Before you is a being torn between celestial grace and aberrant horror. In the dim light, its form shifts unsettlingly—a once-glorious figure irrevocably twisted by the very knowledge it once sought to protect. Its wings, once pure and shimmering, are tattered, trailing a haze of darkness that distorts reality itself. In one hand, it clutches a twisted lantern—once a beacon of divine light, now warped and alien, its glow sickly and unsettling. Its eyes, filled with ancient knowledge, unravel your thoughts with a gaze that is both profoundly wise and deeply mad. A whisper of countless voices echoes in your mind as you face it, a susurration of secrets best left unknown.
Brilliance (Celestial Form Only). The Archivist sheds Bright Light for 30 feet and Dim Light for an additional 30 feet.
Forms of Dissonance. Within an area of magical silence, the Archivist takes on its true form, and its Type is Celestial. When the Archivist exits an area of magical silence, it shape-shifts into a form of pulsing, shrieking geometric patterns. In this form, its Type is Aberration. Its game statistics, except for its Type, are the same in each form.
Legendary Resistance (3/Day or 4/Day in Lair). If the Archivist fails a Saving Throw, it can choose to succeed instead.
Resonant Movement (Aberration Form Only). The Archivist can move through other creatures and objects as if they were Difficult Terrain, and its movement doesn’t provoke Opportunity Attacks.
Each creature it moves through takes 5 (1d10) Thunder damage; no creature can take this damage more than once per turn. The Archivist takes 5 (1d10) Force damage if it ends its turn inside an object.
Shrieking (Aberration Form Only). The Archivist emits a loud screeching sound that can be heard out to a range of 120 feet.
Actions
Multiattack. The Archivist makes three Distortion Touch attacks. It can replace one of these attacks with a use of Spellcasting.
Distortion Touch.Melee Attack Roll: +6, reach 5 ft. Hit: 19 (3d8+6) damage. The damage type is Radiant if the Archivist is a Celestial or Thunder if the Archivist is an Aberration.
Disrupting Resonance (Aberration Form Only). Constitution Saving Throw: DC 18, each creature in a 30-foot-radius Sphere centered on the archivist. Failure: 33 (4d10) Thunder damage and the target's Concentration is broken. Success: Half damage.
Celestial Lantern (Celestial Form Only).Dexterity Saving Throw: DC 18, each creature in a 60-foot Cone. Failure: 39 (6d12) Radiant damage and the target has the Blinded condition until the end of its next turn. Success: Half damage.
Spellcasting. The Archivist casts one of the following spells, requiring no spell components, using Intelligence as the spellcasting ability (spell save DC 18):
The Archivist can take up to three Reactions per round but only one per turn. If the Archivist is in its lair, it can take an additional Reaction per round.
Alien Mind.Trigger: A creature tries to read the Archivist’s thoughts or deals it Psychic damage. Reponse—Intelligence Saving Throw: DC 18, the triggering creature. Failure: 33 (6d10) Psychic damage and the creature has the Stunned condition until the end of its next turn. Success: Half damage.
Phase Shift.Trigger: The Archivist uses its Legendary Resistance trait. Response: The Archivist casts Silencecentered on itself, or dismisses a previously cast Silence spell.
Warp Reality.Trigger: Another creature the Archivist can see ends its turn. Response—Intelligence Saving Throw: DC 18, the triggering creature. Failure: The Archivist Teleports either itself or the target up to 60 feet into an unoccupied space that it can see.
The Accursed Archive
The Accursed Archive is a vast, labyrinthine library hidden deep within the earth, where the air is thick with the scent of ancient parchment and dust. Endless rows of towering bookshelves stretch into the darkness, filled with tomes bound in strange materials and inscribed with eldritch symbols. The walls pulse with an unnatural, dim light that seems to seep from the very stones, casting eerie shadows that dance and twist as if alive. Whispers echo through the corridors—faint, unintelligible, yet filled with an unsettling malevolence. In the heart of the archive lies the Archivist's sanctum, a circular chamber where reality itself seems unstable, with the very fabric of space warping and shifting around a central pedestal holding a book bound in living flesh. This is where the Archivist conducts its dark research, drawing power from the forbidden knowledge contained within the accursed texts. The oppressive silence of the archive is broken only by the occasional, distant scream or the rustle of unseen pages turning, as the Archivist prowls the shadows, eternally searching for more secrets to corrupt.
DM Notes
The Archivist is meant to be a minor villain fought in its lair, the Accursed Archive. The Archive's stacks are perpetually shrouded in a field of magical silence, as the silence, in which the Archivist takes on its celestial form. In the field of silence, the Archivist communicates using its telepathy. If a character disobeys the rules of the Archive, such as by stealing or defacing a book, the field of silence falls, and the Archivist takes on its aberration form. The archivist is evil, and delights in corrupting mortals, but maintains the facade that it is a celestial librarian.
More or less done with this because I'm sick of working on it. I'd appreciate feedback!
I guess that my notification are not working, because I was not seeing anything from this thread lately. Hopefully I can put something together before the end of the competition, but I may just be voting this time
Rollback Post to RevisionRollBack
Three-time Judge of the Competition of the Finest Brews! Come join us in making fun, unique homebrew and voting for your favorite entries!
The Blade of Reincarnated Servitude is a strange and dark artifact. It combines life-manipulating necromantic power, flesh-warping transmutation power, and the magic of mind-controlling enchantments, only those without many scruples would dare use this immoral weapon on a foe.
The blade itself is made of bone, a long curved thing carved with horrible imagery and symbols that would make most examiners shudder at the perverse nature of them. Though it is made of something somewhat fragile, it is hard as steel, and all attempts to destroy it have been unsuccessful, at least, those who would seek to melt or smash the dark blade.
It's origins are long shrouded in mystery, though many tales speculate the story of its forging. Some say a warlord commissioned the weapon to raise an army, for which the weapon is most effective. Others say it was made from the bones of a particularly vile Lich. Others say it is a blade from hell itself, once used by a servant of some long usurped demon lord. Many other tales exist, but most are simply rumors, whispers spoken in black markets.
Either way, the blade is of a most evil bent, containing multiple powers so foul and revolting that any of good moral nature would feel a pulse of revulsion at simply handling the sword. These are detailed below, but be warned, for the darkness within this item leaves the user worse for wear.
Magic Weapon
The Blade is a magic weapon that grants a +2 bonus to attack and damage rolls made with it. On a hit, the Blade deals an additional 2d8 necrotic, psychic, or acid damage (chosen each time the wielder makes an attack).
Destructive Nature
When the Wielder reduces a creature or object to 0 hit points with this weapon, the creature or object instantly disintegrates into a fine pile of ash, leaving nothing but equipment intact. When the Wielder takes damage of one of the following types, they must make a DC 19 saving throw of the ability corresponding to the type. On a failure, the wielder suffers the correspond effect:
Acid - CON - the Wielder has Disadvantage on all d20 rolls until the end of their next turn as pain wracks their body.
Necrotic - STR - the Wielder's speed is reduced to 0 until the end of their next turn and they fall prone as their strength is sapped.
Psychic - INT - the Wielder automatically fails all d20 rolls that use INT, WIS, or CHA until the end of their next turn
On a success, the Wielder suffers no ill effect.
Cage Soul
When the Wielder reduces a creature to 0 hit points, they can use their reaction to cage the soul. To do so, they must make a CHA check with a DC equal to the CHA score of the creature they just reduced to 0 hit points. If they fail, the Wielder take a number of D6's of force damage equal to the CHA modifier of the creature they just reduced to 0 hit points. However, if they succeed, they manage to cage the soul. The wielder can have only one such soul caged at a time.
While the Wielder has a soul caged, they gain Advantage on all D20 rolls they make. At the end of their next long rest, the soul dissipates, causing the Wielder to lose the benefit of the caged soul. Constructs and Undead reduced to 0 hit points by the wielder cannot be targeted by this ability, as they lack souls.
Reincarnate Soul
While the Wielder has a soul caged, they can perform a special ritual as part of a short rest. When they complete the rest, they must make a CHA check, with an additional bonus added to the check equal to the CHA mod of the creature whose soul the wielder currently has caged. Then, the soul of the creature reincarnates into a new body of the Wielder's choice, with the CR determined by the total of the check.
1 - 5: CR 0 - 1/2
6 - 10: CR 1 - 4
11 - 16: CR 5 - 8
16 - 20: CR 9 - 12
21 - 25: CR 13 - 16
26 - 30: CR 17 - 20
31+ = CR 21 - 24
The soul then dissipates as detailed in the 'Cage Soul' ability of this item.
The creature appears in an unoccupied space within 5 feet of the wielder. It acts on its own initiative, and obeys the verbal commands of the Wielder (no action required). The Wielder can have only one such creature of this nature at a time. Attempts to make a second one result in the first creature immediately disappearing forever as a hole opens up beneath its feet and is dragged into the void. Any creature within 5 feet of the first creature when this happens must make a DC 19 DEX save or also fall in, disappearing forever.
Description: This stone arch is filled with opaque mist that changes colour every 6 seconds cycling through the colours of the rainbow: Red, Orange, Yellow, Green, Blue, Purple. The stones that form the arch are white with a soft chalky texture. The bottom left stone glows red, the bottom right glows blue, the top central stone glows yellow. Casting Detect Magic in proximity of the Arch reveals the glowing stones have an aura of conjuration, while the mist has an aura of transmutation.
Touching the stones: Touching the glowing stones causes the mist to shift to the colour of the touched stone, if two are touched at the same time the mist shifts to the appropriate mixed colour: Red + Yellow = Orange, Yellow + Blue = Green, Blue + Red = Purple. Touching all three coloured stones at the same time causes the mist to turn white and a unicorn to charge out of the mist.
Unicorn (Meridia) : The unicorn is called Meridia, and is furious having been trapped in the arch by a previous adventuring party. She will immediately attack, and will continue to attack until the party passes three DC 13 (Persuasion/Deception) checks to calm her down. Once calmed down, she will be willing to use her abilities to heal the party if they did not lie to her and they request her aid. She will then turn and leave to return to her grove swearing to never trust adventurers again.
Breaking the Arch: The stones of the arch have an AC 10 and 10 hit points and immunity to poison & psychic damage. If any of the glowing stones are destroyed or at least 3 non-glowing stones are destroyed, then the remaining glowing stones fade and the mist disappears revealing a wooden door with an inlaid bronze sign that reads: "Maintenance". After 1 minute or if the party knocks on the door, a gnome in workman's clothes comes out of the door and berates the party for breaking the arch:
"Oi! What did you do? You've broken it ! Do you have any idea how much this arch cost? I have to order in these chalk blocks special, you know! And it's all here just to entertain you adventurers, you could at least show it some respect and not go around breaking it!"
Gnome (Lexington Priante Conningham): The Lex knows all about the dungeon as he performs routine maintenance on it including feeding monsters, repairing traps, and resetting puzzles . However, he will refuse to tell the party anything because it would "ruin the surprise". If the party convince him they want to help him maintain the dungeon with a DC 25 (Persuasion) check, he will tell them about one of the monsters in the dungeon and give them a bucket of meat to feed to it. He will under no circumstances allow the party to enter his rooms beyond the wooden door as there are large sacks of gold & gems in there for restocking the loot in the dungeon. [If the arch is not within a dungeon, he instead will admit to knowing what all the colors of the arch did but refuse to tell the party because they should have experimented with it before breaking it]
Entering the Arch: Different effects occur upon entering the arch depending on what colour the mist currently is according to the below:
Red : the character appears in a 30 ft long tunnel filled with fire and take 2d10 fire damage immediately and at the end of each turn, at the far end of the tunnel is another arch that returns them back through the arch.
Orange : the character vanishes and a single large orange rolls back out of the mist. Peeling the orange reveals the original character now shrunken down to 1 foot tall curled up inside. The character returns to their normal size if they enter the arch again if it is a color other than Orange or when they finish a long rest.
Yellow : the character returns back through the arch 1 minute later with no recollection of what occurred within the arch.
Green : the character instantly returns back through the arch having been Polymorphed into a random CR 0 Beast, the character returns to their normal form if their animal form is reduced to 0 hit points or if targeted by Dispel Magic.
Blue : the character appears on an endless frozen lake in a snow storm. Looking down into the ice reveals an identical duplicate of themselves trapped below the ice screaming for help. If they break the surface of the ice (Athletics DC 16 or deal at least 25 damage to it) they return back through the arch.
Purple : the character instantly returns through the arch, naked except for their magical items. (Their gold and non-magical items are teleported into Lexington's storage cupboard to use to restock the dungeon.)
White : the character appears in a featureless blank white room with an indestructible ticking clock on one wall, and a single door that lasts as long as the mist remains white and vanishes if the arch changes to a different color.
I guess that my notification are not working, because I was not seeing anything from this thread lately. Hopefully I can put something together before the end of the competition, but I may just be voting this time
Yeah, notifications are broken in the entirerty of DnD Beyond. Nobody is getting new notifications since august 25
Fate-Stealers are strange creatures, changed by strange magicks. This strange affinity with the power of fate and destiny allows them to change the fates of others, perverting the natural cycle of destiny wrought by the gods. For this, they try to remain hidden, for if the gods were to find one surely they would strike this abomination down. In addition, they are often exiled from the realms of mortals, for wherever they go they often bring change and dis-fortune to those around them.
Appearance
They appear as a humanoid figure made of roiling smoke, souls roiling beneath the substance. Their bodies are slender and lithe, and despite their appearance they are very much material, their skin is almost soft as silk, it seeming to bend under pressure, as if no bones or organs lie beneath. Still, they are living, breathing creatures. Their faces are always obscured by a painted,
elaborate mask of wood, which shifts and changes in appearance to match the emotions of the Fate-Stealer. These masks often resemble masks from ancient cultures and tribes, and to remove the mask from a Fate-Stealer would cause it instant death.
Their bodies are ageless, though eventually they do expire, after the course of half a dozen centuries. When this does happen, their bodies over the course of a month start to grow less substantial, until eventually they fade into nothingness. When born, the colors of their skin (for they lack hair and visible eyes), are bright and vibrant, generally rich chromatic colors. As they go through life, the colors dull, until a Fate-Stealer on its deathbed is a dull, monotone grey.
Origin
Fate-Stealers are a race of once humanoids who lived on the plane of shadows. They were devout servants of the Raven Queen alongside the Shadar-Kai. While the Shadar-KIai were her assassins and enforcers, channeling the power of shadows, the Fate-Stealers were the keepers of her archive of memories within her palace, silent stewards of the knowledge of countless dead and forgotten. They became scholars of the planes, learning much about the workings of life and what comes after it.
But, their peaceful existence was foiled when the Nagpa, a cabal of wizards who betrayed the Raven Queen then were cursed by her, seeked to corrupt the Fate-Stealers and steal their vast knowledge. They managed to succeed, and in a terrible event lost to time, the Fate-Stealers were scattered across the universe, their dangerous gift of altering fate running rampant upon the unprepared masses. For this, they were hunted nearly to extinction, as if some sort of crop-ruining pest.
Fate-Stealer Names
The Fate-Stealers do not have a naming structure. Rather, they go without names until the time in which they are considered an adult. Unlike other species, for Fate-Stealers, adulthood does not come with age. Rather, a Fate-Stealer becomes an adult when their mysterious powers cause the death of another. Though this may seem a murderous tendency, this is actually quite the opposite. For most Fate-Stealers have accepted their plight, and choose to make the best of this situation. So when the death of another does first occur, the Fate-Stealer must make a vow. They vow to honor the legacy by this person whose fate has been cut short by taking this persons name and peering into the person's future, trying to fulfill that person's destiny. Due to this process, a particularly isolated Fate-Stealer could technically die before ever becoming an 'adult', though such an thing is unlikely.
Creating your Character
At 1st level, you choose whether your character is a member of the human race or of a fantastical race. If you select a fantastical race, follow these additional rules during character creation.
Ability Score Increases
When determining your character’s ability scores, increase one score by 2 and increase a different score by 1, or increase three different scores by 1. Follow this rule regardless of the method you use to determine the scores, such as rolling or point buy. The “Quick Build” section for your character’s class offers suggestions on which scores to increase. You can follow those suggestions or ignore them, but you can’t raise any of your scores above 20.
Languages
Your character can speak, read, and write Common and one other language that you and your DM agree is appropriate for the character. The Player’s Handbook offers a list of languages to choose from. The DM is free to modify that list for a campaign.
Creature Type
Every creature in D&D, including each player character, has a special tag in the rules that identifies the type of creature they are. Most player characters are of the Humanoid type. A race tells you what your character’s creature type is.
Here’s a list of the game’s creature types in alphabetical order: Aberration, Beast, Celestial, Construct, Dragon, Elemental, Fey, Fiend, Giant, Humanoid, Monstrosity, Ooze, Plant, Undead. These types don’t have rules themselves, but some rules in the game affect creatures of certain types in different ways. For example, the cure wounds spell doesn’t work on a Construct or an Undead.
Life Span
The typical life span of a player character in the D&D multiverse is about a century, assuming the character doesn’t meet a violent end on an adventure. Members of some races, such as dwarves and elves, can live for centuries. If typical members of a race can live longer than a century, that fact is mentioned in the race’s description.
Height and Weight
Player characters, regardless of race, typically fall into the same ranges of height and weight that humans have in our world. If you’d like to determine your character’s height or weight randomly, consult the Random Height and Weight table in the Player’s Handbook, and choose the row in the table that best represents the build you imagine for your character.
Fate-Stealer Traits
Your Fate-Stealer character has a number of traits inherent to their species.
Creature Type
You are a humanoid.
Size
You are medium or small (choose when you select this species).
Speed
Your walking speed is 30 feet.
Darkvision
You can see in dim light within 60 feet of you as if it were bright light and in darkness as if it were dim light. You discern colors in that darkness only as shades of gray.
ShadowLight Magic
You know the Minor Illusion cantrip. Starting at 3rd level, you can cast the Color Spray spell with this trait. Starting at 5th level, you can also cast the Darkness spell with this trait. When you cast Darkness with this trait, you can see through the darkness as if it was bright light. When you cast Color Spray or Darkness with this trait, they do not require material components. Once you cast Color Spray or Darkness with this trait, you can’t cast that spell with it again until you finish a long rest. You can also cast either of those spells using any spell slots you have of the appropriate level.
Intelligence, Wisdom, or Charisma is your spellcasting ability for these spells when you cast them with this trait (choose when you select this race).
Twist Fate
You can channel the mysterious power that resides within you to take the fate of others and twist it, for better or for worse. When a creature that you can see is about to make a d20 roll, you can activate this ability as a reaction before the roll occurs. When you do so, you can decide to flip the roll. When you flip a roll, you can apply either advantage or disadvantage to it (your choice when using this ability). After the die is rolled and the result is announced by the DM, the rolls result immediately flips, changing from a success to a failure or vice versa.
The creature making the roll can choose to resist when you declare you are flipping the roll but before the creature rolls the die. If the creature so chooses, it can make a contested WIS roll agains your INT, WIS, or CHA roll (your choice each time you make this contested roll). If you succeed, the roll flips as normal. If the creature succeeds, the roll does not flip. If this happens, the DM can choose to gain one Fate Point. At any time, a DM can spend a Fate Point to flip a roll, as described above, and the creature rolling the die cannot resist.
You cannot use Twist Fate on one of the contested roles described above, either your own or the creature's. You can use Twist Fate a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
Please, tell me what you think! Any and all criticism is welcome!
I got my gnomish device figure-out system finished just in time. And before folks say it's needlessly convoluted... well what would you expect from gnomes!
Well, let's hope they put out the voting soon. If I'm not mistaken, there is supposed to be a PM for the winners of last category to discuss this comp, so maybe someone on there can send a message? Just putting ideas out there
You're welcome!
I am also here.
Am snek.
I am currently judging the Competition of the Finest 'Brews XXIV
Only a fortnight to go <3
I am also here.
Am snek.
I am currently judging the Competition of the Finest 'Brews XXIV
More or less done with this because I'm sick of working on it. I'd appreciate feedback!
It only took me 2 weeks (lol) but here's the finished feat: Mournful
Come participate in the Competition of the Finest Brews, Edition XXIV?
My homebrew stuff:
Spells, Monsters, Magic Items, Feats, Subclasses.
I am an Archfey, but nobody seems to notice.
Extended Signature
I guess that my notification are not working, because I was not seeing anything from this thread lately. Hopefully I can put something together before the end of the competition, but I may just be voting this time
Three-time Judge of the Competition of the Finest Brews! Come join us in making fun, unique homebrew and voting for your favorite entries!
Ok, here's my submission for the DM category (It's okay if I don't have submissions for all three, right?)
The Blade of Reincarnated Servitude
Weapon (Any Sword), Legendary (Requires Attunement)
The Blade of Reincarnated Servitude is a strange and dark artifact. It combines life-manipulating necromantic power, flesh-warping transmutation power, and the magic of mind-controlling enchantments, only those without many scruples would dare use this immoral weapon on a foe.
The blade itself is made of bone, a long curved thing carved with horrible imagery and symbols that would make most examiners shudder at the perverse nature of them. Though it is made of something somewhat fragile, it is hard as steel, and all attempts to destroy it have been unsuccessful, at least, those who would seek to melt or smash the dark blade.
It's origins are long shrouded in mystery, though many tales speculate the story of its forging. Some say a warlord commissioned the weapon to raise an army, for which the weapon is most effective. Others say it was made from the bones of a particularly vile Lich. Others say it is a blade from hell itself, once used by a servant of some long usurped demon lord. Many other tales exist, but most are simply rumors, whispers spoken in black markets.
Either way, the blade is of a most evil bent, containing multiple powers so foul and revolting that any of good moral nature would feel a pulse of revulsion at simply handling the sword. These are detailed below, but be warned, for the darkness within this item leaves the user worse for wear.
Magic Weapon
The Blade is a magic weapon that grants a +2 bonus to attack and damage rolls made with it. On a hit, the Blade deals an additional 2d8 necrotic, psychic, or acid damage (chosen each time the wielder makes an attack).
Destructive Nature
When the Wielder reduces a creature or object to 0 hit points with this weapon, the creature or object instantly disintegrates into a fine pile of ash, leaving nothing but equipment intact. When the Wielder takes damage of one of the following types, they must make a DC 19 saving throw of the ability corresponding to the type. On a failure, the wielder suffers the correspond effect:
On a success, the Wielder suffers no ill effect.
Cage Soul
When the Wielder reduces a creature to 0 hit points, they can use their reaction to cage the soul. To do so, they must make a CHA check with a DC equal to the CHA score of the creature they just reduced to 0 hit points. If they fail, the Wielder take a number of D6's of force damage equal to the CHA modifier of the creature they just reduced to 0 hit points. However, if they succeed, they manage to cage the soul. The wielder can have only one such soul caged at a time.
While the Wielder has a soul caged, they gain Advantage on all D20 rolls they make. At the end of their next long rest, the soul dissipates, causing the Wielder to lose the benefit of the caged soul. Constructs and Undead reduced to 0 hit points by the wielder cannot be targeted by this ability, as they lack souls.
Reincarnate Soul
While the Wielder has a soul caged, they can perform a special ritual as part of a short rest. When they complete the rest, they must make a CHA check, with an additional bonus added to the check equal to the CHA mod of the creature whose soul the wielder currently has caged. Then, the soul of the creature reincarnates into a new body of the Wielder's choice, with the CR determined by the total of the check.
The soul then dissipates as detailed in the 'Cage Soul' ability of this item.
The creature appears in an unoccupied space within 5 feet of the wielder. It acts on its own initiative, and obeys the verbal commands of the Wielder (no action required). The Wielder can have only one such creature of this nature at a time. Attempts to make a second one result in the first creature immediately disappearing forever as a hole opens up beneath its feet and is dragged into the void. Any creature within 5 feet of the first creature when this happens must make a DC 19 DEX save or also fall in, disappearing forever.
Feedback is greatly appreciated!
Hi, I'm Raccoon_Master, pronouns They/Them/Theirs
Brormin the Devout Crusher; Vincent the Abominable Servant; Thea the Rebellious Beauty; Threlan the Cursed Speaker; Penley the Vicious Healer; Jaeha the Kind Liberator;
Check out my EXTENDED SIGNATUR and don’t forget to join the Anything but the OGL 2.0 Thread!
"I don't make sense to you, and I don't make sense to myself. Maybe the only one I make sense to is God" ~ Me, trying to sound smart
Interactive Options: Positively Looney
Rainbow Arch
Description: This stone arch is filled with opaque mist that changes colour every 6 seconds cycling through the colours of the rainbow: Red, Orange, Yellow, Green, Blue, Purple. The stones that form the arch are white with a soft chalky texture. The bottom left stone glows red, the bottom right glows blue, the top central stone glows yellow. Casting Detect Magic in proximity of the Arch reveals the glowing stones have an aura of conjuration, while the mist has an aura of transmutation.
Touching the stones: Touching the glowing stones causes the mist to shift to the colour of the touched stone, if two are touched at the same time the mist shifts to the appropriate mixed colour: Red + Yellow = Orange, Yellow + Blue = Green, Blue + Red = Purple. Touching all three coloured stones at the same time causes the mist to turn white and a unicorn to charge out of the mist.
Unicorn (Meridia) : The unicorn is called Meridia, and is furious having been trapped in the arch by a previous adventuring party. She will immediately attack, and will continue to attack until the party passes three DC 13 (Persuasion/Deception) checks to calm her down. Once calmed down, she will be willing to use her abilities to heal the party if they did not lie to her and they request her aid. She will then turn and leave to return to her grove swearing to never trust adventurers again.
Breaking the Arch: The stones of the arch have an AC 10 and 10 hit points and immunity to poison & psychic damage. If any of the glowing stones are destroyed or at least 3 non-glowing stones are destroyed, then the remaining glowing stones fade and the mist disappears revealing a wooden door with an inlaid bronze sign that reads: "Maintenance". After 1 minute or if the party knocks on the door, a gnome in workman's clothes comes out of the door and berates the party for breaking the arch:
"Oi! What did you do? You've broken it ! Do you have any idea how much this arch cost? I have to order in these chalk blocks special, you know! And it's all here just to entertain you adventurers, you could at least show it some respect and not go around breaking it!"
Gnome (Lexington Priante Conningham): The Lex knows all about the dungeon as he performs routine maintenance on it including feeding monsters, repairing traps, and resetting puzzles . However, he will refuse to tell the party anything because it would "ruin the surprise". If the party convince him they want to help him maintain the dungeon with a DC 25 (Persuasion) check, he will tell them about one of the monsters in the dungeon and give them a bucket of meat to feed to it. He will under no circumstances allow the party to enter his rooms beyond the wooden door as there are large sacks of gold & gems in there for restocking the loot in the dungeon. [If the arch is not within a dungeon, he instead will admit to knowing what all the colors of the arch did but refuse to tell the party because they should have experimented with it before breaking it]
Entering the Arch: Different effects occur upon entering the arch depending on what colour the mist currently is according to the below:
Yeah, notifications are broken in the entirerty of DnD Beyond. Nobody is getting new notifications since august 25
I am also here.
Am snek.
I am currently judging the Competition of the Finest 'Brews XXIV
Yeah, it's totally allowed to only submit to one category.
I am also here.
Am snek.
I am currently judging the Competition of the Finest 'Brews XXIV
Ok, here's my submission for the Player Category:
The Fate-Stealer Species
Fate-Stealers are strange creatures, changed by strange magicks. This strange affinity with the power of fate and destiny allows them to change the fates of others, perverting the natural cycle of destiny wrought by the gods. For this, they try to remain hidden, for if the gods were to find one surely they would strike this abomination down. In addition, they are often exiled from the realms of mortals, for wherever they go they often bring change and dis-fortune to those around them.
Appearance
They appear as a humanoid figure made of roiling smoke, souls roiling beneath the substance. Their bodies are slender and lithe, and despite their appearance they are very much material, their skin is almost soft as silk, it seeming to bend under pressure, as if no bones or organs lie beneath. Still, they are living, breathing creatures. Their faces are always obscured by a painted,
elaborate mask of wood, which shifts and changes in appearance to match the emotions of the Fate-Stealer. These masks often resemble masks from ancient cultures and tribes, and to remove the mask from a Fate-Stealer would cause it instant death.
Their bodies are ageless, though eventually they do expire, after the course of half a dozen centuries. When this does happen, their bodies over the course of a month start to grow less substantial, until eventually they fade into nothingness. When born, the colors of their skin (for they lack hair and visible eyes), are bright and vibrant, generally rich chromatic colors. As they go through life, the colors dull, until a Fate-Stealer on its deathbed is a dull, monotone grey.
Origin
Fate-Stealers are a race of once humanoids who lived on the plane of shadows. They were devout servants of the Raven Queen alongside the Shadar-Kai. While the Shadar-KIai were her assassins and enforcers, channeling the power of shadows, the Fate-Stealers were the keepers of her archive of memories within her palace, silent stewards of the knowledge of countless dead and forgotten. They became scholars of the planes, learning much about the workings of life and what comes after it.
But, their peaceful existence was foiled when the Nagpa, a cabal of wizards who betrayed the Raven Queen then were cursed by her, seeked to corrupt the Fate-Stealers and steal their vast knowledge. They managed to succeed, and in a terrible event lost to time, the Fate-Stealers were scattered across the universe, their dangerous gift of altering fate running rampant upon the unprepared masses. For this, they were hunted nearly to extinction, as if some sort of crop-ruining pest.
Fate-Stealer Names
The Fate-Stealers do not have a naming structure. Rather, they go without names until the time in which they are considered an adult. Unlike other species, for Fate-Stealers, adulthood does not come with age. Rather, a Fate-Stealer becomes an adult when their mysterious powers cause the death of another. Though this may seem a murderous tendency, this is actually quite the opposite. For most Fate-Stealers have accepted their plight, and choose to make the best of this situation. So when the death of another does first occur, the Fate-Stealer must make a vow. They vow to honor the legacy by this person whose fate has been cut short by taking this persons name and peering into the person's future, trying to fulfill that person's destiny. Due to this process, a particularly isolated Fate-Stealer could technically die before ever becoming an 'adult', though such an thing is unlikely.
Creating your Character
At 1st level, you choose whether your character is a member of the human race or of a fantastical race. If you select a fantastical race, follow these additional rules during character creation.
Ability Score Increases
When determining your character’s ability scores, increase one score by 2 and increase a different score by 1, or increase three different scores by 1. Follow this rule regardless of the method you use to determine the scores, such as rolling or point buy. The “Quick Build” section for your character’s class offers suggestions on which scores to increase. You can follow those suggestions or ignore them, but you can’t raise any of your scores above 20.
Languages
Your character can speak, read, and write Common and one other language that you and your DM agree is appropriate for the character. The Player’s Handbook offers a list of languages to choose from. The DM is free to modify that list for a campaign.
Creature Type
Every creature in D&D, including each player character, has a special tag in the rules that identifies the type of creature they are. Most player characters are of the Humanoid type. A race tells you what your character’s creature type is.
Here’s a list of the game’s creature types in alphabetical order: Aberration, Beast, Celestial, Construct, Dragon, Elemental, Fey, Fiend, Giant, Humanoid, Monstrosity, Ooze, Plant, Undead. These types don’t have rules themselves, but some rules in the game affect creatures of certain types in different ways. For example, the cure wounds spell doesn’t work on a Construct or an Undead.
Life Span
The typical life span of a player character in the D&D multiverse is about a century, assuming the character doesn’t meet a violent end on an adventure. Members of some races, such as dwarves and elves, can live for centuries. If typical members of a race can live longer than a century, that fact is mentioned in the race’s description.
Height and Weight
Player characters, regardless of race, typically fall into the same ranges of height and weight that humans have in our world. If you’d like to determine your character’s height or weight randomly, consult the Random Height and Weight table in the Player’s Handbook, and choose the row in the table that best represents the build you imagine for your character.
Fate-Stealer Traits
Your Fate-Stealer character has a number of traits inherent to their species.
Creature Type
You are a humanoid.
Size
You are medium or small (choose when you select this species).
Speed
Your walking speed is 30 feet.
Darkvision
You can see in dim light within 60 feet of you as if it were bright light and in darkness as if it were dim light. You discern colors in that darkness only as shades of gray.
ShadowLight Magic
You know the Minor Illusion cantrip. Starting at 3rd level, you can cast the Color Spray spell with this trait. Starting at 5th level, you can also cast the Darkness spell with this trait. When you cast Darkness with this trait, you can see through the darkness as if it was bright light. When you cast Color Spray or Darkness with this trait, they do not require material components. Once you cast Color Spray or Darkness with this trait, you can’t cast that spell with it again until you finish a long rest. You can also cast either of those spells using any spell slots you have of the appropriate level.
Intelligence, Wisdom, or Charisma is your spellcasting ability for these spells when you cast them with this trait (choose when you select this race).
Twist Fate
You can channel the mysterious power that resides within you to take the fate of others and twist it, for better or for worse. When a creature that you can see is about to make a d20 roll, you can activate this ability as a reaction before the roll occurs. When you do so, you can decide to flip the roll. When you flip a roll, you can apply either advantage or disadvantage to it (your choice when using this ability). After the die is rolled and the result is announced by the DM, the rolls result immediately flips, changing from a success to a failure or vice versa.
The creature making the roll can choose to resist when you declare you are flipping the roll but before the creature rolls the die. If the creature so chooses, it can make a contested WIS roll agains your INT, WIS, or CHA roll (your choice each time you make this contested roll). If you succeed, the roll flips as normal. If the creature succeeds, the roll does not flip. If this happens, the DM can choose to gain one Fate Point. At any time, a DM can spend a Fate Point to flip a roll, as described above, and the creature rolling the die cannot resist.
You cannot use Twist Fate on one of the contested roles described above, either your own or the creature's. You can use Twist Fate a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
Please, tell me what you think! Any and all criticism is welcome!
Hi, I'm Raccoon_Master, pronouns They/Them/Theirs
Brormin the Devout Crusher; Vincent the Abominable Servant; Thea the Rebellious Beauty; Threlan the Cursed Speaker; Penley the Vicious Healer; Jaeha the Kind Liberator;
Check out my EXTENDED SIGNATUR and don’t forget to join the Anything but the OGL 2.0 Thread!
"I don't make sense to you, and I don't make sense to myself. Maybe the only one I make sense to is God" ~ Me, trying to sound smart
Final day !
I am also here.
Am snek.
I am currently judging the Competition of the Finest 'Brews XXIV
I got my gnomish device figure-out system finished just in time. And before folks say it's needlessly convoluted... well what would you expect from gnomes!
I had completely forgotten about this awesome competition! Been ages since I've been active back on here!
And I've arrived on the last day 😂😂Well, I wil ldefinitely keep my eye out for the next one!
Make your Artificer work with any other class with 174 Multiclassing Feats for your Artificer Multiclass Character!
DM's Guild Releases on This Thread - latest release; the Harvest Sprite, a playable Jack-o-Lantern Race!
Or check them all out on DMs Guild!
DrivethruRPG Releases on This Thread - latest release: The Promethean Scientist (Dr Frankenstein) Artificer Subclass!!
I also dabble in art on here (my art thread)
I haven't seen MinMaxxed around in a while... Voting should have started already.
I am also here.
Am snek.
I am currently judging the Competition of the Finest 'Brews XXIV
They also haven't updated the submissions since august 22.
Come participate in the Competition of the Finest Brews, Edition XXIV?
My homebrew stuff:
Spells, Monsters, Magic Items, Feats, Subclasses.
I am an Archfey, but nobody seems to notice.
Extended Signature
Well, let's hope they put out the voting soon. If I'm not mistaken, there is supposed to be a PM for the winners of last category to discuss this comp, so maybe someone on there can send a message? Just putting ideas out there
Hi, I'm Raccoon_Master, pronouns They/Them/Theirs
Brormin the Devout Crusher; Vincent the Abominable Servant; Thea the Rebellious Beauty; Threlan the Cursed Speaker; Penley the Vicious Healer; Jaeha the Kind Liberator;
Check out my EXTENDED SIGNATUR and don’t forget to join the Anything but the OGL 2.0 Thread!
"I don't make sense to you, and I don't make sense to myself. Maybe the only one I make sense to is God" ~ Me, trying to sound smart
Hi all! Sorry I've been in absentia--been dealing with some medical things. I'll put together the voting by this weekend!
Glad to have you back!
I am also here.
Am snek.
I am currently judging the Competition of the Finest 'Brews XXIV
When is the next one of these happening?
Don't you just love platypuses/platypi/platypodes?
-Literally everyone ever
Proud member of the EVIL JEFF CULT! PRAISE JEFF!
Homebrew Races: HERE Homebrew Spells: HERE Homebrew Monsters: HERE
My trophy that I stole- I mean, won, in Last Comment Wins! (For realz this time):🏆
there'll be a few weeks for voting, and after the winners are announced it usually takes about a week for the next one to start.
Come participate in the Competition of the Finest Brews, Edition XXIV?
My homebrew stuff:
Spells, Monsters, Magic Items, Feats, Subclasses.
I am an Archfey, but nobody seems to notice.
Extended Signature