What category would adventures fall under? It isn’t listed that I see in either the DM or Interactive categories.
I dont know that anyone ever anticipated a full adventure being submitted. Encounters usually fall under DM category, but things like story and lore fall under the Interactive category. You could probably argue an adventure would contain both of these and therefor fit into either.
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When I say an adventure I mean something along the lines of a hook, intro and dungeon. Not just an encounter.
I dunno if I’ll actually somewhat though I am quite interested in doing so this time. Regardless, this is not unprecedented because the one COTFB I won a while ago was when I submitted an adventure to the interactive category about Merrymon the Candlekeep scholar getting kidnapped by goblins.
But if the exact category for an adventure is unclear, then I do like the idea that it could fit into both the Interactive and the DM Options category as it includes aspects of both.
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When I say an adventure I mean something along the lines of a hook, intro and dungeon. Not just an encounter.
I dunno if I’ll actually somewhat though I am quite interested in doing so this time. Regardless, this is not unprecedented because the one COTFB I won a while ago was when I submitted an adventure to the interactive category about Merrymon the Candlekeep scholar getting kidnapped by goblins.
But if the exact category for an adventure is unclear, then I do like the idea that it could fit into both the Interactive and the DM Options category as it includes aspects of both.
DM category, since presumably the dungeon encompasses the majority of the homebrew.
Interactive options: Bandits, robbers, and scallywags
Bulo the Bandit
Bulo was originally a peaceful gelatinous cube, only devouring a couple hundred adventurers every month. However, this all changed when he was pretending to be a plate of gelatin and an evil wizard started reading a tome of clear thought out loud within his earshot. It gave him sentience, and he killed the wizard and started reading all the Manuals he could find. He started stealing from people, recognizing the value of gold, and learning how to cast spells from the various books his "mentor" left behind. He also used the knowledge to adapt the preying technique of a roper, shaking people down for their belongings with his tendrils. He continues to search for manuals and tomes to this very day.
SensesBlindsight 60 ft. (blind beyond this radius), Passive Perception 8
Languages Common, Undercommon, Telepathy 100 ft.
Challenge14 (11,500 XP)
Proficiency Bonus+5
Tactical Defense. Bulo's base AC is 10 + his Dexterity modifier + his Intelligence modifier.
Ooze Cube. Bulo takes up his entire space. Other creatures can enter the space, but a creature that does so is subjected to Bulo's Engulf and has disadvantage on the saving throw.
Creatures inside Bulo can be seen but have total cover.
A creature within 5 feet of Bulo can take an action to pull a creature or object out of Bulo. Doing so requires a successful DC 12 Strength check, and the creature making the attempt takes 10 (3d6) acid damage.
Bulo can hold only one Large creature or up to four Medium or smaller creatures inside it at a time.
Transparent. Even when Bulo is in plain sight, it takes a successful DC 15 Wisdom (Perception) check to spot a cube that has neither moved nor attacked. A creature that tries to enter Bulo's space while unaware of him is surprised by Bulo.
Spellcasting. Bulo is a 5th level spellcaster. He has the following spells prepared.
Multiattack. Bulo makes 4 Tendril attacks, 1 Reel attack, and uses Engulf.
Tendril. Melee Weapon Attack:+9 to hit, reach 65 ft., one creature. Hit: 10 (3d6) acid damage, and the target is grappled (escape DC 17). Until the Grapple ends, the target is restrained and has disadvantage on Strength Checks and Strength saving throws, and Bulo can't use the same tendril on another target.
Engulf. Bulo moves up to his speed. While doing so, he can enter Large or smaller creatures' spaces. Whenever Bulo enters a creature's space, the creature must make a DC 12 Dexterity saving throw.
On a successful save, the creature can choose to be pushed 5 feet back or to the side of Bulo. A creature that chooses not to be pushed suffers the consequences of a failed saving throw.
On a failed save, Bulo enters the creature's space, and the creature takes 10 (3d6) acid damage and is engulfed. The engulfed creature can't breathe, is restrained, and takes 21 (6d6) acid damage at the start of each of the cube's turns. When the cube moves, the engulfed creature moves with him.
An engulfed creature can try to escape by taking an action to make a DC 12 Strength check. On a success, the creature escapes and enters a space of his choice within 5 feet of Bulo.
Reel. Bulo pulls each creature grappled by him up to 50 ft. closer.
Im gonna say an adventure hook, intro and dungeon lay-out can be a submission for interactive. We have had general quest lay-outs in interactive before.
1. Players could find themselves in Carceri and must defeat a large quantity of Predecessors to escape
2. A Predecessor who doesn't believe the gods will free them could reach out to the party for help
3. The party has been ordered to find a way to permanently kill the Predecessors
Feedback is appreciated.
These are really interesting, but one thing about the frightful visage.
How long does a creature stop being impacted by the viasage when they beat the saving throw? is it forever? a day? do they need to reroll on the next turn?
Interactive options: Bandits, robbers, and scallywags
Bulo the Bandit
Bulo was originally a peaceful gelatinous cube, only devouring a couple hundred adventurers every month. However, this all changed when he was pretending to be a plate of gelatin and an evil wizard started reading a tome of clear thought out loud within his earshot. It gave him sentience, and he killed the wizard and started reading all the Manuals he could find. He started stealing from people, recognizing the value of gold, and learning how to cast spells from the various books his "mentor" left behind. He also used the knowledge to adapt the preying technique of a roper, shaking people down for their belongings with his tendrils. He continues to search for manuals and tomes to this very day.
SensesBlindsight 60 ft. (blind beyond this radius), Passive Perception 8
Languages--
Challenge14 (11,500 XP)
Proficiency Bonus+5
Tactical Defense. Bulo's base AC is 10 + his Dexterity modifier + his Intelligence modifier.
Ooze Cube. Bulo takes up his entire space. Other creatures can enter the space, but a creature that does so is subjected to Bulo's Engulf and has disadvantage on the saving throw.
Creatures inside Bulo can be seen but have total cover.
A creature within 5 feet of Bulo can take an action to pull a creature or object out of Bulo. Doing so requires a successful DC 12 Strength check, and the creature making the attempt takes 10 (3d6) acid damage.
Bulo can hold only one Large creature or up to four Medium or smaller creatures inside it at a time.
Transparent. Even when Bulo is in plain sight, it takes a successful DC 15 Wisdom (Perception) check to spot a cube that has neither moved nor attacked. A creature that tries to enter Bulo's space while unaware of him is surprised by Bulo.
Spellcasting. Bulo is a 5th level spellcaster. He has the following spells prepared.
Multiattack. Bulo makes 4 Tendril attacks, 1 Reel attack, and uses Engulf.
Tendril. Melee Weapon Attack: +9 to hit, reach 65 ft., one creature. Hit: 10 (3d6) acid damage, and the target is grappled (escape DC 17). Until the Grapple ends, the target is restrained and has disadvantage on Strength Checks and Strength saving throws, and Bulo can't use the same tendril on another target.
Engulf. Bulo moves up to his speed. While doing so, he can enter Large or smaller creatures' spaces. Whenever Bulo enters a creature's space, the creature must make a DC 12 Dexterity saving throw.
On a successful save, the creature can choose to be pushed 5 feet back or to the side of Bulo. A creature that chooses not to be pushed suffers the consequences of a failed saving throw.
On a failed save, Bulo enters the creature's space, and the creature takes 10 (3d6) acid damage and is engulfed. The engulfed creature can't breathe, is restrained, and takes 21 (6d6) acid damage at the start of each of the cube's turns. When the cube moves, the engulfed creature moves with him.
An engulfed creature can try to escape by taking an action to make a DC 12 Strength check. On a success, the creature escapes and enters a space of his choice within 5 feet of Bulo.
Reel. Bulo pulls each creature grappled by him up to 50 ft. closer.
First off, I love him, but secondly, one of the cantrips is broken and shows only a tooltip not found
1. Players could find themselves in Carceri and must defeat a large quantity of Predecessors to escape
2. A Predecessor who doesn't believe the gods will free them could reach out to the party for help
3. The party has been ordered to find a way to permanently kill the Predecessors
Feedback is appreciated.
These are really interesting, but one thing about the frightful visage.
How long does a creature stop being impacted by the viasage when they beat the saving throw? is it forever? a day? do they need to reroll on the next turn?
I can understand the confusion. It supposed to be like once you succeed the save, you never have to worry about Frightful Visage again. Like judging a book by its cover. One time thing for each creature.
1. Players could find themselves in Carceri and must defeat a large quantity of Predecessors to escape
2. A Predecessor who doesn't believe the gods will free them could reach out to the party for help
3. The party has been ordered to find a way to permanently kill the Predecessors
Feedback is appreciated.
These are really interesting, but one thing about the frightful visage.
How long does a creature stop being impacted by the viasage when they beat the saving throw? is it forever? a day? do they need to reroll on the next turn?
I can understand the confusion. It supposed to be like once you succeed the save, you never have to worry about Frightful Visage again. Like judging a book by its cover. One time thing for each creature.
Check out the chain devil stat block. It has a feature with language you could steal.
Edit: Spoke too soon. It has a reaction ability, but it's still got some of the right flavor.
Interactive options: Bandits, robbers, and scallywags
Bulo the Bandit
Bulo was originally a peaceful gelatinous cube, only devouring a couple hundred adventurers every month. However, this all changed when he was pretending to be a plate of gelatin and an evil wizard started reading a tome of clear thought out loud within his earshot. It gave him sentience, and he killed the wizard and started reading all the Manuals he could find. He started stealing from people, recognizing the value of gold, and learning how to cast spells from the various books his "mentor" left behind. He also used the knowledge to adapt the preying technique of a roper, shaking people down for their belongings with his tendrils. He continues to search for manuals and tomes to this very day.
SensesBlindsight 60 ft. (blind beyond this radius), Passive Perception 8
Languages--
Challenge14 (11,500 XP)
Proficiency Bonus+5
Tactical Defense. Bulo's base AC is 10 + his Dexterity modifier + his Intelligence modifier.
Ooze Cube. Bulo takes up his entire space. Other creatures can enter the space, but a creature that does so is subjected to Bulo's Engulf and has disadvantage on the saving throw.
Creatures inside Bulo can be seen but have total cover.
A creature within 5 feet of Bulo can take an action to pull a creature or object out of Bulo. Doing so requires a successful DC 12 Strength check, and the creature making the attempt takes 10 (3d6) acid damage.
Bulo can hold only one Large creature or up to four Medium or smaller creatures inside it at a time.
Transparent. Even when Bulo is in plain sight, it takes a successful DC 15 Wisdom (Perception) check to spot a cube that has neither moved nor attacked. A creature that tries to enter Bulo's space while unaware of him is surprised by Bulo.
Spellcasting. Bulo is a 5th level spellcaster. He has the following spells prepared.
Multiattack. Bulo makes 4 Tendril attacks, 1 Reel attack, and uses Engulf.
Tendril. Melee Weapon Attack: +9 to hit, reach 65 ft., one creature. Hit: 10 (3d6) acid damage, and the target is grappled (escape DC 17). Until the Grapple ends, the target is restrained and has disadvantage on Strength Checks and Strength saving throws, and Bulo can't use the same tendril on another target.
Engulf. Bulo moves up to his speed. While doing so, he can enter Large or smaller creatures' spaces. Whenever Bulo enters a creature's space, the creature must make a DC 12 Dexterity saving throw.
On a successful save, the creature can choose to be pushed 5 feet back or to the side of Bulo. A creature that chooses not to be pushed suffers the consequences of a failed saving throw.
On a failed save, Bulo enters the creature's space, and the creature takes 10 (3d6) acid damage and is engulfed. The engulfed creature can't breathe, is restrained, and takes 21 (6d6) acid damage at the start of each of the cube's turns. When the cube moves, the engulfed creature moves with him.
An engulfed creature can try to escape by taking an action to make a DC 12 Strength check. On a success, the creature escapes and enters a space of his choice within 5 feet of Bulo.
Reel. Bulo pulls each creature grappled by him up to 50 ft. closer.
First off, I love him, but secondly, one of the cantrips is broken and shows only a tooltip not found
Interactive Options: Bandits, Outlaws and Scallywags
Vanyo “Friesen” D’hallis
Appearance:A tall, lean young male elf. His skin is tanned from being outdoors, but his hands are smooth, unused to physical work. He wears expensive leather armour decorated with a leaf and flower motif, and carries an elven-style bow across his back. When attending social events he wears a set of green and gold fine robes of the most modern fashion.
Personality: Arrogant, ambitious, opportunistic and ruthless. Friesen is intelligent but narcissistic and a tendency to react violently to any criticism. He holds a deep-seated resentment of his mother and former family for their failure to appreciate his genius. He will ally with anyone if it furthers his goals and just as quickly betray them should they cease to be an asset.
Backstory:The D’hallis family were a long established noble family known as the "Lords of the Green" because of their ties to agriculture. However, over-cultivation degraded the soil of their lands, causing them to fall deep into debt. Vanyo, the youngest son, left to seek a his own fortune but a few misplaced investments left him near-destitute, until he turned his agricultural skills to the growing of the addictive (and illegal) plant dreamweed, adopting the moniker Friesen for his illegal dealings. When he suggested the family join him in this venture his mother was outraged and banished him. But when his elder brothers died in mysterious accidents, and his mother died of grief, the family manor and title were passed down to Vanyo prompting him to return to his ancestral home.
Goals:
Expand his dreamweed operations - Vanyo leads a group of thugs, thieves and alchemists producing a purified drug from dreamweed.
Reclaim his inheritance - Vanyo's mother locked the family's moonblade and deeds to their land in a near-impregnable lead safe with a combination lock (DC 30, the correct combination is the year the family was first granted the title "Lords of the Green".
Gain power & status as the new Lord of the Green.
Stats
AC: 17 (studded leather) HP: 120 (20d8+20) Medium Humanoid, Movement: 30 ft STR 14 (+2) DEX 20 (+5) CON 12 (+1) INT 15 (+2) WIS 10 (+0) CHA 19 (+4) Skills: Deception (+8), Sleight of Hand (+7), Stealth (+7), Acrobatics (+9) Saves: Dexterity (+7), Intelligence (+4), Wisdom (+2)
Sneak Attack (3d6) Fey Ancestry: Adv vs charm, immune to sleep
Actions Multiattack : Vanyo makes two attack with Liuva, or three attacks with his daggers. Liuva (+2 longbow) : +9th, 150/300 ft, 1d8+7 piercing damage + 3d6 poison damage Dagger : +9th, 1d4+7 + 2d6 poison damage Dreamweed Dust(recharge 5-6) : creatures in a 30 ft cone must make a Wisdom saving throw (DC 16) or become poisoned and fall asleep for 1 hour. Sleeping targets wake up if shaken awake or if they take damage but remain poisoned. While asleep they experience wonderful, euphoric dreams.
Rivaling Vanyo D'hallis is Mr. Black, leader of the Dougle crime family, who currently controls the black-market trade and criminal enterprises in the city.
Appearance: Stocky and well muscled, even by dwarf standards, Mr. Black is a middle-aged male dwarf with a thick well groomed beard and long black hair. He wears an old, but well-cared for leather coat over a simple black shirt, and dark coloured trousers. His heavy steel tipped boots are only cleaned if there is a “misunderstanding” and blood gets onto them.
Personality: Mr. Black is street smart, and cool-headed. He enjoys his work because he is good at it, and believes he does it fairly and honourably according to his own moral code: "it's just business". He is ruthless in punishing those that cross him, but fair and reasonable to those who show him his due respect. More intelligent than your average thug, it is Mr. Black's wits and tact that enabled him to rise to the head of the family.
Backstory: The Dougles are a multi-generational professional crime family. Well connected throughout the poor and working class neighbourhoods, they are often well-regarded members of the community by their neighbours. Mr. Black is the current head of the family with his younger brothers (Declan, Liam), as well as uncles (Finnian, Tyrone, Kellen) forming the inner circle. The family makes its money primarily off providing "protection" to various businesses and trading in stolen goods that just happen to fall into their possession. Seamus has a wife (Claire) and children (Aisling and Casey).
Goals:
Maintain control over the city's criminal trade.
Provide a comfortable life for his wife & children.
Stats
AC: 14 (studded leather) HP: 180 (20d8+60) Medium Humanoid, Movement: 30 ft STR 20(+5) DEX 14 (+5) CON 16 (+3) INT 13 (+1) WIS 17 (+3) CHA 19 (+4) Skills: Intimidation (+8), Deception (+6), Athletics (+9), Insight (+5) Saves: Dexterity (+7), Constitution (+5), Charisma (+6), Wisdom (+5)
Dwarven Resilience: Adv vs poison & resistance to poison damage. Spellcasting (+8th, DC 16) At will: Vicious Mockery (4d4 damage), Dissonant Whispers (2nd level), Firebolt (4d10 damage) 3/Day: Invisibility, Detect Thoughts, Shatter 1/Day: Fear, Maximillian's Earthen Hand
Actions Multiattack : Mr. Black makes 3 attacks with his warhammer or 1 attack with his warhammer & casts a spell. +1 Warhammer: +9th, 1d10+6 bludgeoning damage + 2d6 psychic damage and the target must succeed on a DC 16 Strength saving throw or be knocked prone. Whirling Strike: Mr Black swings his warhammer in a wide circle around himself. Each creature within 10 ft of Mr. Black must make a Dexterity saving throw (DC 16). On a failure the target take 5d10 bludgeoning damage and is pushed 15 ft away from Mr. Black. On a success a target takes half damage.
Bonus Actions: Command Family - one member of the Dougle family can use their Reaction to Move, Attack, Dodge or Hide.
I am submitting the following magic item for DM Options: The Red Prison
Reverse Skeleton Key
Wondrous Item, Rare
This magical key is ordained with a skull on one end, which has a somewhat wry smile - as if mocking the one holding it. This key can be inserted into any lock; however, when turned, it only acts to lock rather than unlock. When locked for the first time using this key, the DC for any ability check made to pick the lock increases by 5.
This magic item also has 3 charges, and regains 1d4-1 expended charges each dawn. While holding the key, as a Magic action you can expend one charge to cast Arcane Lock without expending a spell slot or providing spell components. When cast this way, you cannot set a password to unlock the object, and the only creature that can open and close the object for the duration is one which is holding this key.
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You have spent your life marked out as special by the sages or seers of your community. You receive flashes of visions or hear voices of memories of a life that is not your own, but that of a great hero who died years before you were born. You bear an uncanny like-ness to the paintings and statues of the past hero, though you do not necessarily have the same skills or abilities of them.
Decides on a name, and general abilities of your past life and work with your DM to detail the nature of their feats and current myths of stories surrounding them. You may want to choose a named NPC from an adventure module or Campaign Setting lore, or invent your own. Was the hero a defender of the common folk? or a famous general or mage? Were they instead a villain, considered only to be a hero among a select cult? Consider how your character feels about other people's expectations for them. Do they see it as a destiny they must fulfill or a burden they would rather forget?
Skill Proficiencies: History, Performance
Languages: One of your choice Tools: Calligrapher's supplies
Equipment: An amulet (with the symbol of your famous ancestor), a book, ink and pen, a small knife, a set of common clothes, and a pouch containing 25 gp.
Feature: Do I know you?
As a reborn hero, you bear an uncanny resemblance to your famous ancestor. Common folk in the area your ancestor was famous and educated people elsewhere will recognize you and will be more likely to lend you help and trust your intentions. People who recognize you start out with a friendly disposition towards you and your party rather than a neutral one. Common folk who's family were saved by your previous self and powerful people who were allied to them will provide you (but only you) free room and board.
Suggested Characteristics
Reborn Heroes are shaped by the expectations other place upon them to live up to the legacy of the hero they resemble. The stories and virtues they are told of their last life often shapes their own ideals. Many reborn heroes take on the mannerisms and bonds of their previous selves as a result of the memories they share. However, this leads many to overconfidence and zealous self-righteousness that can become a fetal flaw.
d8
Personality Trait
1
I love the attention I get, showing off my abilities inspires the dreams of others.
2
I try to be responsible and do good with knowledge and influence I have been granted.
3
I see my past life as a destiny to look forward to, and try to recreate it as best I can.
4
I have memorized every myth, history, and quote relating to by past life and repeat them whenever I can.
5
I use my famous legacy to get the best food, wine, and entertainment fame can buy.
6
I see the whole world as heroes and villains, and it is my job to defeat the villains.
7
I take every slight or criticism as a travesty and disrespect to my past-self.
8
I refuse to believe I am anything but ordinary, and no amount of proof can convince me otherwise.
d6
Ideal
1
Legacy. When I'm gone people will make statues and tell tales of my heroics just like my ancestor. (Neutral)
2
Responsibility. I always try to help those in need, is it my duty. (Good)
3
Honor. We must respect the past, and honor our ancestors and our traditions. (Lawful)
4
Freedom. I will live my own life and be my own person. (Chaotic)
5
Fame. Everyone should know great deeds I have done. (Any)
6
Humility. All I have is because of good luck, I'm no better than anybody else. (Good)
d6
Bond
1
I will discover the reason I have been reborn and will fulfill my destiny.
2
I will recover the memories of my past self and learn from their wisdom.
3
I owe a responsibility to those who put their faith in me.
4
I will earn the legacy of my ancestor by performing my own heroic feat.
5
I need to know the truth about my past self, were they really the hero people think they were?
6
I seek to reunite the descendants of my ancestor and their closest allies.
d6
Flaw
1
I judge others harshly, and myself even more severely.
2
I'm too eager to believe a good story is true.
3
I'm overconfident and reckless with my life and the lives of those around to me.
4
I am unable to admit when I make a mistake.
5
I feel entitled to special treatment just because of who I am.
6
I'm insecure in my own identity, and try to please everyone.
For Interactive Options: Bandits, Outlaws and Scallywags I am submitting the following trap option
Deadlock Passage
Trap (level 5-10, Moderate Threat)
You are met by the silhouette of dozens of creatures dressed in battered and battle-worn clothing. The roguish figures each have a hand crossbow drawn and pointed at one another - some at their immediate neighbor, and some taking aim fully across the room. Upon closer inspection, these bandits and outlaws appear to be statues, constructed from both stone and metal. Despite their nonliving nature, the room is filled with an air of tension and anticipation.
Each of the statues features one or two magical stones embedded where the eyes would be, capable of sensing minute amounts of motion. Once any motion is observed, the statues’ triggers loose their arrows, filling the room with a deadly volley. Each statue contains intricate mechanisms allowing them to reload their crossbows automatically and continue firing for extended periods of time. The firing intervals are seemingly random from statue to statue, keeping a constant wave of arrows soaring through the air. Although none of these stone outlaws take aim at members of the party, traversing the room while the shoot-out occurs is undoubtedly perilous.
This trap can be applied to any enclosed space, with the threat increasing with the size of the passage or room. A larger space means more distance to transverse, potentially triggering the trap, and likely more statues present. The number of potential exits and sources of cover will also vary depending on how you want to fill the room. The suggested room is a 10 foot wide hallway that is 80 feet long.
Setup: Place any number of statues within the room, with each occupying a 5-foot square (or hex). The recommended number is 2 statues for every 100 sq feet of space within the room (for the hallway suggested above, this would be 16 statues total). For each pair of statues, any creature which passes in any space between them risks triggering the trap. Also make note of any furniture, walls, or other objects which would usually provide Half or Three-Quarters cover.
Trigger: The magical stones within each statue’s eyes react to visible movement. Any creature or object that moves in front of one of the statues triggers the trap. Once triggered, everyone within the room must roll for Initiative. The trap does not trigger under the following circumstances: a creature moves stealthily succeeding on a (DC 20) Dexterity (Stealth) check, it is Invisible, or it crawls along the ground (moves with the Prone condition).
Initiative: The statues act on initiative count 20 and initiative count 10 (losing ties).
Effect: On each of the trap’s turns in initiative, each creature within the room must make a Dexterity saving throw (DC 13), taking 2d6 piercing damage on a failed save or half as much damage on a successful one. This damage increases by 1d6 for every additional statue within the room beyond the first pair.
A creature that has the Prone condition makes this saving throw with advantage. A creature that is positioned behind any source of cover within the room can also add the appropriate modifier to their saving throw, as normal.
Countermeasures:There are several actions that the party can take to avoid triggering the trap or to disarm it once triggered.
Bring the Law: Hidden within the room is a badge or amulet belonging to the trap’s creator, one which bears a striking similarity to that worn by a sheriff or constable. Finding this amulet requires a creature to take the Search action and succeed on a DC 15 Wisdom (Perception) check. While worn or carried, a creature which passes between a pair of statues disarms both, reducing the damage dealt by 2d6 until each pair is disarmed this way.
Destroy the Statues: Each statue has an AC of 13 and 20 Hit Points. The statues are immune to Piercing, Psychic, and Poison damage and immune to all conditions except Blinded. The statues are vulnerable to Bludgeoning and Thunder damage. The damage dealt each time the trap sets off reduces by 1d8 until only one pair of statue’s remain. When only one statue remains, the trap ceases to fire more arrows.
Escape: Leaving the room by any of its available exits provides Total Cover against this effect.
Reduce Visibility: Any spell or effect which would Heavily Obscure an area imposes the blinded condition on the statues, allowing creatures to move through that area without triggering the trap. Obscuring an area this way has no effect once the trap is triggered.
Wait it Out: The trap continues to fire off arrows for 1 minute, after which point each statue runs out of ammunition.
Variant Trap Versions:
Consider using any of the following variations of this trap, or a combination of them, which will increase the potential threat:
Assassin’s Standoff. The arrows are coated with poison. Any creature that fails its Dexterity saving throw against the trap’s effect takes an additional 3d6 poison damage. A creature which fails its saving throw by 5 or more also gains the Poisoned condition for 1 minute.
Black Powder. Each statue is armed with a Pistol rather than a Hand Crossbow. The trap uses d10s for determining damage rather than d6s.
Dead Eye. On each initiative count for the trap, roll a d20. On a roll of 19 or 20, double the number of dice rolled for the damage dealt that turn.
Fiery End. On each initiative count for the trap, roll a d20. On a roll of 1 or 2, one of the statues (determined at random) sets off an explosive, destroying itself. Each creature within 10 feet of the statue must make a Dexterity saving throw (DC 15), taking 6d4 fire damage on a failed save or half as much on a successful one. A creature that fails its save by 5 or more also gains the Burning condition. When the trap runs out of ammunition after 1 minute, each remaining statue sets off an explosive in this way.
No Escape. Once the trap is triggered, every door and window leading out of the room immediately shuts and becomes locked. Unlocking such a passage from either side requires a DC 15 Dexterity check. A creature holding Thieves’ Tools can add their proficiency bonus to this check if they are proficient with Thieves’ Tools.
A legend can be even more powerful than the greatest magic
Unlike most sorcerers, whose power comes from mythical creatures or arcane forces, the Blood of Heroes sorcerer draws their magic from ancient heroes. While their lineage contains no magical power, the legends of their deeds created a magic of its own. These sorcerers blend spellcasting with martial might, combining the grace of a seasoned fighter with the destructive force of magic. They can infuse their weapons with spells, alternating between cutting down enemies with enchanted strikes and blasting them into oblivion. Blood of Heroes sorcerers harness the spirits of their ancestors to control the battlefield and enhance their bodies beyond their limits. As they grow in power, they can summon spectral echoes of their heroic lineage to fight by their side or guide their hand in battle, embodying the feats of the heroes from which they descend.
Sorcerers of the Blood of Heroes are often driven by a sense of duty, honor, or a desire to live up to the incredible legacy that runs through their veins. They often lack classical training and may have been raised as a warrior before their powers manifested. Many are natural leaders, destined for greatness, who can inspire others through their actions and bravery, while some feel the weight of their ancestry as a burden, struggling to meet the expectations placed upon them. Regardless, they carry themselves with the discipline of a warrior and the presence of someone who knows their name will be remembered long after they’re gone.
Features
When you reach a Sorcerer level specified in the Heroic Spells table, you thereafter always have the listed spells prepared.
You are well-versed in both martial and magical combat. You gain proficiency with Martial weapons and training with Light armor and Shields. In addition, you learn one Fighting Style of your choice.
Ancestral Weapon (Level 3)
Blood of Heroes sorcerers often carry a family weapon that belonged to a legendary ancestor. While it may not be in fighting shape anymore, it is a perfect conduit for your unique brand of magic. You learn a ritual that creates a magical bond between yourself and one weapon. You perform the ritual over the course of 1 hour, which can be done during a Short Rest. The weapon must be within your reach throughout the ritual, at the conclusion of which you touch the weapon and forge the bond. The bond fails if another creature is bonded to the weapon or if the weapon is a magic item to which someone else is attuned.
You can infuse the weapon with a Sorcerer cantrip with a casting time of 1 action. You can change the selected cantrip by performing the ritual again. When you would make a weapon attack, you can choose to cast that cantrip instead. In addition, you can use the weapon as a Spellcasting Focus to cast spells from your Sorcerer spell list.
Blade and Bolt (Level 6)
The advantage of casting spells through a weapon is that it's easy to smack your nearby foes with it. After you cast a spell that has a casting time of an action, you can make one attack with your Ancestral Weapon as a Bonus Action.
Weapon Mastery (Level 6)
Your training with your Ancestral Weapon allows you to use its mastery property. Whenever you perform the ritual to bond with an Ancestral Weapon, you can replace this mastery.
Heroic Spirits (Level 14)
You have learned to draw forth the souls of your ancestors and release their spirits onto the battlefield. When you activate your Innate Sorcery, the heroic spirits of your ancestors extend from you in a 30 foot radius sphere that moves with you. While it is active, you can attack as if you were standing at any point in the sphere. At the end of your turn, you can choose to swap places with one of your ancestors, teleporting to any point within the sphere.
Legacy (Level 14)
Your training with your Ancestral Weapon has manifested a skill befitting your pedigree. You gain proficiency in one skill of your choice.
Vault of Heroes (Level 18)
You can summon armor and weapons from the legends of old to make a final stand. As a Bonus Action, you can open the Vault of Heroes for 1 minute, granting you several benefits. While the vault is open, you are under the effects of the shield, mage armor, and haste (no concentration required) spells. You can end the effect early as a Bonus Action. When the effect ends, you are Incapacitated and have a Speed of 0 until the end of your next turn.
Once you use this ability, you can’t use it again until you finish a Long Rest unless you spend 7 Sorcery Points (no action required) to restore your use of it.
DM Options: The Red Prison
The Predecessors
How they could be used;
1. Players could find themselves in Carceri and must defeat a large quantity of Predecessors to escape
2. A Predecessor who doesn't believe the gods will free them could reach out to the party for help
3. The party has been ordered to find a way to permanently kill the Predecessors
Feedback is appreciated.
Hi, I’m DrakenBrine, here’s my Sig and characters
I am The Grand Envisioner!
What category would adventures fall under? It isn’t listed that I see in either the DM or Interactive categories.
BoringBard's long and tedious posts somehow manage to enrapture audiences. How? Because he used Charm Person, the #1 bard spell!
He/him pronouns. Call me Bard. PROUD NERD!
Ever wanted to talk about your parties' worst mistakes? Do so HERE. What's your favorite class, why? Share & explain
HERE.I dont know that anyone ever anticipated a full adventure being submitted. Encounters usually fall under DM category, but things like story and lore fall under the Interactive category. You could probably argue an adventure would contain both of these and therefor fit into either.
Four-time Judge of the Competition of the Finest Brews! Come join us in making fun, unique homebrew and voting for your favorite entries!
When I say an adventure I mean something along the lines of a hook, intro and dungeon. Not just an encounter.
I dunno if I’ll actually somewhat though I am quite interested in doing so this time. Regardless, this is not unprecedented because the one COTFB I won a while ago was when I submitted an adventure to the interactive category about Merrymon the Candlekeep scholar getting kidnapped by goblins.
But if the exact category for an adventure is unclear, then I do like the idea that it could fit into both the Interactive and the DM Options category as it includes aspects of both.
BoringBard's long and tedious posts somehow manage to enrapture audiences. How? Because he used Charm Person, the #1 bard spell!
He/him pronouns. Call me Bard. PROUD NERD!
Ever wanted to talk about your parties' worst mistakes? Do so HERE. What's your favorite class, why? Share & explain
HERE.DM category, since presumably the dungeon encompasses the majority of the homebrew.
Come participate in the Competition of the Finest Brews, Edition XXIX?
My homebrew stuff:
Spells, Monsters, Magic Items, Feats, Subclasses.
I am an Archfey, but nobody seems to notice.
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Interactive options: Bandits, robbers, and scallywags
Bulo the Bandit
Bulo was originally a peaceful gelatinous cube, only devouring a couple hundred adventurers every month. However, this all changed when he was pretending to be a plate of gelatin and an evil wizard started reading a tome of clear thought out loud within his earshot. It gave him sentience, and he killed the wizard and started reading all the Manuals he could find. He started stealing from people, recognizing the value of gold, and learning how to cast spells from the various books his "mentor" left behind. He also used the knowledge to adapt the preying technique of a roper, shaking people down for their belongings with his tendrils. He continues to search for manuals and tomes to this very day.
Tactical Defense. Bulo's base AC is 10 + his Dexterity modifier + his Intelligence modifier.
Ooze Cube. Bulo takes up his entire space. Other creatures can enter the space, but a creature that does so is subjected to Bulo's Engulf and has disadvantage on the saving throw.
Creatures inside Bulo can be seen but have total cover.
A creature within 5 feet of Bulo can take an action to pull a creature or object out of Bulo. Doing so requires a successful DC 12 Strength check, and the creature making the attempt takes 10 (3d6) acid damage.
Bulo can hold only one Large creature or up to four Medium or smaller creatures inside it at a time.
Transparent. Even when Bulo is in plain sight, it takes a successful DC 15 Wisdom (Perception) check to spot a cube that has neither moved nor attacked. A creature that tries to enter Bulo's space while unaware of him is surprised by Bulo.
Spellcasting. Bulo is a 5th level spellcaster. He has the following spells prepared.
Cantrips (At will):thunderclap, fire bolt, toll the dead
1st level (4 Slots):burning hands, chromatic orb, thunderwave
2nd level (3 Slots): Darkness, dragon's breath
3rd level (2 Slots): Counterspell, fireball
Multiattack. Bulo makes 4 Tendril attacks, 1 Reel attack, and uses Engulf.
Tendril. Melee Weapon Attack: +9 to hit, reach 65 ft., one creature. Hit: 10 (3d6) acid damage, and the target is grappled (escape DC 17). Until the Grapple ends, the target is restrained and has disadvantage on Strength Checks and Strength saving throws, and Bulo can't use the same tendril on another target.
Engulf. Bulo moves up to his speed. While doing so, he can enter Large or smaller creatures' spaces. Whenever Bulo enters a creature's space, the creature must make a DC 12 Dexterity saving throw.
On a successful save, the creature can choose to be pushed 5 feet back or to the side of Bulo. A creature that chooses not to be pushed suffers the consequences of a failed saving throw.
On a failed save, Bulo enters the creature's space, and the creature takes 10 (3d6) acid damage and is engulfed. The engulfed creature can't breathe, is restrained, and takes 21 (6d6) acid damage at the start of each of the cube's turns. When the cube moves, the engulfed creature moves with him.
An engulfed creature can try to escape by taking an action to make a DC 12 Strength check. On a success, the creature escapes and enters a space of his choice within 5 feet of Bulo.
Reel. Bulo pulls each creature grappled by him up to 50 ft. closer.
Roll for Initiative: [roll]1d20+7[/roll]
Proud member of the EVIL JEFF CULT! PRAISE JEFF!
Homebrew Races: HERE Homebrew Spells: HERE Homebrew Monsters: HERE
MORE OF ME! (And platypodes/platypi/platypuses) (Extended signature)
Im gonna say an adventure hook, intro and dungeon lay-out can be a submission for interactive. We have had general quest lay-outs in interactive before.
I am also here.
Am snek.
As to everyone that has submitted, Ill be looking through them tomorrow, the weekend ran away from me.
I am also here.
Am snek.
These are really interesting, but one thing about the frightful visage.
How long does a creature stop being impacted by the viasage when they beat the saving throw? is it forever? a day? do they need to reroll on the next turn?
I am also here.
Am snek.
First off, I love him, but secondly, one of the cantrips is broken and shows only a tooltip not found
I am also here.
Am snek.
I can understand the confusion. It supposed to be like once you succeed the save, you never have to worry about Frightful Visage again. Like judging a book by its cover. One time thing for each creature.
Hi, I’m DrakenBrine, here’s my Sig and characters
I am The Grand Envisioner!
Man, I've really gotta think hard for the Player Options. I keep coming up with things already done.
Roll for Initiative: [roll]1d20+7[/roll]
Proud member of the EVIL JEFF CULT! PRAISE JEFF!
Homebrew Races: HERE Homebrew Spells: HERE Homebrew Monsters: HERE
MORE OF ME! (And platypodes/platypi/platypuses) (Extended signature)
Thanks. I’ll change the wording soon.
Hi, I’m DrakenBrine, here’s my Sig and characters
I am The Grand Envisioner!
Thank you! I fixed him.
Roll for Initiative: [roll]1d20+7[/roll]
Proud member of the EVIL JEFF CULT! PRAISE JEFF!
Homebrew Races: HERE Homebrew Spells: HERE Homebrew Monsters: HERE
MORE OF ME! (And platypodes/platypi/platypuses) (Extended signature)
Interactive Options: Bandits, Outlaws and Scallywags
Vanyo “Friesen” D’hallis
Appearance: A tall, lean young male elf. His skin is tanned from being outdoors, but his hands are smooth, unused to physical work. He wears expensive leather armour decorated with a leaf and flower motif, and carries an elven-style bow across his back. When attending social events he wears a set of green and gold fine robes of the most modern fashion.
Personality: Arrogant, ambitious, opportunistic and ruthless. Friesen is intelligent but narcissistic and a tendency to react violently to any criticism. He holds a deep-seated resentment of his mother and former family for their failure to appreciate his genius. He will ally with anyone if it furthers his goals and just as quickly betray them should they cease to be an asset.
Backstory: The D’hallis family were a long established noble family known as the "Lords of the Green" because of their ties to agriculture. However, over-cultivation degraded the soil of their lands, causing them to fall deep into debt. Vanyo, the youngest son, left to seek a his own fortune but a few misplaced investments left him near-destitute, until he turned his agricultural skills to the growing of the addictive (and illegal) plant dreamweed, adopting the moniker Friesen for his illegal dealings. When he suggested the family join him in this venture his mother was outraged and banished him. But when his elder brothers died in mysterious accidents, and his mother died of grief, the family manor and title were passed down to Vanyo prompting him to return to his ancestral home.
Goals:
Stats
AC: 17 (studded leather) HP: 120 (20d8+20)
Medium Humanoid, Movement: 30 ft
STR 14 (+2) DEX 20 (+5) CON 12 (+1) INT 15 (+2) WIS 10 (+0) CHA 19 (+4)
Skills: Deception (+8), Sleight of Hand (+7), Stealth (+7), Acrobatics (+9)
Saves: Dexterity (+7), Intelligence (+4), Wisdom (+2)
Sneak Attack (3d6)
Fey Ancestry: Adv vs charm, immune to sleep
Actions
Multiattack : Vanyo makes two attack with Liuva, or three attacks with his daggers.
Liuva (+2 longbow) : +9th, 150/300 ft, 1d8+7 piercing damage + 3d6 poison damage
Dagger : +9th, 1d4+7 + 2d6 poison damage
Dreamweed Dust(recharge 5-6) : creatures in a 30 ft cone must make a Wisdom saving throw (DC 16) or become poisoned and fall asleep for 1 hour. Sleeping targets wake up if shaken awake or if they take damage but remain poisoned. While asleep they experience wonderful, euphoric dreams.
Bonus Actions: Hide, Dash, Disengage, Jump (20 ft), 1x Dagger attack
Seamus “Mr. Black” Dougle
Rivaling Vanyo D'hallis is Mr. Black, leader of the Dougle crime family, who currently controls the black-market trade and criminal enterprises in the city.
Appearance: Stocky and well muscled, even by dwarf standards, Mr. Black is a middle-aged male dwarf with a thick well groomed beard and long black hair. He wears an old, but well-cared for leather coat over a simple black shirt, and dark coloured trousers. His heavy steel tipped boots are only cleaned if there is a “misunderstanding” and blood gets onto them.
Personality: Mr. Black is street smart, and cool-headed. He enjoys his work because he is good at it, and believes he does it fairly and honourably according to his own moral code: "it's just business". He is ruthless in punishing those that cross him, but fair and reasonable to those who show him his due respect. More intelligent than your average thug, it is Mr. Black's wits and tact that enabled him to rise to the head of the family.
Backstory: The Dougles are a multi-generational professional crime family. Well connected throughout the poor and working class neighbourhoods, they are often well-regarded members of the community by their neighbours. Mr. Black is the current head of the family with his younger brothers (Declan, Liam), as well as uncles (Finnian, Tyrone, Kellen) forming the inner circle. The family makes its money primarily off providing "protection" to various businesses and trading in stolen goods that just happen to fall into their possession. Seamus has a wife (Claire) and children (Aisling and Casey).
Goals:
Stats
AC: 14 (studded leather) HP: 180 (20d8+60)
Medium Humanoid, Movement: 30 ft
STR 20(+5) DEX 14 (+5) CON 16 (+3) INT 13 (+1) WIS 17 (+3) CHA 19 (+4)
Skills: Intimidation (+8), Deception (+6), Athletics (+9), Insight (+5)
Saves: Dexterity (+7), Constitution (+5), Charisma (+6), Wisdom (+5)
Dwarven Resilience: Adv vs poison & resistance to poison damage.
Spellcasting (+8th, DC 16)
At will: Vicious Mockery (4d4 damage), Dissonant Whispers (2nd level), Firebolt (4d10 damage)
3/Day: Invisibility, Detect Thoughts, Shatter
1/Day: Fear, Maximillian's Earthen Hand
Actions
Multiattack : Mr. Black makes 3 attacks with his warhammer or 1 attack with his warhammer & casts a spell.
+1 Warhammer: +9th, 1d10+6 bludgeoning damage + 2d6 psychic damage and the target must succeed on a DC 16 Strength saving throw or be knocked prone.
Whirling Strike: Mr Black swings his warhammer in a wide circle around himself. Each creature within 10 ft of Mr. Black must make a Dexterity saving throw (DC 16). On a failure the target take 5d10 bludgeoning damage and is pushed 15 ft away from Mr. Black. On a success a target takes half damage.
Bonus Actions: Command Family - one member of the Dougle family can use their Reaction to Move, Attack, Dodge or Hide.
I am submitting the following magic item for DM Options: The Red Prison
Reverse Skeleton Key
Wondrous Item, Rare
This magical key is ordained with a skull on one end, which has a somewhat wry smile - as if mocking the one holding it. This key can be inserted into any lock; however, when turned, it only acts to lock rather than unlock. When locked for the first time using this key, the DC for any ability check made to pick the lock increases by 5.
This magic item also has 3 charges, and regains 1d4-1 expended charges each dawn. While holding the key, as a Magic action you can expend one charge to cast Arcane Lock without expending a spell slot or providing spell components. When cast this way, you cannot set a password to unlock the object, and the only creature that can open and close the object for the duration is one which is holding this key.
Four-time Judge of the Competition of the Finest Brews! Come join us in making fun, unique homebrew and voting for your favorite entries!
Player Options: Blessed be thy Ancestors
Background: Reborn Hero
You have spent your life marked out as special by the sages or seers of your community. You receive flashes of visions or hear voices of memories of a life that is not your own, but that of a great hero who died years before you were born. You bear an uncanny like-ness to the paintings and statues of the past hero, though you do not necessarily have the same skills or abilities of them.
Decides on a name, and general abilities of your past life and work with your DM to detail the nature of their feats and current myths of stories surrounding them. You may want to choose a named NPC from an adventure module or Campaign Setting lore, or invent your own. Was the hero a defender of the common folk? or a famous general or mage? Were they instead a villain, considered only to be a hero among a select cult? Consider how your character feels about other people's expectations for them. Do they see it as a destiny they must fulfill or a burden they would rather forget?
Tools: Calligrapher's supplies
As a reborn hero, you bear an uncanny resemblance to your famous ancestor. Common folk in the area your ancestor was famous and educated people elsewhere will recognize you and will be more likely to lend you help and trust your intentions. People who recognize you start out with a friendly disposition towards you and your party rather than a neutral one. Common folk who's family were saved by your previous self and powerful people who were allied to them will provide you (but only you) free room and board.
Suggested Characteristics
Reborn Heroes are shaped by the expectations other place upon them to live up to the legacy of the hero they resemble. The stories and virtues they are told of their last life often shapes their own ideals. Many reborn heroes take on the mannerisms and bonds of their previous selves as a result of the memories they share. However, this leads many to overconfidence and zealous self-righteousness that can become a fetal flaw.
For Interactive Options: Bandits, Outlaws and Scallywags I am submitting the following trap option
Deadlock Passage
Trap (level 5-10, Moderate Threat)
Each of the statues features one or two magical stones embedded where the eyes would be, capable of sensing minute amounts of motion. Once any motion is observed, the statues’ triggers loose their arrows, filling the room with a deadly volley. Each statue contains intricate mechanisms allowing them to reload their crossbows automatically and continue firing for extended periods of time. The firing intervals are seemingly random from statue to statue, keeping a constant wave of arrows soaring through the air. Although none of these stone outlaws take aim at members of the party, traversing the room while the shoot-out occurs is undoubtedly perilous.
This trap can be applied to any enclosed space, with the threat increasing with the size of the passage or room. A larger space means more distance to transverse, potentially triggering the trap, and likely more statues present. The number of potential exits and sources of cover will also vary depending on how you want to fill the room. The suggested room is a 10 foot wide hallway that is 80 feet long.
Setup: Place any number of statues within the room, with each occupying a 5-foot square (or hex). The recommended number is 2 statues for every 100 sq feet of space within the room (for the hallway suggested above, this would be 16 statues total). For each pair of statues, any creature which passes in any space between them risks triggering the trap. Also make note of any furniture, walls, or other objects which would usually provide Half or Three-Quarters cover.
Trigger: The magical stones within each statue’s eyes react to visible movement. Any creature or object that moves in front of one of the statues triggers the trap. Once triggered, everyone within the room must roll for Initiative. The trap does not trigger under the following circumstances: a creature moves stealthily succeeding on a (DC 20) Dexterity (Stealth) check, it is Invisible, or it crawls along the ground (moves with the Prone condition).
Initiative: The statues act on initiative count 20 and initiative count 10 (losing ties).
Effect: On each of the trap’s turns in initiative, each creature within the room must make a Dexterity saving throw (DC 13), taking 2d6 piercing damage on a failed save or half as much damage on a successful one. This damage increases by 1d6 for every additional statue within the room beyond the first pair.
A creature that has the Prone condition makes this saving throw with advantage. A creature that is positioned behind any source of cover within the room can also add the appropriate modifier to their saving throw, as normal.
Countermeasures: There are several actions that the party can take to avoid triggering the trap or to disarm it once triggered.
Bring the Law: Hidden within the room is a badge or amulet belonging to the trap’s creator, one which bears a striking similarity to that worn by a sheriff or constable. Finding this amulet requires a creature to take the Search action and succeed on a DC 15 Wisdom (Perception) check. While worn or carried, a creature which passes between a pair of statues disarms both, reducing the damage dealt by 2d6 until each pair is disarmed this way.
Destroy the Statues: Each statue has an AC of 13 and 20 Hit Points. The statues are immune to Piercing, Psychic, and Poison damage and immune to all conditions except Blinded. The statues are vulnerable to Bludgeoning and Thunder damage. The damage dealt each time the trap sets off reduces by 1d8 until only one pair of statue’s remain. When only one statue remains, the trap ceases to fire more arrows.
Escape: Leaving the room by any of its available exits provides Total Cover against this effect.
Reduce Visibility: Any spell or effect which would Heavily Obscure an area imposes the blinded condition on the statues, allowing creatures to move through that area without triggering the trap. Obscuring an area this way has no effect once the trap is triggered.
Wait it Out: The trap continues to fire off arrows for 1 minute, after which point each statue runs out of ammunition.
Variant Trap Versions:
Consider using any of the following variations of this trap, or a combination of them, which will increase the potential threat:
Assassin’s Standoff. The arrows are coated with poison. Any creature that fails its Dexterity saving throw against the trap’s effect takes an additional 3d6 poison damage. A creature which fails its saving throw by 5 or more also gains the Poisoned condition for 1 minute.
Black Powder. Each statue is armed with a Pistol rather than a Hand Crossbow. The trap uses d10s for determining damage rather than d6s.
Dead Eye. On each initiative count for the trap, roll a d20. On a roll of 19 or 20, double the number of dice rolled for the damage dealt that turn.
Fiery End. On each initiative count for the trap, roll a d20. On a roll of 1 or 2, one of the statues (determined at random) sets off an explosive, destroying itself. Each creature within 10 feet of the statue must make a Dexterity saving throw (DC 15), taking 6d4 fire damage on a failed save or half as much on a successful one. A creature that fails its save by 5 or more also gains the Burning condition. When the trap runs out of ammunition after 1 minute, each remaining statue sets off an explosive in this way.
No Escape. Once the trap is triggered, every door and window leading out of the room immediately shuts and becomes locked. Unlocking such a passage from either side requires a DC 15 Dexterity check. A creature holding Thieves’ Tools can add their proficiency bonus to this check if they are proficient with Thieves’ Tools.
Four-time Judge of the Competition of the Finest Brews! Come join us in making fun, unique homebrew and voting for your favorite entries!
I am submitting the Blood of Heroes sorcerer, a 2024 subclass for the Player Options: Blessed be thy Ancestors
Blood of Heroes Sorcerer
Features
When you reach a Sorcerer level specified in the Heroic Spells table, you thereafter always have the listed spells prepared.
Heroic Spells
Sorcerer Level
Spells
Martial Training (Level 3)
You are well-versed in both martial and magical combat. You gain proficiency with Martial weapons and training with Light armor and Shields. In addition, you learn one Fighting Style of your choice.Ancestral Weapon (Level 3)
Blood of Heroes sorcerers often carry a family weapon that belonged to a legendary ancestor. While it may not be in fighting shape anymore, it is a perfect conduit for your unique brand of magic. You learn a ritual that creates a magical bond between yourself and one weapon. You perform the ritual over the course of 1 hour, which can be done during a Short Rest. The weapon must be within your reach throughout the ritual, at the conclusion of which you touch the weapon and forge the bond. The bond fails if another creature is bonded to the weapon or if the weapon is a magic item to which someone else is attuned.You can infuse the weapon with a Sorcerer cantrip with a casting time of 1 action. You can change the selected cantrip by performing the ritual again. When you would make a weapon attack, you can choose to cast that cantrip instead. In addition, you can use the weapon as a Spellcasting Focus to cast spells from your Sorcerer spell list.
Blade and Bolt (Level 6)
The advantage of casting spells through a weapon is that it's easy to smack your nearby foes with it. After you cast a spell that has a casting time of an action, you can make one attack with your Ancestral Weapon as a Bonus Action.Weapon Mastery (Level 6)
Your training with your Ancestral Weapon allows you to use its mastery property. Whenever you perform the ritual to bond with an Ancestral Weapon, you can replace this mastery.Heroic Spirits (Level 14)
You have learned to draw forth the souls of your ancestors and release their spirits onto the battlefield. When you activate your Innate Sorcery, the heroic spirits of your ancestors extend from you in a 30 foot radius sphere that moves with you. While it is active, you can attack as if you were standing at any point in the sphere. At the end of your turn, you can choose to swap places with one of your ancestors, teleporting to any point within the sphere.Legacy (Level 14)
Your training with your Ancestral Weapon has manifested a skill befitting your pedigree. You gain proficiency in one skill of your choice.Vault of Heroes (Level 18)
You can summon armor and weapons from the legends of old to make a final stand. As a Bonus Action, you can open the Vault of Heroes for 1 minute, granting you several benefits. While the vault is open, you are under the effects of the shield, mage armor, and haste (no concentration required) spells. You can end the effect early as a Bonus Action. When the effect ends, you are Incapacitated and have a Speed of 0 until the end of your next turn.Once you use this ability, you can’t use it again until you finish a Long Rest unless you spend 7 Sorcery Points (no action required) to restore your use of it.
Edit: Formatting
My Homebrew: DMs Guild, Subclasses, Monsters, Feats, Backgrounds, Magic Items
Migrating to 2024 and releasing new Homebrew regularly.
Feedback and play-testing appreciated!
Here's my submission to the player category, the Summon Ancestral Spirit spell!
Come participate in the Competition of the Finest Brews, Edition XXIX?
My homebrew stuff:
Spells, Monsters, Magic Items, Feats, Subclasses.
I am an Archfey, but nobody seems to notice.
Extended Signature