The world knows of three types of elves. The Forsaken: The Drow are considered beyond redemption by the elvish gods. The Forgiven: The High Elves and the Wood Elves, who rebelled once but were redeemed. The Faithfull: The Elantrians, those who never left. However, one has been lost to time:
The Forgotten: When confronted by the rebellion of the Forgiven and the Forsaken, these elves left society and their gods to start anew. Also known as Primal Elves, they lived in solitude, or occasionally in small tribes. Many dangers assaulted them, most of all: the dinosaurs. To survive, they mastered primal magic. After thousands of years, some return to society...
Trance. You don’t need to sleep, and magic can’t put you to sleep. You can finish a Long Rest in 4 hours if you spend those hours in a trancelike meditation, during which you retain consciousness.
Innate Spellcasting. You know elementalism and sorcerous burst cantrips. Additionally, when you reach character level 3, you can cast chromatic orb, and at level 5 you can cast scorching ray, optionally replacing the damage with acid, cold, lightning, poison, or thunder damage. You can cast each of these spells (not cantrips) once per long rest without expending a spell slot. You can also cast the spell using any spell slots you have of the appropriate level. Intelligence, Wisdom, Charisma, or Constitution is your spellcasting ability for the spells you cast with this trait (choose the ability when you create your character).
The world knows of three types of elves. The Forsaken: The Drow are considered beyond redemption by the elvish gods. The Forgiven: The High Elves and the Wood Elves, who rebelled once but were redeemed. The Faithfull: The Elantrians, those who never left. However, one has been lost to time:
The Forgotten: When confronted by the rebellion of the Forgiven and the Forsaken, these elves left society and their gods to start anew. Also known as Primal Elves, they lived in solitude, or occasionally in small tribes. Many dangers assaulted them, most of all: the dinosaurs. To survive, they mastered primal magic. After thousands of years, some return to society...
Trance. You don’t need to sleep, and magic can’t put you to sleep. You can finish a Long Rest in 4 hours if you spend those hours in a trancelike meditation, during which you retain consciousness.
Innate Spellcasting. You know elementalism and sorcerous burst cantrips. Additionally, when you reach character level 3, you can cast chromatic orb, and at level 5 you can cast scorching ray, optionally replacing the damage with acid, cold, lightning, poison, or thunder damage. You can cast each of these spells (not cantrips) once per long rest without expending a spell slot. You can also cast the spell using any spell slots you have of the appropriate level. Intelligence, Wisdom, Charisma, or Constitution is your spellcasting ability for the spells you cast with this trait (choose the ability when you create your character).
I’d like to point out that your submission has only a little to do with dinosaurs flavorfully, and none mechanically. On the side of mechanics, it’s rather bland, basically just an elf with some elemental spells.
The world knows of three types of elves. The Forsaken: The Drow are considered beyond redemption by the elvish gods. The Forgiven: The High Elves and the Wood Elves, who rebelled once but were redeemed. The Faithfull: The Elantrians, those who never left. However, one has been lost to time:
The Forgotten: When confronted by the rebellion of the Forgiven and the Forsaken, these elves left society and their gods to start anew. Also known as Primal Elves, they lived in solitude, or occasionally in small tribes. Many dangers assaulted them, most of all: the dinosaurs. To survive, they mastered primal magic. After thousands of years, some return to society...
Trance. You don’t need to sleep, and magic can’t put you to sleep. You can finish a Long Rest in 4 hours if you spend those hours in a trancelike meditation, during which you retain consciousness.
Innate Spellcasting. You know elementalism and sorcerous burst cantrips. Additionally, when you reach character level 3, you can cast chromatic orb, and at level 5 you can cast scorching ray, optionally replacing the damage with acid, cold, lightning, poison, or thunder damage. You can cast each of these spells (not cantrips) once per long rest without expending a spell slot. You can also cast the spell using any spell slots you have of the appropriate level. Intelligence, Wisdom, Charisma, or Constitution is your spellcasting ability for the spells you cast with this trait (choose the ability when you create your character).
I’d like to point out that your submission has only a little to do with dinosaurs flavorfully, and none mechanically. On the side of mechanics, it’s rather bland, basically just an elf with some elemental spells.
It's a bit of a stretch, but it said, "Note that this theme could be applied to any ancient animal, not only those scientifically called 'dinosaurs'", and elves (and all species) are technically animals. Also, I don't really care if it's bad, this is my first time submitting something.
Rollback Post to RevisionRollBack
"Nothing goes over my head. My reflexes are to fast: I would catch it."
"I cannot comment on an ongoing investigation."
"Well of course I know that. What else is there? A kitten?"
"You'd like to think that, Wouldn't you?"
"A duck."
"What do you mean? An African or European swallow?"
For the DM option, Curious Companions, I would like to submit a set of optional rules for taming mimics!
Volo’s Guide to Taming Mimics
Greetings and salutations. I, the master of monsters himself, Volo, have written this guide to train adventurers such as yourselves on how to turn those pesky mimics into your best friends. My methods are tried and tested, and should you follow my instruction to the letter, I assure you no harm shall come to you.
This “guide” is meant to act as an optional set of rules to guide you (the DM) and players if one of the latter should express interest in trying to turn a mimic into a companion. The rules are split into three steps, outlined below: Befriend, Train, and Utilize.
Step 1: Befriend
Before a player can tame a mimic, they must of course first locate one. Many dungeons are rife with these shapechangers, but spotting one before it attacks can be an arduous task due to its False Appearance trait. Should a player wish to locate one before it attacks, they can take any of the following actions:
Influence. The player tries to coax the mimic out of its false appearance. They might gently poke and prod it with a 10-foot pole or try to lay out some bait. The DC required to succeed at this task is equal to 8+the mimic’s CR+the mimic’s Wisdom modifier+the mimic’s proficiency bonus.
Mimics are almost always upright. Exposing your stomach is a sign of playfulness. Try rolling around on the ground to get it to lower its guard.
Search / Study. The player studies the object to attempt to distinguish any signs that set the mimic apart from the native object. Perhaps a latch is slightly out of place or some writing on the object lacks sense. The DC required to successfully sniff out these masters of disguise is the mimic’s passive Stealth score.
I’ve noticed that those that mimic treasure chests lack that unspoken allure of real treasure. Indeed, a seasoned adventurer, such as myself, knows intuitively which is real and which is fake.
Once the party has successfully identified a mimic as being a mimic, they must take actions to befriend it. Have a player take the Influence action using the Animal Handling skill. The mimic is Hesitant by default with an Indifferent attitude. If the mimic attacks the party (or vice versa) and anyone in the party has damaged the mimic, it instead has a Hostile attitude. At your discretion, the mimics attitude may be improved before making the check by actions taken by the party, such as feeding it or other acts of coaxing. Following a successful check, the mimic is willing to participate in the next step.
Step 2: Train
Mimics are in need of enrichment and guidance. Sadly, they do not know how to do much besides sit still and act like an object. Following my wisdom, you too can learn to use this nature to your advantage.
Training a mimic involves teaching it how to take on a desired shape or form. This acts as a Downtime Activity, as it requires a lot of time and focus. The more complex or mysterious an object is, the longer the process takes. Once the necessary downtime is completed, the player can move to the final step.
Choosing an Object Form. You must choose a type of object to train the mimic to shapechange into. This comes with the following restrictions:
Size. The mimic can only shapechange into an object the same size as it. For a weapon or a lantern, you would need a tiny, juvenile mimic. For a suit of armor or a keg, a medium mimic would be appropriate.
Complexity. The mimic is a single organism, and thus cannot mimic complex objects which have a large number of moving parts such as a working clock or lock. It can mimic the exterior appearance of such an object and some simple motion associated with it, but never its true function. The mimic also cannot recreate any liquids such as acids or poisons.
Learning to copy these motions requires additional time, as outlined in the Complexity Table below.
Familiarity. How convincing the mimic’s appearance holds up to scrutiny depends on how well the player knows the object. Taking time to copy an object the player has only seen or heard of will take much longer than copying one they have on hand. More details are outlined in the Familiarity Table below.
Retraining. A player can spend downtime training the mimic to take on a new form using the rules in this section without needing to repeat Step 1.
Complexity Table
Object Complexity
Example
Training Time
Simple
Bell, Melee Weapon, Shield
2 days
Intricate
Key, Suit of Armor, Ranged Weapon
4 days
Complex*
Clock, Hunting Trap, Spell Scroll
10 days
*once trained, the mimic still cannot replicate the mechanical/magical function of Complex objects.
Familiarity Table
Player Familiarity
Definition
Training Time Modifier
Stocked
The player has the object on hand or is intimately familiar with it.
None
Seen
The player can describe the object in some detail based on first hand knowledge
+6 days
Suggested
The player can describe the object based only on second hand knowledge or rumors
+18 days
Step 3: Utilize
Through friendship forged and newfound synergy, I find my mimic friends to be even more useful to me than their mundane counterparts…..so long as I keep them fed.
Once the mimic has been trained, the player can utilize the mimic as if it were an object. The mimic has the following additional traits while shapechanged into one of its trained forms.
Eyes Everywhere. While the mimic is worn or carried, the creature wearing or carrying it gains a +2 bonus to Perception checks and cannot be Surprised.
Synergized Attack. If the mimic is shapechanged into a weapon, you may treat it as if it were a +2 weapon while holding it.
Synergized Defense. If the mimic is shapechanged into armor, you may treat it as if it were a +2 armor (or shield) while donned.
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 bugbearcan’t make an Unarmed Strike against another target."
Why does it say bugbear?
Also, I think they would be better with lower starting HPS, so they could be given to lower level pcs.
Rollback Post to RevisionRollBack
"Nothing goes over my head. My reflexes are to fast: I would catch it."
"I cannot comment on an ongoing investigation."
"Well of course I know that. What else is there? A kitten?"
"You'd like to think that, Wouldn't you?"
"A duck."
"What do you mean? An African or European swallow?"
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 bugbearcan’t make an Unarmed Strike against another target."
Why does it say bugbear?
Also, I think they would be better with lower starting HPS, so they could be given to lower level pcs.
I modified a lot of statblocks in order to make such a copious amounts of bases.
Also, I made the HP high just based off of size + speed. I recommend using lower CR stat blocks for PCs below level 3. Most of these stat blocks are based off of CR 2 monsters.
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 bugbear can’t make an Unarmed Strike against another target."
Why does it say bugbear?
Also, I think they would be better with lower starting HPS, so they could be given to lower level pcs.
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 bugbear can’t make an Unarmed Strike against another target."
Why does it say bugbear?
Also, I think they would be better with lower starting HPS, so they could be given to lower level pcs.
is this to submit to the competition?
No, I had trouble quoting "Platyboss" with all the spoilers.
Rollback Post to RevisionRollBack
"Nothing goes over my head. My reflexes are to fast: I would catch it."
"I cannot comment on an ongoing investigation."
"Well of course I know that. What else is there? A kitten?"
"You'd like to think that, Wouldn't you?"
"A duck."
"What do you mean? An African or European swallow?"
I decided to add a Plesiosaurus talisman option to my Primeval Shaman entry so that there was at least one water dinosaur option. With that in mind, does anyone feel that 6 options is too many or too bloated for a subclass? I picked the original 5 based on the closest approximate creatures D&D 5e had to the original Might Morphin' Power Rangers. It may be more streamlined to narrow it down to maybe one representative per type (Air, Land, and Water) or maybe give Land two different creatures to choose from since it will usually be more relevant. That would narrow it from 6 spirit options down to 3 or 4.
I decided to add a Plesiosaurus talisman option to my Primeval Shaman entry so that there was at least one water dinosaur option. With that in mind, does anyone feel that 6 options is too many or too bloated for a subclass? I picked the original 5 based on the closest approximate creatures D&D 5e had to the original Might Morphin' Power Rangers. It may be more streamlined to narrow it down to maybe one representative per type (Air, Land, and Water) or maybe give Land two different creatures to choose from since it will usually be more relevant. That would narrow it from 6 spirit options down to 3 or 4.
Thoughts?
two for land and one each for air and water are probably fine to reduce bloat
I decided to add a Plesiosaurus talisman option to my Primeval Shaman entry so that there was at least one water dinosaur option. With that in mind, does anyone feel that 6 options is too many or too bloated for a subclass? I picked the original 5 based on the closest approximate creatures D&D 5e had to the original Might Morphin' Power Rangers. It may be more streamlined to narrow it down to maybe one representative per type (Air, Land, and Water) or maybe give Land two different creatures to choose from since it will usually be more relevant. That would narrow it from 6 spirit options down to 3 or 4.
Thoughts?
two for land and one for air and water are probably fine to reduce bloat
Yeah, it feels like the best compromise. The question is which two Land options get the boot? I could just remove Mammoth and Saber-Toothed Tiger to get rid of the two mammalian options, but I like the idea of a player being able to draw inspiration from the primeval that isn't just dinosaurs. Might remove Triceratops and keep one mammal, as that one's abilities at both 3rd and 11th level feels pretty dull. Then it becomes a question of which one of those to keep.
Between the options presented for Mammoth or Saber-Toothed Tiger, is there one that feels more appealing to play?
Rollback Post to RevisionRollBack
Three-time Judge of the Competition of the Finest Brews!Come join us in making fun, unique homebrew and voting for your favorite entries!
I decided to add a Plesiosaurus talisman option to my Primeval Shaman entry so that there was at least one water dinosaur option. With that in mind, does anyone feel that 6 options is too many or too bloated for a subclass? I picked the original 5 based on the closest approximate creatures D&D 5e had to the original Might Morphin' Power Rangers. It may be more streamlined to narrow it down to maybe one representative per type (Air, Land, and Water) or maybe give Land two different creatures to choose from since it will usually be more relevant. That would narrow it from 6 spirit options down to 3 or 4.
Thoughts?
two for land and one for air and water are probably fine to reduce bloat
Yeah, it feels like the best compromise. The question is which two Land options get the boot? I could just remove Mammoth and Saber-Toothed Tiger to get rid of the two mammalian options, but I like the idea of a player being able to draw inspiration from the primeval that isn't just dinosaurs. Might remove Triceratops and keep one mammal, as that one's abilities at both 3rd and 11th level feels pretty dull. Then it becomes a question of which one of those to keep.
Between the options presented for Mammoth or Saber-Toothed Tiger, is there one that feels more appealing to play?
The Mammoth is passive rather than active and it's less likely to come up, so the Saber-Toothed Tiger is more enjoyable to play.
Now that we are past the holidays, I hope we get to see more interesting submissions before the closing day of the competition. Excited to see what everyone comes up with!
Rollback Post to RevisionRollBack
Three-time Judge of the Competition of the Finest Brews!Come join us in making fun, unique homebrew and voting for your favorite entries!
Thought I'd follow up on a past suggestion for the category winners of the previous competition to show an example brew for their chosen category theme. Here, for my example, is Cuicatl's Sundering Stomps (Spell).
unconventional is always fun!
I am also here.
Am snek.
Two words: dinosaur bard
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
Player Options: Thunderbeasts
The world knows of three types of elves. The Forsaken: The Drow are considered beyond redemption by the elvish gods. The Forgiven: The High Elves and the Wood Elves, who rebelled once but were redeemed. The Faithfull: The Elantrians, those who never left. However, one has been lost to time:
The Forgotten: When confronted by the rebellion of the Forgiven and the Forsaken, these elves left society and their gods to start anew. Also known as Primal Elves, they lived in solitude, or occasionally in small tribes. Many dangers assaulted them, most of all: the dinosaurs. To survive, they mastered primal magic. After thousands of years, some return to society...
Primal Elf Traits
Creature Type: Humanoid
Size: Medium (about 5–6 feet tall)
Speed: 30 feet
As a Primal Elf, you have these special traits.
Darkvision. You have Darkvision with a range of 60 feet.
Fey Ancestry. You have Advantage on saving throws you make to avoid or end the Charmed condition.
Keen Senses. You have proficiency in the Insight, Perception, or Survival skill.
Trance. You don’t need to sleep, and magic can’t put you to sleep. You can finish a Long Rest in 4 hours if you spend those hours in a trancelike meditation, during which you retain consciousness.
Innate Spellcasting. You know elementalism and sorcerous burst cantrips. Additionally, when you reach character level 3, you can cast chromatic orb, and at level 5 you can cast scorching ray, optionally replacing the damage with acid, cold, lightning, poison, or thunder damage. You can cast each of these spells (not cantrips) once per long rest without expending a spell slot. You can also cast the spell using any spell slots you have of the appropriate level. Intelligence, Wisdom, Charisma, or Constitution is your spellcasting ability for the spells you cast with this trait (choose the ability when you create your character).
Extended signature
I’d like to point out that your submission has only a little to do with dinosaurs flavorfully, and none mechanically. On the side of mechanics, it’s rather bland, basically just an elf with some elemental spells.
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
It's a bit of a stretch, but it said, "Note that this theme could be applied to any ancient animal, not only those scientifically called 'dinosaurs'", and elves (and all species) are technically animals. Also, I don't really care if it's bad, this is my first time submitting something.
Extended signature
For the DM option, Curious Companions, I would like to submit a set of optional rules for taming mimics!
Volo’s Guide to Taming Mimics
Greetings and salutations. I, the master of monsters himself, Volo, have written this guide to train adventurers such as yourselves on how to turn those pesky mimics into your best friends. My methods are tried and tested, and should you follow my instruction to the letter, I assure you no harm shall come to you.
This “guide” is meant to act as an optional set of rules to guide you (the DM) and players if one of the latter should express interest in trying to turn a mimic into a companion. The rules are split into three steps, outlined below: Befriend, Train, and Utilize.
Step 1: Befriend
Before a player can tame a mimic, they must of course first locate one. Many dungeons are rife with these shapechangers, but spotting one before it attacks can be an arduous task due to its False Appearance trait. Should a player wish to locate one before it attacks, they can take any of the following actions:
Influence. The player tries to coax the mimic out of its false appearance. They might gently poke and prod it with a 10-foot pole or try to lay out some bait. The DC required to succeed at this task is equal to 8+the mimic’s CR+the mimic’s Wisdom modifier+the mimic’s proficiency bonus.
Mimics are almost always upright. Exposing your stomach is a sign of playfulness. Try rolling around on the ground to get it to lower its guard.
Search / Study. The player studies the object to attempt to distinguish any signs that set the mimic apart from the native object. Perhaps a latch is slightly out of place or some writing on the object lacks sense. The DC required to successfully sniff out these masters of disguise is the mimic’s passive Stealth score.
I’ve noticed that those that mimic treasure chests lack that unspoken allure of real treasure. Indeed, a seasoned adventurer, such as myself, knows intuitively which is real and which is fake.
Once the party has successfully identified a mimic as being a mimic, they must take actions to befriend it. Have a player take the Influence action using the Animal Handling skill. The mimic is Hesitant by default with an Indifferent attitude. If the mimic attacks the party (or vice versa) and anyone in the party has damaged the mimic, it instead has a Hostile attitude. At your discretion, the mimics attitude may be improved before making the check by actions taken by the party, such as feeding it or other acts of coaxing. Following a successful check, the mimic is willing to participate in the next step.
Step 2: Train
Mimics are in need of enrichment and guidance. Sadly, they do not know how to do much besides sit still and act like an object. Following my wisdom, you too can learn to use this nature to your advantage.
Training a mimic involves teaching it how to take on a desired shape or form. This acts as a Downtime Activity, as it requires a lot of time and focus. The more complex or mysterious an object is, the longer the process takes. Once the necessary downtime is completed, the player can move to the final step.
Choosing an Object Form. You must choose a type of object to train the mimic to shapechange into. This comes with the following restrictions:
Size. The mimic can only shapechange into an object the same size as it. For a weapon or a lantern, you would need a tiny, juvenile mimic. For a suit of armor or a keg, a medium mimic would be appropriate.
Complexity. The mimic is a single organism, and thus cannot mimic complex objects which have a large number of moving parts such as a working clock or lock. It can mimic the exterior appearance of such an object and some simple motion associated with it, but never its true function. The mimic also cannot recreate any liquids such as acids or poisons.
Learning to copy these motions requires additional time, as outlined in the Complexity Table below.
Familiarity. How convincing the mimic’s appearance holds up to scrutiny depends on how well the player knows the object. Taking time to copy an object the player has only seen or heard of will take much longer than copying one they have on hand. More details are outlined in the Familiarity Table below.
Retraining. A player can spend downtime training the mimic to take on a new form using the rules in this section without needing to repeat Step 1.
Complexity Table
Object Complexity
Example
Training Time
Simple
Bell, Melee Weapon, Shield
2 days
Intricate
Key, Suit of Armor, Ranged Weapon
4 days
Complex*
Clock, Hunting Trap, Spell Scroll
10 days
*once trained, the mimic still cannot replicate the mechanical/magical function of Complex objects.
Familiarity Table
Player Familiarity
Definition
Training Time Modifier
Stocked
The player has the object on hand or is intimately familiar with it.
None
Seen
The player can describe the object in some detail based on first hand knowledge
+6 days
Suggested
The player can describe the object based only on second hand knowledge or rumors
+18 days
Step 3: Utilize
Through friendship forged and newfound synergy, I find my mimic friends to be even more useful to me than their mundane counterparts…..so long as I keep them fed.
Once the mimic has been trained, the player can utilize the mimic as if it were an object. The mimic has the following additional traits while shapechanged into one of its trained forms.
Eyes Everywhere. While the mimic is worn or carried, the creature wearing or carrying it gains a +2 bonus to Perception checks and cannot be Surprised.
Synergized Attack. If the mimic is shapechanged into a weapon, you may treat it as if it were a +2 weapon while holding it.
Synergized Defense. If the mimic is shapechanged into armor, you may treat it as if it were a +2 armor (or shield) while donned.
These traits are lost if the mimic has any of the following conditions: Charmed, Frightened, Incapacitated, or Paralyzed.
Three-time Judge of the Competition of the Finest Brews! Come join us in making fun, unique homebrew and voting for your favorite entries!
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 bugbear can’t make an Unarmed Strike against another target."
Why does it say bugbear?
Also, I think they would be better with lower starting HPS, so they could be given to lower level pcs.
Extended signature
I modified a lot of statblocks in order to make such a copious amounts of bases.
Also, I made the HP high just based off of size + speed. I recommend using lower CR stat blocks for PCs below level 3. Most of these stat blocks are based off of CR 2 monsters.
The Competition of the Finest 'Brews! Join for some amazing homebrew!
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)
is this to submit to the competition?
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
No, I had trouble quoting "Platyboss" with all the spoilers.
Extended signature
I decided to add a Plesiosaurus talisman option to my Primeval Shaman entry so that there was at least one water dinosaur option. With that in mind, does anyone feel that 6 options is too many or too bloated for a subclass? I picked the original 5 based on the closest approximate creatures D&D 5e had to the original Might Morphin' Power Rangers. It may be more streamlined to narrow it down to maybe one representative per type (Air, Land, and Water) or maybe give Land two different creatures to choose from since it will usually be more relevant. That would narrow it from 6 spirit options down to 3 or 4.
Thoughts?
Three-time Judge of the Competition of the Finest Brews! Come join us in making fun, unique homebrew and voting for your favorite entries!
two for land and one each for air and water are probably fine to reduce bloat
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
Yeah, it feels like the best compromise. The question is which two Land options get the boot? I could just remove Mammoth and Saber-Toothed Tiger to get rid of the two mammalian options, but I like the idea of a player being able to draw inspiration from the primeval that isn't just dinosaurs. Might remove Triceratops and keep one mammal, as that one's abilities at both 3rd and 11th level feels pretty dull. Then it becomes a question of which one of those to keep.
Between the options presented for Mammoth or Saber-Toothed Tiger, is there one that feels more appealing to play?
Three-time Judge of the Competition of the Finest Brews! Come join us in making fun, unique homebrew and voting for your favorite entries!
The Mammoth is passive rather than active and it's less likely to come up, so the Saber-Toothed Tiger is more enjoyable to play.
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
Now that we are past the holidays, I hope we get to see more interesting submissions before the closing day of the competition. Excited to see what everyone comes up with!
Three-time Judge of the Competition of the Finest Brews! Come join us in making fun, unique homebrew and voting for your favorite entries!
I hope I do get some competition in the interactive category haha
I am also here.
Am snek.
Thought I'd follow up on a past suggestion for the category winners of the previous competition to show an example brew for their chosen category theme. Here, for my example, is Cuicatl's Sundering Stomps (Spell).
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
Question. How do you make a chart similar to the one in the Deck of Many Things for magic items?
Hi, I’m DrakenBrine, here’s my Sig and characters
I am The Grand Envisioner!
Copy and paste
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
Thank you
Hi, I’m DrakenBrine, here’s my Sig and characters
I am The Grand Envisioner!