"Greetings, foundlings, and salutations! You have decided to enter the mystical halls of the ’Brews, where you might learn some most astonishing mysteries and solve the most tangled of puzzles. Your task is to present us with something we haven't seen before, and have it make us look upon it with delight. You have but a few tendays to create your product and show it to us, so we suggest you get to work!"
- Meyonmon Merridith, Ex-Candlekeep Scholar
If this is your first time joining us, welcome. The purpose of this thread is to spread a little bit of fun in the form of a friendly competition! Your task: Create an item of homebrew (see below) that is totally original and makes us go “wow!” The end products will be rated by members of the community, and the victor of each category will help create the next Finest ‘Brew contest! The previous contests are linked below:
Interactive Options: Bandits, Outlaws, and Scallywags
All competitions thus far have contained a multitude of spectacular and inspired entries, so I suggest you check them out if you haven't already. Now, onto the important stuff:
Timeframe
Entries must be submitted before Noon (MDT) on Monday, January 25thto be considered part of the competition.
Contest Categories
In each Finest Brew contest, there are three categories. These are so that people with skill in creating, say, monsters, don't end up stuck having to make dungeons. Each category is judged separately. There can only be one entrance per category per person. The category types are as follows:
DM Options:Things that provide tools for DMs to make encounters more interesting and rewards more enticing - such as dungeons/encounters, magic items, monsters, random tables, or even optional rules/mechanics.
PC Options:Things that help a player will build and develop their character - such as homebrew classes, subclasses, spells, feats, backgrounds or race/lineage/species options.
Interactive Options:Things that affect how characters interact with the world, exploring both its social structure and environment - such as NPCs, puzzles, stories/lore, terrain, traps/hazards or even institutions like shops or taverns.
This time, our category themes are:
DM Options: Curious Companions
Who doesn't want a loyal loving companion to keep you company on the long journeys of adventure? Adventurers come across all kinds of creatures they might adopt or that might adopt them, what kind of curious companion will your players team up with? (This theme was picked by @Agilemind)
Player Options: Thunderbeasts
The ground of the wilderness shakes as a stampede of ancient beasts, scaled, feathered, finned, thunders through, heralded by the war cry of an elf wearing ceremonial clothing from the giant bones of his fallen friends. Namely, this category is about dinosaurs. In what ways might players choose to work with these primal animals? What powers might players wield related to them? Note that this theme could be applied to any ancient animal, not only those scientifically called "dinosaurs".
Interactive Options: Couriers and Carriers
As the gift-giving season is upon us, one cannot understate the importance of those who deliver our packages and mail. What might a fantasy post office look like? What kind of creatures would be talented at this line of work? What stories might they tell? What puzzling tools or tricky traps might they employ to thwart thieves and bandits? And what might their parcels contain? (This theme was picked by @Kaboom979)
Voting will start January 26th (or thereabouts, once the survey is made) and will end at Noon (MDT) on February 8th. A Google Forms poll for each category will be posted on this thread, and all may vote on it - including and especially contestants. Contestants are encouraged to vote 5 and 5 on their own submissions; all scores will have 5 subtracted from both voting categories. Scores are assigned using a numerical value from 1 (poor) to 5 (excellent).
Balance/Playability - This score is about how well the entry would run in game. If this entry is overpowered or underpowered, consider subtracting points. Also, consider subtracting points if it is poorly written or unclear, since that would make it a lot harder to understand and use in game.
Idea/Creativity- This score is about cool, interesting and unique the entry is. If someone's idea does not fit well into the contest category it is submitted for, consider subtracting points. If someone has put alot of extra work into the submission reflected by its length or artistic pieces, consider adding points
Written Feedback - You have the option to give written feedback, should you choose, for any entries on the forms. Written feedback does not factor into a contestants score.
We are hoping that by giving everyone more criteria to vote on for each entry, you will think about each aspect and not feel the need to cram all of your thoughts into a single number. We are also hoping that having multiple scores contribute to the total will make ties less likely to occur.
Please try to take the time to review and vote for every entry, except for your own, in the categories you vote in, as even one vote can easily sway a competition like this. If there's anything you feel very strongly about, also feel free to review it in the thread! Reviews won't count for anything, but it's nice to get feedback!
Determining Winners
Category Winners: Each of the two final scores will be added together to constitute the entry's total score, with the highest score determining the winner of each category.
The winner of each individual category will pick the theme for that category in the next competition. If there is a tie, then they can work together to come up with a theme. If you pick the theme for a category, then you cannot compete in it in the next competition.
Contest Winner: The entry with the highest individual score across the three categories will then be coronated as the contest winner and become the judge of the next competition. To clarify, this means that the highest of the 3 high scores is the winner.
If one person wins two or more categories, they win, regardless of if any of their individual scores are the highest.
If two or more entries are tied for highest score, the contestant with the highest total score for all of their entries will take the crown - so be sure to try and put something forward for every category to win a tiebreaker
Guides & Mini-FAQ* & Changelog
WAIT! Before you see the 5th level Wall of Text in this FAQ’s* & Guides section, and decide not to submit to the competition because you don’t want to read it, remember that reading this section is COMPLETELY OPTIONAL. You do not need to read any of this to submit something for the competition, to pick a category, or to become the next judge. This is merely a helpful tool if you’re confused. You have no obligation to read or use it!
Guide for Competition & Category Winners.
Competition Winner: The competition winner becomes the next judge, they are responsible for doing the following:
They must start a private message thread between all the other category winners to figure out what themes the next categories will have. The judge must also pick the themes for all the categories they won. When possible, it is best to avoid reusing the same theme for the same category multiple times, though repeating themes for the same categories will be unavoidable eventually.
The judge must start the next competition thread. They can copy & paste most information from the previous competition thread, but must change the relevant information, such as dates and category themes. If you are the next judge and don’t know how long a given part of the competition, such as voting, should last, then just look at how long it lasted in the last competition, and have it be the same length for your competition. The judge should also update the “Contestants” section of their competition with links to each entry, and the name of the user who submitted it.
Once the time to submit entries ends, the judge is responsible for starting the google form for voting. If a judge doesn’t know how to do this, there will most likely be someone from the previous competition who would be willing to help if asked.
The judge should remove troll votes if there are any, and announce the scores and winners of the previous competition, after voting ends. It’s alright not to be able to do this immediately after voting ends, but the judge should try to do it as quickly as they can.
The judge, just like any other category winner, cannot submit anything to a category they created, or significantly impacted the creation of.
Category Winners: A category winner must do the following:
They must pick the next competition's theme for the category they won. Other category winners can help advise you or give you ideas for the theme, but ultimately, it’s up to you to pick it. The judge should start a private message thread with you and the other category winners, and that’s where you tell them your next category idea.
If you pick a category's theme, you cannot participate in it in the next competition. In addition, if you played a very, very significant role in picking another category’s theme, it is best for you not to participate in it. For example, if another contestant gives a list of their five ideas for the next competition and lets you pick it, then you probably shouldn’t participate in that category for when that theme comes up. However, if you just say something like, “Ooh, that sounds like a cool category idea,” or, “I like that idea but it is a little confusing, maybe you could word it differently?” Then you didn’t play that significant of a role in choosing that category, so you can still participate in it.
Mini FAQ* for competition contestants:
Q. Wait, how do I submit?
A. You just make a post in the competition thread with either a link to your entry, or your entry typed out in it. It helps to add what category you’re submitting to, but it is not strictly necessary since it’s pretty easy to figure out what type of category the entry is for.
Q. Can you vote on your own submission?
A. Yes. Contestants are encouraged strongly to vote, and to vote 5 & 5 on their own submissions, as 5 will be subtracted from each score while being calculated. This is to maintain fair voting while encouraging votes.
Q. Where can I find the forms for voting?
A. When the competition submission time ends, voting will start soon. You vote on a google form. The judge should link the forms near the voting section when they’re up, and they will probably also make a post on the thread announcing that voting’s started with the link.
Q. Can I have multiple submissions in the same competition?
A. Yes, you can have multiple submissions for the same competition. HOWEVER, as described in the “Contest Categories” section of this competition, you can only have one entry per category. For example, you can make something for the DM’s Options, PC Options, and Inspirational Options, but you can't make two things for PC Options and one for DM’s.
Q. I’ve already submitted something for X category, can I change my submission for it?
A. Yes, you can change your submission for a specific category as long as the deadline for submissions has not yet been reached. Do remember that if you’re changing your submission, it is best to edit your original post with your first submission to say that it is obsolete, and necessary to make a new one to announce & link your new submission. Also, do keep in mind that it does create a bit more work for the judges when you edit your submission, because they have to update the links. However, it is alright to do so.
Q. Is written feedback optional and does it effect an entries score?
A. Yes, written feedback is optional. No, it does not effect an entries score.
Q. Is the scoring by total score, or by average score?
A. The scoring is done by both average scores (Balance/Playability, Idea/Creativity) being added together for a final score. All scores have -5 when being calculated for reasons stated elsewhere.
Q. How do I know if my submission is more appropriate for the DM category or the Interactive category?
A. If it is not obvious which of the two categories your submission would make sense for, then it really comes down to which pillar of the game you seek to explore. DM Options are more closely tied to combat whereas Interactive Options are more closely tied to exploration and social encounters.
As an example, if you have an NPC with a stat block and you are not sure where to submit, consider whether the goal of incorporating the NPC into a game would be to fight the PCs or for the PCs to gather information from it. Its possible to write a strong, social-focused NPC who still has a stat block just in case things turn towards combat, but if your desire for the NPC is to interact with the PCs through roleplay, then it likely is more fitting for the Interactive Category. If your desire is for the NPC to maybe roleplay a little, but ultimately engage the party in combat, then it would be closer to a "monster" and fit in the DM category.
(Also, what category would villainous subclasses fall into? I imagine Interactive, but Player or DM also makes sense. I'm probably not going to make one this time, but still...)
(Also, what category would villainous subclasses fall into? I imagine Interactive, but Player or DM also makes sense. I'm probably not going to make one this time, but still...)
If a subclass is intended to be applied to a player class, then it counts as a player option.
What about the Sidekick stat blocks? What would those count as? DM or Interactive?
Q. How do I know if my submission is more appropriate for the DM category or the Interactive category?
A. If it is not obvious which of the two categories your submission would make sense for, then it really comes down to which pillar of the game you seek to explore. DM Options are more closely tied to combat whereas Interactive Options are more closely tied to exploration and social encounters.
As an example, if you have an NPC with a stat block and you are not sure where to submit, consider whether the goal of incorporating the NPC into a game would be to fight the PCs or for the PCs to gather information from it. Its possible to write a strong, social-focused NPC who still has a stat block just in case things turn towards combat, but if your desire for the NPC is to interact with the PCs through roleplay, then it likely is more fitting for the Interactive Category. If your desire is for the NPC to maybe roleplay a little, but ultimately engage the party in combat, then it would be closer to a "monster" and fit in the DM category.
What about the Sidekick stat blocks? What would those count as? DM or Interactive?
Q. How do I know if my submission is more appropriate for the DM category or the Interactive category?
A. If it is not obvious which of the two categories your submission would make sense for, then it really comes down to which pillar of the game you seek to explore. DM Options are more closely tied to combat whereas Interactive Options are more closely tied to exploration and social encounters.
As an example, if you have an NPC with a stat block and you are not sure where to submit, consider whether the goal of incorporating the NPC into a game would be to fight the PCs or for the PCs to gather information from it. Its possible to write a strong, social-focused NPC who still has a stat block just in case things turn towards combat, but if your desire for the NPC is to interact with the PCs through roleplay, then it likely is more fitting for the Interactive Category. If your desire is for the NPC to maybe roleplay a little, but ultimately engage the party in combat, then it would be closer to a "monster" and fit in the DM category.
Funny story, when I first played D&D I made a Ranger. I did not do so because of the fantasy of an expert woodsman or hunter, but rather because I affiliated the term "ranger" with the "Power Rangers." (mind you, I was not a child when making this affiliation). With the opportunity presented by this competition's player category, I have tried to design a Ranger subclass taking some inspiration from these teenagers with attitude. Let me know what you think.
Primeval Shaman
Rangers of this archetype awaken the powers of ancient beasts through use of an ancient talisman, cleaving a path of destruction through the battlefield and leaving rubble in their wake.
3rd Level: Primeval Talisman
You gain a talisman through which to channel the power of a primeval spirit. Such a talisman can take on any form of your choice, so long as it can be worn. You can also use the table below to determine what form your talisman takes
d4
Talisman
1
Piece of a fossil
2
Tooth or Claw
3
Chunk of Amber
4
Trinket bearing runes written in Primordial
Knowledge of the Ages.While wearing your talisman, you can speak and read Primordial. Anytime you would make a History or Nature check, you may roll 1d4 and add it to the total.
Spellcasting Focus. Your chosen talisman acts as a Spellcasting Focus for your Ranger spells.
Replacing your Talisman. As part of a Short or Long Rest, you can perform a ritual to magically summon a new talisman. Any existing talisman you already have then vanishes.
3rd Level. Spirit of the Ancients
Choose one of the following spirits: Plesiosaurus, Quetzalcoatlus, Saber-Toothed Tiger, or Tyrannosaurus Rex. While wearing your Primeval Talisman, you gain one of the following traits based on your chosen spirit.
Plesiosaurus. The duration for which you can hold your breath doubles and you can ignore the Somatic components of Ranger spells you cast while underwater. Additionally, you gain a Swim Speed of 20 feet. If you already have a Swim Speed, it instead increases by 20 feet.
Quetzalcoatlus. When you Dash or Disengage, you can make a weapon attack or Unarmed Strike as a Bonus Action.
Saber-Toothed Tiger. You can cast Jump on yourself without expending a spell slot.
Tyrannosaurus Rex. As a Magic action, you can expend a Level 1+ spell slot to perform a powerful stomp. Each creature within a 10 foot emanation must make a Strength saving throw. A creature takes 2d6 Bludgeoning damage on a failed save, or half as much on a successful one. The ground within this emanation when you use this action also becomes Difficult Terrain for 1 minute. The radius of this action's emanation increases by 10 feet for each spell slot level above 1.
As part of a Long Rest, you can also replace your chosen spirit with another listed above.
3rd Level: Thick Skinned
Your connection to primeval energies enhances your durability. You can use your Constitution modifier instead of Dexterity for calculating your unarmored Armor Class and that granted by donning Light or Medium armor.
7th Level: Trampling Weapon
Choose a weapon with which you have proficiency. The chosen weapon gains your choice of the Push or Topple mastery property. This mastery property is in addition to any others that you can use for the chosen weapon.
Each time you finish a Long Rest, you can replace the weapon chosen for this feature with another.
11th Level: Behemoth Beast
Summon Beast is always prepared for you. While wearing your Primeval Talisman, you can cast this spell without providing material components, and the Bestial Spirit’s stat block gains an additional trait depending on your chosen spirit.
Plesiosaurus (Water Only). The Bestial Spirit becomes Large, and its Swim speed increases by 10 feet. It has advantage on any attack made against a creature that is Bloodied.
Quetzalcoatlus (Air Only). The Bestial Spirit becomes Huge, and its Fly speed increases by 10 feet. It gains a bonus to its DC for Grappling another creature equal to your Wisdom modifier.
Saber-Toothed Tiger (Land Only). The Bestial Spirit becomes Large, and its Climb speed increases by 10 feet. It gains a bonus to the damage dealt by its Rend attack equal to your Wisdom modifier
Tyrannosaurus Rex (Land Only). The Bestial Spirit becomes Huge, and the reach of its Rend attack increases by 5 feet. Once on each of its turns when the Bestial Spirit makes a Rend attack, it can make an additional Rend attack against a different creature that is within 5 feet of the original target, that is within the attack's range, and that it hasn't attacked this turn.
15th Level: Trampling Spells
Whenever a creature is dealt damage by the effect of a Ranger spell you cast, it must succeed on a Strength saving throw or become Prone.
Funny story, when I first played D&D I made a Ranger. I did not do so because of the fantasy of an expert woodsman or hunter, but rather because I affiliated the term "ranger" with the "Power Rangers." (mind you, I was not a child when making this affiliation). With the opportunity presented by this competition's player category, I have tried to design a Ranger subclass taking some inspiration from these teenagers with attitude. Let me know what you think.
Primeval Shaman
Rangers of this archetype awaken the powers of ancient beasts through use of an ancient talisman, cleaving a path of destruction through the battlefield and leaving destruction in their wake.
3rd Level: Armor of the Colossus
You can use your Constitution modifier instead of Dexterity for calculating AC provided by Light or Medium armor you have Donned.
3rd Level: Primeval Talisman
You gain a talisman through which to channel the power of a primeval spirit. Such a talisman can take on any form of your choice, so long as it can be worn. You can also use the table below to determine what form your talisman takes
d4
Talisman
1
Piece of a fossil
2
Tooth or Claw
3
Chunk of Amber
4
Trinket bearing runes written in Primordial
Spellcasting Focus. Your chosen talisman acts as a Spellcasting Focus for your Ranger spells.
Replacing your Talisman. As part of a Long Rest, you can perform a ritual to replace your talisman with another.
3rd Level. Spirit of the Ancients
Choose one of the following spirits: Mastodon, Pterodactyl, Saber-Toothed Tiger, Triceratops, or Tyrannosaurus. While wearing your Primeval Talisman, you gain one of the following traits based on your chosen spirit.
Mammoth. You have advantage on saving throws against effects which would move you against your will or give you the Prone condition.
Pteranodon. When you Disengage, you can make an weapon attack or Unarmed Strike as a Bonus Action.
Saber-Toothed Tiger. You can cast Jump on yourself without expending a spell slot.
Triceratops. When you Dash, you can make an attack with a Melee weapon or an Unarmed Strike as a Bonus Action.
Tyrannosaurus Rex. As a Magic action, you can expend a Level 1+ spell slot to perform a powerful stomp. Each creature within a 10 foot emanation must make a Strength saving throw. A creature takes 1d8 Bludgeoning damage per level of spell slot expended on a failed save, or half as much on a successful one. The ground within this emanation when you use this feature also becomes Difficult Terrain for 1 minute.
If you replace your talisman as part of a Long Rest, you can also replace your chosen spirit with another.
7th Level: Trampling Weapon
Choose a melee weapon with which you have proficiency. The chosen weapon gains your choice of the Push or Topple mastery property. This mastery property is in addition to any others that you can use for the chosen weapon.
Each time you finish a Long Rest, you can replace the chosen weapon with another.
11th Level: Behemoth Beast
Summon Beast is always prepared for you. When you cast this spell, you can choose to modify the Beastial Spirit’s stat block in one of the following ways, depending on the spirit chosen for your talisman
Mammoth. Its size is Huge and it gains a bonus to its AC equal to your Wisdom modifier
Pteranodon. Its size is Medium, its Fly speed increases by 10 feet (Air only), and it gains a bonus DC used for Grappling equal to your Wisdom modifier.
Saber-Toothed Tiger. Its size is Large, its Climb speed increases by 10 feet (Land only), and it gains a bonus to the damage dealt by its Rend attack equal to your Wisdom modifier
Triceratops. Its size is Huge. Each time you command it to take the Dash action, it can perform one Rend attack as a Bonus Action on its turn.
Tyrannosaurus Rex. Its size is Huge, the reach of its Rend attack increases by 5 feet. On each of its turns, if it misses with a Rend attack, it can make one additional Rend attack as a Bonus Action.
Once you have used this feature, you cannot do so again until you complete a Long Rest.
15th Level: Primordial Stampede
Whenever a creature is dealt damage by the effect of a Ranger spell you cast, it must succeed on a Strength saving throw or become Prone.
Two things; One. Could you put it in a spoiler? And Two. I love subclasses like these! Making the sub-choices is really fun for differentiation in subclasses. However, the 3rd level feature seems pretty similar to the Totem Barbarian's. Maybe try differentiating it? Playing off a signature spell, like Summon Beast in the 11th level feature, I think would help make a more unique subclass. Great job!
Funny story, when I first played D&D I made a Ranger. I did not do so because of the fantasy of an expert woodsman or hunter, but rather because I affiliated the term "ranger" with the "Power Rangers." (mind you, I was not a child when making this affiliation). With the opportunity presented by this competition's player category, I have tried to design a Ranger subclass taking some inspiration from these teenagers with attitude. Let me know what you think.
Primeval Shaman
Rangers of this archetype awaken the powers of ancient beasts through use of an ancient talisman, cleaving a path of destruction through the battlefield and leaving destruction in their wake.
3rd Level: Armor of the Colossus
You can use your Constitution modifier instead of Dexterity for calculating AC provided by Light or Medium armor you have Donned.
3rd Level: Primeval Talisman
You gain a talisman through which to channel the power of a primeval spirit. Such a talisman can take on any form of your choice, so long as it can be worn. You can also use the table below to determine what form your talisman takes
d4
Talisman
1
Piece of a fossil
2
Tooth or Claw
3
Chunk of Amber
4
Trinket bearing runes written in Primordial
Spellcasting Focus. Your chosen talisman acts as a Spellcasting Focus for your Ranger spells.
Replacing your Talisman. As part of a Long Rest, you can perform a ritual to replace your talisman with another.
3rd Level. Spirit of the Ancients
Choose one of the following spirits: Mastodon, Pterodactyl, Saber-Toothed Tiger, Triceratops, or Tyrannosaurus. While wearing your Primeval Talisman, you gain one of the following traits based on your chosen spirit.
Mammoth. You have advantage on saving throws against effects which would move you against your will or give you the Prone condition.
Pteranodon. When you Disengage, you can make an weapon attack or Unarmed Strike as a Bonus Action.
Saber-Toothed Tiger. You can cast Jump on yourself without expending a spell slot.
Triceratops. When you Dash, you can make an attack with a Melee weapon or an Unarmed Strike as a Bonus Action.
Tyrannosaurus Rex. As a Magic action, you can expend a Level 1+ spell slot to perform a powerful stomp. Each creature within a 10 foot emanation must make a Strength saving throw. A creature takes 1d8 Bludgeoning damage per level of spell slot expended on a failed save, or half as much on a successful one. The ground within this emanation when you use this feature also becomes Difficult Terrain for 1 minute.
If you replace your talisman as part of a Long Rest, you can also replace your chosen spirit with another.
7th Level: Trampling Weapon
Choose a melee weapon with which you have proficiency. The chosen weapon gains your choice of the Push or Topple mastery property. This mastery property is in addition to any others that you can use for the chosen weapon.
Each time you finish a Long Rest, you can replace the chosen weapon with another.
11th Level: Behemoth Beast
Summon Beast is always prepared for you. When you cast this spell, you can choose to modify the Beastial Spirit’s stat block in one of the following ways, depending on the spirit chosen for your talisman
Mammoth. Its size is Huge and it gains a bonus to its AC equal to your Wisdom modifier
Pteranodon. Its size is Medium, its Fly speed increases by 10 feet (Air only), and it gains a bonus DC used for Grappling equal to your Wisdom modifier.
Saber-Toothed Tiger. Its size is Large, its Climb speed increases by 10 feet (Land only), and it gains a bonus to the damage dealt by its Rend attack equal to your Wisdom modifier
Triceratops. Its size is Huge. Each time you command it to take the Dash action, it can perform one Rend attack as a Bonus Action on its turn.
Tyrannosaurus Rex. Its size is Huge, the reach of its Rend attack increases by 5 feet. On each of its turns, if it misses with a Rend attack, it can make one additional Rend attack as a Bonus Action.
Once you have used this feature, you cannot do so again until you complete a Long Rest.
15th Level: Primordial Stampede
Whenever a creature is dealt damage by the effect of a Ranger spell you cast, it must succeed on a Strength saving throw or become Prone.
Two things; One. Could you put it in a spoiler? And Two. I love subclasses like these! Making the sub-choices is really fun for differentiation in subclasses. However, the 3rd level feature seems pretty similar to the Totem Barbarian's. Maybe try differentiating it? Playing off a signature spell, like Summon Beast in the 11th level feature, I think would help make a more unique subclass. Great job!
Thanks for the feedback! The only issue with the spoiler is that sometimes the spoiler doesn't vibe with some of the other formatting choices that I make. It seems okay for this one, but I also like having it easily able to be read by people casually scrolling through the thread to explore submissions.
As for similarities with the Totem Barb, I think there are enough differences in effect type and how often you can switch your choice (especially compared to the 2024 version). That being said, I am curious about your spell suggestion. I already have one like that with Saber Tooth Tiger. Ill have to pour over the spells to see how many feel thematic to each spirit type. For this subclass' design, since my goal is to make it based on the 2024 version of the class, I will probably also restrict myself to the 2024 version of spells to choose from.
Funny story, when I first played D&D I made a Ranger. I did not do so because of the fantasy of an expert woodsman or hunter, but rather because I affiliated the term "ranger" with the "Power Rangers." (mind you, I was not a child when making this affiliation). With the opportunity presented by this competition's player category, I have tried to design a Ranger subclass taking some inspiration from these teenagers with attitude. Let me know what you think.
Primeval Shaman
Rangers of this archetype awaken the powers of ancient beasts through use of an ancient talisman, cleaving a path of destruction through the battlefield and leaving destruction in their wake.
3rd Level: Armor of the Colossus
You can use your Constitution modifier instead of Dexterity for calculating AC provided by Light or Medium armor you have Donned.
3rd Level: Primeval Talisman
You gain a talisman through which to channel the power of a primeval spirit. Such a talisman can take on any form of your choice, so long as it can be worn. You can also use the table below to determine what form your talisman takes
d4
Talisman
1
Piece of a fossil
2
Tooth or Claw
3
Chunk of Amber
4
Trinket bearing runes written in Primordial
Spellcasting Focus. Your chosen talisman acts as a Spellcasting Focus for your Ranger spells.
Replacing your Talisman. As part of a Long Rest, you can perform a ritual to replace your talisman with another.
3rd Level. Spirit of the Ancients
Choose one of the following spirits: Mastodon, Pterodactyl, Saber-Toothed Tiger, Triceratops, or Tyrannosaurus. While wearing your Primeval Talisman, you gain one of the following traits based on your chosen spirit.
Mammoth. You have advantage on saving throws against effects which would move you against your will or give you the Prone condition.
Pteranodon. When you Disengage, you can make an weapon attack or Unarmed Strike as a Bonus Action.
Saber-Toothed Tiger. You can cast Jump on yourself without expending a spell slot.
Triceratops. When you Dash, you can make an attack with a Melee weapon or an Unarmed Strike as a Bonus Action.
Tyrannosaurus Rex. As a Magic action, you can expend a Level 1+ spell slot to perform a powerful stomp. Each creature within a 10 foot emanation must make a Strength saving throw. A creature takes 1d8 Bludgeoning damage per level of spell slot expended on a failed save, or half as much on a successful one. The ground within this emanation when you use this feature also becomes Difficult Terrain for 1 minute.
If you replace your talisman as part of a Long Rest, you can also replace your chosen spirit with another.
7th Level: Trampling Weapon
Choose a melee weapon with which you have proficiency. The chosen weapon gains your choice of the Push or Topple mastery property. This mastery property is in addition to any others that you can use for the chosen weapon.
Each time you finish a Long Rest, you can replace the chosen weapon with another.
11th Level: Behemoth Beast
Summon Beast is always prepared for you. When you cast this spell, you can choose to modify the Beastial Spirit’s stat block in one of the following ways, depending on the spirit chosen for your talisman
Mammoth. Its size is Huge and it gains a bonus to its AC equal to your Wisdom modifier
Pteranodon. Its size is Medium, its Fly speed increases by 10 feet (Air only), and it gains a bonus DC used for Grappling equal to your Wisdom modifier.
Saber-Toothed Tiger. Its size is Large, its Climb speed increases by 10 feet (Land only), and it gains a bonus to the damage dealt by its Rend attack equal to your Wisdom modifier
Triceratops. Its size is Huge. Each time you command it to take the Dash action, it can perform one Rend attack as a Bonus Action on its turn.
Tyrannosaurus Rex. Its size is Huge, the reach of its Rend attack increases by 5 feet. On each of its turns, if it misses with a Rend attack, it can make one additional Rend attack as a Bonus Action.
Once you have used this feature, you cannot do so again until you complete a Long Rest.
15th Level: Primordial Stampede
Whenever a creature is dealt damage by the effect of a Ranger spell you cast, it must succeed on a Strength saving throw or become Prone.
Two things; One. Could you put it in a spoiler? And Two. I love subclasses like these! Making the sub-choices is really fun for differentiation in subclasses. However, the 3rd level feature seems pretty similar to the Totem Barbarian's. Maybe try differentiating it? Playing off a signature spell, like Summon Beast in the 11th level feature, I think would help make a more unique subclass. Great job!
Thanks for the feedback! The only issue with the spoiler is that sometimes the spoiler doesn't vibe with some of the other formatting choices that I make. It seems okay for this one, but I also like having it easily able to be read by people casually scrolling through the thread to explore submissions.
As for similarities with the Totem Barb, I think there is enough differences in effect type and how often you can switch your choice (especially compared to the 2024 version). That being said, I am curious about your spell suggestion. I already have one like that with Saber Tooth Tiger. Ill have to pour over the spells to see how many feel thematic to each spirit type. For this subclass' design, since my goal is to make it based on the 2024 version of the class, I will probably also restrict myself to the 2024 version of spells to choose from.
Hunter's Mark was the one I was thinking of, especially since 2024 Ranger (or 2014) doesn't really do well buffing it.
An animated animal skull which can take on the appearance of a full skeleton. The resulting undead has an AC of 13 and 4 hitpoints. It can not take damage from anything that forces a saving throw and automatically succeeds saving throws. If the undead is destroyed, it reanimates after 1 minute. As long as the skeletal critter is animated it can perform the actions of a mage hand. The animated skull recognizes you as its owner and will follow your verbal commands. It will not recognize another owner until you verbally transfer ownership or die.
You can use your action to pick a target. That target sees the creature as a normal member of its species. A target can make a DC 15 insight check to see the undead's true nature. If you pick a new target, the old target regains their ability to see the undead's true nature.
Well, this is partially finished, and I feel like I need to add more, but..
Here you go!
Dm options: Curious Companions
The Companion System
Across the lands, fearless adventurers, brave warriors, amazing spellcasters... they all have one thing in common. This one thing is an exploitable weakness, yet a cause for great joy. That one thing is... COMAPANIONSHIP! Thousands of adventurers all over the world have some sort of steed. However, they, and their whole party, suffer from one problem; AOE spells. One astray Fireball and, POOF! Your loving mastiff is gone. Of course, this isn’t as much of a problem for those who have renewable sources of companions (Find Steed, Find Familiar), but what about those who don’t have easy access to the requisite spells? How about making them a sidekick? That’ll solve all of your problems! But, oh dear, your Wyvern unfortunately doesn’t fit the bill... but it’s sturdy! It’ll survive, right? Oh, but what about my horse? It can’t speak! But I don’t want to make it a Warrior! What will I do?
Introducing... the Steed/Pet system! You have a variety of options to choose from, and your DM will update the stat block with ease. They are highly customizable, and will stay alive WITH you, even throughout the course of a campaign (and many, many AOE spells.) Choose from a variety of Mutations and customize your Base Template, with over 100,000 combinations!
Making a companion is usually pretty easy. First, you choose a stat block (shown below). Next, you choose two standard traits. Most of the time, you choose what traits it gains. You should aim to choose traits that you believe the player would find useful. Alternatively, you could let the player choose the traits. This could lead to min-maxing, but it allows the player some freedom. To finish, you choose one special attack.
Every time the player gets an ability score increase or something similar, or perhaps when you feel it is appropriate, give the companion a new Trait. If you have a stat block that you like other than these, you can obviously use that stat block instead.
Aberrant Ground. The ground in a 10-foot radius around the Abomination is doughlike difficult terrain. Each creature that starts its turn in that area must succeed on a DC 10 Strength saving throw or have its speed reduced to 0 until the start of its next turn.
Actions
Bite. Melee Weapon Attack:+2 to hit, reach 5 ft., one creature. Hit: 17 (5d6) piercing damage. If the target is Medium or smaller, it must succeed on a DC 10 Strength saving throw or be knocked prone.
SensesBlindsight 60 ft. (blind beyond this radius), Passive Perception 10
Languages--
Challenge --
Proficiency Bonus Equals the player's bonus
Traits
Antimagic Susceptibility. The Artificial is incapacitated while in the area of an antimagic field. If targeted by dispel magic, the rug must succeed on a Constitution saving throw against the caster's spell save DC or fall unconscious for 1 minute.
False Appearance. While the Artificial remains motionless, it is indistinguishable from a normal inanimate object.
Actions
Slam. Melee Weapon Attack:+5 to hit, reach 5 ft., one Medium or smaller creature. Hit: 10 (2d6 + 3) bludgeoning damage.
Turning Defiance. The cadavera and any undead within 30 feet of it have advantage on saving throws against effects that turn undead.
Actions
Bite. Melee Weapon Attack:+3 to hit, reach 5 ft., one creature. Hit: 12 (2d8 + 3) piercing damage.
Claws. Melee Weapon Attack:+5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) slashing damage. If the target is a creature other than an undead, it must succeed on a DC 10 Constitution saving throw or be paralyzed for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
SensesBlindsight 60 ft. (blind beyond this radius), Passive Perception 8
Languages--
Challenge --
Proficiency BonusEquals the player's bonus
Traits
Ooze Cube. The Exudation takes up its entire space. Other creatures can enter the space, but a creature that does so is subjected to the Exudation's Absorb and has disadvantage on the saving throw.
Abduct. The Fae’s Speed isn’t halved when it moves a creature Grappled by it.
Actions
Unarmed Strike.Melee Attack Roll:+4, Reach 10 ft. Hit: 6 (1d8 + 2) Bludgeoning damage, and if the target is a Medium or smaller creature, it has the Grappled condition (escape DC 12). Until this Grappled ends, the Fae can’t make an Unarmed Strike against another target.
Hit Points45 (6d10 + 12) plus an additional 9 (1d10 + 2) per player level.
Speed30 ft.
STR
19(+4)
DEX
11(+0)
CON
15(+2)
INT
10(+0)
WIS
11(+0)
CHA
10(+0)
SensesPassive Perception 10
Languages--
Challenge --
Proficiency Bonus Equals the player's bonus
Actions
Tail. Melee Weapon Attack:+6 to hit, reach 10 ft., one target. Hit: 11 (2d6 + 4) bludgeoning damage. If the target is a creature, it must succeed on a DC 14 Strength saving throw or be knocked prone.
Languagesunderstands Abyssal, Infernal, and Common but can’t speak
Challenge --
Proficiency Bonus Equals the player's bonus.
Actions
Bite. Melee Weapon Attack:+4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage plus 10 (3d6) poison damage.
It is recommended that 3rd level players or lower do not use these stat blocks and instead use CR 1 or lowe creatures as bases.
Traits:
Tough. The companion has 2 additional hitpoints per level.
Massive. The companion is one size larger. (e.g. Medium -> Large)
Brutal. The companion can reroll any damage dice for the attacks it makes. It can only reroll each of its damage dice once per turn.
Mobile. The Walking Speed of your companion increases by 15 feet.
Escapist. The companion can take the Dash Action or Disengage as a bonus action.
Skilled. The companion gains proficiency in three different skills.
Nimble.Prerequisite: 5th level companion. The companion has advantage on Dexterity Saving throws.
Strong. Prerequisite: 5th level companion. The companion has advantage on Strength saving throws.
Quick-witted. Prerequisite: 5th level companion. The companion has advantage on Intelligence saving throws.
Perceptive.Prerequisite: 5th level companion. The companion has advantage on Wisdom saving throws.
Charismatic.Prerequisite: 5th level companion. The companion has advantage on Charisma saving throws.
Fortified.Prerequisite: 5th level companion. The companion has advantage on Constitution saving throws.
Expert. Prerequisite: 5th level companion. The companion gains expertise in two skills.
Extra damage.Prerequisite: 11th level companion. The companion’s attacks deal an extra 1d6 damage of your choice on a hit. This can be chosen multiple times.
Vile.Prerequisite: 11th level companion. The companion has resistance to Radiant and immunity to Necrotic damage.
Holy.Prerequisite: 11th level companion. The companion has resistance to Necrotic and Immunity to Radiant damage.
Acidic.Prerequisite: 11th level companion. The companion deals acid damage equal to its level to every creature within 5 feet of it after taking damage from a critical hit or rolling a 1 on a Saving Throw.
Alert. Prerequisite: 11th level companion. The companion has advantage on initiative and cannot be surprised while it is conscious. In addition, you (the player) cannot be surprised while the companion is conscious.
Extra attack.Prerequisite: 11th level companion. The companion can make one extra attack if it has the Multiattack option.
Evasive.Prerequisite: 11th level companion. When the steed is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, it instead takes no damage if it succeeds on the saving throw, and only half damage if it fails.
Elemental. Prerequisite: 11th level companion. The companion has resistance to one damage type chosen by you. This can be chosen multiple times.
Resilient. Prerequisite: 17th level companion. The companion gains proficiency in one type of saving throw. This can be chosen multiple times.
Undying. Prerequisite: 17th level companion. The companion gains Immunity to one damage type of your choosing.
Plated.Prerequisite: 17th level companion.The companion gains a +3 bonus to armor class.
Immortal. Prerequisite: 19th level companion. The companion no longer has to eat or drink, does not require sleep, and cannot age.
Magical. Prerequisite: 19th level companion. The companion knows how to cast 2 cantrips of your (the player’s) choice. In addition, it learns how to speak Common, and can cast one level 1 Wizard spell at will.
Educated.Prerequisite: 19th level companion. The companion learns how to speak All languages.
Special actions (to be updated):
Eye beams. The companion can shoot a beam from its (4) eyes. Roll two D4s on the following table to determine what beams it shoots when choosing this action:
Frost beam. The target must succeed on a DC 15 Constitution or take 28 (8d6) Cold damage.
Stun beam. The target must succeed on a DC 15 Constitution saving throw or be Stunned until the end of its next turn.
Flare beam. The target must succeed on a DC 15 saving throw or be illuminated until the end of its next turn. During this time, it cannot benefit from invisibility and cannot Hide.
Telekinetic beam. The target must succeed on a DC 15 Strength saving throw or be pushed 10 feet away from the companion.
In addition, it gains proficiency in the Perception skill.
Breath weapon (5-6). The companion can breath Fire, Poison, Electric, Acid, or Cold in a 15 foot cone or a 40 foot line that is 5 feet wide. Each creature in that area must make a DC 11 Constitution saving throw, taking 21 (6d6) damage of the chosen type on a failed save, or half as much damage on a successful one.
Change shape. The companion magically polymorphs into a humanoid or beast that has a challenge rating equal to or less than its own level, or back into its true form. It reverts to its true form if it dies. Any equipment it is wearing or carrying is absorbed by the new form.
Please let me know what I could improve on! This took me like 5 days to make so it'd really suck if all my hard work was for naught when I screw up some simple things.
In the deep wilderness of the dinosaur-filled jungles live a sentient creature of great primitive power. The Megalonyxians are the descendants of great ground sloths that lumbered through the old plains. Magnificent beasts that could kill sabretooth cats and cave bears in a single swipe of their giant claws. The surviving Megalonyxians have traded a part of this power for increased intelligence and become the rulers of their petty kingdoms.
Social Structure
Megalonyxians are solitary beings with regard to their own species and will rarely bond with their own species beyond convenience or to mate. They do however love interacting with outsider species and will gladly attach themselves to an adventuring party. Each megalonyxian styles themselves a baron of their own territory. Several of these barons can gather together to choose a Petty King to help settle disputes or to lead their military if there is an invasion. Most megalonyxians are very respectful of the code of law and hate to rock the boat of any society they integrate in. As such they make for great hired guards or sherrif deputies when they migrate out of their jungles.
Higher Powers
Megalonyxians tend to be very religious, but not very picky with their god. Most of their kind are easily converted by a friendly cleric or a stalwart preacher, and fall easily into cults or pacts with outer beings. But when a megalonyxian has officially adopted such a faith, they throw themselves into it stubbornly and are unlikely to ever break their oaths. Divine magic often comes easy to them and many walk the path of faith themselves.
Diets
Megalonyxians are mostly herbivorous, living off plants and leaves they find in the jungle. Their large guts able to process almost any plant, even ferns, cacti and treebark. Once in a while a megalonyxian might get a craving for carrion though. When this craving comes they will seek out the nearest carcass and consume their fill. They do not often kill for meat though and prefer eating things that are already dead. Only killing if there is no alternative.
General Appearance
Megalonyxians are great hulking beings standing roughly 8 feet tall and weighing up to 600 pounds. They have long claw-tipped arms and are covered in brown or grey fur, each hair able to reach up to a meter in length. Most Megalonyxians have a hard time keeping their fur clean, and as such rely on a certain moss that lives in their native environment to keep it clean for them, letting the moss grow along their bodies. This moss releases a sweet scent whenever it gets wet and as such prevents them from smelling terrible.
Megalonyxian Names
Being the individualistic creature they are, Megalonyxians do not have family or clan names, only using a single chosen name. This name is also the name of any territory they claim.
Megalonyxians share a number of traits in common with each other.
Ability Score Increase
Your Strength score increases by 2, and your Wisdom score increases by 1.
Age
Megalonyxians have lifespans of up to 200 years. They enter true adulthood in their late thirties, but often split from their parents around 8.
Size
Megalonyxians reach up to 8 feet tall and weigh between 400 and 600 pounds. Your size is Medium.
Slow and steady
You move a bit slower than most species of your size, but as a result are much steadier than others. Your base walking speed is 25 feet. You can move through non-magical difficult terrain as if it is normal terrain.
Your long claws are a natural weapon, which you can use to make unarmed strikes. If you hit with it, you deal slashing damage equal to 1d6 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike.
Powerful Build
You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.
Thick Fur
Your thick fur protects your vital areas from damage. Once per long rest, if you are hit with a critical hit, you can use your reaction to make it a normal hit.
Languages
You can speak, read, and write Common and Megalonyxian (or another language native to their area of the world).
There is nothing more sacred than the post, the contents of a person's letters are often worth more then the contents of their purse.
Doorbell, Postmaster Supreme of the Kenku Post Office
Your group has been hired by the Kenku Post Office, a highly sanctified organisation of kenku that carry messages through the dangerous roads of the world. These kenku were tired of their sinister reputation and sought a way out of poverty and crime. Delivering mail across cities proved something the corvids were particularly good at, and soon enough they managed to set up in more and more large capitals. This grew into a network that afforded those from noble birth to common merchants to send letters across the continent with relative safety. The post office will not allow their sacred duty to be interfered with and will often put out exorbitant bounties on those that thought they could get away with harming one of their lettermen. The post office will hire those outside the Kenku race, but they cannot rise into the higher ranks.
Ranks of the Kenku Post Office
The Kenku Post Office has a hierarchical structure with the following ranks:
Postmaster Supreme: The highest officer of the Post Office. They are also in charge of the Bounty offices.
Branchmasters: The three branchmasters (Shogun of Seals, Maarschalk of Stamps and Mushir of Packages) in charge of important parts of the organization. They are technically on the same rank as Postmaster General, but have supreme authority over their branch.
Postmaster General: The highest officer in a Postal region.
Postmaster Sergeant: An officer in charge of a postal district directly serving the Postmaster General of their region.
Office Keeper: The leader in charge of a Post Office location.
High Secretary: A Secretary in charge of the common secretaries and lettermen.
Bounty Officer: A Parallel rank to High Secretary that is in charge of bounties.
Signetbearer: A Parallel rank to High Secretary that is in charge of matters of the Seals branch.
Pursemaster: A Parallel rank to High Secretary that is in charge of matters of the Stamps branch.
Package Guard Captain: A Parallel rank to High Secretary that is in charge of matters of the Packages branch.
Specialized Worker: A true worker hired for a specialized job, such as Secretaries, Package Guards, Towncriers, Glyphsages, Forgery Finders, Office Janitors and Full-time Bounty Hunters.
Letterman: The lowest true worker of the organization, commonly the ones doing the actual delivering.
Hired Help: Those hired on a job by job basis.
Types of Postmen
The Kenku Post Office has several branches that work parallel to each other to make sure the organization stays at the top of its game. Your group can be hired by single letterman, or influential postmasters. Or even come under the purview of the Maarschalk of Stamps or the Bounty office.
Roll or pick from the Postmen Types table to determine what branch you serve.
Postmen Types
d6
Postman
1
Postmaster General. You serve one of the Postmaster Generals, just one rank below the Postmaster Supreme.
2
Mushir of Packages. You serve the Mushir of Packages or one of their branch officers. This branch is responsible for the transport of bigger packages or important mail which often require more protection and as such hires strong Package Guards.
3
Maarschalk of Stamps. You serve the Maarschalk of Stamps, or one of their branch officers. This branch is responsible for the finances of the organization. With their employees spread across the world, it often requires a lot of work to get everyone their correct pay, as well as collecting debts owed.
4
Bounty Officer. You serve the bounty office and are responsible for hunting down those that wronged the Kenku Post Office.
5
Letterman. You were hired by a single lettermen of the organization and are rising with them through the ranks of the organization.
6
Shogun of Seals. A secretive branch of the Post Office has seen your promise. You are trusted with the most top secret of messages to be delivered.
Kenku Post Office Perks
With the Kenku Post Office as your group’s patron, you gain the following perks.
Expenses. Your patron reimburses you for extraordinary expenses incurred as part of your work. You are required to account for your expenses and must explain any extraordinary expenditures, but routine travel, ordinary equipment, and basic services don’t draw a second glance. You might even be granted a salary of up to 1 gp a day depending on the recourses of your patron and your usefulness to their department.
Avenge Clause. You have a limited protection from those that seek to harm you by the reputation of the organization. You can also be assured that you will be avenged if you are harmed on the job.
An office in every city. While in large population centres you can be assured there is a Post Office for you to contact. They can help you with information and other important matters.
Noble Respect. As a member of the Kenku Post Office you are granted a certain amount of respect by the nobility. You will be afforded some leeway when dealing with those above your station and people won't ask as many questions if you are found in noble districts.
Post Office Contact
The Post Office is a vast organization with offices all over the continent, or even all over the world. As such it is useful to have a semi-official contact within its many branches that can help sort you out.
Roll or pick from the Post Office Contact table to determine who serves as your patron’s proxy.
Post Office Contact
d6
Contact
1
Officer. A high ranking member of the Post Office that has direct purview over you.
2
Secretary. One of the small army of secretaries and burocrats that make sure everyone knows what to do.
3
Pursemaster. The person within the organization who is responsible for your pay.
4
Veteran Letterman. An old veteran in the organization who knows exactly which trees to shake to get you sorted out.
5
Signetbearer. One of the important members of the Shogun of Seals' branch of the organization that will often tap you for some extra work.
6
Towncrier. The towncriers are an important part of the organization who maintain direct contact between the organization, its workers and its clients.
Post Office Worker
Any organization of considerable size can't just rely on the hired help. If you want to be you can be one of the true workers of the post office. While your job security and status is increased, so is your responsibility! Your group's failings might be on you to account for.
The Post Office Worker Roles table suggests a variety of parts you might play in the organization's structure and the backgrounds frequently associated with each role.
Post Office Worker Roles
Role
Backgrounds
Letterman
Athlete, Courtier, Entertainer, Soldier, Urchin
Package Guard
Knight, Folk Hero, Noble, Sailor, Soldier
Signetbearer
Charlatan, Entertainer, Outlander, Spy, Urchin
Towncrier
Courtier, Guild Artisan, Folk Hero, Noble
Glyphsage (Magic experts)
Acolyte, Charlatan, Hermit, Outlander, Sage
Officer (Kenku only)
Any
Post Office Quests
The Kenku Post Office performs hundreds if not thousands of different tasks every day, and as such there are many quests for your party to pick up when they need work.
The Post Office Quests table presents the sorts of work you might conduct at your contact or patron’s request.
Post Office Quests
d6
Quest
1
Package Delivery. The Mushir of Packages needs a little extra help delivering important mail.
2
Retrieve Lost Mail. One of the lettermen lost their mail or had it stolen, your job is to get it back.
3
Bounty. The Bounty office has put out a new bounty on some ne'er-do-well that thought they could get away with harming the Post Office's interests.
4
Noble Interference. Some upstart noble is trying to restrict or overtax the mail in their territory. Some appropriate (politcal) pressure needs to be applied to let them see the importance of our work.
5
Waxmarked. You have been caught up in some machination of the Shogun of Seals combatting internal corruption. Do your best to survive.
6
Goldmule. There is a problem with the pay of an important part of the Post Office. The Maarschalk of Stamps is unhappy, so please solve it quickly before the Postmaster Supreme gets involved.
The Competition of the Finest Brews I - Judged by Yamana_Eajii. (Thread accidentally deleted)
The Competition of the Finest Brews II - Judged by Thauraeln_The_Bold.
The Competition of the Finest Brews III - Judged by TabaxiRogueFighterClericWarlock
The Competition of the Finest Brews IV - Judged by Kaboom979
The Competition of the Finest Brews V - Judged by ThorukDuckSlayer
The Competition of the Finest Brews VI - Judged by Semako
The Competition of the Finest Brews VII - Judged by MilestoGo_24
The Competition of the Finest Brews VIII — Judged by Heartofjuyomk2
The Competition of the Finest Brews IX— Judged by IamSposta
The Competition of the Finest Brews X — Judged by Kaboom979
The Competition of the Finest Brews XI - Judged by BoringBard
The Competition of the Finest Brews XII- Judged by ThorukDuckSlayer
The Competition of the Finest Brews XIII - Judged by Kaboom979
The Competition of the Finest Brews XIV- Judged by MilestoGo_24
The Competition of the Finest ‘Brews XV - Judged by IamSposta
The Competition of the Finest ‘Brews XVI - Judged by MilestoGo_24
The Competition of the Finest ‘Brews XVII - Judged by ZomblesKlein
The Competition of the Finest ‘Brews XVIII - Judged by Gnomarchy
The Competition of the Finest ‘Brews XIX - Judged by Dragon_Shark
The Competition of the Finest 'Brews XX - Judged by The_Lost_Leg
The Competition of the Finest 'Brews XXI - Judged by AntonSirius
The Competition of the Finest 'Brews XXII - Judged by ZomblesKlein
The Competition of the Finest 'Brews XXIII - Judged by MinMaxxed
The Competition of the Finest 'Brews XXIV - Judged by ZomblesKlein
All competitions thus far have contained a multitude of spectacular and inspired entries, so I suggest you check them out if you haven't already. Now, onto the important stuff:
Timeframe
Entries must be submitted before Noon (MDT) on Monday, January 25th to be considered part of the competition.
Contest Categories
In each Finest Brew contest, there are three categories. These are so that people with skill in creating, say, monsters, don't end up stuck having to make dungeons. Each category is judged separately. There can only be one entrance per category per person. The category types are as follows:
This time, our category themes are:
DM Options: Curious Companions
Who doesn't want a loyal loving companion to keep you company on the long journeys of adventure? Adventurers come across all kinds of creatures they might adopt or that might adopt them, what kind of curious companion will your players team up with? (This theme was picked by @Agilemind)
Player Options: Thunderbeasts
The ground of the wilderness shakes as a stampede of ancient beasts, scaled, feathered, finned, thunders through, heralded by the war cry of an elf wearing ceremonial clothing from the giant bones of his fallen friends. Namely, this category is about dinosaurs. In what ways might players choose to work with these primal animals? What powers might players wield related to them? Note that this theme could be applied to any ancient animal, not only those scientifically called "dinosaurs".
Interactive Options: Couriers and Carriers
As the gift-giving season is upon us, one cannot understate the importance of those who deliver our packages and mail. What might a fantasy post office look like? What kind of creatures would be talented at this line of work? What stories might they tell? What puzzling tools or tricky traps might they employ to thwart thieves and bandits? And what might their parcels contain? (This theme was picked by @Kaboom979)
Voting
VOTING IS OPEN!
Voting will start January 26th (or thereabouts, once the survey is made) and will end at Noon (MDT) on February 8th. A Google Forms poll for each category will be posted on this thread, and all may vote on it - including and especially contestants. Contestants are encouraged to vote 5 and 5 on their own submissions; all scores will have 5 subtracted from both voting categories. Scores are assigned using a numerical value from 1 (poor) to 5 (excellent).
Written Feedback - You have the option to give written feedback, should you choose, for any entries on the forms. Written feedback does not factor into a contestants score.
We are hoping that by giving everyone more criteria to vote on for each entry, you will think about each aspect and not feel the need to cram all of your thoughts into a single number. We are also hoping that having multiple scores contribute to the total will make ties less likely to occur.
Please try to take the time to review and vote for every entry, except for your own, in the categories you vote in, as even one vote can easily sway a competition like this. If there's anything you feel very strongly about, also feel free to review it in the thread! Reviews won't count for anything, but it's nice to get feedback!
Determining Winners
Guides & Mini-FAQ* & Changelog
WAIT! Before you see the 5th level Wall of Text in this FAQ’s* & Guides section, and decide not to submit to the competition because you don’t want to read it, remember that reading this section is COMPLETELY OPTIONAL. You do not need to read any of this to submit something for the competition, to pick a category, or to become the next judge. This is merely a helpful tool if you’re confused. You have no obligation to read or use it!
Guide for Competition & Category Winners.
Competition Winner: The competition winner becomes the next judge, they are responsible for doing the following:
Category Winners: A category winner must do the following:
Mini FAQ* for competition contestants:
Q. Wait, how do I submit?
A. You just make a post in the competition thread with either a link to your entry, or your entry typed out in it. It helps to add what category you’re submitting to, but it is not strictly necessary since it’s pretty easy to figure out what type of category the entry is for.
Q. Can you vote on your own submission?
A. Yes. Contestants are encouraged strongly to vote, and to vote 5 & 5 on their own submissions, as 5 will be subtracted from each score while being calculated. This is to maintain fair voting while encouraging votes.
Q. Where can I find the forms for voting?
A. When the competition submission time ends, voting will start soon. You vote on a google form. The judge should link the forms near the voting section when they’re up, and they will probably also make a post on the thread announcing that voting’s started with the link.
Q. Can I have multiple submissions in the same competition?
A. Yes, you can have multiple submissions for the same competition. HOWEVER, as described in the “Contest Categories” section of this competition, you can only have one entry per category. For example, you can make something for the DM’s Options, PC Options, and Inspirational Options, but you can't make two things for PC Options and one for DM’s.
Q. I’ve already submitted something for X category, can I change my submission for it?
A. Yes, you can change your submission for a specific category as long as the deadline for submissions has not yet been reached. Do remember that if you’re changing your submission, it is best to edit your original post with your first submission to say that it is obsolete, and necessary to make a new one to announce & link your new submission. Also, do keep in mind that it does create a bit more work for the judges when you edit your submission, because they have to update the links. However, it is alright to do so.
Q. Is written feedback optional and does it effect an entries score?
A. Yes, written feedback is optional. No, it does not effect an entries score.
Q. Is the scoring by total score, or by average score?
A. The scoring is done by both average scores (Balance/Playability, Idea/Creativity) being added together for a final score. All scores have -5 when being calculated for reasons stated elsewhere.
Q. How do I know if my submission is more appropriate for the DM category or the Interactive category?
A. If it is not obvious which of the two categories your submission would make sense for, then it really comes down to which pillar of the game you seek to explore. DM Options are more closely tied to combat whereas Interactive Options are more closely tied to exploration and social encounters.
As an example, if you have an NPC with a stat block and you are not sure where to submit, consider whether the goal of incorporating the NPC into a game would be to fight the PCs or for the PCs to gather information from it. Its possible to write a strong, social-focused NPC who still has a stat block just in case things turn towards combat, but if your desire for the NPC is to interact with the PCs through roleplay, then it likely is more fitting for the Interactive Category. If your desire is for the NPC to maybe roleplay a little, but ultimately engage the party in combat, then it would be closer to a "monster" and fit in the DM category.
Contestants
DM Options: Curious Companions
Player Options: Thunderbeasts
Interactive Options: Couriers and Carriers
Come participate in the Competition of the Finest Brews, Edition XXV?
My homebrew stuff:
Spells, Monsters, Magic Items, Feats, Subclasses.
I am an Archfey, but nobody seems to notice.
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Man, these options are awesome! Super excited.
(Also, what category would villainous subclasses fall into? I imagine Interactive, but Player or DM also makes sense. I'm probably not going to make one this time, but still...)
KOBOLDS WITH CANNONS! A RP thread about Small humanoids with Huge weapons.
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Homebrew Races: HERE Homebrew Spells: HERE Homebrew Monsters: HERE
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Amazing themes as always. Cant wait to see what everybody comes up with.
Hi, I’m DrakenBrine, here’s my Sig and characters
I am The Grand Envisioner!
If a subclass is intended to be applied to a player class, then it counts as a player option.
Come participate in the Competition of the Finest Brews, Edition XXV?
My homebrew stuff:
Spells, Monsters, Magic Items, Feats, Subclasses.
I am an Archfey, but nobody seems to notice.
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What about the Sidekick stat blocks? What would those count as? DM or Interactive?
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)
Come participate in the Competition of the Finest Brews, Edition XXV?
My homebrew stuff:
Spells, Monsters, Magic Items, Feats, Subclasses.
I am an Archfey, but nobody seems to notice.
Extended Signature
Cool, thanks!
(I, um... somehow didn't notice the FAQ)
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)
Funny story, when I first played D&D I made a Ranger. I did not do so because of the fantasy of an expert woodsman or hunter, but rather because I affiliated the term "ranger" with the "Power Rangers." (mind you, I was not a child when making this affiliation). With the opportunity presented by this competition's player category, I have tried to design a Ranger subclass taking some inspiration from these teenagers with attitude. Let me know what you think.
Primeval Shaman
Rangers of this archetype awaken the powers of ancient beasts through use of an ancient talisman, cleaving a path of destruction through the battlefield and leaving rubble in their wake.
3rd Level: Primeval Talisman
You gain a talisman through which to channel the power of a primeval spirit. Such a talisman can take on any form of your choice, so long as it can be worn. You can also use the table below to determine what form your talisman takes
d4
Talisman
1
Piece of a fossil
2
Tooth or Claw
3
Chunk of Amber
4
Trinket bearing runes written in Primordial
Knowledge of the Ages. While wearing your talisman, you can speak and read Primordial. Anytime you would make a History or Nature check, you may roll 1d4 and add it to the total.
Spellcasting Focus. Your chosen talisman acts as a Spellcasting Focus for your Ranger spells.
Replacing your Talisman. As part of a Short or Long Rest, you can perform a ritual to magically summon a new talisman. Any existing talisman you already have then vanishes.
3rd Level. Spirit of the Ancients
Choose one of the following spirits: Plesiosaurus, Quetzalcoatlus, Saber-Toothed Tiger, or Tyrannosaurus Rex. While wearing your Primeval Talisman, you gain one of the following traits based on your chosen spirit.
Plesiosaurus. The duration for which you can hold your breath doubles and you can ignore the Somatic components of Ranger spells you cast while underwater. Additionally, you gain a Swim Speed of 20 feet. If you already have a Swim Speed, it instead increases by 20 feet.
Quetzalcoatlus. When you Dash or Disengage, you can make a weapon attack or Unarmed Strike as a Bonus Action.
Saber-Toothed Tiger. You can cast Jump on yourself without expending a spell slot.
Tyrannosaurus Rex. As a Magic action, you can expend a Level 1+ spell slot to perform a powerful stomp. Each creature within a 10 foot emanation must make a Strength saving throw. A creature takes 2d6 Bludgeoning damage on a failed save, or half as much on a successful one. The ground within this emanation when you use this action also becomes Difficult Terrain for 1 minute. The radius of this action's emanation increases by 10 feet for each spell slot level above 1.
As part of a Long Rest, you can also replace your chosen spirit with another listed above.
3rd Level: Thick Skinned
Your connection to primeval energies enhances your durability. You can use your Constitution modifier instead of Dexterity for calculating your unarmored Armor Class and that granted by donning Light or Medium armor.
7th Level: Trampling Weapon
Choose a weapon with which you have proficiency. The chosen weapon gains your choice of the Push or Topple mastery property. This mastery property is in addition to any others that you can use for the chosen weapon.
Each time you finish a Long Rest, you can replace the weapon chosen for this feature with another.
11th Level: Behemoth Beast
Summon Beast is always prepared for you. While wearing your Primeval Talisman, you can cast this spell without providing material components, and the Bestial Spirit’s stat block gains an additional trait depending on your chosen spirit.
Plesiosaurus (Water Only). The Bestial Spirit becomes Large, and its Swim speed increases by 10 feet. It has advantage on any attack made against a creature that is Bloodied.
Quetzalcoatlus (Air Only). The Bestial Spirit becomes Huge, and its Fly speed increases by 10 feet. It gains a bonus to its DC for Grappling another creature equal to your Wisdom modifier.
Saber-Toothed Tiger (Land Only). The Bestial Spirit becomes Large, and its Climb speed increases by 10 feet. It gains a bonus to the damage dealt by its Rend attack equal to your Wisdom modifier
Tyrannosaurus Rex (Land Only). The Bestial Spirit becomes Huge, and the reach of its Rend attack increases by 5 feet. Once on each of its turns when the Bestial Spirit makes a Rend attack, it can make an additional Rend attack against a different creature that is within 5 feet of the original target, that is within the attack's range, and that it hasn't attacked this turn.
15th Level: Trampling Spells
Whenever a creature is dealt damage by the effect of a Ranger spell you cast, it must succeed on a Strength saving throw or become Prone.
(Last updated 1/24/25)
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Primeval Shaman
Rangers of this archetype awaken the powers of ancient beasts through use of an ancient talisman, cleaving a path of destruction through the battlefield and leaving destruction in their wake.
3rd Level: Armor of the Colossus
You can use your Constitution modifier instead of Dexterity for calculating AC provided by Light or Medium armor you have Donned.
3rd Level: Primeval Talisman
You gain a talisman through which to channel the power of a primeval spirit. Such a talisman can take on any form of your choice, so long as it can be worn. You can also use the table below to determine what form your talisman takes
d4
Talisman
1
Piece of a fossil
2
Tooth or Claw
3
Chunk of Amber
4
Trinket bearing runes written in Primordial
Spellcasting Focus. Your chosen talisman acts as a Spellcasting Focus for your Ranger spells.
Replacing your Talisman. As part of a Long Rest, you can perform a ritual to replace your talisman with another.
3rd Level. Spirit of the Ancients
Choose one of the following spirits: Mastodon, Pterodactyl, Saber-Toothed Tiger, Triceratops, or Tyrannosaurus. While wearing your Primeval Talisman, you gain one of the following traits based on your chosen spirit.
Mammoth. You have advantage on saving throws against effects which would move you against your will or give you the Prone condition.
Pteranodon. When you Disengage, you can make an weapon attack or Unarmed Strike as a Bonus Action.
Saber-Toothed Tiger. You can cast Jump on yourself without expending a spell slot.
Triceratops. When you Dash, you can make an attack with a Melee weapon or an Unarmed Strike as a Bonus Action.
Tyrannosaurus Rex. As a Magic action, you can expend a Level 1+ spell slot to perform a powerful stomp. Each creature within a 10 foot emanation must make a Strength saving throw. A creature takes 1d8 Bludgeoning damage per level of spell slot expended on a failed save, or half as much on a successful one. The ground within this emanation when you use this feature also becomes Difficult Terrain for 1 minute.
If you replace your talisman as part of a Long Rest, you can also replace your chosen spirit with another.
7th Level: Trampling Weapon
Choose a melee weapon with which you have proficiency. The chosen weapon gains your choice of the Push or Topple mastery property. This mastery property is in addition to any others that you can use for the chosen weapon.
Each time you finish a Long Rest, you can replace the chosen weapon with another.
11th Level: Behemoth Beast
Summon Beast is always prepared for you. When you cast this spell, you can choose to modify the Beastial Spirit’s stat block in one of the following ways, depending on the spirit chosen for your talisman
Mammoth. Its size is Huge and it gains a bonus to its AC equal to your Wisdom modifier
Pteranodon. Its size is Medium, its Fly speed increases by 10 feet (Air only), and it gains a bonus DC used for Grappling equal to your Wisdom modifier.
Saber-Toothed Tiger. Its size is Large, its Climb speed increases by 10 feet (Land only), and it gains a bonus to the damage dealt by its Rend attack equal to your Wisdom modifier
Triceratops. Its size is Huge. Each time you command it to take the Dash action, it can perform one Rend attack as a Bonus Action on its turn.
Tyrannosaurus Rex. Its size is Huge, the reach of its Rend attack increases by 5 feet. On each of its turns, if it misses with a Rend attack, it can make one additional Rend attack as a Bonus Action.
Once you have used this feature, you cannot do so again until you complete a Long Rest.
15th Level: Primordial Stampede
Whenever a creature is dealt damage by the effect of a Ranger spell you cast, it must succeed on a Strength saving throw or become Prone.
Two things; One. Could you put it in a spoiler? And Two. I love subclasses like these! Making the sub-choices is really fun for differentiation in subclasses. However, the 3rd level feature seems pretty similar to the Totem Barbarian's. Maybe try differentiating it? Playing off a signature spell, like Summon Beast in the 11th level feature, I think would help make a more unique subclass. Great job!
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
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Thanks for the feedback! The only issue with the spoiler is that sometimes the spoiler doesn't vibe with some of the other formatting choices that I make. It seems okay for this one, but I also like having it easily able to be read by people casually scrolling through the thread to explore submissions.
As for similarities with the Totem Barb, I think there are enough differences in effect type and how often you can switch your choice (especially compared to the 2024 version). That being said, I am curious about your spell suggestion. I already have one like that with Saber Tooth Tiger. Ill have to pour over the spells to see how many feel thematic to each spirit type. For this subclass' design, since my goal is to make it based on the 2024 version of the class, I will probably also restrict myself to the 2024 version of spells to choose from.
Three-time Judge of the Competition of the Finest Brews! Come join us in making fun, unique homebrew and voting for your favorite entries!
Hunter's Mark was the one I was thinking of, especially since 2024 Ranger (or 2014) doesn't really do well buffing it.
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)
DM Options: Curious Companions
Skeletal Critter (Magic Item)
An animated animal skull which can take on the appearance of a full skeleton. The resulting undead has an AC of 13 and 4 hitpoints. It can not take damage from anything that forces a saving throw and automatically succeeds saving throws. If the undead is destroyed, it reanimates after 1 minute. As long as the skeletal critter is animated it can perform the actions of a mage hand. The animated skull recognizes you as its owner and will follow your verbal commands. It will not recognize another owner until you verbally transfer ownership or die.
You can use your action to pick a target. That target sees the creature as a normal member of its species. A target can make a DC 15 insight check to see the undead's true nature. If you pick a new target, the old target regains their ability to see the undead's true nature.
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Am snek.
Well, this is partially finished, and I feel like I need to add more, but..
Here you go!
Dm options: Curious Companions
The Companion System
Across the lands, fearless adventurers, brave warriors, amazing spellcasters... they all have one thing in common. This one thing is an exploitable weakness, yet a cause for great joy. That one thing is... COMAPANIONSHIP! Thousands of adventurers all over the world have some sort of steed. However, they, and their whole party, suffer from one problem; AOE spells. One astray Fireball and, POOF! Your loving mastiff is gone. Of course, this isn’t as much of a problem for those who have renewable sources of companions (Find Steed, Find Familiar), but what about those who don’t have easy access to the requisite spells? How about making them a sidekick? That’ll solve all of your problems! But, oh dear, your Wyvern unfortunately doesn’t fit the bill... but it’s sturdy! It’ll survive, right? Oh, but what about my horse? It can’t speak! But I don’t want to make it a Warrior! What will I do?
Introducing... the Steed/Pet system! You have a variety of options to choose from, and your DM will update the stat block with ease. They are highly customizable, and will stay alive WITH you, even throughout the course of a campaign (and many, many AOE spells.) Choose from a variety of Mutations and customize your Base Template, with over 100,000 combinations!
Making a companion is usually pretty easy. First, you choose a stat block (shown below). Next, you choose two standard traits. Most of the time, you choose what traits it gains. You should aim to choose traits that you believe the player would find useful. Alternatively, you could let the player choose the traits. This could lead to min-maxing, but it allows the player some freedom. To finish, you choose one special attack.
Every time the player gets an ability score increase or something similar, or perhaps when you feel it is appropriate, give the companion a new Trait. If you have a stat block that you like other than these, you can obviously use that stat block instead.
Base Stat Blocks
Abomination
Aberrant Ground. The ground in a 10-foot radius around the Abomination is doughlike difficult terrain. Each creature that starts its turn in that area must succeed on a DC 10 Strength saving throw or have its speed reduced to 0 until the start of its next turn.
Bite. Melee Weapon Attack:+2 to hit, reach 5 ft., one creature. Hit: 17 (5d6) piercing damage. If the target is Medium or smaller, it must succeed on a DC 10 Strength saving throw or be knocked prone.
Artificial
Antimagic Susceptibility. The Artificial is incapacitated while in the area of an antimagic field. If targeted by dispel magic, the rug must succeed on a Constitution saving throw against the caster's spell save DC or fall unconscious for 1 minute.
False Appearance. While the Artificial remains motionless, it is indistinguishable from a normal inanimate object.
Slam. Melee Weapon Attack:+5 to hit, reach 5 ft., one Medium or smaller creature. Hit: 10 (2d6 + 3) bludgeoning damage.
Cadavera
Turning Defiance. The cadavera and any undead within 30 feet of it have advantage on saving throws against effects that turn undead.
Bite. Melee Weapon Attack:+3 to hit, reach 5 ft., one creature. Hit: 12 (2d8 + 3) piercing damage.
Claws. Melee Weapon Attack:+5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) slashing damage. If the target is a creature other than an undead, it must succeed on a DC 10 Constitution saving throw or be paralyzed for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Climatae
Multiattack. The climatae makes two attacks: one with its bite and one with its claws.
Bite. Melee Weapon Attack:+4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage.
Claws. Melee Weapon Attack:+4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) slashing damage.
Divine
Smite. Melee Weapon Attack:+5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) radiant damage.
Drake
Multiattack. The guard drake makes one Bite attack and one Tail attack. The Tail attack is made with disadvantage.
Bite. Melee Weapon Attack:+4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) piercing damage.
Tail. Melee Weapon Attack:+5 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) bludgeoning damage.
Excresensent
Multiattack. The Excresensent makes one attack with its claws. If that attack hits, the grick can make one bite attack against the same target.
Claws. Melee Weapon Attack:+4 to hit, reach 5 ft., one target. Hit: 9 (2d6 + 2) slashing damage.
Bite. Melee Weapon Attack:+4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage.
Exudation
Ooze Cube. The Exudation takes up its entire space. Other creatures can enter the space, but a creature that does so is subjected to the Exudation's Absorb and has disadvantage on the saving throw.
Fae
Abduct. The Fae’s Speed isn’t halved when it moves a creature Grappled by it.
Unarmed Strike.Melee Attack Roll:+4, Reach 10 ft. Hit: 6 (1d8 + 2) Bludgeoning damage, and if the target is a Medium or smaller creature, it has the Grappled condition (escape DC 12). Until this Grappled ends, the Fae can’t make an Unarmed Strike against another target.
Florae
False Appearance. While the tree remains motionless, it is indistinguishable from a normal tree.
Slam. Melee Weapon Attack:+6 to hit, reach 10 ft., one target. Hit: 14 (3d6 + 4) bludgeoning damage.
Gigant
Slam. Melee Weapon Attack:+6 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) bludgeoning damage.
Savage
Tail. Melee Weapon Attack:+6 to hit, reach 10 ft., one target. Hit: 11 (2d6 + 4) bludgeoning damage. If the target is a creature, it must succeed on a DC 14 Strength saving throw or be knocked prone.
Vile
Bite. Melee Weapon Attack:+4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage plus 10 (3d6) poison damage.
It is recommended that 3rd level players or lower do not use these stat blocks and instead use CR 1 or lowe creatures as bases.
Traits:
Tough. The companion has 2 additional hitpoints per level.
Massive. The companion is one size larger. (e.g. Medium -> Large)
Brutal. The companion can reroll any damage dice for the attacks it makes. It can only reroll each of its damage dice once per turn.
Mobile. The Walking Speed of your companion increases by 15 feet.
Escapist. The companion can take the Dash Action or Disengage as a bonus action.
Skilled. The companion gains proficiency in three different skills.
Nimble. Prerequisite: 5th level companion. The companion has advantage on Dexterity Saving throws.
Strong. Prerequisite: 5th level companion. The companion has advantage on Strength saving throws.
Quick-witted. Prerequisite: 5th level companion. The companion has advantage on Intelligence saving throws.
Perceptive. Prerequisite: 5th level companion. The companion has advantage on Wisdom saving throws.
Charismatic. Prerequisite: 5th level companion. The companion has advantage on Charisma saving throws.
Fortified. Prerequisite: 5th level companion. The companion has advantage on Constitution saving throws.
Expert. Prerequisite: 5th level companion. The companion gains expertise in two skills.
Extra damage. Prerequisite: 11th level companion. The companion’s attacks deal an extra 1d6 damage of your choice on a hit. This can be chosen multiple times.
Vile. Prerequisite: 11th level companion. The companion has resistance to Radiant and immunity to Necrotic damage.
Holy. Prerequisite: 11th level companion. The companion has resistance to Necrotic and Immunity to Radiant damage.
Acidic. Prerequisite: 11th level companion. The companion deals acid damage equal to its level to every creature within 5 feet of it after taking damage from a critical hit or rolling a 1 on a Saving Throw.
Alert. Prerequisite: 11th level companion. The companion has advantage on initiative and cannot be surprised while it is conscious. In addition, you (the player) cannot be surprised while the companion is conscious.
Extra attack. Prerequisite: 11th level companion. The companion can make one extra attack if it has the Multiattack option.
Evasive. Prerequisite: 11th level companion. When the steed is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, it instead takes no damage if it succeeds on the saving throw, and only half damage if it fails.
Elemental. Prerequisite: 11th level companion. The companion has resistance to one damage type chosen by you. This can be chosen multiple times.
Resilient. Prerequisite: 17th level companion. The companion gains proficiency in one type of saving throw. This can be chosen multiple times.
Undying. Prerequisite: 17th level companion. The companion gains Immunity to one damage type of your choosing.
Plated. Prerequisite: 17th level companion. The companion gains a +3 bonus to armor class.
Immortal. Prerequisite: 19th level companion. The companion no longer has to eat or drink, does not require sleep, and cannot age.
Magical. Prerequisite: 19th level companion. The companion knows how to cast 2 cantrips of your (the player’s) choice. In addition, it learns how to speak Common, and can cast one level 1 Wizard spell at will.
Educated. Prerequisite: 19th level companion. The companion learns how to speak All languages.
Special actions (to be updated):
Eye beams. The companion can shoot a beam from its (4) eyes. Roll two D4s on the following table to determine what beams it shoots when choosing this action:
In addition, it gains proficiency in the Perception skill.
Breath weapon (5-6). The companion can breath Fire, Poison, Electric, Acid, or Cold in a 15 foot cone or a 40 foot line that is 5 feet wide. Each creature in that area must make a DC 11 Constitution saving throw, taking 21 (6d6) damage of the chosen type on a failed save, or half as much damage on a successful one.
Change shape. The companion magically polymorphs into a humanoid or beast that has a challenge rating equal to or less than its own level, or back into its true form. It reverts to its true form if it dies. Any equipment it is wearing or carrying is absorbed by the new form.
Please let me know what I could improve on! This took me like 5 days to make so it'd really suck if all my hard work was for naught when I screw up some simple things.
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
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Player Options: Thunderbeasts
Megalonyxian Species Details
In the deep wilderness of the dinosaur-filled jungles live a sentient creature of great primitive power. The Megalonyxians are the descendants of great ground sloths that lumbered through the old plains. Magnificent beasts that could kill sabretooth cats and cave bears in a single swipe of their giant claws. The surviving Megalonyxians have traded a part of this power for increased intelligence and become the rulers of their petty kingdoms.
Social Structure
Megalonyxians are solitary beings with regard to their own species and will rarely bond with their own species beyond convenience or to mate. They do however love interacting with outsider species and will gladly attach themselves to an adventuring party. Each megalonyxian styles themselves a baron of their own territory. Several of these barons can gather together to choose a Petty King to help settle disputes or to lead their military if there is an invasion. Most megalonyxians are very respectful of the code of law and hate to rock the boat of any society they integrate in. As such they make for great hired guards or sherrif deputies when they migrate out of their jungles.
Higher Powers
Megalonyxians tend to be very religious, but not very picky with their god. Most of their kind are easily converted by a friendly cleric or a stalwart preacher, and fall easily into cults or pacts with outer beings. But when a megalonyxian has officially adopted such a faith, they throw themselves into it stubbornly and are unlikely to ever break their oaths. Divine magic often comes easy to them and many walk the path of faith themselves.
Diets
Megalonyxians are mostly herbivorous, living off plants and leaves they find in the jungle. Their large guts able to process almost any plant, even ferns, cacti and treebark. Once in a while a megalonyxian might get a craving for carrion though. When this craving comes they will seek out the nearest carcass and consume their fill. They do not often kill for meat though and prefer eating things that are already dead. Only killing if there is no alternative.
General Appearance
Megalonyxians are great hulking beings standing roughly 8 feet tall and weighing up to 600 pounds. They have long claw-tipped arms and are covered in brown or grey fur, each hair able to reach up to a meter in length. Most Megalonyxians have a hard time keeping their fur clean, and as such rely on a certain moss that lives in their native environment to keep it clean for them, letting the moss grow along their bodies. This moss releases a sweet scent whenever it gets wet and as such prevents them from smelling terrible.
Megalonyxian Names
Being the individualistic creature they are, Megalonyxians do not have family or clan names, only using a single chosen name. This name is also the name of any territory they claim.
Chosen Names: Acratoc, Bradypus, Euchel, Goloepod, Hyperleptus, Jeffersoni, Korvan, Leptus, Megatherus, Megiston, Meizon, Mesopota, Orthotheri, Pethani, Proplat, Sinclairia, Uruma, Xibalbaon, Zacatzon
Megalonyxian Traits
Megalonyxians share a number of traits in common with each other.
Ability Score Increase
Your Strength score increases by 2, and your Wisdom score increases by 1.
Age
Megalonyxians have lifespans of up to 200 years. They enter true adulthood in their late thirties, but often split from their parents around 8.
Size
Megalonyxians reach up to 8 feet tall and weigh between 400 and 600 pounds. Your size is Medium.
Slow and steady
You move a bit slower than most species of your size, but as a result are much steadier than others. Your base walking speed is 25 feet. You can move through non-magical difficult terrain as if it is normal terrain.
Natural Strength
You have proficiency in the Athletics skill.
Long Claws
Your long claws are a natural weapon, which you can use to make unarmed strikes. If you hit with it, you deal slashing damage equal to 1d6 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike.
Powerful Build
You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.
Thick Fur
Your thick fur protects your vital areas from damage. Once per long rest, if you are hit with a critical hit, you can use your reaction to make it a normal hit.
Languages
You can speak, read, and write Common and Megalonyxian (or another language native to their area of the world).
I am also here.
Am snek.
I was considering writing a short story / lore entry for the Interactive Options category, and it's prompted a question.
How would we assess "Balance/Playability" for an entry that is essentially prose and that doesn't have any mechanics to it?
It would be judged off of playability; how feasible it would be to use in-game.
Come participate in the Competition of the Finest Brews, Edition XXV?
My homebrew stuff:
Spells, Monsters, Magic Items, Feats, Subclasses.
I am an Archfey, but nobody seems to notice.
Extended Signature
How easy it is to integrate into a game world, and how relevant it would be to a quest/campaign
I am also here.
Am snek.
I think I'm going to make the Path Primeval Barbarian subclass. Maybe it can be the villain for Kaboom's Power Rangers.
My Homebrew: Subclasses, Monsters, Feats, Backgrounds, Magic Items
Migrating to 2024 and releasing new Homebrew regularly.
Feedback and play-testing appreciated!
Interactive Options: Couriers and Carriers
Kenku Post Office (Group Patron)
Your group has been hired by the Kenku Post Office, a highly sanctified organisation of kenku that carry messages through the dangerous roads of the world. These kenku were tired of their sinister reputation and sought a way out of poverty and crime. Delivering mail across cities proved something the corvids were particularly good at, and soon enough they managed to set up in more and more large capitals. This grew into a network that afforded those from noble birth to common merchants to send letters across the continent with relative safety. The post office will not allow their sacred duty to be interfered with and will often put out exorbitant bounties on those that thought they could get away with harming one of their lettermen. The post office will hire those outside the Kenku race, but they cannot rise into the higher ranks.
Ranks of the Kenku Post Office
The Kenku Post Office has a hierarchical structure with the following ranks:
Types of Postmen
The Kenku Post Office has several branches that work parallel to each other to make sure the organization stays at the top of its game. Your group can be hired by single letterman, or influential postmasters. Or even come under the purview of the Maarschalk of Stamps or the Bounty office.
Roll or pick from the Postmen Types table to determine what branch you serve.
Postmen Types
Kenku Post Office Perks
With the Kenku Post Office as your group’s patron, you gain the following perks.
Expenses. Your patron reimburses you for extraordinary expenses incurred as part of your work. You are required to account for your expenses and must explain any extraordinary expenditures, but routine travel, ordinary equipment, and basic services don’t draw a second glance. You might even be granted a salary of up to 1 gp a day depending on the recourses of your patron and your usefulness to their department.
Avenge Clause. You have a limited protection from those that seek to harm you by the reputation of the organization. You can also be assured that you will be avenged if you are harmed on the job.
An office in every city. While in large population centres you can be assured there is a Post Office for you to contact. They can help you with information and other important matters.
Noble Respect. As a member of the Kenku Post Office you are granted a certain amount of respect by the nobility. You will be afforded some leeway when dealing with those above your station and people won't ask as many questions if you are found in noble districts.
Post Office Contact
The Post Office is a vast organization with offices all over the continent, or even all over the world. As such it is useful to have a semi-official contact within its many branches that can help sort you out.
Roll or pick from the Post Office Contact table to determine who serves as your patron’s proxy.
Post Office Contact
Post Office Worker
Any organization of considerable size can't just rely on the hired help. If you want to be you can be one of the true workers of the post office. While your job security and status is increased, so is your responsibility! Your group's failings might be on you to account for.
The Post Office Worker Roles table suggests a variety of parts you might play in the organization's structure and the backgrounds frequently associated with each role.
Post Office Quests
The Kenku Post Office performs hundreds if not thousands of different tasks every day, and as such there are many quests for your party to pick up when they need work.
The Post Office Quests table presents the sorts of work you might conduct at your contact or patron’s request.
Post Office Quests
I am also here.
Am snek.
Dinosaurs! Time to get cracking. I have a few ideas, and they may be…unconventional, but I’m gonna give it a shot!
Hi, I'm Raccoon_Master, a young genderfluid actor, writer, explorer, and bass vocalist. Pronouns They/Them/Theirs
My Characters: Brormin the Devout Crusher; Morgrom the Cunning Summoner; Thea the Rebellious Beauty;
Check out my EXTENDED SIGNATUR and don’t forget to join the Anything but the OGL 2.0 Thread!
"I don't make sense to you, and I don't make sense to myself. Maybe the only one I make sense to is God" ~ Me, trying to sound smart