Here is my submission for Player Options: Blessed be thy Ancestors. It is still a work in progress, so any constructive feedback is appreciated. For reference, the design of this subclass and the spells used are based on the 2024 version of the PHB
Ancestry Domain
Clerics belonging to this domain focus on the supernatural tether binding living creatures to their ancestors. They will often engage in rituals seeking to commune with or provide offerings to the souls of lost loved ones. They will, in some cases, act as mediums to channel the spirits of the lost, guiding them back to the Material Plane for short periods of time.
Level 3: Ancestry Domain Spells
Your connection to this divine domain ensures you always have certain spells ready. When you reach a Cleric level specified in the Ancestry Domain Spells table, you thereafter always have the listed spells prepared.
Whenever you spend Hit Point Dice as part of a Short Rest, for each Hit Point Dice you spend you regain an additional number of Hit Points equal to your Wisdom modifier.
Level 3: Channel Bloodline
You are able to call upon the varied powers of family members from across the ages. As a Magic Action choose one ally (which can be yourself) that you can see within 30 feet of you. You can restore one use of any trait belonging to that ally’s species by expending a use of your Channel Divinity. Alternatively, you can grant the chosen ally a number of Temporary Hit Points equal to their Wisdom modifier + class level by expending a use of your Channel Divinity.
For example, an Elf targeted by this feature could regain the ability to cast one of the level 1+ spells without expending a spell slot associated with their chosen Elven lineage. Similarly, an Orc could regain a use of its Adrenaline Rush or Relentless Endurance trait.
Level 6: Manifest Spirit
Temporarily bridging the gap between life and death, the spirits of those long passed are allowed to manifest within or around you. You can expend a use of your Channel Divinity to cast Alter Self or Summon Undead rather than expending a spell slot and without providing spell components. When you cast either spell in this way, the spell doesn’t require Concentration. Instead, the spell lasts for 1 minute, but it ends early if you cast that spell again, have the Incapacitated Condition, or die. Each of the spell’s effects are further modified in the following ways for the duration:
Alter Self. Whenever you use the Change Appearance option to appear as the member of another species, you can choose one trait belonging to that species, whose effect you gain while your appearance is changed this way.
Summon Undead. The undead spirit’s form must be Ghostly. Choose one trait belonging to a species of your choice. The undead spirit gains that trait while it remains summoned this way.
Um are we allowed to submit soon? Like, today? Because I already started on something for a Chains of Carceri themed warlock a while ago.
Submissions are anytime from now to the due date. But one problem is that subclasses are PC options and the Carceri thing is DM option. I remember doing something similar and I don’t exactly remember what happened, but I’m pretty sure it was disqualified or something similar. Just giving my thoughts.
Like the idea though.
Well, this was actually not a PC option. It was for my DM to use if he wanted to bring my patron into the story. It's an environmental hazard.
Hazards go under Interactive options. But if you made it for your DM, then I guess it’s fine.
I changed it to be more fitting for the DM options category.
Um are we allowed to submit soon? Like, today? Because I already started on something for a Chains of Carceri themed warlock a while ago.
Submissions are anytime from now to the due date. But one problem is that subclasses are PC options and the Carceri thing is DM option. I remember doing something similar and I don’t exactly remember what happened, but I’m pretty sure it was disqualified or something similar. Just giving my thoughts.
Like the idea though.
Well, this was actually not a PC option. It was for my DM to use if he wanted to bring my patron into the story. It's an environmental hazard.
Hazards go under Interactive options. But if you made it for your DM, then I guess it’s fine.
I changed it to be more fitting for the DM options category.
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.
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!
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.
Rollback Post to RevisionRollBack
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 & explainHERE.
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.
Coming soon for the interactive category (I'll use this post) is a group patron/faction that I've been working for some time. This group of fallen angels and emancipated devils have found common cause. But how are they bandits? What do they steal? Souls, of course.
The Hollow Legion
Background
Key Characters
Morzikar, the Rusted Prince - An advanced chain devil, formerly a minor duke of Malbolge and co-leader of the Hollow Legion. Withdrew from the Nine Hells after developing a friendship with a clever mortal.
Kyraciel, the Grim Seraph - A former archon of Celestia and co-leader of the Hollow Legion. Exiled for brokering a deal with devils to free mortal souls.
Draevor, the Tomekeeper - Archivist of the Hollow Legion. Found a loophole in infernal law that freed him from servitude.
Val'karon, the Maker - Armorer and engineer. Exiled from Celestia for experimenting with infernal technology.
Strongholds
Lostlight - A crumbling demiplane perpetually in twilight, and the site of a long-forgotten ancient truce forged between angel and devil
The Eternal Engine - A massive fortress crawling on arachnid legs that combines the architecture and engineering of both celestials and fiends.
The Garden - A growing, verdant demiplane forbidden to all but the highest leadership of the Hollow Legion. Destined to be gifted to mortalkind. Creatures who inhabit the Garden for extended periods become more idealized versions of themselves.
Objectives
Protect free will throughout the multiverse.
Create safe havens for emancipated immortals.
Free bound celestials and fiends from servitude.
Discover the fabled Well of Souls to restore the cycle of reincarnation of mortal souls.
Secrets
Morzikar and Kyraciel have formed a romantic attachment and have conceived an offspring in secret. This nephilim hybrid is hidden in the Garden.
The Hollow Legion secretly act to empower mortals against the deities, primordials, and archfiends and conduct covert missions into the material plane to counter celestial and fiendish incursions.
Val'karon is secretly experimenting with a variant of hellfire powered by mortal souls.
A small contingent are secretly plotting to betray the Legion and sell their secrets to Asmodeus.
Missions
Hijack a caravan of soul merchants traversing Avernus.
Steal the secret formula for hellfire from Mephistopheles.
Infiltrate and either steal or sabotage Bel's infernal machine.
Rescue an imprisoned archdevil or archangel and convince them to join the cause.
Stop an outsider incursion into the material plane.
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
Here is my submission for Player Options: Blessed be thy Ancestors. It is still a work in progress, so any constructive feedback is appreciated. For reference, the design of this subclass and the spells used are based on the 2024 version of the PHB
Ancestry Domain
Clerics belonging to this domain focus on the supernatural tether binding living creatures to their ancestors. They will often engage in rituals seeking to commune with or provide offerings to the souls of lost loved ones. They will, in some cases, act as mediums to channel the spirits of the lost, guiding them back to the Material Plane for short periods of time.
Level 3: Ancestry Domain Spells
Your connection to this divine domain ensures you always have certain spells ready. When you reach a Cleric level specified in the Ancestry Domain Spells table, you thereafter always have the listed spells prepared.
Cleric Level
Spells
3
Alter Self, Augury, Comprehend Languages, Dissonant Whispers
5
Speak with Dead, Summon Undead
7
Banishment, Guardian of Faith
9
Contact Other Plane, Reincarnate
Level 3: Ancestral Vitality
Whenever you spend Hit Point Dice as part of a Short Rest, for each Hit Point Dice you spend you regain an additional number of Hit Points equal to your Wisdom modifier.
Level 3: Channel Bloodline
You are able to call upon the varied powers of family members from across the ages. As a Magic Action choose one ally (which can be yourself) that you can see within 30 feet of you. You can restore one use of any trait belonging to that ally’s species by expending a use of your Channel Divinity. Alternatively, you can grant the chosen ally a number of Temporary Hit Points equal to their Wisdom modifier + class level by expending a use of your Channel Divinity.
For example, an Elf targeted by this feature could regain the ability to cast one of the level 1+ spells without expending a spell slot associated with their chosen Elven lineage. Similarly, an Orc could regain a use of its Adrenaline Rush or Relentless Endurance trait.
Level 6: Manifest Spirit
Temporarily bridging the gap between life and death, the spirits of those long passed are allowed to manifest within or around you. You can expend a use of your Channel Divinity to cast Alter Self or Summon Undead rather than expending a spell slot and without providing spell components. When you cast either spell in this way, the spell doesn’t require Concentration. Instead, the spell lasts for 1 minute, but it ends early if you cast that spell again, have the Incapacitated Condition, or die. Each of the spell’s effects are further modified in the following ways for the duration:
Alter Self. Whenever you use the Change Appearance option to appear as the member of another species, you can choose one trait belonging to that species, whose effect you gain while your appearance is changed this way.
Summon Undead. The undead spirit’s form must be Ghostly. Choose one trait belonging to a species of your choice. The undead spirit gains that trait while it remains summoned this way.
Level 17: Voices from Beyond
You can cast Comprehend Languages, Dissonant Whispers, and Speak with Dead without expending a spell slot, and each spell has a casting time of a Bonus Action instead of an Action.
Three-time Judge of the Competition of the Finest Brews! Come join us in making fun, unique homebrew and voting for your favorite entries!
I changed it to be more fitting for the DM options category.
KOBOLDS WITH CANNONS! A RP thread about Small humanoids with Huge weapons.
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)
Cool. Just trying to be helpful.
Hi, I’m DrakenBrine, here’s my Sig and characters
I am The Grand Envisioner!
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.
Three-time Judge of the Competition of the Finest Brews! Come join us in making fun, unique homebrew and voting for your favorite entries!
An entire adventure or an encounter setup? I would have a hard time adjudicating the balance of an entire adventure!
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 XXIV?
My homebrew stuff:
Spells, Monsters, Magic Items, Feats, Subclasses.
I am an Archfey, but nobody seems to notice.
Extended Signature
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.
KOBOLDS WITH CANNONS! A RP thread about Small humanoids with Huge weapons.
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.
I am currently judging the Competition of the Finest 'Brews XXIV
As to everyone that has submitted, Ill be looking through them tomorrow, the weekend ran away from me.
I am also here.
Am snek.
I am currently judging the Competition of the Finest 'Brews XXIV
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.
I am currently judging the Competition of the Finest 'Brews XXIV
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 am currently judging the Competition of the Finest 'Brews XXIV
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.
KOBOLDS WITH CANNONS! A RP thread about Small humanoids with Huge weapons.
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)
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.
Coming soon for the interactive category (I'll use this post) is a group patron/faction that I've been working for some time. This group of fallen angels and emancipated devils have found common cause. But how are they bandits? What do they steal? Souls, of course.
The Hollow Legion
Background
Key Characters
Strongholds
Objectives
Secrets
Missions
Boons
Encounters
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.
KOBOLDS WITH CANNONS! A RP thread about Small humanoids with Huge weapons.
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)