-Tenets of Peace -Paladins of Peace go to rest at the end of each night with these tenets in their minds.
-Peace be with You: Find joy in helping others avoid conflicts. While others may resort to pointless violence to resolve conflict, aim for compromise that helps both sides.
-Protect the Peace: Should conflict arise from outside influence, move swiftly to bring it to an end as quickly as possible. Whichever way is best, through victory or surrender. Needless fighting is the enemy of Peace.
-Keep the Peace: It is not just outer conflict that threatens Peace. Help ensure those within do not start pointless rebellions. Whether that be making their voices heard, or keeping them in line.
-Rest in Peace: A being's final moments should be about the live they have lived. Through your acts, do what is possible to ensure a beings final moments are as quick and painless as possible. Do not drag out a being suffering needlessly.
When you take this oath at 3rd level, you gain the following two Channel Divinity options.
-Cease Fire: You can use your Channel Divinity to silently pray to your god to end nearby bloodshed for a short time. All creatures within 30ft gain the effects of Sanctuary for 1 round. The effect goes away at the end of their turn. (Sanctuary gets removed from the Paladin at the end of their next turn)
-Settle Down: You can use your Channel Divinity to call forth and calm your surroundings. All creatures within 120ft radius around you must make a Charisma Saving Throw; a creature can choose to fail this saving throw if it wishes. If a creature fails its saving throw, it gain the effects of Calm Emotions for 1 minute (10 turns). Suppressing strong emotions as well as any effect causing the targets to be frightened or charmed.
Casting Time: 1 action, Channel Divinity Range: 120 feet Components: V Duration: Up to 1 minute
-Steadfast Aura -At 7th level, your faith wraps you and your allies with its protection. You and friendly creatures within 10 feet of you have resistance to ranged attacks.
-Martyr Forever -Starting at 15th level, when you reach 0 hit points, instantly stabilize and grant all allies within 30ft inspiration and the ability to make an attack using their reaction. This effect can only be used once per Long Rest.
-Savior of the Broken (Capstone) -At 20th level, create 4 ethereal copies of yourself within 45ft. They cannot travel further than 90ft from you. They share your looks and armor but are only equipped with tower shields. -For 1 minute (10 turns), They have only movement abilities and the Protection Fighting Style reaction, but have the following effects on their surroundings. -They copy the Paladins stats, movement, and movement abilities but are limited to 40 hp. (They do not gain the bonus AC from other Ethereal Copies) -Cannot fall unconscious instead immediately die and disappear. -They grant the Paladin 1 AC per Ethereal alive. -Allies within 10ft of the Ethereal Copies gain the effects of the Paladins Auras. -Once per turn, while an Ethereal is alive, the Paladin can use their reaction to cast Shield on themselves or allies (Ethereal Copies cannot be shielded) within 45ft of the Paladin without using a spell slot.
I foresee this subclass as being a great roleplaying class, but also a fantastic class for NPCs. Often times I feel DMs are afraid to have NPCs help the players. Because they don't want to lessen the glory of a tough fight.
Especially with how C3E98 ended.
With how the DM's/Matt's NPC was the person who ended up dealing the final blow.
But with this subclass having such a defense focus it means the DM can feel free to use it to its fullest to support the Players. On the flip side I can see this subclass being able to masterfully control the flow of the fight in a Players hands. Being able to grant an entire turn of breathing room to set up on an enemy as well as removing the threat of mass fears or charms. (Means that your DM can also actually start using Fears and Charms. Just sayin.)
I also think this subclass would be a great help alongside other martial classes, being able to draw out the fights longer with more defensive tools. Allowing those martial classes whose biggest advantage is not having a consumable resource to fight with, more time to gain their value. The longer the fight goes on the more value a martial class has over most spellcasters. (Legal Disclaimer: Usually)
A bit late to the party, but here is my submission for Player Options: Painfully Average.
Otherwordly Patron: The Modron Collective
Instead of drawing upon the power of a singular being of great power, some warlocks are able to make pacts with a large collection of constructed creatures from the plane of Mechanus. These creatures are willing to work together to grant wondrous powers and arcane secrets so that the creature in their service can impart balance and order on the material plane in further service of Primus.
Expanded Spell List
Your pact allows you to learn from an expanded list of spells when you learn a warlock spell. The following spells are added to the warlock spell list for you
Beginning at 1st level when you choose this pact, you can use your reaction to replace any attack roll, saving throw, or ability check you make with a value of 10. You can choose to do so after the roll is made, but before the outcome is determined. You can use this feature a number of times equal to your Charisma modifier, and regain all expended uses when you finish a long rest.
Starting at 10th level, you can empower your connection to forces of balance. By expanding two uses of this feature, you can instead use your reaction to replace any attack roll, saving throw, or ability check made by another creature you can see with a value of 10.
Mechanical Pact
At 6th level, the extraplanar energies of Mechanus have altered your Pact Boon to become more mechanical. You gain one of the following traits, depending on your chosen Pact Boon:
Composite Weapon (Pact of the Blade). Each time you summon your pact weapon, you can choose for it to take two different weapon forms simultaneously. Each time you make a weapon attack using your pact weapon, you choose which form’s properties to use. If your pact weapon is a magic item, any special traits associated with it extend to the second form as well.
Page of Control (Pact of the Tome). You learn two spells of your choice from any spell list that belongs to the Enchantment school of magic, which count as Warlock spells for you but do not count against the number of spells you know. Additionally, any Warlock spell you cast overcomes immunity to the Charmed or Frightened conditions for creatures of the Construct type.
Armored Familiar (Pact of the Chain). When you cast Find Familiar, you can summon the creature with magical armor donned. While wearing this armor, the creature's AC cannot be lower than 16, and any bludgeoning, piercing, and slashing damage it takes from nonmagical attacks is reduced by an amount equal to half your Charisma modifier (rounded up). This armor disintegrates if it is doffed or otherwise removed from the summons.
Talisman of Immunity (Pact of the Talisman). Each time you finish a long rest, choose one Warlock spell of 5th level or lower that you know. Until you finish a long rest, the creature wearing your talisman is immune to the chosen spell’s effect. This effect also ends early if you die.
Consume Energy
At 10th level, your connection to Mechanus allows you to draw on elemental energy to reinvigorate yourself.When you take acid, cold, fire, lightning, or thunder damage, you can use your reaction to consume some of the energy, reducing the damage you would take by 1d10 + your proficiency bonus + your Charisma modifier.
If the damage you would take is reduced to 0, you can use this feature to regain one expended Warlock spell slot. Additionally, the energy provides enough nourishment to sustain you for one day. Once you do so, you cannot use this feature to regain a spell slot again until you finish a long rest.
Armor of Averages
At 14th level, your will of balance extends to protect you from extreme events. Any critical hit scored against you counts as a normal hit. Additionally, whenever you make a saving throw with disadvantage you can reroll one of the dice once, treating the higher of the two values as the roll for that die.
For Interactive Options: This Foe is Beyond Any of You, I am submitting a guide for modifying an NPC's stat block to turn them into a Herald of some powerful foe.
Heralds
Beings of immense influence and power often inspire the admiration of common creatures. Those who are so overwhelmed by the sheer might of this otherworldly being often become Heralds, acting to spread word of their master near and far. When their master appears on their plane, the herald will do everything within its power to seek them out and attend to their every whim. A herald can act as their master’s greatest supporter, boosting their morale or impeding those who stand against them. A herald, in its admiration, may too unwittingly give its foes crucial information about its master.
Creating a Herald
You can modify the stat block of any creature that is CR 1 or lower to become a herald. When you do, choose another creature to act as the herald’s “master.” This can be any creature a CR higher than that of the herald, and ideally should be one which has either Legendary actions or Mythic actions.
The herald gains the following traits:
Admiring Pilgrim. The herald knows the distance to and direction of its master, even if that creature and the herald are on different planes of existence. If its master dies, the herald knows.
Tales of Ruin. As a bonus action, the herald can impart tales of its master’s might, bolstering its power or demoralizing its enemies. The herald targets one creature within 60 feet that can hear it. If targeting it’s master, that creature can add 1d6 to the next ability check, attack roll, or saving throw it makes before the end of its next turn. If targeting another creature, that target must subtract 1d6 from the next ability check, attack roll, or saving throw it makes before the end of its next turn.
Servant Beyond Death. If the herald would be killed, its master gains one of the following benefits provided it is within 60 feet of the herald:
Its master regains one use of its Legendary Resistance trait
Its master gains a number of temporary hit points equal to its CR + the CR of the herald (rounded up).
Its master may end one of the following conditions affecting it: blinded, deafened, paralyzed, or poisoned.
Depending on the type of monster acting as the herald's master, at your discretion the herald might also gain one of the traits of that monster. This could be a damage resistance, a special sense, or some other passive ability.
Here’s my submission to the Interactive Category. I would love feedback, so please don’t be shy!
The Delphic Archive
“We’d read a record of how the legendary Golden Guard had learned the Archfiend of Ifkar’s true name. Supposedly they’d just found it in a library somewhere in the Folly Wild. Ridiculous, right? But it lined up with the record of the slayers of the Rainbow Dragon discovering that its third spine was loose from a book they found, also in the Folly Wild. We had no other course of action; the Sanguine King was invulnerable to all forms of attack and had already killed our cleric, Jose. We had to find the library. Well, finding it was easy enough. It was what came after that was the hard part.”
During the course of their adventures, the party comes across a deadly threat, which seems impervious or at least too durable against their methods of attack. It seems like all hope is lost, or that perhaps the DM is playing a cruel joke, but then the party hears tell of a mysterious library hidden in the wilderness, one that may have the key to defeating their foe…
Description
The Delphic Archive is a monolithic granite building that towers from within a wetland, its square architecture measuring 300 feet high and 100 feet wide on a side. It has one entrance, a set of 20-foot tall double doors set 10 feet above the ground, led up to by stairs. Despite being in the wilderness, the building seems only gently weathered, and every part of the architecture is mostly intact. On the doors, an inscription in bronze remains, which is written in Celestial: “The Stars Guide You, Noble Slayers.”
The doors are unlocked and, while heavy, can be pushed open by any player character. Once the party enters, read the following:
The smell of mold immediately greets you with a rush of cold air, and as your eyes adjust you see the towering, shelf-decked walls of the largest library you may have ever seen. Lit by the dim light of eternal blue flames emitting from sconces on the walls, you see on each shelf scrolls upon scrolls, books upon books, all covered with dust — or with mold. You see halls and archways leading to side rooms, stone brick stairs leading up to higher floors as well as lower ones, and an atrium giving a full view of the rooms directly above and below this seeming ground floor. A constellation pattern dots the ceiling, stars glinting reflectively. Among the shadows, however, you might catch a glimpse of a an unmoving armored skeleton, covered over with mold. It seems you’re not the first to visit.
After 4 hours of being open, the doors close automatically. The Delphic archive’s floors are each 20 feet tall, but the flights of stairs leading downwards seem to go on longer than normal — in fact, they don’t seem to end at all.
The Search
The party is free to peruse as they wish. As they do, they may notice that each book and scroll is labeled for and denotes the downfall of a different foe. A few, perhaps, recognizable, but mostly unknown. Characters can invest time to search the archive for a specific creature, and make an Intelligence (Investigation) check at the end of their search. The base DC for this check is 35, reduced by 1 for each hour spent searching (characters not committing to an independent search can Help others). All in all, it’s close to impossible for the average character to succeed and find the name they desire, but hope is not lost.
Note: it is impossible to find the record of yourself or a creature you are friendly towards.
While resting or searching, the party may notice with a passive or active Wisdom (Perception) that only some of the stars on the constellation pattern of the ceiling are reflective, and seem to lead in a certain direction. These stars lead each searching character to the room of the name they search for, at which point all stars on the ceiling become reflective, indicating arrival. While searching in such a room, the base DC for the check is reduced to 20.
A given book or scroll contains specific but brief information about the named creature’s defeat, whether that be by death or some other neutralization. For example, the famed Archfiend of Ifkar’s scroll reads: “The fiend shall be defeated by invoking its true name, Dramoltar, lowering its vitality vastly that it may be slain.” The record cannot be removed from the library, teleporting to a random shelf if it is ever removed from the premises. It can, however, be destroyed by ordinary means. A destroyed record is replicated and replaced within 1d100 years.
The Delphic Author
During the party’s search, they may come upon a room containing a withered corpse seemingly distinct from the rest of the corpses in the library — it’s wrapped in bandages, and sits on a stone stool. Before the corpse is a writing desk of marble, along with an unfinished record and a charcoal rod presumably used for writing. The corpse cannot be harmed or moved, and nor can the desk or chair. If Speak With Dead is cast upon the corpse, it ignores the usual rules of the spell, speaking a prophecy of terrible things to come before slumping over once more, ending the spell.
This corpse is the Delphic Author, creator of all records in the library. Once a powerful diviner for an invincible evil overlord, it was cursed to prophesy only of the defeat of evil for all eternity. However, the Delphic Author can only go about its work when nothing can see, hear, or feel it.
Encounters
The party are not the only residents of the library. Roll 1d20 for each hour spent moving through the library. On a 1, they encounter something. Every 24 hours, the range required for an encounter increases by 1 (to 1-2, 1-3, etc.). Roll on the table below to determine the encounter.
Encounter Table
d20
Encounter
1-2
A colony of Ochre Jelly digesting the most recent adventuring party
3
A Wight that has taken up residence here with its Zombie lackeys
4
A stack of books left in the middle of the room labeled with a player character’s last name (or a name barely different from said name)
A bookshelf that falls over, forcing creatures near it to make a DC 15 Dexterity saving throw or take 2d10 bludgeoning damage
18-19
An orrery that shows the location of the library in the world, as well as 2d4 clean beds
20
Another adventuring party
Defenses
The Delphic Archive’s structure is immune to all types of damage, and if it would have taken more than 30 damage three rounds in a row, it sinks below the earth, rising again in a different secluded wetland 1d10 days later.
Creatures with Legendary Actions, Legendary Resistances, or Epic Boons are unable to come within 1,000 feet of the library, experiencing unimaginable discomfort and compulsion if they try.
At the top of the archive is a circular sigil that prevents any from teleporting into the interior and from scrying on the building or any of its contents.
Draft concept for Player Options: Painfully Average. 2nd-level seems appropriately expensive for a straight reroll that also costs your reaction. Too high? Too low? If the reroll also fails, you can't cast it again - unless you're a multiclass monk who can buy another reaction, or you have party members who also have prepared spells and slots to burn. If someone fails their Acrobatics leap across a chasm, you can use your reaction to have the Do Over spirit (attempt to) boost them on their way. If you bomb a Persuasion check, the spirit can give you an earnest but bland vote of confidence. Is the wording 'possesses no ability modifiers' sufficient, or should it specify a 10 in every ability score? Should I add anything to account for tool proficiencies - either that it can still attempt the check as a flat roll, or that it can't attempt anything that requires specialized tools?
Do Over
2nd-level conjuration
Casting Time: 1 reaction, which you take when you or a creature within 30 feet of you fails a skill check Range: 30 feet Components: V, S, M (a drop of white paint) Duration: Concentration, up to 1 hour
You call forth a willing but unremarkable spirit to reattempt a task that you or another creature failed. The spirit possesses no proficiency bonus and no ability modifiers. The spirit vanishes upon succeeding or failing, or when the spell ends.
MilestoGo_24: I like the library. I feel like you could add to the eeriness with a floor or two of empty guest quarters - plain, but archaic in style. An open invitation to spend as long as you like in the library. Possibly too long.
Draft concept for Player Options: Painfully Average. 2nd-level seems appropriately expensive for a straight reroll that also costs your reaction. Too high? Too low? If the reroll also fails, you can't cast it again - unless you're a multiclass monk who can buy another reaction, or you have party members who also have prepared spells and slots to burn. If someone fails their Acrobatics leap across a chasm, you can use your reaction to have the Do Over spirit (attempt to) boost them on their way. If you bomb a Persuasion check, the spirit can give you an earnest but bland vote of confidence. Is the wording 'possesses no ability modifiers' sufficient, or should it specify a 10 in every ability score? Should I add anything to account for tool proficiencies - either that it can still attempt the check as a flat roll, or that it can't attempt anything that requires specialized tools?
Do Over
2nd-level conjuration
Casting Time: 1 reaction, which you take when you or a creature within 30 feet of you fails a skill check Range: 30 feet Components: V, S, M (a drop of white paint) Duration: Concentration, up to 1 hour
You call forth a willing but unremarkable spirit to reattempt a task that you or another creature failed. The spirit possesses no proficiency bonus and no ability modifiers. The spirit vanishes upon succeeding or failing, or when the spell ends.
MilestoGo_24: I like the library. I feel like you could add to the eeriness with a floor or two of empty guest quarters - plain, but archaic in style. An open invitation to spend as long as you like in the library. Possibly too long.
Thank you for the feedback! As for your spell, I like the image. “Ah, dang, I can’t kick this window in. Dave, your turn!” You should, however, specify that this is for ability checks, rather than just any task. Specifying a 10 in every ability score might be best. Personally, I think that if the tools are present, the spirit should be able to attempt the check with the tools, but still won’t add anything to the check.
Hit Points at 1st Level: 8 + your Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per Commoner level after 1st
Proficiencies
Armor: Light armor
Weapons: Simple weapons
Tools: Any two types of artisan’s tools or musical instruments
Saving Throws: Wisdom, Charisma
Skills: Choose any four from Animal Handling, Insight, Medicine, Perception, Persuasion, and Survival
Equipment You start with the following equipment, in addition to the equipment granted by your background:
Any simple weapon
Two tools you are proficient with
A set of common clothes
A pouch containing 10 gp
Class Abilities
Jack of All Trades At 1st level, you can add half your proficiency bonus, rounded down, to any ability check you make that doesn’t already include your proficiency bonus.
Skilled Negotiator At 2nd level, you gain advantage on all Charisma (Persuasion) checks when negotiating prices with merchants.
Blend In At 3rd level, you can use your action to make yourself unnoticeable in a crowd. As long as you remain within a group of people, you are effectively invisible.
Master of One At 5th level, choose one tool you are proficient with. Your proficiency bonus is doubled for any ability check you make with it.
Average Joe At 7th level, you’ve become so average that you blend into any crowd. You can use your action to assume the guise of an ordinary member of society, making you unrecognizable as the person you were. This effect lasts for 1 hour or until you end it as a bonus action.
Unassuming At 10th level, creatures have disadvantage on Wisdom (Insight) checks to determine if you are lying or hiding something.
Unremarkable At 15th level, your unremarkable nature makes you easily forgettable. Creatures have disadvantage on any checks to remember specific details about you.
Everyman Hero At 20th level, your unassuming nature allows you to surprise your enemies. You can add your Charisma modifier to your initiative rolls, and you have advantage on attack rolls against any creature that hasn’t taken a turn in the combat yet.
I don't hate the sentiment, but this is very weak for a class. It does remind me a bit of the "Survivor" builds from VRGtR. Maybe you could rework to riff off of those?
Here’s my submission to the player option, Equalize (spell). Feedback appreciated!
I'm a bit hesitant for two reasons, both subjective. First, I personally don't like spells that interact more with the metagame than the game, which includes abilities that play with the values of a die roll. I'm just missing what's happening in the narrative. I don't buy that effects related to law are necessarily "average". Second, I wouldn't take this spell because it's a bit of a double-edged sword, and players tend to avoid spells that don't provide some unambiguous benefit. I could see this working to neutralize the "Pack Tactics" of a group of enemies, but otherwise I could also see it pissing off the resident rogue (seeking advantage) or barbarian (using reckless strike). But like I said, subjective.
-Tenets of Peace -Paladins of Peace go to rest at the end of each night with these tenets in their minds.
-Peace be with You: Find joy in helping others avoid conflicts. While others may resort to pointless violence to resolve conflict, aim for compromise that helps both sides.
-Protect the Peace: Should conflict arise from outside influence, move swiftly to bring it to an end as quickly as possible. Whichever way is best, through victory or surrender. Needless fighting is the enemy of Peace.
-Keep the Peace: It is not just outer conflict that threatens Peace. Help ensure those within do not start pointless rebellions. Whether that be making their voices heard, or keeping them in line.
-Rest in Peace: A being's final moments should be about the live they have lived. Through your acts, do what is possible to ensure a beings final moments are as quick and painless as possible. Do not drag out a being suffering needlessly.
When you take this oath at 3rd level, you gain the following two Channel Divinity options.
-Cease Fire: You can use your Channel Divinity to silently pray to your god to end nearby bloodshed for a short time. All creatures within 30ft gain the effects of Sanctuary for 1 round. The effect goes away at the end of their turn. (Sanctuary gets removed from the Paladin at the end of their next turn)
-Settle Down: You can use your Channel Divinity to call forth and calm your surroundings. All creatures within 120ft radius around you must make a Charisma Saving Throw; a creature can choose to fail this saving throw if it wishes. If a creature fails its saving throw, it gain the effects of Calm Emotions for 1 minute (10 turns). Suppressing strong emotions as well as any effect causing the targets to be frightened or charmed.
Casting Time: 1 action, Channel Divinity Range: 120 feet Components: V Duration: Up to 1 minute
-Steadfast Aura -At 7th level, your faith wraps you and your allies with its protection. You and friendly creatures within 10 feet of you have resistance to ranged attacks.
-Martyr Forever -Starting at 15th level, when you reach 0 hit points, instantly stabilize and grant all allies within 30ft inspiration and the ability to make an attack using their reaction. This effect can only be used once per Long Rest.
-Savior of the Broken (Capstone) -At 20th level, create 4 ethereal copies of yourself within 45ft. They cannot travel further than 90ft from you. They share your looks and armor but are only equipped with tower shields. -For 1 minute (10 turns), They have only movement abilities and the Protection Fighting Style reaction, but have the following effects on their surroundings. -They copy the Paladins stats, movement, and movement abilities but are limited to 40 hp. (They do not gain the bonus AC from other Ethereal Copies) -Cannot fall unconscious instead immediately die and disappear. -They grant the Paladin 1 AC per Ethereal alive. -Allies within 10ft of the Ethereal Copies gain the effects of the Paladins Auras. -Once per turn, while an Ethereal is alive, the Paladin can use their reaction to cast Shield on themselves or allies (Ethereal Copies cannot be shielded) within 45ft of the Paladin without using a spell slot.
I foresee this subclass as being a great roleplaying class, but also a fantastic class for NPCs. Often times I feel DMs are afraid to have NPCs help the players. Because they don't want to lessen the glory of a tough fight.
Especially with how C3E98 ended.
With how the DM's/Matt's NPC was the person who ended up dealing the final blow.
But with this subclass having such a defense focus it means the DM can feel free to use it to its fullest to support the Players. On the flip side I can see this subclass being able to masterfully control the flow of the fight in a Players hands. Being able to grant an entire turn of breathing room to set up on an enemy as well as removing the threat of mass fears or charms. (Means that your DM can also actually start using Fears and Charms. Just sayin.)
I also think this subclass would be a great help alongside other martial classes, being able to draw out the fights longer with more defensive tools. Allowing those martial classes whose biggest advantage is not having a consumable resource to fight with, more time to gain their value. The longer the fight goes on the more value a martial class has over most spellcasters. (Legal Disclaimer: Usually)
I have a standard for what I like to see in a subclass, and this one isn't quite hitting it. The standard is two-fold: that the first abilities granted to the subclass at 3rd level change the play style of the core class (think Swashbuckler rogue), and that at least one of the later subclass abilities build on either the core class features or the features granted earlier by the subclass. I think you may want to keep those in mind if you revise. Second piece of advice: rework the channel divinities. Sanctuary and calm emotions arre already spells granted by the subclass, so the CDs feel duplicative.
A bit late to the party, but here is my submission for Player Options: Painfully Average.
Otherwordly Patron: The Modron Collective
Instead of drawing upon the power of a singular being of great power, some warlocks are able to make pacts with a large collection of constructed creatures from the plane of Mechanus. These creatures are willing to work together to grant wondrous powers and arcane secrets so that the creature in their service can impart balance and order on the material plane in further service of Primus.
Expanded Spell List
Your pact allows you to learn from an expanded list of spells when you learn a warlock spell. The following spells are added to the warlock spell list for you
Beginning at 1st level when you choose this pact, you can use your reaction to replace any attack roll, saving throw, or ability check you make with a value of 10. You can choose to do so after the roll is made, but before the outcome is determined. You can use this feature a number of times equal to your Charisma modifier, and regain all expended uses when you finish a long rest.
Starting at 10th level, you can empower your connection to forces of balance. By expanding two uses of this feature, you can instead use your reaction to replace any attack roll, saving throw, or ability check made by another creature you can see with a value of 10.
Mechanical Pact
At 6th level, the extraplanar energies of Mechanus have altered your Pact Boon to become more mechanical. You gain one of the following traits, depending on your chosen Pact Boon:
Composite Weapon (Pact of the Blade). Each time you summon your pact weapon, you can choose for it to take two different weapon forms simultaneously. Each time you make a weapon attack using your pact weapon, you choose which form’s properties to use. If your pact weapon is a magic item, any special traits associated with it extend to the second form as well.
Page of Control (Pact of the Tome). You learn two spells of your choice from any spell list that belongs to the Enchantment school of magic, which count as Warlock spells for you but do not count against the number of spells you know. Additionally, any Warlock spell you cast overcomes immunity to the Charmed or Frightened conditions for creatures of the Construct type.
Armored Familiar (Pact of the Chain). When you cast Find Familiar, you can summon the creature with magical armor donned. While wearing this armor, the creature's AC cannot be lower than 16, and any bludgeoning, piercing, and slashing damage it takes from nonmagical attacks is reduced by an amount equal to half your Charisma modifier (rounded up). This armor disintegrates if it is doffed or otherwise removed from the summons.
Talisman of Immunity (Pact of the Talisman). Each time you finish a long rest, choose one Warlock spell of 5th level or lower that you know. Until you finish a long rest, the creature wearing your talisman is immune to the chosen spell’s effect.
Consume Energy
At 10th level, your connection to Mechanus allows you to draw on elemental energy to reinvigorate yourself.When you take acid, cold, fire, lightning, or thunder damage, you can use your reaction to consume some of the energy, reducing the damage you would take by 1d10 + your proficiency bonus + your Charisma modifier.
If the damage you would take is reduced to 0, you can use this feature to regain one expended Warlock spell slot. Additionally, the energy provides enough nourishment to sustain you for one day. Once you do so, you cannot use this feature to regain a spell slot again until you finish a long rest.
Armor of Averages
At 14th level, your will of balance extends to protect you from extreme events. Any critical hit scored against you counts as a normal hit. Additionally, whenever you make a saving throw with disadvantage you can reroll one of the dice once, treating the higher of the two values as the roll for that die.
Yeah unfortunately as I said above, I don't like abilities that play with die rolls like this to represent "law". They feel more metagamey than narratively interesting. But that's just me. I may just not vote on this one to avoid being a bummer.
For Interactive Options: This Foe is Beyond Any of You, I am submitting a guide for modifying an NPC's stat block to turn them into a Herald of some powerful foe.
Heralds
Beings of immense influence and power often inspire the admiration of common creatures. Those who are so overwhelmed by the sheer might of this otherworldly being often become Heralds, acting to spread word of their master near and far. When their master appears on their plane, the herald will do everything within its power to seek them out and attend to their every whim. A herald can act as their master’s greatest supporter, boosting their morale or impeding those who stand against them. A herald, in its admiration, may too unwittingly give its foes crucial information about its master.
Creating a Herald
You can modify the stat block of any creature that is CR 1 or lower to become a herald. When you do, choose another creature to act as the herald’s “master.” This can be any creature a CR higher than that of the herald, and ideally should be one which has either Legendary actions or Mythic actions.
The herald gains the following traits:
Admiring Pilgrim. The herald knows the distance to and direction of its master, even if that creature and the herald are on different planes of existence. If its master dies, the herald knows.
Tales of Ruin. As a bonus action, the herald can impart tales of its master’s might, bolstering its power or demoralizing its enemies. The herald targets one creature within 60 feet that can hear it. If targeting it’s master, that creature can add 1d6 to the next ability check, attack roll, or saving throw it makes before the end of its next turn. If targeting another creature, that target must subtract 1d6 from the next ability check, attack roll, or saving throw it makes before the end of its next turn.
Servant Beyond Death. If the herald would be killed, its master gains one of the following benefits:
Its master regains one use of its Legendary Resistance trait
Its master gains a number of temporary hit points equal to its CR + the CR of the herald (rounded up).
Its master may end one of the following conditions affecting it: blinded, deafened, paralyzed, or poisoned.
You're going somewhere pretty interesting with this idea, and I think you could even go further if you choose. What jumped to mind for me would be a different granted ability based on the monster type of the nemesis monster, or something along those lines. For instance, if the legendary monster is an ooze, maybe the herald gains an ability that makes them able to squeeze more effectively. Etc.
A bit late to the party, but here is my submission for Player Options: Painfully Average.
Otherwordly Patron: The Modron Collective
Instead of drawing upon the power of a singular being of great power, some warlocks are able to make pacts with a large collection of constructed creatures from the plane of Mechanus. These creatures are willing to work together to grant wondrous powers and arcane secrets so that the creature in their service can impart balance and order on the material plane in further service of Primus.
Expanded Spell List
Your pact allows you to learn from an expanded list of spells when you learn a warlock spell. The following spells are added to the warlock spell list for you
Beginning at 1st level when you choose this pact, you can use your reaction to replace any attack roll, saving throw, or ability check you make with a value of 10. You can choose to do so after the roll is made, but before the outcome is determined. You can use this feature a number of times equal to your Charisma modifier, and regain all expended uses when you finish a long rest.
Starting at 10th level, you can empower your connection to forces of balance. By expanding two uses of this feature, you can instead use your reaction to replace any attack roll, saving throw, or ability check made by another creature you can see with a value of 10.
Mechanical Pact
At 6th level, the extraplanar energies of Mechanus have altered your Pact Boon to become more mechanical. You gain one of the following traits, depending on your chosen Pact Boon:
Composite Weapon (Pact of the Blade). Each time you summon your pact weapon, you can choose for it to take two different weapon forms simultaneously. Each time you make a weapon attack using your pact weapon, you choose which form’s properties to use. If your pact weapon is a magic item, any special traits associated with it extend to the second form as well.
Page of Control (Pact of the Tome). You learn two spells of your choice from any spell list that belongs to the Enchantment school of magic, which count as Warlock spells for you but do not count against the number of spells you know. Additionally, any Warlock spell you cast overcomes immunity to the Charmed or Frightened conditions for creatures of the Construct type.
Armored Familiar (Pact of the Chain). When you cast Find Familiar, you can summon the creature with magical armor donned. While wearing this armor, the creature's AC cannot be lower than 16, and any bludgeoning, piercing, and slashing damage it takes from nonmagical attacks is reduced by an amount equal to half your Charisma modifier (rounded up). This armor disintegrates if it is doffed or otherwise removed from the summons.
Talisman of Immunity (Pact of the Talisman). Each time you finish a long rest, choose one Warlock spell of 5th level or lower that you know. Until you finish a long rest, the creature wearing your talisman is immune to the chosen spell’s effect.
Consume Energy
At 10th level, your connection to Mechanus allows you to draw on elemental energy to reinvigorate yourself.When you take acid, cold, fire, lightning, or thunder damage, you can use your reaction to consume some of the energy, reducing the damage you would take by 1d10 + your proficiency bonus + your Charisma modifier.
If the damage you would take is reduced to 0, you can use this feature to regain one expended Warlock spell slot. Additionally, the energy provides enough nourishment to sustain you for one day. Once you do so, you cannot use this feature to regain a spell slot again until you finish a long rest.
Armor of Averages
At 14th level, your will of balance extends to protect you from extreme events. Any critical hit scored against you counts as a normal hit. Additionally, whenever you make a saving throw with disadvantage you can reroll one of the dice once, treating the higher of the two values as the roll for that die.
Yeah unfortunately as I said above, I don't like abilities that play with die rolls like this to represent "law". They feel more metagamey than narratively interesting. But that's just me. I may just not vote on this one to avoid being a bummer.
For Interactive Options: This Foe is Beyond Any of You, I am submitting a guide for modifying an NPC's stat block to turn them into a Herald of some powerful foe.
Heralds
Beings of immense influence and power often inspire the admiration of common creatures. Those who are so overwhelmed by the sheer might of this otherworldly being often become Heralds, acting to spread word of their master near and far. When their master appears on their plane, the herald will do everything within its power to seek them out and attend to their every whim. A herald can act as their master’s greatest supporter, boosting their morale or impeding those who stand against them. A herald, in its admiration, may too unwittingly give its foes crucial information about its master.
Creating a Herald
You can modify the stat block of any creature that is CR 1 or lower to become a herald. When you do, choose another creature to act as the herald’s “master.” This can be any creature a CR higher than that of the herald, and ideally should be one which has either Legendary actions or Mythic actions.
The herald gains the following traits:
Admiring Pilgrim. The herald knows the distance to and direction of its master, even if that creature and the herald are on different planes of existence. If its master dies, the herald knows.
Tales of Ruin. As a bonus action, the herald can impart tales of its master’s might, bolstering its power or demoralizing its enemies. The herald targets one creature within 60 feet that can hear it. If targeting it’s master, that creature can add 1d6 to the next ability check, attack roll, or saving throw it makes before the end of its next turn. If targeting another creature, that target must subtract 1d6 from the next ability check, attack roll, or saving throw it makes before the end of its next turn.
Servant Beyond Death. If the herald would be killed, its master gains one of the following benefits:
Its master regains one use of its Legendary Resistance trait
Its master gains a number of temporary hit points equal to its CR + the CR of the herald (rounded up).
Its master may end one of the following conditions affecting it: blinded, deafened, paralyzed, or poisoned.
You're going somewhere pretty interesting with this idea, and I think you could even go further if you choose. What jumped to mind for me would be a different granted ability based on the monster type of the nemesis monster, or something along those lines. For instance, if the legendary monster is an ooze, maybe the herald gains an ability that makes them able to squeeze more effectively. Etc.
Thanks for the feedback. Firstly, I definitely get the desire not to replace a roll with a flat value in a game about rolling dice. When I designed Law of Averages, I tried playing with mechanics that involved rolling multiple dice and taking the middle value (like a twisted version of advantage), but that never quite felt right to me. So instead I opted for using a mixture of Portent from the Divination wizard and Bardic Inspiration. Also, I am pretty sure that my original inspiration for this came from a similarly-named ability in either the MM or DMG regarding Mechanus, but I cant remember exactly where that is to cite it.
Secondly, I had a similar idea to what you suggested for the Heralds, although to keep things brief and not feeling like it is stretching too far into "monster" territory, I think that sort of customization specific to the monster may be best left as DM fiat. I may add a line of text as a stand-in guidline though
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Three-time Judge of the Competition of the Finest Brews! Come join us in making fun, unique homebrew and voting for your favorite entries!
Re-imagining unpopular subclasses as part of FIFY WotC. Let us know what you think of our changes!
Page of Control (Pact of the Tome). You learn two spells of your choice from any spell list that belongs to the Enchantment school of magic, which count as Warlock spells for you but do not count against the number of spells you know. Additionally, any Warlock spell you cast overcomes immunity to the Charmed or Frightened conditions for creatures of the Construct type.
Minor nitpick, but wouldn't it be better to say it ignores immunity, rather then overcomes it. Ignore is common language when talking about damage types, so should it not also be used when ignoring a condition?
Draft concepts, looking for any suggestions or corrections before I submit them!
DM Options: Might of the Meek
Weapon, Patient
Weapon (any), rare (requires attunement)
Whenever you critically miss an attack made in earnest with this magical weapon, it gains a patient point. The minimum roll you need to score a critical hit with this weapon is decreased by the number of patient points on it (to a minimum of 1). Whenever you score a critical hit with this weapon, you remove all patient points from it.
Any thoughts on rarity?
Should it require a miss, or a critical miss?
Does this wording do enough to indicate that players can't 'farm' critical misses?
I was torn on whether you or the weapon should get the points - I like the weapon having them because it could be interesting to obtain such a weapon from Unlucky Joe, who died after rolling five 1s - but at least the weapon now has 5 patient points.
Even if you normally crit on a 18-20, you'd have to roll 17 nat 1s in a row without a single critical hit to reach the hypothetical 'you critical hit with this weapon on a 1 or higher'. If that's still somehow overpowered, perhaps it maxes out at 'you crit with a 10 or higher'
Should a critical hit remove 1 or all patient points?
I'm not sure on the wording, but I thought it could be cool if the DM determines how many patient points are already on the weapon when you find it. If the party is under-prepared, the DM could give them a patient dagger primed to critically hit on a 10 or higher. As written above, it's intended that different players could attune to it, and this doesn't consume any patient points accumulated so far.
A similar mechanic I considered was a weapon that every time you hit, the number you need to score a critical hit goes down by one, and the number you need to critically miss goes up by one - maxing out at a 50/50 to miss on a 1-10 or crit on a 11-20.
Player Options: Painfully Average
Devon’s Do Over
2nd-level conjuration
Casting Time: 1 reaction, which you take when you or a creature within 30 feet of you fails an ability check Range: 30 feet Components: V, S, M (a drop of white paint) Duration: Concentration, up to 1 hour
You call forth a willing but unremarkable spirit to reattempt a task that you or another creature failed. The spirit immediately attempts the failed ability check. It makes the check with an associated ability score of 10 (+0) and no proficiency bonus. The spirit is visible and physically interacts with any creatures or objects required to make the check, but is otherwise incorporeal and shares the space with the creature who failed the initial check. If the check is to determine information, the spirit telepathically imparts anything it learns to you.
The spirit vanishes upon succeeding or failing the check (you know whether it succeeded or failed), or if the spell ends.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the spirit adds +1 to the ability check for each slot level above 2nd.
At Higher Levels...I mean, you could burn a 9th level spell slot to reroll a single ability check with a flat bonus of +7. That is a thing you could do.
Is it worth specifying that you know whether it succeeded or failed? Or should I remove that?
The spirit's name is Devon.
The telepathy is to cover things like Insight checks where you might not want to vocalize what information you glean.
Interactive Options: This Foe is Beyond Any of You
Otherworldly Aspect
Whether deities or demons, some entities are too powerful, too ancient, or too alien to manifest fully in the world. Some are restrained from exercising their full might by pacts eternal. Others choose not to as their very presence casts mortal creatures into disarray. An aspect is a partial embodiment of such a force, often formed to achieve a single goal such as slaying a hated foe or defending hallowed ground.
Upon taking certain actions, creatures within 150ft of the aspect suffer the following instantaneous effects:
Blinding Visage. Any creature that looks directly at the aspect is blinded for 1d4 hours. If the creature relies on a sense other than sight, such as tremorsense or blindsight, that sense is disrupted and limited to a range of 10ft for 1d4 hours.
Thunderous Edict. Any creature that hears the aspect speak is deafened for 1d4 hours. If the creature has no sense of hearing, it nevertheless feels the resonance of the aspect’s presence, experiencing phantom voices in an unknown language for 1d4 hours.
Incomprehensible Tongues. Any creature that speaks to or casts a spell at the aspect loses the ability to speak coherently for 1d4 hours. They speak in meaningless babble, and cannot cast spells with verbal components.
Sublime Form. Any creature that touches the aspect is petrified for 1d4 hours. Any non-magical metal weapon that touches the aspect corrodes and warps, requiring 1d4 hours of work to restore to its original condition. Any wooden weapon that touches the aspect blackens as if burned, or blossoms to new life according to the aspect’s disposition.
This one probably needs the most work. The aspect is intended to personify a moment of divine intervention or a meeting between gods or forces unknowable. It might appear to get the players out of an unwinnable situation, or to disrupt an all-out battle, forcing all creatures to withdraw and regroup. I've included no saves or exceptions because the effects aren't something the aspect can turn on or off - its inherent being is enough to drastically impede mortal creatures near it. A party fleeing to a benevolent temple might hear (and be deafened by) the words "LOOK AWAY," and look up later to find their pursuers blinded, some turned to stone and so on. A party spying on a significant enemy might see them approached by an evil aspect, a clear signal to retreat. Or an aspect could appear to drive friend and foe alike from somewhere sacred they have lingered too long.
I haven't included any stats for the aspect, if it even needs any - I was thinking immune to all damage and conditions, immutable and unbanishable. What should the range of its affects be? Appearance-wise, it would entirely depend what the aspect represents - a deity, a demon prince, an ancient horror. It could also leave a mark on the world - a tree blooming where it stood, or a scar in the earth. The aspect isn't something the party can fight, but a signal that forces beyond them are at work. Possibly a warning that the party got themselves in so deep, their deity had to get involved to get them out.
For Weapon, Patient. I'd either make it uncommon requiring attunement or rare and not require attunement. As is it is on average increasing your critical hit range by a little bit more than 1, 50% of the time.
I don't understand why Devon's Do Over requires concentration and has a duration? It also just seems like a worse version of Enhance Ability.
Other Worldly Aspect is neat, but I'd increase the range to 300 ft, that's the typical range for thunder spells to be heard which seems an appropriate benchmark. Alternatively, if it is intended for the PCs to be able to overcome it, perhaps reduce the range to 60ft which is the typical hearing range (see Bardic inspiration and V-only spells). You could also add things like "a creature can understand the aspect even if it cannot understand any languages". But mostly I think it is lacking rules for what it can actually do actively rather than just existing - e.g. can it move and touch creatures in order to petrify them? can it interact with the physical world - move mountains, change the course of rivers, flatten forests? And what are it's limitations? Can a diety manifest it whenever they like for as long as they like, or does it have a time limit and the diety can only manifest again after some interval?
Harmonizing energy radiates from you in an aura with a 10-foot radius. Until the spell ends, the aura moves with you, centered on you. All creatures have any damage resistances, immunities or vulnerabilities suppressed while they are within the aura. Advantage or disadvantage on an attack roll or saving throw made by a creature within the aura is ignored if its source is a spell or magical effect. Conditions on creatures within the aura are also suppressed if their source is a spell or magical effect.
Available For: PALADIN
OK, I *finally* got a chance to tinker with this. I've simplified the language but also expanded the effect, so that the aura could be used, for instance, to get a party member out of something like hold person, at least temporarily
Thoughts?
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Active characters:
Askatu, hyperfocused vedalken freedom fighter in Wildspace (Zealot barb/Swashbuckler rogue/Battle Master fighter) Green Hill Sunrise, jaded tabaxi mercenary trapped in the Dark Domains (Battle Master fighter) Xhekhetiel, halfling survivor of a Betrayer Gods cult (Runechild sorcerer/fighter)
Interactive Options: This Foe is Beyond Any of You
Haeccetic Bond
When entities of extraordinary power and incomprehensible nature reach into the Material Plane and come into contact with a lesser creature, on occasion they leave behind an infinitesimal fragment of themselves, like a stain or scar upon the soul of the unfortunate witness to the incursion. When that happens, assuming the lesser creature survives the encounter, what scholars refer to as a haeccetic bond is created. Some research has even pointed to a haeccetic bond as being the essential core of some pacts that are formed between a warlock and their patron.
Creatures on one end of a haeccetic bond will occasionally catch glimpses of the thoughts, emotions and experiences of the other. For the lesser creature, these glimpses can take the form of vivid, maddening dreams or waking nightmares, but they can also provide vital clues as to the intentions of the other entity. For the extra-planar being, such glimpses can cut right to the heart of mortal plans to thwart their aims... assuming the entity can make sense of the tiny, scattered thoughts of such an insignificant being.
As a tool for DMs, a haeccetic bond between a character and a BBEG can be useful for giving the party information they might not otherwise have access to, and pointing them toward weapons or allies that will prove useful in the final battle. It also provides a way for the party to have some agency in acquiring that information, albeit at some risk.
Should a character with a haeccetic bond wish to access it deliberately, rather than waiting for random flashes, the DM may use the following rules for such an attempt:
When the character opens their mind to the bond, they must make a Charisma saving throw with a DC equal to the spell save DC of the entity on the other end. If they fail the save, they take 4d10 psychic damage, and the fragments of information they gain will be confused and enigmatic, although they may still be useful if they can be deciphered correctly. The other entity also becomes aware of the attempt, and peers back at the character across the bond. The character must make a Wisdom save with the same DC, and if they fail, the entity may probe the deeper recesses of their mind and memories as per a detect thoughts spell.
If the character succeeds on the initial Charisma save, the psychic damage they take is halved, and the visions they get are more coherent and focused. The other entity is also unaware of the character's use of the haeccetic bond, and doesn't attempt to scan the character's mind.
If a character attempts to use the bond again before taking a long rest, the DC of both saves increases by 5 for each subsequent attempt.
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Active characters:
Askatu, hyperfocused vedalken freedom fighter in Wildspace (Zealot barb/Swashbuckler rogue/Battle Master fighter) Green Hill Sunrise, jaded tabaxi mercenary trapped in the Dark Domains (Battle Master fighter) Xhekhetiel, halfling survivor of a Betrayer Gods cult (Runechild sorcerer/fighter)
Your will to be at least okay at everything is so strong that you have gained the ability to alter fate to make yourself as average as possible.
Increase your Charisma score by one, up to a maximum of 15.
When you fail an ability check, saving throw, or attack roll, you may use your reaction to replace your roll with a 10. When you use this ability, you take 1d12 psychic damage, which is not affected by resistance or immunity. If you use this ability a second time and onwards before taking a long rest, you take an extra d12 of damage for each time you used this ability since your last long rest.
Improved Pack Tactics: When the swarmerfly is within 10 feet of another swarmerfly, it gains a +1 bonus to AC, attack rolls, damage rolls, and saving throws. In addition, it gains the traits described below:
Evasion: The swarmerfly takes half damage from effects that require a Dexterity saving throw on a failed save, or no damage on a successful save.
Miraculous Regeneration(1/rest): The swarmerfly regains 5 hit points when it is reduced to 0 hit points.
Multistrike: When a swarmerfly within 10 feet of the swarmerfly makes an opportunity attack, the swarmerfly may also make an attack against a target within its reach.
Page of Control (Pact of the Tome). You learn two spells of your choice from any spell list that belongs to the Enchantment school of magic, which count as Warlock spells for you but do not count against the number of spells you know. Additionally, any Warlock spell you cast overcomes immunity to the Charmed or Frightened conditions for creatures of the Construct type.
Minor nitpick, but wouldn't it be better to say it ignores immunity, rather then overcomes it. Ignore is common language when talking about damage types, so should it not also be used when ignoring a condition?
Perhaps. I based some of the language off of Monk's "Ki Empowered Strike" feature which uses the term "overcoming" when referring to resistances and immunity.
Page of Control (Pact of the Tome). You learn two spells of your choice from any spell list that belongs to the Enchantment school of magic, which count as Warlock spells for you but do not count against the number of spells you know. Additionally, any Warlock spell you cast overcomes immunity to the Charmed or Frightened conditions for creatures of the Construct type.
Minor nitpick, but wouldn't it be better to say it ignores immunity, rather then overcomes it. Ignore is common language when talking about damage types, so should it not also be used when ignoring a condition?
Perhaps. I based some of the language off of Monk's "Ki Empowered Strike" feature which uses the term "overcoming" when referring to resistances and immunity.
Oh I was unaware of that language in the monk lmao
Here’s my submission to the player option, Equalize (spell). Feedback appreciated!
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
Player Options: Painfully Average
Paladin Subclass
-Oath of Peace
-Tenets of Peace
-Paladins of Peace go to rest at the end of each night with these tenets in their minds.
-Peace be with You: Find joy in helping others avoid conflicts. While others may resort to pointless violence to resolve conflict, aim for compromise that helps both sides.
-Protect the Peace: Should conflict arise from outside influence, move swiftly to bring it to an end as quickly as possible. Whichever way is best, through victory or surrender. Needless fighting is the enemy of Peace.
-Keep the Peace: It is not just outer conflict that threatens Peace. Help ensure those within do not start pointless rebellions. Whether that be making their voices heard, or keeping them in line.
-Rest in Peace: A being's final moments should be about the live they have lived. Through your acts, do what is possible to ensure a beings final moments are as quick and painless as possible. Do not drag out a being suffering needlessly.
-Oath Spells
-Paladin Level -Spells
-3rd -Sanctuary, Animal Friendship
-5th -Calm Emotions, Silence
-9th -Counterspell, Slow
-13th -Otiluke's Resilient Sphere, Death Ward
-17th -Wall of Force, Teleportation Circle
-Channel Divinity
When you take this oath at 3rd level, you gain the following two Channel Divinity options.
-Cease Fire: You can use your Channel Divinity to silently pray to your god to end nearby bloodshed for a short time. All creatures within 30ft gain the effects of Sanctuary for 1 round. The effect goes away at the end of their turn. (Sanctuary gets removed from the Paladin at the end of their next turn)
Casting Time: 1 bonus action, Channel Divinity
Range: 30 feet
Components: S
Duration: 1 round
-Settle Down: You can use your Channel Divinity to call forth and calm your surroundings. All creatures within 120ft radius around you must make a Charisma Saving Throw; a creature can choose to fail this saving throw if it wishes. If a creature fails its saving throw, it gain the effects of Calm Emotions for 1 minute (10 turns). Suppressing strong emotions as well as any effect causing the targets to be frightened or charmed.
Casting Time: 1 action, Channel Divinity
Range: 120 feet
Components: V
Duration: Up to 1 minute
-Steadfast Aura
-At 7th level, your faith wraps you and your allies with its protection. You and friendly creatures within 10 feet of you have resistance to ranged attacks.
-Martyr Forever
-Starting at 15th level, when you reach 0 hit points, instantly stabilize and grant all allies within 30ft inspiration and the ability to make an attack using their reaction. This effect can only be used once per Long Rest.
-Savior of the Broken (Capstone)
-At 20th level, create 4 ethereal copies of yourself within 45ft. They cannot travel further than 90ft from you. They share your looks and armor but are only equipped with tower shields.
-For 1 minute (10 turns), They have only movement abilities and the Protection Fighting Style reaction, but have the following effects on their surroundings.
-They copy the Paladins stats, movement, and movement abilities but are limited to 40 hp. (They do not gain the bonus AC from other Ethereal Copies)
-Cannot fall unconscious instead immediately die and disappear.
-They grant the Paladin 1 AC per Ethereal alive.
-Allies within 10ft of the Ethereal Copies gain the effects of the Paladins Auras.
-Once per turn, while an Ethereal is alive, the Paladin can use their reaction to cast Shield on themselves or allies (Ethereal Copies cannot be shielded) within 45ft of the Paladin without using a spell slot.
I foresee this subclass as being a great roleplaying class, but also a fantastic class for NPCs. Often times I feel DMs are afraid to have NPCs help the players. Because they don't want to lessen the glory of a tough fight.
Especially with how C3E98 ended.
With how the DM's/Matt's NPC was the person who ended up dealing the final blow.
But with this subclass having such a defense focus it means the DM can feel free to use it to its fullest to support the Players. On the flip side I can see this subclass being able to masterfully control the flow of the fight in a Players hands. Being able to grant an entire turn of breathing room to set up on an enemy as well as removing the threat of mass fears or charms. (Means that your DM can also actually start using Fears and Charms. Just sayin.)
I also think this subclass would be a great help alongside other martial classes, being able to draw out the fights longer with more defensive tools. Allowing those martial classes whose biggest advantage is not having a consumable resource to fight with, more time to gain their value. The longer the fight goes on the more value a martial class has over most spellcasters. (Legal Disclaimer: Usually)
A bit late to the party, but here is my submission for Player Options: Painfully Average.
Otherwordly Patron: The Modron Collective
Instead of drawing upon the power of a singular being of great power, some warlocks are able to make pacts with a large collection of constructed creatures from the plane of Mechanus. These creatures are willing to work together to grant wondrous powers and arcane secrets so that the creature in their service can impart balance and order on the material plane in further service of Primus.
Expanded Spell List
Your pact allows you to learn from an expanded list of spells when you learn a warlock spell. The following spells are added to the warlock spell list for you
Modron Collective Expanded Spells
Spell Level
Spells
1st
Bane, Bless
2nd
Arcane Lock, Knock
3rd
Bestow Curse, Remove Curse
4th
Compulsion, Confusion
5th
Creation, Destructive Wave
Law of Averages
Beginning at 1st level when you choose this pact, you can use your reaction to replace any attack roll, saving throw, or ability check you make with a value of 10. You can choose to do so after the roll is made, but before the outcome is determined. You can use this feature a number of times equal to your Charisma modifier, and regain all expended uses when you finish a long rest.
Starting at 10th level, you can empower your connection to forces of balance. By expanding two uses of this feature, you can instead use your reaction to replace any attack roll, saving throw, or ability check made by another creature you can see with a value of 10.
Mechanical Pact
At 6th level, the extraplanar energies of Mechanus have altered your Pact Boon to become more mechanical. You gain one of the following traits, depending on your chosen Pact Boon:
Composite Weapon (Pact of the Blade). Each time you summon your pact weapon, you can choose for it to take two different weapon forms simultaneously. Each time you make a weapon attack using your pact weapon, you choose which form’s properties to use. If your pact weapon is a magic item, any special traits associated with it extend to the second form as well.
Page of Control (Pact of the Tome). You learn two spells of your choice from any spell list that belongs to the Enchantment school of magic, which count as Warlock spells for you but do not count against the number of spells you know. Additionally, any Warlock spell you cast overcomes immunity to the Charmed or Frightened conditions for creatures of the Construct type.
Armored Familiar (Pact of the Chain). When you cast Find Familiar, you can summon the creature with magical armor donned. While wearing this armor, the creature's AC cannot be lower than 16, and any bludgeoning, piercing, and slashing damage it takes from nonmagical attacks is reduced by an amount equal to half your Charisma modifier (rounded up). This armor disintegrates if it is doffed or otherwise removed from the summons.
Talisman of Immunity (Pact of the Talisman). Each time you finish a long rest, choose one Warlock spell of 5th level or lower that you know. Until you finish a long rest, the creature wearing your talisman is immune to the chosen spell’s effect. This effect also ends early if you die.
Consume Energy
At 10th level, your connection to Mechanus allows you to draw on elemental energy to reinvigorate yourself. When you take acid, cold, fire, lightning, or thunder damage, you can use your reaction to consume some of the energy, reducing the damage you would take by 1d10 + your proficiency bonus + your Charisma modifier.
If the damage you would take is reduced to 0, you can use this feature to regain one expended Warlock spell slot. Additionally, the energy provides enough nourishment to sustain you for one day. Once you do so, you cannot use this feature to regain a spell slot again until you finish a long rest.
Armor of Averages
At 14th level, your will of balance extends to protect you from extreme events. Any critical hit scored against you counts as a normal hit. Additionally, whenever you make a saving throw with disadvantage you can reroll one of the dice once, treating the higher of the two values as the roll for that die.
Three-time Judge of the Competition of the Finest Brews! Come join us in making fun, unique homebrew and voting for your favorite entries!
Re-imagining unpopular subclasses as part of FIFY WotC. Let us know what you think of our changes!
For Interactive Options: This Foe is Beyond Any of You, I am submitting a guide for modifying an NPC's stat block to turn them into a Herald of some powerful foe.
Heralds
Beings of immense influence and power often inspire the admiration of common creatures. Those who are so overwhelmed by the sheer might of this otherworldly being often become Heralds, acting to spread word of their master near and far. When their master appears on their plane, the herald will do everything within its power to seek them out and attend to their every whim. A herald can act as their master’s greatest supporter, boosting their morale or impeding those who stand against them. A herald, in its admiration, may too unwittingly give its foes crucial information about its master.
Creating a Herald
You can modify the stat block of any creature that is CR 1 or lower to become a herald. When you do, choose another creature to act as the herald’s “master.” This can be any creature a CR higher than that of the herald, and ideally should be one which has either Legendary actions or Mythic actions.
The herald gains the following traits:
Admiring Pilgrim. The herald knows the distance to and direction of its master, even if that creature and the herald are on different planes of existence. If its master dies, the herald knows.
Tales of Ruin. As a bonus action, the herald can impart tales of its master’s might, bolstering its power or demoralizing its enemies. The herald targets one creature within 60 feet that can hear it. If targeting it’s master, that creature can add 1d6 to the next ability check, attack roll, or saving throw it makes before the end of its next turn. If targeting another creature, that target must subtract 1d6 from the next ability check, attack roll, or saving throw it makes before the end of its next turn.
Servant Beyond Death. If the herald would be killed, its master gains one of the following benefits provided it is within 60 feet of the herald:
Depending on the type of monster acting as the herald's master, at your discretion the herald might also gain one of the traits of that monster. This could be a damage resistance, a special sense, or some other passive ability.
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Here’s my submission to the Interactive Category. I would love feedback, so please don’t be shy!
The Delphic Archive
During the course of their adventures, the party comes across a deadly threat, which seems impervious or at least too durable against their methods of attack. It seems like all hope is lost, or that perhaps the DM is playing a cruel joke, but then the party hears tell of a mysterious library hidden in the wilderness, one that may have the key to defeating their foe…
Description
The Delphic Archive is a monolithic granite building that towers from within a wetland, its square architecture measuring 300 feet high and 100 feet wide on a side. It has one entrance, a set of 20-foot tall double doors set 10 feet above the ground, led up to by stairs. Despite being in the wilderness, the building seems only gently weathered, and every part of the architecture is mostly intact. On the doors, an inscription in bronze remains, which is written in Celestial: “The Stars Guide You, Noble Slayers.”
The doors are unlocked and, while heavy, can be pushed open by any player character. Once the party enters, read the following:
After 4 hours of being open, the doors close automatically. The Delphic archive’s floors are each 20 feet tall, but the flights of stairs leading downwards seem to go on longer than normal — in fact, they don’t seem to end at all.
The Search
The party is free to peruse as they wish. As they do, they may notice that each book and scroll is labeled for and denotes the downfall of a different foe. A few, perhaps, recognizable, but mostly unknown. Characters can invest time to search the archive for a specific creature, and make an Intelligence (Investigation) check at the end of their search. The base DC for this check is 35, reduced by 1 for each hour spent searching (characters not committing to an independent search can Help others). All in all, it’s close to impossible for the average character to succeed and find the name they desire, but hope is not lost.
While resting or searching, the party may notice with a passive or active Wisdom (Perception) that only some of the stars on the constellation pattern of the ceiling are reflective, and seem to lead in a certain direction. These stars lead each searching character to the room of the name they search for, at which point all stars on the ceiling become reflective, indicating arrival. While searching in such a room, the base DC for the check is reduced to 20.
A given book or scroll contains specific but brief information about the named creature’s defeat, whether that be by death or some other neutralization. For example, the famed Archfiend of Ifkar’s scroll reads: “The fiend shall be defeated by invoking its true name, Dramoltar, lowering its vitality vastly that it may be slain.” The record cannot be removed from the library, teleporting to a random shelf if it is ever removed from the premises. It can, however, be destroyed by ordinary means. A destroyed record is replicated and replaced within 1d100 years.
The Delphic Author
During the party’s search, they may come upon a room containing a withered corpse seemingly distinct from the rest of the corpses in the library — it’s wrapped in bandages, and sits on a stone stool. Before the corpse is a writing desk of marble, along with an unfinished record and a charcoal rod presumably used for writing. The corpse cannot be harmed or moved, and nor can the desk or chair. If Speak With Dead is cast upon the corpse, it ignores the usual rules of the spell, speaking a prophecy of terrible things to come before slumping over once more, ending the spell.
This corpse is the Delphic Author, creator of all records in the library. Once a powerful diviner for an invincible evil overlord, it was cursed to prophesy only of the defeat of evil for all eternity. However, the Delphic Author can only go about its work when nothing can see, hear, or feel it.
Encounters
The party are not the only residents of the library. Roll 1d20 for each hour spent moving through the library. On a 1, they encounter something. Every 24 hours, the range required for an encounter increases by 1 (to 1-2, 1-3, etc.). Roll on the table below to determine the encounter.
Encounter Table
d20
Encounter
1-2
A colony of Ochre Jelly digesting the most recent adventuring party
3
A Wight that has taken up residence here with its Zombie lackeys
4
A stack of books left in the middle of the room labeled with a player character’s last name (or a name barely different from said name)
5
A colony of myconids undergoing hibernation
6
A Demilich bound to this chamber by paranoia
7
An abandoned retinue of Shield Guardians guarding a chamber
8
A room filled from wall to wall with an incredibly long scroll
9
A Revenant looking for the bane of its nemesis
10–11
A floor that collapses if more than 20 pounds rest on it, causing all in the room to fall to the lower floor
12
A dead body with a +1 item
13
A recently-doused campfire
14
A room furnished entirely with Mimics and Giant Mimics
15
A makeshift altar to a deity of knowledge with a statuette worth 50 gp
16
An Arcanaloth looking to purloin knowlege
17
A bookshelf that falls over, forcing creatures near it to make a DC 15 Dexterity saving throw or take 2d10 bludgeoning damage
18-19
An orrery that shows the location of the library in the world, as well as 2d4 clean beds
20
Another adventuring party
Defenses
The Delphic Archive’s structure is immune to all types of damage, and if it would have taken more than 30 damage three rounds in a row, it sinks below the earth, rising again in a different secluded wetland 1d10 days later.
Creatures with Legendary Actions, Legendary Resistances, or Epic Boons are unable to come within 1,000 feet of the library, experiencing unimaginable discomfort and compulsion if they try.
At the top of the archive is a circular sigil that prevents any from teleporting into the interior and from scrying on the building or any of its contents.
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My homebrew stuff:
Spells, Monsters, Magic Items, Feats, Subclasses.
I am an Archfey, but nobody seems to notice.
Extended Signature
Draft concept for Player Options: Painfully Average. 2nd-level seems appropriately expensive for a straight reroll that also costs your reaction. Too high? Too low? If the reroll also fails, you can't cast it again - unless you're a multiclass monk who can buy another reaction, or you have party members who also have prepared spells and slots to burn. If someone fails their Acrobatics leap across a chasm, you can use your reaction to have the Do Over spirit (attempt to) boost them on their way. If you bomb a Persuasion check, the spirit can give you an earnest but bland vote of confidence. Is the wording 'possesses no ability modifiers' sufficient, or should it specify a 10 in every ability score? Should I add anything to account for tool proficiencies - either that it can still attempt the check as a flat roll, or that it can't attempt anything that requires specialized tools?
MilestoGo_24: I like the library. I feel like you could add to the eeriness with a floor or two of empty guest quarters - plain, but archaic in style. An open invitation to spend as long as you like in the library. Possibly too long.
Currently homebrewing the Mistveil Rogue, an elusive infiltrator that can vanish into thin air.
We're officially in the final week of submissions
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Am snek.
Thank you for the feedback! As for your spell, I like the image. “Ah, dang, I can’t kick this window in. Dave, your turn!” You should, however, specify that this is for ability checks, rather than just any task. Specifying a 10 in every ability score might be best. Personally, I think that if the tools are present, the spirit should be able to attempt the check with the tools, but still won’t add anything to the check.
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 don't hate the sentiment, but this is very weak for a class. It does remind me a bit of the "Survivor" builds from VRGtR. Maybe you could rework to riff off of those?
I'm a bit hesitant for two reasons, both subjective. First, I personally don't like spells that interact more with the metagame than the game, which includes abilities that play with the values of a die roll. I'm just missing what's happening in the narrative. I don't buy that effects related to law are necessarily "average". Second, I wouldn't take this spell because it's a bit of a double-edged sword, and players tend to avoid spells that don't provide some unambiguous benefit. I could see this working to neutralize the "Pack Tactics" of a group of enemies, but otherwise I could also see it pissing off the resident rogue (seeking advantage) or barbarian (using reckless strike). But like I said, subjective.
I have a standard for what I like to see in a subclass, and this one isn't quite hitting it. The standard is two-fold: that the first abilities granted to the subclass at 3rd level change the play style of the core class (think Swashbuckler rogue), and that at least one of the later subclass abilities build on either the core class features or the features granted earlier by the subclass. I think you may want to keep those in mind if you revise. Second piece of advice: rework the channel divinities. Sanctuary and calm emotions arre already spells granted by the subclass, so the CDs feel duplicative.
Yeah unfortunately as I said above, I don't like abilities that play with die rolls like this to represent "law". They feel more metagamey than narratively interesting. But that's just me. I may just not vote on this one to avoid being a bummer.
You're going somewhere pretty interesting with this idea, and I think you could even go further if you choose. What jumped to mind for me would be a different granted ability based on the monster type of the nemesis monster, or something along those lines. For instance, if the legendary monster is an ooze, maybe the herald gains an ability that makes them able to squeeze more effectively. Etc.
Thanks for the feedback. Firstly, I definitely get the desire not to replace a roll with a flat value in a game about rolling dice. When I designed Law of Averages, I tried playing with mechanics that involved rolling multiple dice and taking the middle value (like a twisted version of advantage), but that never quite felt right to me. So instead I opted for using a mixture of Portent from the Divination wizard and Bardic Inspiration. Also, I am pretty sure that my original inspiration for this came from a similarly-named ability in either the MM or DMG regarding Mechanus, but I cant remember exactly where that is to cite it.
Secondly, I had a similar idea to what you suggested for the Heralds, although to keep things brief and not feeling like it is stretching too far into "monster" territory, I think that sort of customization specific to the monster may be best left as DM fiat. I may add a line of text as a stand-in guidline though
Three-time Judge of the Competition of the Finest Brews! Come join us in making fun, unique homebrew and voting for your favorite entries!
Re-imagining unpopular subclasses as part of FIFY WotC. Let us know what you think of our changes!
Minor nitpick, but wouldn't it be better to say it ignores immunity, rather then overcomes it. Ignore is common language when talking about damage types, so should it not also be used when ignoring a condition?
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Am snek.
Draft concepts, looking for any suggestions or corrections before I submit them!
DM Options: Might of the Meek
I'm not sure on the wording, but I thought it could be cool if the DM determines how many patient points are already on the weapon when you find it. If the party is under-prepared, the DM could give them a patient dagger primed to critically hit on a 10 or higher. As written above, it's intended that different players could attune to it, and this doesn't consume any patient points accumulated so far.
A similar mechanic I considered was a weapon that every time you hit, the number you need to score a critical hit goes down by one, and the number you need to critically miss goes up by one - maxing out at a 50/50 to miss on a 1-10 or crit on a 11-20.
Player Options: Painfully Average
Interactive Options: This Foe is Beyond Any of You
This one probably needs the most work. The aspect is intended to personify a moment of divine intervention or a meeting between gods or forces unknowable. It might appear to get the players out of an unwinnable situation, or to disrupt an all-out battle, forcing all creatures to withdraw and regroup. I've included no saves or exceptions because the effects aren't something the aspect can turn on or off - its inherent being is enough to drastically impede mortal creatures near it. A party fleeing to a benevolent temple might hear (and be deafened by) the words "LOOK AWAY," and look up later to find their pursuers blinded, some turned to stone and so on. A party spying on a significant enemy might see them approached by an evil aspect, a clear signal to retreat. Or an aspect could appear to drive friend and foe alike from somewhere sacred they have lingered too long.
I haven't included any stats for the aspect, if it even needs any - I was thinking immune to all damage and conditions, immutable and unbanishable. What should the range of its affects be? Appearance-wise, it would entirely depend what the aspect represents - a deity, a demon prince, an ancient horror. It could also leave a mark on the world - a tree blooming where it stood, or a scar in the earth. The aspect isn't something the party can fight, but a signal that forces beyond them are at work. Possibly a warning that the party got themselves in so deep, their deity had to get involved to get them out.
Currently homebrewing the Mistveil Rogue, an elusive infiltrator that can vanish into thin air.
For Weapon, Patient. I'd either make it uncommon requiring attunement or rare and not require attunement. As is it is on average increasing your critical hit range by a little bit more than 1, 50% of the time.
I don't understand why Devon's Do Over requires concentration and has a duration? It also just seems like a worse version of Enhance Ability.
Other Worldly Aspect is neat, but I'd increase the range to 300 ft, that's the typical range for thunder spells to be heard which seems an appropriate benchmark. Alternatively, if it is intended for the PCs to be able to overcome it, perhaps reduce the range to 60ft which is the typical hearing range (see Bardic inspiration and V-only spells). You could also add things like "a creature can understand the aspect even if it cannot understand any languages". But mostly I think it is lacking rules for what it can actually do actively rather than just existing - e.g. can it move and touch creatures in order to petrify them? can it interact with the physical world - move mountains, change the course of rivers, flatten forests? And what are it's limitations? Can a diety manifest it whenever they like for as long as they like, or does it have a time limit and the diety can only manifest again after some interval?
OK, I *finally* got a chance to tinker with this. I've simplified the language but also expanded the effect, so that the aura could be used, for instance, to get a party member out of something like hold person, at least temporarily
Thoughts?
Active characters:
Askatu, hyperfocused vedalken freedom fighter in Wildspace (Zealot barb/Swashbuckler rogue/Battle Master fighter)
Green Hill Sunrise, jaded tabaxi mercenary trapped in the Dark Domains (Battle Master fighter)
Xhekhetiel, halfling survivor of a Betrayer Gods cult (Runechild sorcerer/fighter)
Interactive Options: This Foe is Beyond Any of You
Haeccetic Bond
When entities of extraordinary power and incomprehensible nature reach into the Material Plane and come into contact with a lesser creature, on occasion they leave behind an infinitesimal fragment of themselves, like a stain or scar upon the soul of the unfortunate witness to the incursion. When that happens, assuming the lesser creature survives the encounter, what scholars refer to as a haeccetic bond is created. Some research has even pointed to a haeccetic bond as being the essential core of some pacts that are formed between a warlock and their patron.
Creatures on one end of a haeccetic bond will occasionally catch glimpses of the thoughts, emotions and experiences of the other. For the lesser creature, these glimpses can take the form of vivid, maddening dreams or waking nightmares, but they can also provide vital clues as to the intentions of the other entity. For the extra-planar being, such glimpses can cut right to the heart of mortal plans to thwart their aims... assuming the entity can make sense of the tiny, scattered thoughts of such an insignificant being.
As a tool for DMs, a haeccetic bond between a character and a BBEG can be useful for giving the party information they might not otherwise have access to, and pointing them toward weapons or allies that will prove useful in the final battle. It also provides a way for the party to have some agency in acquiring that information, albeit at some risk.
Should a character with a haeccetic bond wish to access it deliberately, rather than waiting for random flashes, the DM may use the following rules for such an attempt:
When the character opens their mind to the bond, they must make a Charisma saving throw with a DC equal to the spell save DC of the entity on the other end. If they fail the save, they take 4d10 psychic damage, and the fragments of information they gain will be confused and enigmatic, although they may still be useful if they can be deciphered correctly. The other entity also becomes aware of the attempt, and peers back at the character across the bond. The character must make a Wisdom save with the same DC, and if they fail, the entity may probe the deeper recesses of their mind and memories as per a detect thoughts spell.
If the character succeeds on the initial Charisma save, the psychic damage they take is halved, and the visions they get are more coherent and focused. The other entity is also unaware of the character's use of the haeccetic bond, and doesn't attempt to scan the character's mind.
If a character attempts to use the bond again before taking a long rest, the DC of both saves increases by 5 for each subsequent attempt.
Active characters:
Askatu, hyperfocused vedalken freedom fighter in Wildspace (Zealot barb/Swashbuckler rogue/Battle Master fighter)
Green Hill Sunrise, jaded tabaxi mercenary trapped in the Dark Domains (Battle Master fighter)
Xhekhetiel, halfling survivor of a Betrayer Gods cult (Runechild sorcerer/fighter)
Player Options: Painfully Average:
Feat: Literally Painfully Average:
Your will to be at least okay at everything is so strong that you have gained the ability to alter fate to make yourself as average as possible.
Increase your Charisma score by one, up to a maximum of 15.
When you fail an ability check, saving throw, or attack roll, you may use your reaction to replace your roll with a 10. When you use this ability, you take 1d12 psychic damage, which is not affected by resistance or immunity. If you use this ability a second time and onwards before taking a long rest, you take an extra d12 of damage for each time you used this ability since your last long rest.
DM Options: Might of the Meek
Monster: Swarmerfly
Small Beast, Unaligned
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AC: 13
Hit Points: 7(2d6)
Speed: 5 ft., fly 30 ft.
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STR 5(- 3) DEX 16(+ 3) CON 10(+ 0) INT 4(-3) WIS 12(+ 1) CHA 4(-3)
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Skills: Stealth +5
Senses: Passive Perception 11
Languages: -
Challenge: 1/2(100 XP) Proficiency Bonus: +2
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Improved Pack Tactics: When the swarmerfly is within 10 feet of another swarmerfly, it gains a +1 bonus to AC, attack rolls, damage rolls, and saving throws. In addition, it gains the traits described below:
Evasion: The swarmerfly takes half damage from effects that require a Dexterity saving throw on a failed save, or no damage on a successful save.
Miraculous Regeneration(1/rest): The swarmerfly regains 5 hit points when it is reduced to 0 hit points.
Actions:
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Bite. Melee Weapon Attack: + 5 to hit, reach 5 ft., one target. Hit: 5(1d4 + 3) piercing damage and the next attack against the target has advantage.
Reactions:
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Multistrike: When a swarmerfly within 10 feet of the swarmerfly makes an opportunity attack, the swarmerfly may also make an attack against a target within its reach.
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Swarmerflies resemble large flies with spiderlike(do spiders even have mandibles) mandibles. They are often bred by monsters as minions.
While weak individually, they are some of the deadliest creatures ever discovered in groups.
Perhaps. I based some of the language off of Monk's "Ki Empowered Strike" feature which uses the term "overcoming" when referring to resistances and immunity.
Three-time Judge of the Competition of the Finest Brews! Come join us in making fun, unique homebrew and voting for your favorite entries!
Re-imagining unpopular subclasses as part of FIFY WotC. Let us know what you think of our changes!
Oh I was unaware of that language in the monk lmao
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Am snek.