I love birds I love birds I love birds I love birds I love birds love birds I love birds I love birds I love birds I love birds love birds I love birds I love birds I love birds I love birds
perhaps this will be the one I finally participat in....
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Race: Not Human. that's for sure
About Me: Godless monster in human form bent on extending their natural life to unnatural extremes/general of the goose horde/leader of Urat on kingdoms and crowns/holder of the evil storyteller badge of no honor/king of madness/The Archmage of I CAST...!
Alignment: Lawful Evil
Fun Fact: i gain more power the more you post on my forum threads. MUAHAHAHAHAHAHAHAHAHA!!!!!!
Niflheim is the plane of frozen death in which even the fire burns cold. Ruled by the daughter of Loki, those that wish to honor her can call upon the plane's cold flames to burn their foes. Kriemhild has long been a mage loyal to Hel and was the first one to realize this power was available to those that wished it.
You call upon the frozen flames of Niflheim, conjuring them at a point within range. Each creature within a 10-foot radius, 10-foot-high cylinder centered on this point must make Dexterity saving throw. A target takes 3d6 cold damage on a failed save and is now burning, or half as much damage on a successful one.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st.
I'm just your everyday dungeon master. Ignore that jar full of souls. And those bones in the corner are just props, don't worry. I'm definitely NOT a lich. Definitely.
About Me: Godless monster in human form bent on extending their natural life to unnatural extremes/general of the goose horde/leader of Urat on kingdoms and crowns/holder of the evil storyteller badge of no honor/king of madness/The Archmage of I CAST...!
Alignment: Lawful Evil
Fun Fact: i gain more power the more you post on my forum threads. MUAHAHAHAHAHAHAHAHAHA!!!!!!
I'm just your everyday dungeon master. Ignore that jar full of souls. And those bones in the corner are just props, don't worry. I'm definitely NOT a lich. Definitely.
Here is my submission for the DM category, drawing inspiration from the Grimmerie featured in the Wicked novels (and popular musical/movie adaptation) and land of Oz.
Tome of Secrets (Magic Item)
Tome of Secrets
Wondrous Item, Very Rare (Requires Attunement by a Wizard)
This tome is filled with pages of mesmerizing, moving text. Each page is written in a different language, and the text on these pages continuously dances and rearranges itself, concealing their contents from those who would try to decipher them. This tome’s text cannot be read through the use of the Comprehend Languages or Identify spells.
While attuned to this item, you can use it as a Spellbook and an Arcane focus. In addition, you can spend time as part of rest trying to decipher text on one of the other pages of this tome. Whenever you finish a Long Rest, roll a number of d20 equal to the number of languages you know. For each value of 10 or higher rolled on such a d20, this item gains one charge. If the value rolled is a 20, the item instead gains two charges. Any charges stored within the tome can be used in one of the following ways while you are holding it:
Alter Spell Formula. When you cast a spell written in the tome, you can alter the spell’s casting by using one of the Metamagic Options available to the Sorcerer class. To do so, you must expend a number of charges from this item equal to the listed Sorcery Point cost. Once you have applied a given Metamagic Option this way, you cannot use that option again until you complete a Long Rest.
Decipher Spell. By spending one hour focusing on the text within the tome, you can expend one or more charges to uncover one of the spells hidden within. Choose one or more Level 1+ Wizard spells whose total level is equal to the number of charges expended. Until you start a Long Rest, the chosen spells are prepared for you and do not count against the number of spells you can prepare each day. Alternatively, you can choose Level 1+ spells belonging to the Bard, Cleric, or Druid spell list by expending twice as many charges per spell level. Any spell uncovered this way can be permanently copied into your Spellbook while it is prepared; however, the time and gold required is doubled.
When you start a Long Rest, any unused charges stored within this item are lost.
I would appreciate any feedback, especially on balancing the number of charges needed for each of the tome's abilities.
Made a submission for the first time, feedback would be appreciated. This is particularly for the Player Options category, although I will certainly try to make something for the DM category as well.
Path of the Wildfire (Barbarian)
Quite literally ablaze with rage, the Path of the Wildfire is the name for barbarians who use their enemies as fuel to their flame of fury. Much like the fires they model, these barbarians grow stronger the more they spread in order to become a force to be reckoned with, but also can be a calming, warming beacon of hope to their allies.
Fierce Fueling Frenzy of Ferocious Flame
Starting at 3rd level when you select this subclass, when you enter a rage you can choose to burst into flame. When you do so, you automatically gain the Burning condition until you end your rage. When you hit another creature with a melee attack, it gains the Burning condition. Every time a creature takes damage from Burning that you applied, you heal an amount of hit points equal to the damage done (you may only do this with one creature per round).
Damage both dealt and done by the Burning condition as a result of this subclass's features increases to 1d6, and it reaches 1d8 at 6th level, 2d6 at 10th level and 2d8 at level 14.
Humble yet Heroic Healing of the Hearth
When fire isn't destroying everything it can, it can be harnessed and used as a source of warmth and relaxation. You can utilize this to your advantage.
Starting at 6th level, whenever you and up to 5 creatures you can see take a long rest, you can expend a use of your rage to make it the duration of a short rest, as well as giving everyone Heroic Inspiration when it ends. This rage use will not be regained until you take a different rest.
Additionally, you gain resistance to cold damage and fire damage not applied by the Burning condition.
Sparking, Spreading, and Smoking Strikes
You can further spread your burning attacks, setting the battlefield into chaos.
Starting at 10th level, anything that has the Burning condition as a result of you applies it to any creature that touches it or that it touches, unless if you don't want that creature to gain it. This counts for your healing from Fierce Fueling Frenzy of Ferocious Flame if you are in a rage.
Additionally, as an action you can give a flammable object no bigger then 5 feet wide or a creature the Burning condition (requiring sight of it). If it's a creature or a creature that is wearing/wielding the object, it can make a Constitution save to prevent it equal to 10 + your proficiency bonus + your Strength modifier. If you apply this to a weapon, only the blade will be set ablaze and it will be able to deal the extra fire damage to creatures it hits.
Inescapable Inferno of Igneous Invasive Intent
You have become an inescapable channel of flame, an unstoppable force that is difficult to outrun or contain.
Starting at 14th level, when you rage your movement speed increases by 10 feet, and any creature of your choice that starts its turn within 5 feet of you must make a Constitution save (with the same DC of 10 + your proficiency bonus + your Strength modifier) or gain the Burning Condition. Additionally, in place of an attack you can gain resistance to fire damage until the start of your next turn.
You have advantage on saving throws or ability checks made to escape a grapple.
Here is my submission for the Interactive Option: Faith of the Godless category, the God of the Godless.
Nue, God of the Godless
There are those who deny the existence of the gods. Others simply refuse to worship them. Those who refuse to freely give their hearts to any being higher than themselves are unwittingly claimed by Nue, God of the Godless.
Appearance
When Nue appears, and he seldom does so outside of his dead “followers,” he takes the form of a headless giant whose body is composed of a terrible multitude of conscious corpses. A gaping hole yawns in the middle of his chest and threatens to devour the very stars of the heavens.
Afterlife for the Faithless
Having forsaken the existence of an afterlife, the godless instead choose an afterdeath. When they die, their soul-corpse is swallowed by the massive hole in Nue’s chest. Their body is added to the mass that makes up Nue’s form for he is always trying to fill up the hole inside of him but no matter how many souls he claims it will never be healed. There the faithless spend all of eternity.
A Silent God
Nue never communicates directly to his flock. To do so would counter his very existence. He simply sits patiently and lets them come to him. And so many come. So very many. Yet, it's never enough.
Antievangelization
There are some who have discovered that Nue exists. Every now and then a master philosopher-mage probes a little too far out into the darkness. There they discover Nue. They see the bodies all melded to one hideous form. They behold the ravenous, unsatisfied hole. Many lose their wits completely and never string together a coherent sentence for the rest of their natural lives. Those are the lucky ones. Others are overwhelmed with terror and try to warn others to save them from that fate. These draw the wrath of Nue upon themselves. Usually some terrible accident befalls them, and often their closest friends. The sort of accident that makes one feel sick to the stomach. The sort of accident that makes one decide they do not want to hear anything else about the victim. What little evidence of Nue’s existence that escapes the disaster is usually avoided and soon forgotten.
Idols of Nue
However, hints of Nue’s existence resurface on occasion. Idols have been found of headless giants with gaping holes in their chests. Giants that seem to be made of a thousand tiny bodies. If a Cleric or Paladin comes in contact with one of these forbidden idols, they often find it much more difficult to muster their faith and call upon their divine gifts.
Curse of the Idol of Nue: If a Cleric, Paladin, or any other creature that draws its power from a divine source touches an Idol of Nue, they gain disadvantage on all roles related to their magic and other creatures have advantage on saving throws against their spells effects. This disadvantage lasts for one day.
The Blessing of Nue:
There are those who are unknowingly, greatly devoted to Nue. Those who are firm in their belief that there is no god or at least none that they wish to follow may receive a blessing from Nue to strengthen their faith, or rather, lack thereof. They gain the following feature:
Faithless Follower:
You have advantage on saving throws against being charmed by Celestials and Fiends once per day you can end a spell effecting you cast by a Cleric or Paladin with a bonus action.
(Quick question. Can we have a homebrew that that requires a bit of homebrew to another thing to happen?)
I think this will depend on how extensive the homebrew of the other thing is compared to your main homebrew. I would say as long as the majority of the homebrew-ing is contained within your submission, then that should be fine. We have had submissions in the past where contestants have submitted a series of monsters (rather than one) or homebrew subclasses that also have an associated homebrew spell, if I am recalling correctly. In this way, I imagine supplementary homebrew should be fine.
That being said, thats just my opinion. The final ruling would have to come from this iteration's judge Platyboss
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Three-time Judge of the Competition of the Finest Brews!Come join us in making fun, unique homebrew and voting for your favorite entries!
Made a submission for the first time, feedback would be appreciated. This is particularly for the Player Options category, although I will certainly try to make something for the DM category as well.
Path of the Wildfire (Barbarian)
Quite literally ablaze with rage, the Path of the Wildfire is the name for barbarians who use their enemies as fuel to their flame of fury. Much like the fires they model, these barbarians grow stronger the more they spread in order to become a force to be reckoned with, but also can be a calming, warming beacon of hope to their allies.
Fierce Fueling Frenzy of Ferocious Flame
Starting at 3rd level when you select this subclass, when you enter a rage you can choose to burst into flame. When you do so, you automatically gain the Burning condition until you end your rage. When you hit another creature with a melee attack, it gains the Burning condition. Every time a creature takes damage from Burning that you applied, you heal an amount of hit points equal to the damage done (you may only do this with one creature per round).
Damage both dealt and done by the Burning condition as a result of this subclass's features increases to 1d6, and it reaches 1d8 at 6th level, 2d6 at 10th level and 2d8 at level 14.
Humble yet Heroic Healing of the Hearth
When fire isn't destroying everything it can, it can be harnessed and used as a source of warmth and relaxation. You can utilize this to your advantage.
Starting at 6th level, whenever you and up to 5 creatures you can see take a long rest, you can expend a use of your rage to make it the duration of a short rest, as well as giving everyone Heroic Inspiration when it ends. This rage use will not be regained until you take a different rest.
Additionally, you gain resistance to cold damage and fire damage not applied by the Burning condition.
Sparking, Spreading, and Smoking Strikes
You can further spread your burning attacks, setting the battlefield into chaos.
Starting at 10th level, anything that has the Burning condition as a result of you applies it to any creature that touches it or that it touches, unless if you don't want that creature to gain it. This counts for your healing from Fierce Fueling Frenzy of Ferocious Flame if you are in a rage.
Additionally, as an action you can give a flammable object no bigger then 5 feet wide or a creature the Burning condition (requiring sight of it). If it's a creature or a creature that is wearing/wielding the object, it can make a Constitution save to prevent it equal to 10 + your proficiency bonus + your Strength modifier. If you apply this to a weapon, only the blade will be set ablaze and it will be able to deal the extra fire damage to creatures it hits.
Inescapable Inferno of Igneous Invasive Intent
You have become an inescapable channel of flame, an unstoppable force that is difficult to outrun or contain.
Starting at 14th level, when you rage your movement speed increases by 10 feet, and any creature of your choice that starts its turn within 5 feet of you must make a Constitution save (with the same DC of 10 + your proficiency bonus + your Strength modifier) or gain the Burning Condition. Additionally, in place of an attack you can gain resistance to fire damage until the start of your next turn.
You have advantage on saving throws or ability checks made to escape a grapple.
Here is my feedback :) I do have alot of thoughts, but please do not take them as dismissive. I really like what you are going for, and would like to provide a constructive review for you to consider.
3rd level feature. I do not think it necessarily needs the healing rider at this stage. Just having the ability to pass along the Burning condition for free with every attack is fairly strong, since a creature has to use an action to douse the flame. If you wanted to give the barbarian some survivability, you could maybe instead say that while raging they have resistance to fire damage, and then save the healing for a later level. I also feel that the damage scales too much. I could see maybe bumping it to a d6 and later a d8, but not beyond that. The Barbarian is already going to see an increase in damage output at 5th level when they get the Extra Attack feature and can apply the Burning condition to one extra creature every round.
6th level feature. I think overall this is very awkward. You take a Long Rest, but its the length of a Short Rest, but even being a Long Rest you dont regain your Rage. Then you get damage resistance, but only if its not from Burning. I think this could be simplified to instead act more like the Catnap where instead of shortening a Long Rest (which is very powerful for 6th level) you shorten a Short Rest, which is still a major boon to the Monks, Fighters, and Warlocks in the party. I like having it award Heroic Inspiration as well. As for the damage resistances, I would say if you dont give them full fire resistance at 3rd level, giving it to them unconditionally at 6th should be fine.
10th level feature. I love the flavor of the fire spreading, but I do worry that it may be overtuned and too easy to apply the Burning condition to a large number of creatures in a short time. If I may, I would suggest the following: 1) This would be a great level to unlock healing from the Burning condition if you take my suggestion to delay it from 3rd level , 2) You could perhaps give the Barb a bonus action that makes a creature with the Burning condition immediately take damage from the condition (thus also proc-ing healing), 3) If you want fire to spread, perhaps you could play with something like if a creature is reduced to 0 HP while it has the Burning condition, it explodes and nearby creatures must succeed on a save or begin Burning as well.
14th. I like this feature. I do feel that one way or another the Barb should have always-on or rage-dependant fire resistance prior to 14th level, but thats my only qualm.
Made a submission for the first time, feedback would be appreciated. This is particularly for the Player Options category, although I will certainly try to make something for the DM category as well.
Path of the Wildfire (Barbarian)
Quite literally ablaze with rage, the Path of the Wildfire is the name for barbarians who use their enemies as fuel to their flame of fury. Much like the fires they model, these barbarians grow stronger the more they spread in order to become a force to be reckoned with, but also can be a calming, warming beacon of hope to their allies.
Fierce Fueling Frenzy of Ferocious Flame
Starting at 3rd level when you select this subclass, when you enter a rage you can choose to burst into flame. When you do so, you automatically gain the Burning condition until you end your rage. When you hit another creature with a melee attack, it gains the Burning condition. Every time a creature takes damage from Burning that you applied, you heal an amount of hit points equal to the damage done (you may only do this with one creature per round).
Damage both dealt and done by the Burning condition as a result of this subclass's features increases to 1d6, and it reaches 1d8 at 6th level, 2d6 at 10th level and 2d8 at level 14.
Humble yet Heroic Healing of the Hearth
When fire isn't destroying everything it can, it can be harnessed and used as a source of warmth and relaxation. You can utilize this to your advantage.
Starting at 6th level, whenever you and up to 5 creatures you can see take a long rest, you can expend a use of your rage to make it the duration of a short rest, as well as giving everyone Heroic Inspiration when it ends. This rage use will not be regained until you take a different rest.
Additionally, you gain resistance to cold damage and fire damage not applied by the Burning condition.
Sparking, Spreading, and Smoking Strikes
You can further spread your burning attacks, setting the battlefield into chaos.
Starting at 10th level, anything that has the Burning condition as a result of you applies it to any creature that touches it or that it touches, unless if you don't want that creature to gain it. This counts for your healing from Fierce Fueling Frenzy of Ferocious Flame if you are in a rage.
Additionally, as an action you can give a flammable object no bigger then 5 feet wide or a creature the Burning condition (requiring sight of it). If it's a creature or a creature that is wearing/wielding the object, it can make a Constitution save to prevent it equal to 10 + your proficiency bonus + your Strength modifier. If you apply this to a weapon, only the blade will be set ablaze and it will be able to deal the extra fire damage to creatures it hits.
Inescapable Inferno of Igneous Invasive Intent
You have become an inescapable channel of flame, an unstoppable force that is difficult to outrun or contain.
Starting at 14th level, when you rage your movement speed increases by 10 feet, and any creature of your choice that starts its turn within 5 feet of you must make a Constitution save (with the same DC of 10 + your proficiency bonus + your Strength modifier) or gain the Burning Condition. Additionally, in place of an attack you can gain resistance to fire damage until the start of your next turn.
You have advantage on saving throws or ability checks made to escape a grapple.
Here is my feedback :) I do have alot of thoughts, but please do not take them as dismissive. I really like what you are going for, and would like to provide a constructive review for you to consider.
3rd level feature. I do not think it necessarily needs the healing rider at this stage. Just having the ability to pass along the Burning condition for free with every attack is fairly strong, since a creature has to use an action to douse the flame. If you wanted to give the barbarian some survivability, you could maybe instead say that while raging they have resistance to fire damage, and then save the healing for a later level. I also feel that the damage scales too much. I could see maybe bumping it to a d6 and later a d8, but not beyond that. The Barbarian is already going to see an increase in damage output at 5th level when they get the Extra Attack feature and can apply the Burning condition to one extra creature every round.
6th level feature. I think overall this is very awkward. You take a Long Rest, but its the length of a Short Rest, but even being a Long Rest you dont regain your Rage. Then you get damage resistance, but only if its not from Burning. I think this could be simplified to instead act more like the Catnap where instead of shortening a Long Rest (which is very powerful for 6th level) you shorten a Short Rest, which is still a major boon to the Monks, Fighters, and Warlocks in the party. I like having it award Heroic Inspiration as well. As for the damage resistances, I would say if you dont give them full fire resistance at 3rd level, giving it to them unconditionally at 6th should be fine.
10th level feature. I love the flavor of the fire spreading, but I do worry that it may be overtuned and too easy to apply the Burning condition to a large number of creatures in a short time. If I may, I would suggest the following: 1) This would be a great level to unlock healing from the Burning condition if you take my suggestion to delay it from 3rd level , 2) You could perhaps give the Barb a bonus action that makes a creature with the Burning condition immediately take damage from the condition (thus also proc-ing healing), 3) If you want fire to spread, perhaps you could play with something like if a creature is reduced to 0 HP while it has the Burning condition, it explodes and nearby creatures must succeed on a save or begin Burning as well.
14th. I like this feature. I do feel that one way or another the Barb should have always-on or rage-dependant fire resistance prior to 14th level, but thats my only qualm.
Those are all very good points and ideas, really appreciate it all and will keep it in mind. I was trying to emulate how fire grows stronger the more it spreads but suffers without fuel, I just suppose I got a bit carried away with it lol.
(Quick question. Can we have a homebrew that that requires a bit of homebrew to another thing to happen?)
I think this will depend on how extensive the homebrew of the other thing is compared to your main homebrew. I would say as long as the majority of the homebrew-ing is contained within your submission, then that should be fine. We have had submissions in the past where contestants have submitted a series of monsters (rather than one) or homebrew subclasses that also have an associated homebrew spell, if I am recalling correctly. In this way, I imagine supplementary homebrew should be fine.
That being said, thats just my opinion. The final ruling would have to come from this iteration's judge Platyboss
Whenever a summoning spell is used, it takes a creature from it's plane. But you can keep it's body and send it's soul back to it's plane for it to make itself a new body. And with the body you keep, you can do many things, like creating a new soul. The living forge is one of these many examples, a being made with a body leftover, and a newly created soul bound to it. Living forges look like a construct made of plate armor, with a forge for a chest, and forge slots on it's helmet. When this exoskeleton of steel is broken, it's soul is out; a humanoid being of fire, typically human or elf, although they can be any race. The ritual for making a living forge involves sending a being of fire or earth back to it's plane, yet leaving it's body. When done, the body must be put in a cage and than lit ablaze. The cage will wrap around the creature, before the creature grows in size with the cage to about six feet tall.
Creating mechanics
To create a living forge, a spellcaster must dismiss a creature that they summoned that can deal fire damage and/or speak Terran. When the spellcaster is done, they must put the body in a cage, and deal any amount of fire damage to it, before expending a spell slot of 5th level or more
LanguagesIgnan, Terran, All of it's creators languages
Challenge ---
Proficiency Bonus+3
Traits
Fire Form. The elemental can move through a space as narrow as 1 inch wide without squeezing. A creature that touches the elemental or hits it with a melee attack the creature is burned. In addition, the elemental can enter a hostile creature's space and stop there. When it enters the creature takes 1d10 (2d4+1) fire damage, and is burned. This affect only works when it is ablaze
Living Furnace. Whenever the elemental takes at least 15 damage in one turn whist not ablaze, it must succeed on a DC 18 constitution saving throw or lose 1 armor class. When it's armor class is lowered to 12, it becomes ablaze. Whist ablaze it's constitution becomes 10, and it's dexterity becomes 20, with it's dexterity modifier added to it's armor class instead of it's constitution, and it's walking speed becomes 50. additionally, when it is not ablaze, any check that needs smiths tools, tinkers tool, and cooks utensils. Every long rest, when it is ablaze, the creator can use a new cage to change it to being no longer ablaze
Melted Armor. Whenever heat metal is casted on the elemental, it is healed by the damage it should take, and if it is not ablaze, it loses 2 armor class
Illumination. The elemental sheds bright light in a 30-foot radius and dim light in an additional 30 feet.
Water Susceptibility. For every 5 feet the elemental moves in water, or for every gallon of water splashed on it, it takes 1 cold damage. This affect only works when it is ablaze
Actions
Multiattack. The elemental makes two touch attacks and one slam or fireball.
Touch. Melee Weapon Attack:+6 to hit, reach 5 ft., one target. Hit: 9 (2d6 + 3) fire damage. If the target is a creature or a flammable object, it is burned.
Slam (Only works when it is not ablaze). Melee Weapon Attack:+6 to hit, reach 5 ft., one target. Hit: 16 (3d6 + 1) bludgeoning damage.
Fireball (Only works when it is ablaze). Ranged Weapon Attack:+6 to hit, range 120 ft., one target. Hit: 15 (3d4 + 5) fire damage.
Got my second idea in the works
Best spell on this site
Just Your Friendly Animated Armor :3
I love birds I love birds I love birds I love birds I love birds love birds I love birds I love birds I love birds I love birds love birds I love birds I love birds I love birds I love birds
perhaps this will be the one I finally participat in....
Race: Not Human. that's for sure
About Me: Godless monster in human form bent on extending their natural life to unnatural extremes/general of the goose horde/leader of Urat on kingdoms and crowns/holder of the evil storyteller badge of no honor/king of madness/The Archmage of I CAST...!
Alignment: Lawful Evil
Fun Fact: i gain more power the more you post on my forum threads. MUAHAHAHAHAHAHAHAHAHA!!!!!!
Here's my player options submission: https://www.dndbeyond.com/spells/2834793-will-o-wisp
I probably got inspired for this spell by Pokémon... ;-)
Alternatively, I am considering submitting my Circle of the Volcano druid (https://www.gmbinder.com/share/-Na1MQeACfb1RkW5Vi9M), but decisions are hard...
Are your two homebrew ideas completed/submitted, or do you wat for me to refrain from adding them to contestants now?
Please decide before the contest end date. I'll add the Will-O-Wisp to the contestant list until you make a decision.
Gerdeen Island: a Pokemon themed tavern, meant to simulate the mundane parts of real life.
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)
Player Options: IT BURNS! IT BURNS!
Kriemhild's Frozen Fire
Niflheim is the plane of frozen death in which even the fire burns cold. Ruled by the daughter of Loki, those that wish to honor her can call upon the plane's cold flames to burn their foes. Kriemhild has long been a mage loyal to Hel and was the first one to realize this power was available to those that wished it.
You call upon the frozen flames of Niflheim, conjuring them at a point within range. Each creature within a 10-foot radius, 10-foot-high cylinder centered on this point must make Dexterity saving throw. A target takes 3d6 cold damage on a failed save and is now burning, or half as much damage on a successful one.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st.
* - (a tinderbox and some ice)I am also here.
Am snek.
I have a w.i.p submission, hope you like it!
https://www.dndbeyond.com/feats/1952759-boon-of-searing-flame
Certified lover boy, certified dungeon master. WOP WOP WOP WOP!
I'm just your everyday dungeon master. Ignore that jar full of souls. And those bones in the corner are just props, don't worry. I'm definitely NOT a lich. Definitely.
my submission for the DM things, the Dreamstrider!
[LINK]
Race: Not Human. that's for sure
About Me: Godless monster in human form bent on extending their natural life to unnatural extremes/general of the goose horde/leader of Urat on kingdoms and crowns/holder of the evil storyteller badge of no honor/king of madness/The Archmage of I CAST...!
Alignment: Lawful Evil
Fun Fact: i gain more power the more you post on my forum threads. MUAHAHAHAHAHAHAHAHAHA!!!!!!
Here's my w.i.p thing for player options
https://www.dndbeyond.com/feats/1952759-boon-of-searing-flame
Edit: sorry, I thought I hadn't posted this yet.
Certified lover boy, certified dungeon master. WOP WOP WOP WOP!
I'm just your everyday dungeon master. Ignore that jar full of souls. And those bones in the corner are just props, don't worry. I'm definitely NOT a lich. Definitely.
Here is my submission for the DM category, drawing inspiration from the Grimmerie featured in the Wicked novels (and popular musical/movie adaptation) and land of Oz.
Tome of Secrets (Magic Item)
Tome of Secrets
Wondrous Item, Very Rare (Requires Attunement by a Wizard)
This tome is filled with pages of mesmerizing, moving text. Each page is written in a different language, and the text on these pages continuously dances and rearranges itself, concealing their contents from those who would try to decipher them. This tome’s text cannot be read through the use of the Comprehend Languages or Identify spells.
While attuned to this item, you can use it as a Spellbook and an Arcane focus. In addition, you can spend time as part of rest trying to decipher text on one of the other pages of this tome. Whenever you finish a Long Rest, roll a number of d20 equal to the number of languages you know. For each value of 10 or higher rolled on such a d20, this item gains one charge. If the value rolled is a 20, the item instead gains two charges. Any charges stored within the tome can be used in one of the following ways while you are holding it:
Alter Spell Formula. When you cast a spell written in the tome, you can alter the spell’s casting by using one of the Metamagic Options available to the Sorcerer class. To do so, you must expend a number of charges from this item equal to the listed Sorcery Point cost. Once you have applied a given Metamagic Option this way, you cannot use that option again until you complete a Long Rest.
Decipher Spell. By spending one hour focusing on the text within the tome, you can expend one or more charges to uncover one of the spells hidden within. Choose one or more Level 1+ Wizard spells whose total level is equal to the number of charges expended. Until you start a Long Rest, the chosen spells are prepared for you and do not count against the number of spells you can prepare each day. Alternatively, you can choose Level 1+ spells belonging to the Bard, Cleric, or Druid spell list by expending twice as many charges per spell level. Any spell uncovered this way can be permanently copied into your Spellbook while it is prepared; however, the time and gold required is doubled.
When you start a Long Rest, any unused charges stored within this item are lost.
I would appreciate any feedback, especially on balancing the number of charges needed for each of the tome's abilities.
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Made a submission for the first time, feedback would be appreciated. This is particularly for the Player Options category, although I will certainly try to make something for the DM category as well.
Path of the Wildfire (Barbarian)
Quite literally ablaze with rage, the Path of the Wildfire is the name for barbarians who use their enemies as fuel to their flame of fury. Much like the fires they model, these barbarians grow stronger the more they spread in order to become a force to be reckoned with, but also can be a calming, warming beacon of hope to their allies.
Fierce Fueling Frenzy of Ferocious Flame
Starting at 3rd level when you select this subclass, when you enter a rage you can choose to burst into flame. When you do so, you automatically gain the Burning condition until you end your rage. When you hit another creature with a melee attack, it gains the Burning condition. Every time a creature takes damage from Burning that you applied, you heal an amount of hit points equal to the damage done (you may only do this with one creature per round).
Damage both dealt and done by the Burning condition as a result of this subclass's features increases to 1d6, and it reaches 1d8 at 6th level, 2d6 at 10th level and 2d8 at level 14.
Humble yet Heroic Healing of the Hearth
When fire isn't destroying everything it can, it can be harnessed and used as a source of warmth and relaxation. You can utilize this to your advantage.
Starting at 6th level, whenever you and up to 5 creatures you can see take a long rest, you can expend a use of your rage to make it the duration of a short rest, as well as giving everyone Heroic Inspiration when it ends. This rage use will not be regained until you take a different rest.
Additionally, you gain resistance to cold damage and fire damage not applied by the Burning condition.
Sparking, Spreading, and Smoking Strikes
You can further spread your burning attacks, setting the battlefield into chaos.
Starting at 10th level, anything that has the Burning condition as a result of you applies it to any creature that touches it or that it touches, unless if you don't want that creature to gain it. This counts for your healing from Fierce Fueling Frenzy of Ferocious Flame if you are in a rage.
Additionally, as an action you can give a flammable object no bigger then 5 feet wide or a creature the Burning condition (requiring sight of it). If it's a creature or a creature that is wearing/wielding the object, it can make a Constitution save to prevent it equal to 10 + your proficiency bonus + your Strength modifier. If you apply this to a weapon, only the blade will be set ablaze and it will be able to deal the extra fire damage to creatures it hits.
Inescapable Inferno of Igneous Invasive Intent
You have become an inescapable channel of flame, an unstoppable force that is difficult to outrun or contain.
Starting at 14th level, when you rage your movement speed increases by 10 feet, and any creature of your choice that starts its turn within 5 feet of you must make a Constitution save (with the same DC of 10 + your proficiency bonus + your Strength modifier) or gain the Burning Condition. Additionally, in place of an attack you can gain resistance to fire damage until the start of your next turn.
You have advantage on saving throws or ability checks made to escape a grapple.
Hello! I am a perfectly sane gibberer. Hi! :D
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Titles: The Echoing Story Spewer from Drummer, the Endless Maws from Isis, the Mad Murderer from PJ
(Quick question. Can we have a homebrew that that requires a bit of homebrew to another thing to happen?)
Sig but long ^w^
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Henlo, I am a pan, NB, chaotic ADHD mess of a furry. Also, I have a lil bean on a thread. That bean is named Ace, here is the thread
*Blp?*
Sig but long ^w^
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Henlo, I am a pan, NB, chaotic ADHD mess of a furry. Also, I have a lil bean on a thread. That bean is named Ace, here is the thread
Please do not bump a comment before giving others enough time to respond.
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Here is my submission for the Interactive Option: Faith of the Godless category, the God of the Godless.
Nue, God of the Godless
There are those who deny the existence of the gods. Others simply refuse to worship them. Those who refuse to freely give their hearts to any being higher than themselves are unwittingly claimed by Nue, God of the Godless.
Appearance
When Nue appears, and he seldom does so outside of his dead “followers,” he takes the form of a headless giant whose body is composed of a terrible multitude of conscious corpses. A gaping hole yawns in the middle of his chest and threatens to devour the very stars of the heavens.
Afterlife for the Faithless
Having forsaken the existence of an afterlife, the godless instead choose an afterdeath. When they die, their soul-corpse is swallowed by the massive hole in Nue’s chest. Their body is added to the mass that makes up Nue’s form for he is always trying to fill up the hole inside of him but no matter how many souls he claims it will never be healed. There the faithless spend all of eternity.
A Silent God
Nue never communicates directly to his flock. To do so would counter his very existence. He simply sits patiently and lets them come to him. And so many come. So very many. Yet, it's never enough.
Antievangelization
There are some who have discovered that Nue exists. Every now and then a master philosopher-mage probes a little too far out into the darkness. There they discover Nue. They see the bodies all melded to one hideous form. They behold the ravenous, unsatisfied hole. Many lose their wits completely and never string together a coherent sentence for the rest of their natural lives. Those are the lucky ones. Others are overwhelmed with terror and try to warn others to save them from that fate. These draw the wrath of Nue upon themselves. Usually some terrible accident befalls them, and often their closest friends. The sort of accident that makes one feel sick to the stomach. The sort of accident that makes one decide they do not want to hear anything else about the victim. What little evidence of Nue’s existence that escapes the disaster is usually avoided and soon forgotten.
Idols of Nue
However, hints of Nue’s existence resurface on occasion. Idols have been found of headless giants with gaping holes in their chests. Giants that seem to be made of a thousand tiny bodies. If a Cleric or Paladin comes in contact with one of these forbidden idols, they often find it much more difficult to muster their faith and call upon their divine gifts.
Curse of the Idol of Nue: If a Cleric, Paladin, or any other creature that draws its power from a divine source touches an Idol of Nue, they gain disadvantage on all roles related to their magic and other creatures have advantage on saving throws against their spells effects. This disadvantage lasts for one day.
The Blessing of Nue:
There are those who are unknowingly, greatly devoted to Nue. Those who are firm in their belief that there is no god or at least none that they wish to follow may receive a blessing from Nue to strengthen their faith, or rather, lack thereof. They gain the following feature:
Faithless Follower:
You have advantage on saving throws against being charmed by Celestials and Fiends once per day you can end a spell effecting you cast by a Cleric or Paladin with a bonus action.
Okay. Uh do ya have an answer mate?
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Henlo, I am a pan, NB, chaotic ADHD mess of a furry. Also, I have a lil bean on a thread. That bean is named Ace, here is the thread
I think this will depend on how extensive the homebrew of the other thing is compared to your main homebrew. I would say as long as the majority of the homebrew-ing is contained within your submission, then that should be fine. We have had submissions in the past where contestants have submitted a series of monsters (rather than one) or homebrew subclasses that also have an associated homebrew spell, if I am recalling correctly. In this way, I imagine supplementary homebrew should be fine.
That being said, thats just my opinion. The final ruling would have to come from this iteration's judge Platyboss
Three-time Judge of the Competition of the Finest Brews! Come join us in making fun, unique homebrew and voting for your favorite entries!
Here is my feedback :) I do have alot of thoughts, but please do not take them as dismissive. I really like what you are going for, and would like to provide a constructive review for you to consider.
3rd level feature. I do not think it necessarily needs the healing rider at this stage. Just having the ability to pass along the Burning condition for free with every attack is fairly strong, since a creature has to use an action to douse the flame. If you wanted to give the barbarian some survivability, you could maybe instead say that while raging they have resistance to fire damage, and then save the healing for a later level. I also feel that the damage scales too much. I could see maybe bumping it to a d6 and later a d8, but not beyond that. The Barbarian is already going to see an increase in damage output at 5th level when they get the Extra Attack feature and can apply the Burning condition to one extra creature every round.
6th level feature. I think overall this is very awkward. You take a Long Rest, but its the length of a Short Rest, but even being a Long Rest you dont regain your Rage. Then you get damage resistance, but only if its not from Burning. I think this could be simplified to instead act more like the Catnap where instead of shortening a Long Rest (which is very powerful for 6th level) you shorten a Short Rest, which is still a major boon to the Monks, Fighters, and Warlocks in the party. I like having it award Heroic Inspiration as well. As for the damage resistances, I would say if you dont give them full fire resistance at 3rd level, giving it to them unconditionally at 6th should be fine.
10th level feature. I love the flavor of the fire spreading, but I do worry that it may be overtuned and too easy to apply the Burning condition to a large number of creatures in a short time. If I may, I would suggest the following: 1) This would be a great level to unlock healing from the Burning condition if you take my suggestion to delay it from 3rd level , 2) You could perhaps give the Barb a bonus action that makes a creature with the Burning condition immediately take damage from the condition (thus also proc-ing healing), 3) If you want fire to spread, perhaps you could play with something like if a creature is reduced to 0 HP while it has the Burning condition, it explodes and nearby creatures must succeed on a save or begin Burning as well.
14th. I like this feature. I do feel that one way or another the Barb should have always-on or rage-dependant fire resistance prior to 14th level, but thats my only qualm.
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Those are all very good points and ideas, really appreciate it all and will keep it in mind. I was trying to emulate how fire grows stronger the more it spreads but suffers without fuel, I just suppose I got a bit carried away with it lol.
Hello! I am a perfectly sane gibberer. Hi! :D
A mysterious link of chain... (Extended signature). PRAISE JEFF THE EVIL ROOMBA! REALLY cool video.
One of the Warlock Patrons on the forums. Low, low price of your soul, your firstborn child and your liver!
Titles: The Echoing Story Spewer from Drummer, the Endless Maws from Isis, the Mad Murderer from PJ
Okay so what I want is prby fine
Sig but long ^w^
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Henlo, I am a pan, NB, chaotic ADHD mess of a furry. Also, I have a lil bean on a thread. That bean is named Ace, here is the thread
Player Options: IT BURNS! IT BURNS!
Lore
Whenever a summoning spell is used, it takes a creature from it's plane. But you can keep it's body and send it's soul back to it's plane for it to make itself a new body. And with the body you keep, you can do many things, like creating a new soul. The living forge is one of these many examples, a being made with a body leftover, and a newly created soul bound to it. Living forges look like a construct made of plate armor, with a forge for a chest, and forge slots on it's helmet. When this exoskeleton of steel is broken, it's soul is out; a humanoid being of fire, typically human or elf, although they can be any race. The ritual for making a living forge involves sending a being of fire or earth back to it's plane, yet leaving it's body. When done, the body must be put in a cage and than lit ablaze. The cage will wrap around the creature, before the creature grows in size with the cage to about six feet tall.
Creating mechanics
To create a living forge, a spellcaster must dismiss a creature that they summoned that can deal fire damage and/or speak Terran. When the spellcaster is done, they must put the body in a cage, and deal any amount of fire damage to it, before expending a spell slot of 5th level or more
Fire Form. The elemental can move through a space as narrow as 1 inch wide without squeezing. A creature that touches the elemental or hits it with a melee attack the creature is burned. In addition, the elemental can enter a hostile creature's space and stop there. When it enters the creature takes 1d10 (2d4+1) fire damage, and is burned. This affect only works when it is ablaze
Living Furnace. Whenever the elemental takes at least 15 damage in one turn whist not ablaze, it must succeed on a DC 18 constitution saving throw or lose 1 armor class. When it's armor class is lowered to 12, it becomes ablaze. Whist ablaze it's constitution becomes 10, and it's dexterity becomes 20, with it's dexterity modifier added to it's armor class instead of it's constitution, and it's walking speed becomes 50. additionally, when it is not ablaze, any check that needs smiths tools, tinkers tool, and cooks utensils. Every long rest, when it is ablaze, the creator can use a new cage to change it to being no longer ablaze
Melted Armor. Whenever heat metal is casted on the elemental, it is healed by the damage it should take, and if it is not ablaze, it loses 2 armor class
Illumination. The elemental sheds bright light in a 30-foot radius and dim light in an additional 30 feet.
Water Susceptibility. For every 5 feet the elemental moves in water, or for every gallon of water splashed on it, it takes 1 cold damage. This affect only works when it is ablaze
Multiattack. The elemental makes two touch attacks and one slam or fireball.
Touch. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 9 (2d6 + 3) fire damage. If the target is a creature or a flammable object, it is burned.
Slam (Only works when it is not ablaze). Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 16 (3d6 + 1) bludgeoning damage.
Fireball (Only works when it is ablaze). Ranged Weapon Attack: +6 to hit, range 120 ft., one target. Hit: 15 (3d4 + 5) fire damage.
Sig but long ^w^
Gulpmissle Day, Saturday, Feburay 15th, 2025 (They still alive, but banished to being a lurker now)
💛🤍💜🖤 🩷💛💙
Henlo, I am a pan, NB, chaotic ADHD mess of a furry. Also, I have a lil bean on a thread. That bean is named Ace, here is the thread