
Now, something like that I would definitely take on the right characters.
That's a big improvement in language, but still seems a bit weak.
You have studied numbers to an extent, and have such a knowledge that it allows you to rip the fabric of time with your knowledge, and count very quickly. If you look at an item, you can instantly calculate something about it that has to do with numbers. (Ex: How many dents are in a sword. How many coins are in a jar.) In combat, you can use your mathematical knowledge to determine angles and attack from them, and determine chances to attack again. You must skip a turn and spend it studying your surroundings (No bonus actions or reactions, concentration spells are automatically broken) but after that, you get 5 number points. You can use these number points for two things, giving yourself a bonus action (If you already have one, you get another one.) Or giving yourself advantage on the next attack. (If you already have advantage, like rogue sneak attack, this does not apply.) You can only give yourself number points once per short rest.
(This is my first entry to one of these contests ever. So if it’s bad, that’s why.)
Okay, here goes. (I’ll prestige this by stating I will be echoing some of the same points Miles made.)
Bullet points, definitely bullet points.
Yeah, be specific in what it can count.
Yes, the language all over the feat needs some work, but “math points” is particularly bad.
Yes, it needs built in limitations on different aspects.
And as a player I would never essentially give up an entire round for those bonuses. The juice wouldn’t be worth the squeeze.
Here’s my rough suggestion for how to improve it, take from it what you will.
Numerophile
General Feat, (Prerequisite: Intelligence 13 or higher)
You have studied numbers to such an extent that you have developed supernatural mathematical capabilities. You gain the following actions:
As an action you can study a creature, object, structure, or piece of terrain that you can see and instantly discern one of the following numerical facts: its dimensions (height, width, and length), its angles, its area, its volume, its weight, or how many of a specific thing that is associated with it such as the number of quivers in an arrow or the number of trees in a section of forest. Or you can calculate the distance between any point, object, or creature you can see and another.
As a bonus action you can quickly assess your Allie’s, enemies, and immediate surroundings to gain the upper hand in combat. Until the end of your next turn, as long as you maintain concentration (as if on a spell), you can either make one additional attack when you take the Attack action, or you can instead add your Intelligence modifier to any one attack roll you make that misses, ability check or saving throw you fail, or to your AC against one attack that hits you, potentially changing the result. You can use this bonus action a number of times equal to your proficiency bonus, and regain all uses whenever you finish a long rest.
Now, something like that I would definitely take on the right characters.
That's a big improvement in language, but still seems a bit weak.
Ya think? I figured the utility of the action was solid and useful, and the bonus action being able to grant an extra attack, or a potential +5 to a d20 test or AC was purdy gud. What would you add or alter?
You have studied numbers to an extent, and have such a knowledge that it allows you to rip the fabric of time with your knowledge, and count very quickly. If you look at an item, you can instantly calculate something about it that has to do with numbers. (Ex: How many dents are in a sword. How many coins are in a jar.) In combat, you can use your mathematical knowledge to determine angles and attack from them, and determine chances to attack again. You must skip a turn and spend it studying your surroundings (No bonus actions or reactions, concentration spells are automatically broken) but after that, you get 5 number points. You can use these number points for two things, giving yourself a bonus action (If you already have one, you get another one.) Or giving yourself advantage on the next attack. (If you already have advantage, like rogue sneak attack, this does not apply.) You can only give yourself number points once per short rest.
(This is my first entry to one of these contests ever. So if it’s bad, that’s why.)
Okay, here goes. (I’ll prestige this by stating I will be echoing some of the same points Miles made.)
Bullet points, definitely bullet points.
Yeah, be specific in what it can count.
Yes, the language all over the feat needs some work, but “math points” is particularly bad.
Yes, it needs built in limitations on different aspects.
And as a player I would never essentially give up an entire round for those bonuses. The juice wouldn’t be worth the squeeze.
Here’s my rough suggestion for how to improve it, take from it what you will.
Numerophile
General Feat, (Prerequisite: Intelligence 13 or higher)
You have studied numbers to such an extent that you have developed supernatural mathematical capabilities. You gain the following actions:
As an action you can study a creature, object, structure, or piece of terrain that you can see and instantly discern one of the following numerical facts: its dimensions (height, width, and length), its angles, its area, its volume, its weight, or how many of a specific thing that is associated with it such as the number of quivers in an arrow or the number of trees in a section of forest. Or you can calculate the distance between any point, object, or creature you can see and another.
As a bonus action you can quickly assess your Allie’s, enemies, and immediate surroundings to gain the upper hand in combat. Until the end of your next turn, as long as you maintain concentration (as if on a spell), you can either make one additional attack when you take the Attack action, or you can instead add your Intelligence modifier to any one attack roll you make that misses, ability check or saving throw you fail, or to your AC against one attack that hits you, potentially changing the result. You can use this bonus action a number of times equal to your proficiency bonus, and regain all uses whenever you finish a long rest.
Now, something like that I would definitely take on the right characters.
That's a big improvement in language, but still seems a bit weak.
Ya think? I figured the utility of the action was solid and useful, and the bonus action being able to grant an extra attack, or a potential +5 to a d20 test or AC was purdy gud. What would you add or alter?
Dunno, but a prof bonus/LR ability better be pretty good to sacrifice ASIs. I'll ponder it. Maybe dropping the concentration requirement for starters. Also, this may or may not be a typo, but it made me laugh:
As an action you can study a creature, object, structure, or piece of terrain that you can see and instantly discern one of the following numerical facts: its dimensions (height, width, and length), its angles, its area, its volume, its weight, or how many of a specific thing that is associated with it such as the number of quivers in an arrow or the number of trees in a section of forest. Or you can calculate the distance between any point, object, or creature you can see and another.
You have studied numbers to an extent, and have such a knowledge that it allows you to rip the fabric of time with your knowledge, and count very quickly. If you look at an item, you can instantly calculate something about it that has to do with numbers. (Ex: How many dents are in a sword. How many coins are in a jar.) In combat, you can use your mathematical knowledge to determine angles and attack from them, and determine chances to attack again. You must skip a turn and spend it studying your surroundings (No bonus actions or reactions, concentration spells are automatically broken) but after that, you get 5 number points. You can use these number points for two things, giving yourself a bonus action (If you already have one, you get another one.) Or giving yourself advantage on the next attack. (If you already have advantage, like rogue sneak attack, this does not apply.) You can only give yourself number points once per short rest.
(This is my first entry to one of these contests ever. So if it’s bad, that’s why.)
Okay, here goes. (I’ll prestige this by stating I will be echoing some of the same points Miles made.)
Bullet points, definitely bullet points.
Yeah, be specific in what it can count.
Yes, the language all over the feat needs some work, but “math points” is particularly bad.
Yes, it needs built in limitations on different aspects.
And as a player I would never essentially give up an entire round for those bonuses. The juice wouldn’t be worth the squeeze.
Here’s my rough suggestion for how to improve it, take from it what you will.
Numerophile
General Feat, (Prerequisite: Intelligence 13 or higher)
You have studied numbers to such an extent that you have developed supernatural mathematical capabilities. You gain the following actions:
As an action you can study a creature, object, structure, or piece of terrain that you can see and instantly discern one of the following numerical facts: its dimensions (height, width, and length), its angles, its area, its volume, its weight, or how many of a specific thing that is associated with it such as the number of quivers in an arrow or the number of trees in a section of forest. Or you can calculate the distance between any point, object, or creature you can see and another.
As a bonus action you can quickly assess your Allie’s, enemies, and immediate surroundings to gain the upper hand in combat. Until the end of your next turn, as long as you maintain concentration (as if on a spell), you can either make one additional attack when you take the Attack action, or you can instead add your Intelligence modifier to any one attack roll you make that misses, ability check or saving throw you fail, or to your AC against one attack that hits you, potentially changing the result. You can use this bonus action a number of times equal to your proficiency bonus, and regain all uses whenever you finish a long rest.
Now, something like that I would definitely take on the right characters.
That's a big improvement in language, but still seems a bit weak.
Ya think? I figured the utility of the action was solid and useful, and the bonus action being able to grant an extra attack, or a potential +5 to a d20 test or AC was purdy gud. What would you add or alter?
Dunno, but a prof bonus/LR ability better be pretty good to sacrifice ASIs. I'll ponder it. Maybe dropping the concentration requirement for starters.
Also, this may or may not be a typo, but it made me laugh:
As an action you can study a creature, object, structure, or piece of terrain that you can see and instantly discern one of the following numerical facts: its dimensions (height, width, and length), its angles, its area, its volume, its weight, or how many of a specific thing that is associated with it such as the number of quivers in an arrow or the number of trees in a section of forest. Or you can calculate the distance between any point, object, or creature you can see and another.
Knowledge of the Missing Number (Divination Spell)
LEVEL
3rd
CASTING TIME
1 Action
RANGE/AREA
Self (15 ft )
COMPONENTS
V
DURATION
Concentration 1 Minute
SCHOOL
Divination
ATTACK/SAVE
INT Save
DAMAGE/EFFECT
Psychic
Those who have long studied the mathematics of the world have run into a discrepancy in the higher numbers that cannot be explained in our current line of integers. It is hard for our minds to even grasp such a number and how it effects its surroundings. Knowledge of this number can be forcibly spoken into the minds of those around through magical means. Any creature that can hear you within 15 foot of you, excluding yourself, must succeed on an intelligence saving throw or take 2d12 psychic damage and become cursed with knowledge. On a success the creature takes half damage and is not cursed.
A creature cursed with knowledge of the missing number rolls a d8 at the start of its turn and substracts this number from the first d20 roll it makes during that round of combat. A creature cursed with knowledge can use its bonus action to try to forget the number and make another Intelligence saving throw. On a success, the spell ends on the target.
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d12 for each slot level above 3rd.
Available for: Bard, Cleric and Wizard
I'd love some feedback on this one, because I'm not to sure on the power scaling, please let me know if it would be better to change around some of the numbers like the damage or spell level or something.
Damn, this is very close to what I had in mind. The mysterious missing number has been floating around my head in the same bin as the missing color.
You have studied numbers to an extent, and have such a knowledge that it allows you to rip the fabric of time with your knowledge, and count very quickly. If you look at an item, you can instantly calculate something about it that has to do with numbers. (Ex: How many dents are in a sword. How many coins are in a jar.) In combat, you can use your mathematical knowledge to determine angles and attack from them, and determine chances to attack again. You must skip a turn and spend it studying your surroundings (No bonus actions or reactions, concentration spells are automatically broken) but after that, you get 5 number points. You can use these number points for two things, giving yourself a bonus action (If you already have one, you get another one.) Or giving yourself advantage on the next attack. (If you already have advantage, like rogue sneak attack, this does not apply.) You can only give yourself number points once per short rest.
(This is my first entry to one of these contests ever. So if it’s bad, that’s why.)
Okay, here goes. (I’ll prestige this by stating I will be echoing some of the same points Miles made.)
Bullet points, definitely bullet points.
Yeah, be specific in what it can count.
Yes, the language all over the feat needs some work, but “math points” is particularly bad.
Yes, it needs built in limitations on different aspects.
And as a player I would never essentially give up an entire round for those bonuses. The juice wouldn’t be worth the squeeze.
Here’s my rough suggestion for how to improve it, take from it what you will.
Numerophile
General Feat, (Prerequisite: Intelligence 13 or higher)
You have studied numbers to such an extent that you have developed supernatural mathematical capabilities. You gain the following actions:
As an action you can study a creature, object, structure, or piece of terrain that you can see and instantly discern one of the following numerical facts: its dimensions (height, width, and length), its angles, its area, its volume, its weight, or how many of a specific thing that is associated with it such as the number of quivers in an arrow or the number of trees in a section of forest. Or you can calculate the distance between any point, object, or creature you can see and another.
As a bonus action you can quickly assess your Allie’s, enemies, and immediate surroundings to gain the upper hand in combat. Until the end of your next turn, as long as you maintain concentration (as if on a spell), you can either make one additional attack when you take the Attack action, or you can instead add your Intelligence modifier to any one attack roll you make that misses, ability check or saving throw you fail, or to your AC against one attack that hits you, potentially changing the result. You can use this bonus action a number of times equal to your proficiency bonus, and regain all uses whenever you finish a long rest.
Now, something like that I would definitely take on the right characters.
That's a big improvement in language, but still seems a bit weak.
Ya think? I figured the utility of the action was solid and useful, and the bonus action being able to grant an extra attack, or a potential +5 to a d20 test or AC was purdy gud. What would you add or alter?
Dunno, but a prof bonus/LR ability better be pretty good to sacrifice ASIs. I'll ponder it. Maybe dropping the concentration requirement for starters. Also, this may or may not be a typo, but it made me laugh:
As an action you can study a creature, object, structure, or piece of terrain that you can see and instantly discern one of the following numerical facts: its dimensions (height, width, and length), its angles, its area, its volume, its weight, or how many of a specific thing that is associated with it such as the number of quivers in an arrow or the number of trees in a section of forest. Or you can calculate the distance between any point, object, or creature you can see and another.
I'm still just trying to figure out who Allie is
Rollback Post to RevisionRollBack
Active characters:
Carric Aquissar, elven wannabe artist in his deconstructionist period (Archfey warlock) Mardan Ferres, elven private investigator obsessed with that one unsolved murder (Assassin rogue) Xhekhetiel, halfling survivor of a Betrayer Gods cult (Runechild sorcerer/fighter)
My original intent was for this submission to be a puzzle, but it honestly may be closer in structure to an encounter. Anton, let me know if you feel it does not qualify for the Inspirational Option.
Inspirational Option submission: Gate of Competition. This is intended to be a puzzling doorway that can be dropped into any dungeon of the DM's liking. I left the lore surrounding the door somewhat vague.
Gate of Competition
This ancient, stone doorway was said to be crafted by a mage obsessed with competition against a rival adventurer. Having cast an Arcane Lock upon it, the mage would only allow the rival to pass if bested in the competition, hiding tantalizing riches behind. As the adventurer grew in expertise, the mage quickly grew frustrated with the repeated losses suffered. Obsessed with victory, the mage crafted an construct to face the adventurer in their stead; however, unbeknownst to the mage the adventurer had perished on one of their quests. After that point, the gate did not open for any other who approached it for the remainder of the mage’s life.
How did the gate end up where it is now? Perhaps the current structure was built around that of old, or perhaps it was excavated and moved altogether. Regardless of how or why it is here, the construct competitor remained by its side.
The Gate The gate is a large, solid slab of stone, with no keyhole or other mechanism by which to unlock it. The stone slab has been enchanted with the effect of the Arcane Lock spell, and due to this the DC to break the gate or force it open is 25.
The door also has the Glyph of Warding (DC 18), slightly modified by the mage who imbued it upon the gate to trigger only if a creature speaks the incorrect password to release the former Arcane Lock effect. This is an explosive which deals 5d8 thunder damage on a failed save.
The gate has an AC of 15, 180 hit points, a damage threshold of 10, and is immune to poison and psychic damage. Over the gate is an inscription which states, in Common, “If this gate you wish to clear, to this challenge you shall adhere. Demonstrate your prowess in skills of three, and who is the best shall soon be seen. Best my challenger before it bests thee, then to pass you shall be free.” Outside of the gate stands The Challenger, resting at one edge of a 10 foot ring of runes.
The Challenger
This construct, imbued with an arcane spirit of competition, has guarded the gate since it was first granted a semblance of consciousness. This competitor can take the form of any existing Construct creature, although a few options are suggested below. Regardless of the form it takes, the construct’s stat block is modified in the following ways:
It is proficient in every skill and has Expertise in up to two skills of your choice.
It can speak Common for the purposes of performing an ability check, although it is only a mimicry of true thought or speech.
Its body is adorned with six gemstones, each worth 50 gp.
What lies on the other end of this gate? It is the next necessary step in the heroes’ journey, or perhaps some secret knowledge or treasure that has been tucked away? Regardless of why the need to get past, if the party wishes to proceed they will need to best The Challenger in a challenge of their choosing or find a way through it. Outline below are a few ways to resolve the puzzle.
A Challenge of Skill
A party member may enter the ring of runes and make an ability check of its choice. The Challenger then contests it by making the same ability check. If the character wins the contest, one of the gemstones on The Challenger’s body glows green and is accompanied by a soft auditory tone. If The Challenger wins, one of the gemstone glows red and is accompanied by a harsh tone.
Following the initial contest, The Challenger then initiates the second contest. The Challenger chooses the next ability check based on the previous ability. Consult the table below
Previous Ability Check Type
Challenger’s Ability Check
Strength
Wisdom
Dexterity
Intelligence
Intelligence
Strength
Wisdom
Charisma
Charisma
Dexterity
The challenger will always favor a skill it has Expertise in for the chosen ability type.
Once the second contest is resolved, the player then initiates the third contest, and the competition continues to go back and forth in this way until the player accumulates either three victories or three losses. For each contest, The Challenger can be described as conjuring mundane objects which may be used for demonstrating the chosen skill, such as a set of weights, a clockwork puzzle toy, or some other trinket.
If three victories are achieved, The Challenger applauds the player and proceeds to open the gate, dispelling the Arcane Lock effect in the process. If three losses are achieved, The Challenger returns to its resting place at the edge of the ring. That player can not challenge the construct again for 24 hours.
If the Challenger observes any of the following actions being taken, the player automatically gains three losses:
One of the player’s allies takes the Help action, assisting them in the ability check contest
The player or one of their allies casts a spell targeting themself or The Challenger
The player leaves the ring early or switches places with an ally.
Note that this is limited to The Challenger’s observation, so a clever party may be able to use certain tricks to conceal their strategy. For added difficulty, you could make Perception one of the skills The Challenger has Expertise in.
A Challenge of Might
The party can choose to fight The Challenger rather than engage in its challenge. The Challenger attacks if the party harms it or otherwise tries to access the gateway without first engaging in the competition. If the party successfully defeats The Challenger, they have full access to trying to open the gate, but the Arcane Lock remains in place.
Investigating the Gate
If the party is able to get a closer look at the gate, either by killing The Challenger or some other creative means, a creature is able to discern an extra note of text at the bottom, which reads: “My key is the Challenger’s great skill.” At a surface level, this refers to the necessity in beating The Challenger in a contest of skill, but a player may be able to discern its deeper meaning. A creature which succeeds on a DC 15 Intelligence (Investigation) or Wisdom (Insight) check can discern that the name of one of the Challenger’s skills is the password to suppress the Arcane Lock. Specifically, the password is the name of the skill to which the Challenger has the higher total bonus. If it is a tie among one or more skills, you choose which acts as the password.
My original intent was for this submission to be a puzzle, but it honestly may be closer in structure to an encounter. Anton, let me know if you feel it does not qualify for the Inspirational Option.
The difference between an "encounter" (DM option) and a "puzzle" or "hazard" (Interactive) has always seemed a bit fuzzy to me anyway, so I'm fine with it on that level
I would say that it might a need a bit more lore to make it specifically about a rivalry rather than just a general 'spirit of competition' thing, though. Maybe have the mage built it specifically to stop an old adventuring buddy monk of theirs who was frustratingly good at everything, or something along those lines
Rollback Post to RevisionRollBack
Active characters:
Carric Aquissar, elven wannabe artist in his deconstructionist period (Archfey warlock) Mardan Ferres, elven private investigator obsessed with that one unsolved murder (Assassin rogue) Xhekhetiel, halfling survivor of a Betrayer Gods cult (Runechild sorcerer/fighter)
You have studied numbers to an extent, and have such a knowledge that it allows you to rip the fabric of time with your knowledge, and count very quickly. If you look at an item, you can instantly calculate something about it that has to do with numbers. (Ex: How many dents are in a sword. How many coins are in a jar.) In combat, you can use your mathematical knowledge to determine angles and attack from them, and determine chances to attack again. You must skip a turn and spend it studying your surroundings (No bonus actions or reactions, concentration spells are automatically broken) but after that, you get 5 number points. You can use these number points for two things, giving yourself a bonus action (If you already have one, you get another one.) Or giving yourself advantage on the next attack. (If you already have advantage, like rogue sneak attack, this does not apply.) You can only give yourself number points once per short rest.
(This is my first entry to one of these contests ever. So if it’s bad, that’s why.)
Okay, here goes. (I’ll prestige this by stating I will be echoing some of the same points Miles made.)
Bullet points, definitely bullet points.
Yeah, be specific in what it can count.
Yes, the language all over the feat needs some work, but “math points” is particularly bad.
Yes, it needs built in limitations on different aspects.
And as a player I would never essentially give up an entire round for those bonuses. The juice wouldn’t be worth the squeeze.
Here’s my rough suggestion for how to improve it, take from it what you will.
Numerophile
General Feat, (Prerequisite: Intelligence 13 or higher)
You have studied numbers to such an extent that you have developed supernatural mathematical capabilities. You gain the following actions:
As an action you can study a creature, object, structure, or piece of terrain that you can see and instantly discern one of the following numerical facts: its dimensions (height, width, and length), its angles, its area, its volume, its weight, or how many of a specific thing that is associated with it such as the number of quivers in an arrow or the number of trees in a section of forest. Or you can calculate the distance between any point, object, or creature you can see and another.
As a bonus action you can quickly assess your Allie’s, enemies, and immediate surroundings to gain the upper hand in combat. Until the end of your next turn, as long as you maintain concentration (as if on a spell), you can either make one additional attack when you take the Attack action, or you can instead add your Intelligence modifier to any one attack roll you make that misses, ability check or saving throw you fail, or to your AC against one attack that hits you, potentially changing the result. You can use this bonus action a number of times equal to your proficiency bonus, and regain all uses whenever you finish a long rest.
Now, something like that I would definitely take on the right characters.
That's a big improvement in language, but still seems a bit weak.
Ya think? I figured the utility of the action was solid and useful, and the bonus action being able to grant an extra attack, or a potential +5 to a d20 test or AC was purdy gud. What would you add or alter?
Dunno, but a prof bonus/LR ability better be pretty good to sacrifice ASIs. I'll ponder it. Maybe dropping the concentration requirement for starters. Also, this may or may not be a typo, but it made me laugh:
As an action you can study a creature, object, structure, or piece of terrain that you can see and instantly discern one of the following numerical facts: its dimensions (height, width, and length), its angles, its area, its volume, its weight, or how many of a specific thing that is associated with it such as the number of quivers in an arrow or the number of trees in a section of forest. Or you can calculate the distance between any point, object, or creature you can see and another.
I'm still just trying to figure out who Allie is
😒 Gorram autocorrect is always changing “allies” into “Allie’s” on me. You’d think I’d have learned to double check that by now after all these years, but noooooo. 🤦♂️
You have studied numbers to an extent, and have such a knowledge that it allows you to rip the fabric of time with your knowledge, and count very quickly. If you look at an item, you can instantly calculate something about it that has to do with numbers. (Ex: How many dents are in a sword. How many coins are in a jar.) In combat, you can use your mathematical knowledge to determine angles and attack from them, and determine chances to attack again. You must skip a turn and spend it studying your surroundings (No bonus actions or reactions, concentration spells are automatically broken) but after that, you get 5 number points. You can use these number points for two things, giving yourself a bonus action (If you already have one, you get another one.) Or giving yourself advantage on the next attack. (If you already have advantage, like rogue sneak attack, this does not apply.) You can only give yourself number points once per short rest.
(This is my first entry to one of these contests ever. So if it’s bad, that’s why.)
Okay, here goes. (I’ll prestige this by stating I will be echoing some of the same points Miles made.)
Bullet points, definitely bullet points.
Yeah, be specific in what it can count.
Yes, the language all over the feat needs some work, but “math points” is particularly bad.
Yes, it needs built in limitations on different aspects.
And as a player I would never essentially give up an entire round for those bonuses. The juice wouldn’t be worth the squeeze.
Here’s my rough suggestion for how to improve it, take from it what you will.
Numerophile
General Feat, (Prerequisite: Intelligence 13 or higher)
You have studied numbers to such an extent that you have developed supernatural mathematical capabilities. You gain the following actions:
As an action you can study a creature, object, structure, or piece of terrain that you can see and instantly discern one of the following numerical facts: its dimensions (height, width, and length), its angles, its area, its volume, its weight, or how many of a specific thing that is associated with it such as the number of quivers in an arrow or the number of trees in a section of forest. Or you can calculate the distance between any point, object, or creature you can see and another.
As a bonus action you can quickly assess your Allie’s, enemies, and immediate surroundings to gain the upper hand in combat. Until the end of your next turn, as long as you maintain concentration (as if on a spell), you can either make one additional attack when you take the Attack action, or you can instead add your Intelligence modifier to any one attack roll you make that misses, ability check or saving throw you fail, or to your AC against one attack that hits you, potentially changing the result. You can use this bonus action a number of times equal to your proficiency bonus, and regain all uses whenever you finish a long rest.
Now, something like that I would definitely take on the right characters.
That's a big improvement in language, but still seems a bit weak.
Okay, how’s this?
Numerophile v.0.2.0
General Feat, (Prerequisite: Intelligence 13 or higher)
You have studied numbers to such an extent that you have developed supernatural mathematical capabilities. You gain the following special actions:
Quick Count. As an action you can study a creature, object, structure, or piece of terrain that you can see and instantly discern one of the following numerical facts: its dimensions (height, width, and length), its angles, its area, its volume, its weight, or how many of a specific thing that is associated with it such as the number of arrows in a quiver or the number of trees in a section of forest. Or you can calculate the distance between any point, object, structure, or creature you can see and another.
Statistical Analysis. As a bonus action you can quickly assess your allies, enemies, and immediate surroundings to gain the upper hand in combat for a number of rounds equal to your Intelligence modifier, as long as you maintain concentration (as if on a spell). While you maintain this concentration, at the start of each of your turns you can choose one of the following benefits which lasts until the start of your next turn:
When you take the Attack action you can make one additional attack.
As a bonus action you can take one of the following actions: Dash, Disengage, Dodge, Hide, or [Tooltip Not Found].
You can add your Intelligence modifier to your choice of any one of the following, potentially changing the result: an attack roll you make that misses, an ability check or saving throw you fail, or your AC against an attack that hits you. (You make your selection when you use this bonus.)
Once you use this special bonus action you cannot use it again until you finish a short or long rest.
Any advice on mine?
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/They, andddddd yeah. Bye, ig.
PRAISE JEFF!
(Most of those were links, click on them!!!)
I do, but I might not get it all figured out and put together until tomorrow.
Creating Epic Boons on DDB
DDB Buyers' Guide
Hardcovers, DDB & You
Content Troubleshooting
Thanks!
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/They, andddddd yeah. Bye, ig.
PRAISE JEFF!
(Most of those were links, click on them!!!)
Here’s my thoughts.
1. If you want the feat to have multiple features, I recommend splitting the features into a bulleted list.
2. The first part of the feat is a little strange. If you want it to count, I would say that it counts a facet of the object or area, rather than it “calculate[s] something to do with numbers.”
3. “Number points” is a terrible term. Try “math points” or something. Also, the phrasing is kind of scuffed. Here’s how I’d word the second feature (assuming you also meant that the action is forgone as well):
4. You should set limits (probably time-based) on how long you have the points for — studying your environment once while fighting on, say, a beach, before moving on and entering and fighting in a cave but still having the effect from studying the beach doesn’t make sense.
5. Likely set a limit of 1/turn for the gaining of a bonus action. As is, characters can be built around this feat to have six bonus actions in a single turn.
6. Consider if the action cost is worth it. Combats don’t tend to last six rounds at higher levels, so ask if the cost of losing a round of potential damage is worth additional bonus actions and attack advantage.
Come participate in the Competition of the Finest Brews, Edition XXV?
My homebrew stuff:
Spells, Monsters, Magic Items, Feats, Subclasses.
I am an Archfey, but nobody seems to notice.
Extended Signature
Thanks!
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/They, andddddd yeah. Bye, ig.
PRAISE JEFF!
(Most of those were links, click on them!!!)
You have no need to apologize. Those definitions just represent my opinion on how to interpret the theme. But I’m not the arbiter of things though, so my opinion doesn’t really matter.
Plus, even going by the definitions I cited, it doesn’t necessarily mean “occult” in terms of seances and such. Any supernatural significance attributed to a number would fit those definitions. That can include a wide variety of interpretations such ans any simple superstition involving a number. With a little Google-fu one can find literally hundreds of superstitions from all around the world and from various different modern and historical periods.
For example, here in America and in parts of Europe Friday the 13th is considered a bad luck day, but in Spain it’s Tuesday the 13th that’s got bad mojo, and in Italy it’s Friday the 17th you gotta watch out for. And that’s just modern America and Europe. If one were to look into various Mesoamerican, African, Eurasian and Asian superstitions it would likely be other day/date combinations that are/were considered unlucky.
In the prompt I wrote for this theme I mentioned two fairly opposed but commonly known superstitions around the number 3, “bad things come in threes,” and “third times the charm.” So 3 could be good luck, or it could be bad luck. 💁♂️ So could the number 8 for that matter. To some numerologists 8 is “a slow moving number as it belongs to planet Saturn, and the people who are associated with number 8 have to face many difficulties or challenges in life,” but in China the number 8 is considered good luck because it sounds similar to the word for “prosperity.”
In Asia the number 4 is considered unlucky because it sounds like the word “death” when said aloud in Japanese, Mandarin, and Korean. In Japan specifically the number 9 is also bad luck because it sounds like the word for “suffering.” That makes the number 49 super unlucky because when they say it aloud it sounds just like “death and suffering.” If absolutely nobody at all could come up with a way to tie something like that into a homebrew Player/PC option submission then I’d be shocked. 😮 Yet in Korea 9 is apparently considered a good luck number.
Alll of those 👆 are just if you want to stick to IRL inspired numerical superstitions. There’s nothing that says anyone can’t just make up their own superstitions about one or more numbers and incorporate it into their creation. So really, any special significance that is attributed to a number in any way for any reason could qualify.
Make more sense now?
PS- Regarding your idea about something to do with gambling, where do you think a lot of superstitious surrounding numbers come from? 😉 Why do you think the numbers 5, 7, and 11 come up so often in different casino games?
Creating Epic Boons on DDB
DDB Buyers' Guide
Hardcovers, DDB & You
Content Troubleshooting
Now I think the Rule of Three might be too broad...
Pulling back for a second, if you're basing it specifically on the comedy trope, the "joke" there is that the third time the thing happens, it happens with a twist. A different character says the line, or the same action produces a different result, etc. I do think the trigger should be identical each time
Maybe flip it around? Instead of it being an attack or effect the character is doing, make it something that happens to the character -- i.e. if they're hit with the same attack three times in a combat, or fail their save against the same spell, then Rule of Three kicks in. Something along those lines
Active characters:
Carric Aquissar, elven wannabe artist in his deconstructionist period (Archfey warlock)
Mardan Ferres, elven private investigator obsessed with that one unsolved murder (Assassin rogue)
Xhekhetiel, halfling survivor of a Betrayer Gods cult (Runechild sorcerer/fighter)
Damn, this is very close to what I had in mind. The mysterious missing number has been floating around my head in the same bin as the missing color.
Sposta's highlighting of the "occult" nature inspired me to try my hand at another Bloodhunter subclass. It is still a work in progress, but want to put what I have here for now as a placeholder.
For the PC Option, I am submitting the Bloodhunter subclass: Order of the Harbinger, which is meant to play into the type of characters that take to the streets exclaiming that the "END IS NEAR", and mechanically play as a quasi-Divination adept Bloodhunter. Let me know what you think.
Order of the Harbinger
The Order of the Harbinger concerns itself with acting as heralds of calamity yet to come. The blood hunters who founded this order studied numerology, seeking dark omens and predictions in the patterns which arise from numbers. Dates, times, groups, and even the current cost of goods can factor into their portents and mysterious mathematics.
Arcane Apophenia
Starting when you choose this order at 3rd level, your recognition of unusual numerical patterns grants magical insights. You learn the Guidance cantrip and can cast Comprehend Languages and Augury as rituals. Your chosen Hemocraft ability (Intelligence or Wisdom) is your spellcasting ability for these spells.
Foretelling Figures
Also at 3rd level, when you finish a long rest, roll your hemocraft die a number of times equal to your proficiency bonus and record the numbers rolled. When you hit with an attack, if the value rolled on any of the damage dice match any of the recorded numbers, your attack deals additional necrotic damage equal to one roll of your hemocraft die.
Each time you begin a long rest, these recorded values are lost.
Occult Arithmetic
At 7th level, the fates divined by your Fortelling Figures become interwoven. When a creature that you can see makes an attack roll, if the value rolled on the d20 is equal to the sum of two of your recorded numbers, you can replace the rolled value with a different sum of two of your recorded numbers. Once you use this feature, you cannot use it again until you complete a short or long rest.
Amplified Prescience
At 11th level, as part of a short rest you may roll two of your Hemocraft die and replace one of your Fortelling Figures with one of the values rolled. Once you do so, you cannot replace a value this way again until you complete a long rest.
Additionally, whenever you cast Guidance targeting another creature, if the value rolled on the d4 matches any of your Fortelling Figures, the creature may roll your Hemocraft die and add it to the total.
Blood Curse of the Visionary
At 15th level, your hemocraft allows you to forcibly impart your visions onto others. You gain the Blood Curse of the Visionary for your Blood Maledict feature. This doesn’t count against your number of blood curses known.
Blood Curse of the Visionary. As a bonus action, you fill a creature you can see within 30 feet with signs and omens, granting it momentary insights of how the future will unfold. Until the start of your next turn, attack rolls against the target have disadvantage.
Amplify. This curse lasts for 1 minute. Choose one of the following: attack rolls, ability checks, or saving throws. For the duration the target also has advantage on rolls of the chosen type.
Brand of Reckoning
At 18th level, your Brand of Castigon can be used to herald judgment against your foes. When you apply your Brand of Castigon to a creature, you can amplify it with one of your Fortelling Figures, which is then lost. On an initiative count equal to the recorded number (losing ties), the branded creature must make a Constitution saving throw. If it fails, the target gains one level of exhaustion. After succeeding on three of these saving throws, your Brand of Castigon is removed from the creature.
On initiative count 0, this feature’s initiative is reduced by 1. If this feature’s initiative would be reduced to 0 before the target accumulates three successful saving throws, the target immediately gains two levels of exhaustion and your Brand of Castigon is removed.
Three-time Judge of the Competition of the Finest Brews! Come join us in making fun, unique homebrew and voting for your favorite entries!
Okay, here goes. (I’ll prestige this by stating I will be echoing some of the same points Miles made.)
Bullet points, definitely bullet points.
Yeah, be specific in what it can count.
Yes, the language all over the feat needs some work, but “math points” is particularly bad.
Yes, it needs built in limitations on different aspects.
And as a player I would never essentially give up an entire round for those bonuses. The juice wouldn’t be worth the squeeze.
Here’s my rough suggestion for how to improve it, take from it what you will.
Now, something like that I would definitely take on the right characters.
Edits: Fixed some muddaflippin’ typos.
Creating Epic Boons on DDB
DDB Buyers' Guide
Hardcovers, DDB & You
Content Troubleshooting
That's a big improvement in language, but still seems a bit weak.
Ya think? I figured the utility of the action was solid and useful, and the bonus action being able to grant an extra attack, or a potential +5 to a d20 test or AC was purdy gud. What would you add or alter?
Creating Epic Boons on DDB
DDB Buyers' Guide
Hardcovers, DDB & You
Content Troubleshooting
Dunno, but a prof bonus/LR ability better be pretty good to sacrifice ASIs. I'll ponder it. Maybe dropping the concentration requirement for starters. Also, this may or may not be a typo, but it made me laugh:
🤦♂️🤣😂🤣
Creating Epic Boons on DDB
DDB Buyers' Guide
Hardcovers, DDB & You
Content Troubleshooting
I guess great minds, and all that hahaha
I am also here.
Am snek.
I'm still just trying to figure out who Allie is
Active characters:
Carric Aquissar, elven wannabe artist in his deconstructionist period (Archfey warlock)
Mardan Ferres, elven private investigator obsessed with that one unsolved murder (Assassin rogue)
Xhekhetiel, halfling survivor of a Betrayer Gods cult (Runechild sorcerer/fighter)
My original intent was for this submission to be a puzzle, but it honestly may be closer in structure to an encounter. Anton, let me know if you feel it does not qualify for the Inspirational Option.
Inspirational Option submission: Gate of Competition. This is intended to be a puzzling doorway that can be dropped into any dungeon of the DM's liking. I left the lore surrounding the door somewhat vague.
Gate of Competition
This ancient, stone doorway was said to be crafted by a mage obsessed with competition against a rival adventurer. Having cast an Arcane Lock upon it, the mage would only allow the rival to pass if bested in the competition, hiding tantalizing riches behind. As the adventurer grew in expertise, the mage quickly grew frustrated with the repeated losses suffered. Obsessed with victory, the mage crafted an construct to face the adventurer in their stead; however, unbeknownst to the mage the adventurer had perished on one of their quests. After that point, the gate did not open for any other who approached it for the remainder of the mage’s life.
How did the gate end up where it is now? Perhaps the current structure was built around that of old, or perhaps it was excavated and moved altogether. Regardless of how or why it is here, the construct competitor remained by its side.
The Gate
The gate is a large, solid slab of stone, with no keyhole or other mechanism by which to unlock it. The stone slab has been enchanted with the effect of the Arcane Lock spell, and due to this the DC to break the gate or force it open is 25.
The door also has the Glyph of Warding (DC 18), slightly modified by the mage who imbued it upon the gate to trigger only if a creature speaks the incorrect password to release the former Arcane Lock effect. This is an explosive which deals 5d8 thunder damage on a failed save.
The gate has an AC of 15, 180 hit points, a damage threshold of 10, and is immune to poison and psychic damage. Over the gate is an inscription which states, in Common, “If this gate you wish to clear, to this challenge you shall adhere. Demonstrate your prowess in skills of three, and who is the best shall soon be seen. Best my challenger before it bests thee, then to pass you shall be free.” Outside of the gate stands The Challenger, resting at one edge of a 10 foot ring of runes.
The Challenger
This construct, imbued with an arcane spirit of competition, has guarded the gate since it was first granted a semblance of consciousness. This competitor can take the form of any existing Construct creature, although a few options are suggested below. Regardless of the form it takes, the construct’s stat block is modified in the following ways:
Character Level
Suggested Challenger Forms
1st-4th
Animated Armor, Homunculus
5th-10th
Flesh Golem, Helmed Horror
11th-16th
Shield Guardian, Clay Golem
17th-20th
Stone Golem, Iron Golem
Passing the Gate
What lies on the other end of this gate? It is the next necessary step in the heroes’ journey, or perhaps some secret knowledge or treasure that has been tucked away? Regardless of why the need to get past, if the party wishes to proceed they will need to best The Challenger in a challenge of their choosing or find a way through it. Outline below are a few ways to resolve the puzzle.
A Challenge of Skill
A party member may enter the ring of runes and make an ability check of its choice. The Challenger then contests it by making the same ability check. If the character wins the contest, one of the gemstones on The Challenger’s body glows green and is accompanied by a soft auditory tone. If The Challenger wins, one of the gemstone glows red and is accompanied by a harsh tone.
Following the initial contest, The Challenger then initiates the second contest. The Challenger chooses the next ability check based on the previous ability. Consult the table below
Previous Ability Check Type
Challenger’s Ability Check
Strength
Wisdom
Dexterity
Intelligence
Intelligence
Strength
Wisdom
Charisma
Charisma
Dexterity
The challenger will always favor a skill it has Expertise in for the chosen ability type.
Once the second contest is resolved, the player then initiates the third contest, and the competition continues to go back and forth in this way until the player accumulates either three victories or three losses. For each contest, The Challenger can be described as conjuring mundane objects which may be used for demonstrating the chosen skill, such as a set of weights, a clockwork puzzle toy, or some other trinket.
If three victories are achieved, The Challenger applauds the player and proceeds to open the gate, dispelling the Arcane Lock effect in the process. If three losses are achieved, The Challenger returns to its resting place at the edge of the ring. That player can not challenge the construct again for 24 hours.
If the Challenger observes any of the following actions being taken, the player automatically gains three losses:
Note that this is limited to The Challenger’s observation, so a clever party may be able to use certain tricks to conceal their strategy. For added difficulty, you could make Perception one of the skills The Challenger has Expertise in.
A Challenge of Might
The party can choose to fight The Challenger rather than engage in its challenge. The Challenger attacks if the party harms it or otherwise tries to access the gateway without first engaging in the competition. If the party successfully defeats The Challenger, they have full access to trying to open the gate, but the Arcane Lock remains in place.
Investigating the Gate
If the party is able to get a closer look at the gate, either by killing The Challenger or some other creative means, a creature is able to discern an extra note of text at the bottom, which reads: “My key is the Challenger’s great skill.” At a surface level, this refers to the necessity in beating The Challenger in a contest of skill, but a player may be able to discern its deeper meaning. A creature which succeeds on a DC 15 Intelligence (Investigation) or Wisdom (Insight) check can discern that the name of one of the Challenger’s skills is the password to suppress the Arcane Lock. Specifically, the password is the name of the skill to which the Challenger has the higher total bonus. If it is a tie among one or more skills, you choose which acts as the password.
Three-time Judge of the Competition of the Finest Brews! Come join us in making fun, unique homebrew and voting for your favorite entries!
The difference between an "encounter" (DM option) and a "puzzle" or "hazard" (Interactive) has always seemed a bit fuzzy to me anyway, so I'm fine with it on that level
I would say that it might a need a bit more lore to make it specifically about a rivalry rather than just a general 'spirit of competition' thing, though. Maybe have the mage built it specifically to stop an old adventuring buddy monk of theirs who was frustratingly good at everything, or something along those lines
Active characters:
Carric Aquissar, elven wannabe artist in his deconstructionist period (Archfey warlock)
Mardan Ferres, elven private investigator obsessed with that one unsolved murder (Assassin rogue)
Xhekhetiel, halfling survivor of a Betrayer Gods cult (Runechild sorcerer/fighter)
😒 Gorram autocorrect is always changing “allies” into “Allie’s” on me. You’d think I’d have learned to double check that by now after all these years, but noooooo. 🤦♂️
Creating Epic Boons on DDB
DDB Buyers' Guide
Hardcovers, DDB & You
Content Troubleshooting
Okay, how’s this?
Creating Epic Boons on DDB
DDB Buyers' Guide
Hardcovers, DDB & You
Content Troubleshooting