The Mirror Man’s true home is a place known as the Shattered Realm—a world that was never stable to begin with. In the Shattered Realm, gravity doesn’t work right, time loops in strange ways, and everything is fragmented. Cities float in mid-air, rivers run backward, and reality is constantly shifting. It’s a place where nothing is fixed, a world built on chaos.
This world fell apart long ago, but the Mirror Man still carries its remnants with it. The Mirror Man is drawn to any world with a reflective surface, like a mirror or glass, and it uses these reflections as gateways to enter new places. It’s constantly trying to make more reflections, bending others’ reality to its will.
The Mirror Man is a twisted, shadowy creature made of jagged glass and reflections. It doesn’t exist in the way most creatures do. Instead of moving through space like everyone else, it travels through reflections—mirrors, windows, even still ponds. It’s part real, part illusion. Its form constantly shifts, and it’s impossible to tell where its true body ends and the reflection begins.
It has no true soul. Instead, it feeds on memories, emotions, and the identities of those it encounters. It uses its power to create illusions, showing people things that aren’t real, things they’ve never experienced or that have been twisted in horrifying ways.
In some parts of the world, the Hot Potato spell has become a traditional part of festivals and gatherings. In these regions, mages host competitive games where players pass the enchanted potato back and forth, trying to avoid getting burned. The games are lively and full of laughter, but they also come with the risk of serious injury if someone holds the potato too long or fails to pass it in time. And slowly, over time and wear of the years, the spell was turned into a game, with items instead of spells. And along over time, the spell was forgotten, now a phrase and game.
Edit: These are my final submission for each category. Best of luck, other contestants!
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
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.
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
A paladin in a world where gods have been cruel might break an oath, outright choosing to forget them. When they find themself again, they still think of gods as just another person with power, instead of a holy being. And with their new self found, they decide to trust people who they have allied for a long time. An oath of trust paladin is, ironically, typically the most untrusting to new people, though when they do trust people, their loyalty is nearly impossible to break, pushing themselves to points where they might collapse to defend their friends.
Truth and Trust
Starting at 3rd level, whenever you roll an attack that hits, you can choose to not deal damage. Instead you can turn the damage roll into the hit of your allies attacks. You add the damage roll to the roll to hit of one of your allies attacks
Oath Spells
You gain oath spells at the paladin levels listed.
Starting at 7th level, you and friendly creatures within 5 feet of you get advantage on all attacks while you are conscious, as long as there is at least one ally
At 18th level, the range of this aura increases to 15 feet.
True Defense
Beginning at 15th level, your allies (Not counting you) always under the effects of a protection from evil and good spell.
Holy Being
Starting at level 20, you are immune radiant damage, and once per long rest, you can become ascended for an hour. When ascended you gain 3d20 temporary hit points, gain three more armor class, become immune to bludgeoning piercing and slashing from nonmagical attacks, become size huge, and all of your attacks deal an extra 2d20 radiant damage
Lore:
Cruelty is rampant. Always will be, even among gods, because sometimes those with power will just use it to harm people. Paladins who are hurt by their gods and than break their oath may become Oath of Trust paladins, whom choose to think of gods as mortals with more power. Paladins of that sacred oath believe that even when the world is beyond horrid, they still have their allies. And they will defend those allies no matter what, even if it means giving up their own power. One might swing their sword only for the sword to add to an allies power, or do small favors for their allies. Whatever happens, so long is no betrayal happens, they will trust their allies. Eventually, they become akin to a demigod, a beacon of hope and strength on their allies. Stories of them going back and slaying their own ex gods are commonly told by bards, listened to by everyone. They might replace that god, though they still think of themself as just a mortal with power, one who will typically help people they trust with that power. That is the way of the Oath of Trust, one without rules, just there to help their friends and family.
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.
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
A paladin in a world where gods have been cruel might break an oath, outright choosing to forget them. When they find themself again, they still think of gods as just another person with power, instead of a holy being. And with their new self found, they decide to trust people who they have allied for a long time. An oath of trust paladin is, ironically, typically the most untrusting to new people, though when they do trust people, their loyalty is nearly impossible to break, pushing themselves to points where they might collapse to defend their friends.
Truth and Trust
Starting at 3rd level, whenever you roll an attack that hits, you can choose to not deal damage. Instead you can turn the damage roll into the hit of your allies attacks. You add the damage roll to the roll to hit of one of your allies attacks
Oath Spells
You gain oath spells at the paladin levels listed.
Starting at 7th level, you and friendly creatures within 5 feet of you get advantage on all attacks while you are conscious, as long as there is at least one ally
At 18th level, the range of this aura increases to 15 feet.
True Defense
Beginning at 15th level, your allies (Not counting you) always under the effects of a protection from evil and good spell.
Holy Being
Starting at level 20, you are immune radiant damage, and once per long rest, you can become ascended for an hour. When ascended you gain 3d20 temporary hit points, gain three more armor class, become immune to bludgeoning piercing and slashing from nonmagical attacks, become size huge, and all of your attacks deal an extra 2d20 radiant damage
Lore:
Cruelty is rampant. Always will be, even among gods, because sometimes those with power will just use it to harm people. Paladins who are hurt by their gods and than break their oath may become Oath of Trust paladins, whom choose to think of gods as mortals with more power. Paladins of that sacred oath believe that even when the world is beyond horrid, they still have their allies. And they will defend those allies no matter what, even if it means giving up their own power. One might swing their sword only for the sword to add to an allies power, or do small favors for their allies. Whatever happens, so long is no betrayal happens, they will trust their allies. Eventually, they become akin to a demigod, a beacon of hope and strength on their allies. Stories of them going back and slaying their own ex gods are commonly told by bards, listened to by everyone. They might replace that god, though they still think of themself as just a mortal with power, one who will typically help people they trust with that power. That is the way of the Oath of Trust, one without rules, just there to help their friends and family.
*I don't think a subclass counts as an interactive option.*
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.
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
A paladin in a world where gods have been cruel might break an oath, outright choosing to forget them. When they find themself again, they still think of gods as just another person with power, instead of a holy being. And with their new self found, they decide to trust people who they have allied for a long time. An oath of trust paladin is, ironically, typically the most untrusting to new people, though when they do trust people, their loyalty is nearly impossible to break, pushing themselves to points where they might collapse to defend their friends.
Truth and Trust
Starting at 3rd level, whenever you roll an attack that hits, you can choose to not deal damage. Instead you can turn the damage roll into the hit of your allies attacks. You add the damage roll to the roll to hit of one of your allies attacks
Oath Spells
You gain oath spells at the paladin levels listed.
Starting at 7th level, you and friendly creatures within 5 feet of you get advantage on all attacks while you are conscious, as long as there is at least one ally
At 18th level, the range of this aura increases to 15 feet.
True Defense
Beginning at 15th level, your allies (Not counting you) always under the effects of a protection from evil and good spell.
Holy Being
Starting at level 20, you are immune radiant damage, and once per long rest, you can become ascended for an hour. When ascended you gain 3d20 temporary hit points, gain three more armor class, become immune to bludgeoning piercing and slashing from nonmagical attacks, become size huge, and all of your attacks deal an extra 2d20 radiant damage
Lore:
Cruelty is rampant. Always will be, even among gods, because sometimes those with power will just use it to harm people. Paladins who are hurt by their gods and than break their oath may become Oath of Trust paladins, whom choose to think of gods as mortals with more power. Paladins of that sacred oath believe that even when the world is beyond horrid, they still have their allies. And they will defend those allies no matter what, even if it means giving up their own power. One might swing their sword only for the sword to add to an allies power, or do small favors for their allies. Whatever happens, so long is no betrayal happens, they will trust their allies. Eventually, they become akin to a demigod, a beacon of hope and strength on their allies. Stories of them going back and slaying their own ex gods are commonly told by bards, listened to by everyone. They might replace that god, though they still think of themself as just a mortal with power, one who will typically help people they trust with that power. That is the way of the Oath of Trust, one without rules, just there to help their friends and family.
*I don't think a subclass counts as an interactive option.*
Thats correct. Subclasses are part of the PC category, not Interactive.
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!
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.
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
A paladin in a world where gods have been cruel might break an oath, outright choosing to forget them. When they find themself again, they still think of gods as just another person with power, instead of a holy being. And with their new self found, they decide to trust people who they have allied for a long time. An oath of trust paladin is, ironically, typically the most untrusting to new people, though when they do trust people, their loyalty is nearly impossible to break, pushing themselves to points where they might collapse to defend their friends.
Truth and Trust
Starting at 3rd level, whenever you roll an attack that hits, you can choose to not deal damage. Instead you can turn the damage roll into the hit of your allies attacks. You add the damage roll to the roll to hit of one of your allies attacks
Oath Spells
You gain oath spells at the paladin levels listed.
Starting at 7th level, you and friendly creatures within 5 feet of you get advantage on all attacks while you are conscious, as long as there is at least one ally
At 18th level, the range of this aura increases to 15 feet.
True Defense
Beginning at 15th level, your allies (Not counting you) always under the effects of a protection from evil and good spell.
Holy Being
Starting at level 20, you are immune radiant damage, and once per long rest, you can become ascended for an hour. When ascended you gain 3d20 temporary hit points, gain three more armor class, become immune to bludgeoning piercing and slashing from nonmagical attacks, become size huge, and all of your attacks deal an extra 2d20 radiant damage
Lore:
Cruelty is rampant. Always will be, even among gods, because sometimes those with power will just use it to harm people. Paladins who are hurt by their gods and than break their oath may become Oath of Trust paladins, whom choose to think of gods as mortals with more power. Paladins of that sacred oath believe that even when the world is beyond horrid, they still have their allies. And they will defend those allies no matter what, even if it means giving up their own power. One might swing their sword only for the sword to add to an allies power, or do small favors for their allies. Whatever happens, so long is no betrayal happens, they will trust their allies. Eventually, they become akin to a demigod, a beacon of hope and strength on their allies. Stories of them going back and slaying their own ex gods are commonly told by bards, listened to by everyone. They might replace that god, though they still think of themself as just a mortal with power, one who will typically help people they trust with that power. That is the way of the Oath of Trust, one without rules, just there to help their friends and family.
*I don't think a subclass counts as an interactive option.*
Thats correct. Subclasses are part of the PC category, not Interactive.
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.
This feels more like a monster stat block than a player option. I see that there are mechanics explaining how a spellcaster could summon one of these, but it feels secondary to the stat block itself. For this to work for the PC category, I think that the player side of mechanics need to be fleshed out a bit. Things like how does the spellcaster command this creature once summoned? Does it require a bonus action or does it simply obey verbal commands? Does it share initiative with the player that summoned it, or does it act on its own initiative?
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!
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.
This feels more like a monster stat block than a player option. I see that there are mechanics explaining how a spellcaster could summon one of these, but it feels secondary to the stat block itself. For this to work for the PC category, I think that the player side of mechanics need to be fleshed out a bit. Things like how does the spellcaster command this creature once summoned? Does it require a bonus action or does it simply obey verbal commands? Does it share initiative with the player that summoned it, or does it act on its own initiative?
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
Control:
Your character does not have full control over it (Though you might, depending on what you and your DM and party decide), as each individual Forge has different humanoid like personality, different goals and such. During combat, you can command it without any actions or bonus actions, and it has it's own initiative during combat.
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.
*Gonna just make the godless a monster based on the paladin or smth...*
*Or a variant rule of some sort, but I don't think you can do that with that prompt*
Best to avoid making a monster for the Interactive option, as monsters are generally reserved for the DM category. NPCs are the focus of the Interactive category. Your NPC can have a stat block, but the focus needs to be on the way the NPC would interact with the party - lore it may hold, quests it may give, personality, etc - rather than how it may fare in combat.
Edit. Also, in case you are not aware, you can use the "Edit" tool at the bottom of a comment to add extra thoughts to your original, so you do not have to quote your own comments to add 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.
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
A paladin in a world where gods have been cruel might break an oath, outright choosing to forget them. When they find themself again, they still think of gods as just another person with power, instead of a holy being. And with their new self found, they decide to trust people who they have allied for a long time. An oath of trust paladin is, ironically, typically the most untrusting to new people, though when they do trust people, their loyalty is nearly impossible to break, pushing themselves to points where they might collapse to defend their friends.
Truth and Trust
Starting at 3rd level, whenever you roll an attack that hits, you can choose to not deal damage. Instead you can turn the damage roll into the hit of your allies attacks. You add the damage roll to the roll to hit of one of your allies attacks
Oath Spells
You gain oath spells at the paladin levels listed.
Starting at 7th level, you and friendly creatures within 5 feet of you get advantage on all attacks while you are conscious, as long as there is at least one ally
At 18th level, the range of this aura increases to 15 feet.
True Defense
Beginning at 15th level, your allies (Not counting you) always under the effects of a protection from evil and good spell.
Holy Being
Starting at level 20, you are immune radiant damage, and once per long rest, you can become ascended for an hour. When ascended you gain 3d20 temporary hit points, gain three more armor class, become immune to bludgeoning piercing and slashing from nonmagical attacks, become size huge, and all of your attacks deal an extra 2d20 radiant damage
Lore:
Cruelty is rampant. Always will be, even among gods, because sometimes those with power will just use it to harm people. Paladins who are hurt by their gods and than break their oath may become Oath of Trust paladins, whom choose to think of gods as mortals with more power. Paladins of that sacred oath believe that even when the world is beyond horrid, they still have their allies. And they will defend those allies no matter what, even if it means giving up their own power. One might swing their sword only for the sword to add to an allies power, or do small favors for their allies. Whatever happens, so long is no betrayal happens, they will trust their allies. Eventually, they become akin to a demigod, a beacon of hope and strength on their allies. Stories of them going back and slaying their own ex gods are commonly told by bards, listened to by everyone. They might replace that god, though they still think of themself as just a mortal with power, one who will typically help people they trust with that power. That is the way of the Oath of Trust, one without rules, just there to help their friends and family.
*I don't think a subclass counts as an interactive option.*
<It could, if it was meant to be an Evil Subclass, like Oathbreaker or Death Domain. That could potentially fit.>
For Everyone
It'd be great if you guys could link each creation to individual posts. It just makes it easier to link to.
Rollback Post to RevisionRollBack
Gerdeen Island: a Pokemon themed tavern, meant to simulate the mundane parts of real life.
Alright, gonna push out my submission for Interactive (done unless there's something wrong with it that I didn't realize), make a submission for the DM category, and then come full circle with revamping the Wildfire Barbarian. All in the span of a week. Gods give me strength... Or none in this case, since
Interactive Options: Faith of the Godless
The world, as all know, is ruled by the gods. Those who die get sent to one of the afterlives owned by a god, so long as they are willing to accept you. Almost all are accepted by someone, but there has been one exception...
Long ago, there was a mortal soul named Perditus. Little is known about his early days, but those unfortunate mortals who are aware only know one thing: He committed an unspeakable act. So unspeakable, every single god despised it. All records of it have been erased from history, evidently by divine causes, although no deity dare speak of it. Various rumours have arisen but none confirmable, a censored page in the book of history hidden by the authors themselves. Although Perditus was a cleric in his past life, those days have long passed. He knew that without any god's favor, he would be sent to the closest thing to an afterlife available. A place that has no sentience or connection with the realm at all.
The void. The endless nothing, not close to reality and not far from reality and not anything in between. It defies space and time itself, no body within to move and no mind, but somehow one could still think. Perditus was told he would be sent to it in horrid, horrid nightmares. Nothing but his consciousness in a colorless darkness, only himself alone for all eternity with nothing to accompany him but his guilty conscience and never-dwindling dread. He could go mad just thinking about it hard enough. At least the hells had something to do, even if it was suffering.
But he wouldn't allow that to happen.
He was alone in the world, thought to be dead by mortals but the gods knew the truth. Over the course of his life he has been chased to no end, always having to find a new location after new location after new location. And his oh so mortal body grew frailer and frailer all the while. He needed a way to sustain himself.
He delved into necromantic magic. Although there were gods of death and the arcane, through what little he could glimpse and by sacrificing the last of his clerical magic he created his own power. He could sustain himself off of mortal life force, and so he hid under mortal villages in the places where even deities dare not look. Over time, he formed a following, and he was kind to the little company he had left in the world. They still wander around, Perditus siphoning the life force of mortals and sometimes his following to this day as his life became defined by struggle: him versus the gods, existence versus non-existence, guilt versus fear. And fear has never failed to motivate him.
Perditus is intended as an adventure hook who can be used in a variety of ways. Perhaps a village starts feeling dreary and wants a party to investigate it, or if the party is more high level the gods themselves could send them all to check it out. Maybe they or someone with payment ready want/wants to find the secret as to why he was cast out, or maybe they sympathize with him and want to find a way for him to achieve redemption (or the closest thing possible). There's lots of possibilities!
I also tried to leave some things up to interpretation, such as what exactly the unspeakable act was, and since they're nomadic you can have them be basically wherever you want.
Hope you enjoy, feel free to give your feedback if you have any. And so I must away! *Vanishes*
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
Alright, gonna push out my submission for Interactive (done unless there's something wrong with it that I didn't realize), make a submission for the DM category, and then come full circle with revamping the Wildfire Barbarian. All in the span of a week. Gods give me strength... Or none in this case, since
Interactive Options: Faith of the Godless
The world, as all know, is ruled by the gods. Those who die get sent to one of the afterlives owned by a god, so long as they are willing to accept you. Almost all are accepted by someone, but there has been one exception...
Long ago, there was a mortal soul named Perditus. Little is known about his early days, but those unfortunate mortals who are aware only know one thing: He committed an unspeakable act. So unspeakable, every single god despised it. All records of it have been erased from history, evidently by divine causes, although no deity dare speak of it. Various rumours have arisen but none confirmable, a censored page in the book of history hidden by the authors themselves. Although Perditus was a cleric in his past life, those days have long passed. He knew that without any god's favor, he would be sent to the closest thing to an afterlife available. A place that has no sentience or connection with the realm at all.
The void. The endless nothing, not close to reality and not far from reality and not anything in between. It defies space and time itself, no body within to move and no mind, but somehow one could still think. Perditus was told he would be sent to it in horrid, horrid nightmares. Nothing but his consciousness in a colorless darkness, only himself alone for all eternity with nothing to accompany him but his guilty conscience and never-dwindling dread. He could go mad just thinking about it hard enough. At least the hells had something to do, even if it was suffering.
But he wouldn't allow that to happen.
He was alone in the world, thought to be dead by mortals but the gods knew the truth. Over the course of his life he has been chased to no end, always having to find a new location after new location after new location. And his oh so mortal body grew frailer and frailer all the while. He needed a way to sustain himself.
He delved into necromantic magic. Although there were gods of death and the arcane, through what little he could glimpse and by sacrificing the last of his clerical magic he created his own power. He could sustain himself off of mortal life force, and so he hid under mortal villages in the places where even deities dare not look. Over time, he formed a following, and he was kind to the little company he had left in the world. They still wander around, Perditus siphoning the life force of mortals and sometimes his following to this day as his life became defined by struggle: him versus the gods, existence versus non-existence, guilt versus fear. And fear has never failed to motivate him.
Perditus is intended as an adventure hook who can be used in a variety of ways. Perhaps a village starts feeling dreary and wants a party to investigate it, or if the party is more high level the gods themselves could send them all to check it out. Maybe they or someone with payment ready want/wants to find the secret as to why he was cast out, or maybe they sympathize with him and want to find a way for him to achieve redemption (or the closest thing possible). There's lots of possibilities!
I also tried to leave some things up to interpretation, such as what exactly the unspeakable act was, and since they're nomadic you can have them be basically wherever you want.
Hope you enjoy, feel free to give your feedback if you have any. And so I must away! *Vanishes*
Holy geez Gibbler, I didn't know you could write like that. I really love this.
Alright, gonna push out my submission for Interactive (done unless there's something wrong with it that I didn't realize), make a submission for the DM category, and then come full circle with revamping the Wildfire Barbarian. All in the span of a week. Gods give me strength... Or none in this case, since
Interactive Options: Faith of the Godless
The world, as all know, is ruled by the gods. Those who die get sent to one of the afterlives owned by a god, so long as they are willing to accept you. Almost all are accepted by someone, but there has been one exception...
Long ago, there was a mortal soul named Perditus. Little is known about his early days, but those unfortunate mortals who are aware only know one thing: He committed an unspeakable act. So unspeakable, every single god despised it. All records of it have been erased from history, evidently by divine causes, although no deity dare speak of it. Various rumours have arisen but none confirmable, a censored page in the book of history hidden by the authors themselves. Although Perditus was a cleric in his past life, those days have long passed. He knew that without any god's favor, he would be sent to the closest thing to an afterlife available. A place that has no sentience or connection with the realm at all.
The void. The endless nothing, not close to reality and not far from reality and not anything in between. It defies space and time itself, no body within to move and no mind, but somehow one could still think. Perditus was told he would be sent to it in horrid, horrid nightmares. Nothing but his consciousness in a colorless darkness, only himself alone for all eternity with nothing to accompany him but his guilty conscience and never-dwindling dread. He could go mad just thinking about it hard enough. At least the hells had something to do, even if it was suffering.
But he wouldn't allow that to happen.
He was alone in the world, thought to be dead by mortals but the gods knew the truth. Over the course of his life he has been chased to no end, always having to find a new location after new location after new location. And his oh so mortal body grew frailer and frailer all the while. He needed a way to sustain himself.
He delved into necromantic magic. Although there were gods of death and the arcane, through what little he could glimpse and by sacrificing the last of his clerical magic he created his own power. He could sustain himself off of mortal life force, and so he hid under mortal villages in the places where even deities dare not look. Over time, he formed a following, and he was kind to the little company he had left in the world. They still wander around, Perditus siphoning the life force of mortals and sometimes his following to this day as his life became defined by struggle: him versus the gods, existence versus non-existence, guilt versus fear. And fear has never failed to motivate him.
Perditus is intended as an adventure hook who can be used in a variety of ways. Perhaps a village starts feeling dreary and wants a party to investigate it, or if the party is more high level the gods themselves could send them all to check it out. Maybe they or someone with payment ready want/wants to find the secret as to why he was cast out, or maybe they sympathize with him and want to find a way for him to achieve redemption (or the closest thing possible). There's lots of possibilities!
I also tried to leave some things up to interpretation, such as what exactly the unspeakable act was, and since they're nomadic you can have them be basically wherever you want.
Hope you enjoy, feel free to give your feedback if you have any. And so I must away! *Vanishes*
Holy geez Gibbler, I didn't know you could write like that. I really love this.
Thanks! I definitely feel like I'm better at writing then statistics and such, lol.
And here is my final submission. A strange thing that has loped through my dreamings with a familiar yet fantastic stride. Something so terribly real, yet revealed to me to be the whimsical wonder it really is by a brief mention in Mark Twain's Huckleberry Finn. I have finally captured it, trapped it, given it a name and classification before releasing it back into the wilds. I hope y'all can find as much pleasure in it as I have.
(Side note, it's real hard writing poetry when you're from the South. The meter is difficult to get right when your accent gives certain words a few extra syllables.)
Lore and Poem:
The Camelleopard
As Georn and Stig danced the jope
Under the faintly dripping moon
The palm-flowers grew to astonishing heights
And the Camelleopard hummed a solemn tune
The Cuckoo Bird swiped up each tear
That fell from the forgotten eyes
To find a jewel for a promised finger
And the Cameolleopard surveyed the strewn skies
The men who stood upon the pole
The maidens who sat round the twist
Counted who and how of the youth would be next.
The Camelleopard watched as two liars kissed
As the Professor shooed the Snags,
Who do not celebrate but crash
And flashed his barreling, bright-beaked cannon-sword,
The Camelleopard numbered each wet eyelash
The last of the forty day month
Was the day when they planned to wed
All silently prayed for mercy and mistake
That the Camelleopard wouldn’t raise his head
Soon yet turned now and all was set
Georn with Stig ‘neath the tower
The treacle bowls sat patiently in each lap
The Camelleopard showed at the thirteenth hour
The two shamed and blamed the other
The rest drifted to the stonies
As it turned out faith was nary to be found
And the Camelleopard blinked at two phonies
The Camelleopard. Love it, cherish it, if you speak truth and nothing but the truth. Fear it, mourn its approach, if you live a lie.
The Camelleopard is a strange creature from a far off land with a heart full of homesickness. Scholars debate the whereabouts of where it originated, but they all agree that it wasn’t this world and most likely not the next one.`
The earliest occurrence of the Camelleopard in historical writing was in a nonsensical poem by the famous gnome wordsmith, Lawese Karnold. This poem was the last of his work as he set out to sea soon after finishing it, crying, “Tell me! Oh, tell me! Have I ever spoken true?” He did not make it very far, for his vessel was a sieve and sieves are commonly understood to be unsuited for ocean gales.
Those who have encountered the Camelleopard describe it as a bizarre sort of hybrid mix of a leopard and a camel. Its anatomy seems to be stretched thin and stacked upon itself in a precarious manner. The creature strides through the trees upon four spindly, flat-hoofed legs with an unnatural gait. Its back is sloped so that none may ride it and a horse-like head with two knobby horns crowns a neck unmatched by anything in creation, at least in height. The more educated witnesses describe it as appearing exactly like a giraffe but with startlingly violet eyes.
It is widely accepted that the Camelleopard hails from a whimsical world with little to no reason or logic or clearly discernible truth. Because of this, the Camelleopard is attracted to deception for falsehood is familiar and confusion reminds it of home.
A knowledgeable charlatan's greatest fear is that a Camelleopard will appear to them mid ruse. The arrival of the beast would be a tell-tale sign that they are dishonest and could lead to terrible consequences for the huxster. The poor Camelleopard does not mean to bring misfortune upon anyone, it merely finds trickery to be comforting so it seeks it out. In doing so, it has become an unmistakable beacon of guilt for liars and frauds.
Their convicting nature can often put them in danger. Habitual liars and cheaters may hunt or kill Camelleopards to prevent them from revealing their deceit. Their bodies have valuable alchemical properties which makes them prime targets for dishonest poachers. Their horns strengthen potions greatly when powdered, their heart blood is thought to cure madness, and their long, purple tongue renders one incapable of coherent speech when consumed.
Camelleopard Tears:
The tears of a Camelleopard are possibly the most priceless product produced by the beast. Any creature that ingests the sorrow-drops becomes completely and utterly incapable of uttering an ounce of deceit, at least to the best of their knowledge. To harvest these tears, one must place a terrible weight upon the heart of this majestic beast. I find that the most reliable way to do so is to remind the Camelleopard of its far-off homeland. A recitation of a work of nonsense poetry usually does the trick. I’m particularly fond of using the writings of Lawese Karnold. One must be ready to harvest the tears quickly though for the Camelleopard will shed no more than three drops before it gathers its strength and courage to quiet its sorrowful heart.
– Grand Archmage Sooph Nillytasser
DMnotes: I imagine that this beast will be particularly useful in screwing with parties that have made it a habit to perpetually lie. I have played a few charlatan characters that would have been quite dismayed if they came across this creature, though it might be good to throw the poem at the party before introducing it. If they read it carefully enough they may find hints of its origins and nature.
The camelleopard has advantage on saving throws against spells and other magical effects.
Magic Weapons.
The camelleopard's weapon attacks are magical.
Trample.
If the camelleopard moves at least 20 ft. straight toward a target and then hits it with a hooves attack on the same turn, the target takes an extra 9 (2d8) bludgeoning damage. If the target is a creature, it must succeed on a DC 15 Strength saving throw or be knocked prone.
False Sense.
The camelleopard can smell the direction of any deliberate lie or deception within one mile of it and Charisma (deception) checks automatically fail when made within 120 feet of the camelleopard.
Actions
Multiattack.
The camelleopard makes two attacks: one with its hooves and one with its horn.
Hooves.
Melee Weapon Attack: +7 to hit, reach 15 ft., one target. Hit: 11 (2d6 + 4) bludgeoning damage.
Befuddling Headbutt.
Melee Weapon Attack: +7 to hit, reach 15 ft., one target. Hit: 9 (1d10 + 4) bludgeoning damage. On a hit, the target must make a DC 16 Wisdom saving throw, becoming stunned until the end of their next turn on a fail.
Maladie Du Pays (Recharge 6).
The camelleopard lets out a long, mournful moan that causes all who hear it to be overwhelmed by an intense desire to return to wherever they consider to be home. Anyone within a mile of the camelleopard must make a DC 16 Wisdom saving throw. On a fail they are incapacitated for one minute as they are enraptured by memories of their home. They can repeat this saving throw at the end of each of their turns, ending the effect on a success.
Here's my submission for the Player Option: IT BURNS! IT BURNS! category, the Flame Dancer Bard. It has been awhile since I've created a home-brew class so any feedback would really be appreciated!
Bard: College of Flame Dancing
“Devilishly frightening chaps, those Flame Dancers. One second you are captivated by their mastery of ash and ember and the next you realize you’ve been set alight!”
– Narby Brookbatter, carnival goer
Bards who belong to the College of Flame Dancing sing along to the blazing songs that ripple like heat from the thrashing tongues of inferno. They devour what can never be satisfied, embrace what can never be touched, and tame what can never submit. They wear searing embers like blazing garments and they breathe not air but balloons of fire. These are the fire eaters, pyrotechnicians, and flame jugglers who see fire as just another sort of paint for a roaring canvas.
Friend To Flame
Starting at 3rd level, you’ve worked with fire long enough to have developed a tolerance to its searing touch. You understand how and why fire burns and can use this knowledge to your advantage. You have resistance to fire damage and know the cantrip Create Bonfire.
Fire Swallower
Also at 3rd level, you gain the ability to ingest flame and manipulate the inferno. As a bonus action, you can expend one Bardic Inspiration die to swallow a flame that is burning within a five foot cube, extinguishing the flame inside that five foot cube and holding its fire inside you. You maintain this swallowed flame a number of rounds equal to your proficiency bonus before it extinguishes. As an action, you can expel the flame in a 15 ft. cone. Each creature in the area of the cone must make a Dexterity saving throw equal to your spell save DC. A creature takes fire damage equal to 2 x your Bardic Inspiration die + your Charisma modifier on a failure and starts burning. On a success, a creature takes half as much damage and does not start burning. Any flammable objects in the cone that aren’t being worn or carried also start burning.
Taming the Inferno
Starting at 6th level, you can guide the burning of your flames and protect those around you from the heat of the inferno. When you give a creature the burning condition, you can increase the damage of the condition from 1d4 to your Bardic Inspiration die. This damage increases as your Bardic Inspiration die increases. In addition, when you give a creature Bardic Inspiration they receive resistance to fire damage for one minute.
Master of The Conflagration
At 14th level, you have mastered the art of flamecraft so that you can draw strength from fire and you no longer fear its searing touch. Whenever you use your Fire Swallower ability you heal damage equal to the amount rolled on your Bardic Inspiration die and you gain immunity to fire damage for one minute.
DM Options: We're All Mad Here
The Mirror Man.
About the Mirror Man;
The Mirror Man’s true home is a place known as the Shattered Realm—a world that was never stable to begin with. In the Shattered Realm, gravity doesn’t work right, time loops in strange ways, and everything is fragmented. Cities float in mid-air, rivers run backward, and reality is constantly shifting. It’s a place where nothing is fixed, a world built on chaos.
This world fell apart long ago, but the Mirror Man still carries its remnants with it. The Mirror Man is drawn to any world with a reflective surface, like a mirror or glass, and it uses these reflections as gateways to enter new places. It’s constantly trying to make more reflections, bending others’ reality to its will.
The Mirror Man is a twisted, shadowy creature made of jagged glass and reflections. It doesn’t exist in the way most creatures do. Instead of moving through space like everyone else, it travels through reflections—mirrors, windows, even still ponds. It’s part real, part illusion. Its form constantly shifts, and it’s impossible to tell where its true body ends and the reflection begins.
It has no true soul. Instead, it feeds on memories, emotions, and the identities of those it encounters. It uses its power to create illusions, showing people things that aren’t real, things they’ve never experienced or that have been twisted in horrifying ways.
Player Options: IT BURNS! IT BURNS!
Hot Potato!
Some potato culture-i guess
In some parts of the world, the Hot Potato spell has become a traditional part of festivals and gatherings. In these regions, mages host competitive games where players pass the enchanted potato back and forth, trying to avoid getting burned. The games are lively and full of laughter, but they also come with the risk of serious injury if someone holds the potato too long or fails to pass it in time.
And slowly, over time and wear of the years, the spell was turned into a game, with items instead of spells. And along over time, the spell was forgotten, now a phrase and game.
Edit: These are my final submission for each category. Best of luck, other contestants!
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
My Fire Dude X3 :
Player Options: IT BURNS! IT BURNS!
Lore
Creating mechanics
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.
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
My Atheist paladin ( • ̀ω•́ )✧:
Lore:
Interactive Options: Faith of the Godless
A paladin in a world where gods have been cruel might break an oath, outright choosing to forget them. When they find themself again, they still think of gods as just another person with power, instead of a holy being. And with their new self found, they decide to trust people who they have allied for a long time. An oath of trust paladin is, ironically, typically the most untrusting to new people, though when they do trust people, their loyalty is nearly impossible to break, pushing themselves to points where they might collapse to defend their friends.
Truth and Trust
Starting at 3rd level, whenever you roll an attack that hits, you can choose to not deal damage. Instead you can turn the damage roll into the hit of your allies attacks. You add the damage roll to the roll to hit of one of your allies attacks
Oath Spells
You gain oath spells at the paladin levels listed.
Oath of Devotion Spells
3rd
cure wounds, healing word
5th
flame blade, zone of truth
9th
booming blade, green-flame blade
13th
mass cure wounds, mass healing word
17th
creation, blade barrier
Aura of Allyship
Starting at 7th level, you and friendly creatures within 5 feet of you get advantage on all attacks while you are conscious, as long as there is at least one ally
At 18th level, the range of this aura increases to 15 feet.
True Defense
Beginning at 15th level, your allies (Not counting you) always under the effects of a protection from evil and good spell.
Holy Being
Starting at level 20, you are immune radiant damage, and once per long rest, you can become ascended for an hour. When ascended you gain 3d20 temporary hit points, gain three more armor class, become immune to bludgeoning piercing and slashing from nonmagical attacks, become size huge, and all of your attacks deal an extra 2d20 radiant damage
Lore:
Cruelty is rampant. Always will be, even among gods, because sometimes those with power will just use it to harm people. Paladins who are hurt by their gods and than break their oath may become Oath of Trust paladins, whom choose to think of gods as mortals with more power. Paladins of that sacred oath believe that even when the world is beyond horrid, they still have their allies. And they will defend those allies no matter what, even if it means giving up their own power. One might swing their sword only for the sword to add to an allies power, or do small favors for their allies. Whatever happens, so long is no betrayal happens, they will trust their allies. Eventually, they become akin to a demigod, a beacon of hope and strength on their allies. Stories of them going back and slaying their own ex gods are commonly told by bards, listened to by everyone. They might replace that god, though they still think of themself as just a mortal with power, one who will typically help people they trust with that power. That is the way of the Oath of Trust, one without rules, just there to help their friends and family.
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
*I don't think a subclass counts as an interactive option.*
Thats correct. Subclasses are part of the PC category, not Interactive.
Three-time Judge of the Competition of the Finest Brews! Come join us in making fun, unique homebrew and voting for your favorite entries!
*Ah... welp gotta change that*
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
This feels more like a monster stat block than a player option. I see that there are mechanics explaining how a spellcaster could summon one of these, but it feels secondary to the stat block itself. For this to work for the PC category, I think that the player side of mechanics need to be fleshed out a bit. Things like how does the spellcaster command this creature once summoned? Does it require a bonus action or does it simply obey verbal commands? Does it share initiative with the player that summoned it, or does it act on its own initiative?
Three-time Judge of the Competition of the Finest Brews! Come join us in making fun, unique homebrew and voting for your favorite entries!
Okie
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
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
Control:
Your character does not have full control over it (Though you might, depending on what you and your DM and party decide), as each individual Forge has different humanoid like personality, different goals and such. During combat, you can command it without any actions or bonus actions, and it has it's own initiative during combat.
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
*Gonna just make the godless a monster based on the paladin or smth...*
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
*Or a variant rule of some sort, but I don't think you can do that with that prompt*
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
Best to avoid making a monster for the Interactive option, as monsters are generally reserved for the DM category. NPCs are the focus of the Interactive category. Your NPC can have a stat block, but the focus needs to be on the way the NPC would interact with the party - lore it may hold, quests it may give, personality, etc - rather than how it may fare in combat.
Edit. Also, in case you are not aware, you can use the "Edit" tool at the bottom of a comment to add extra thoughts to your original, so you do not have to quote your own comments to add more.
Three-time Judge of the Competition of the Finest Brews! Come join us in making fun, unique homebrew and voting for your favorite entries!
Hey Platyboss, the link you added to Kriemhild's Frozen Fire links to the wrong post.
I am also here.
Am snek.
<It could, if it was meant to be an Evil Subclass, like Oathbreaker or Death Domain. That could potentially fit.>
For Everyone
It'd be great if you guys could link each creation to individual posts. It just makes it easier to link to.
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)
Shoot, you're right. I'll fix that now.
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)
Alright, gonna push out my submission for Interactive (done unless there's something wrong with it that I didn't realize), make a submission for the DM category, and then come full circle with revamping the Wildfire Barbarian. All in the span of a week. Gods give me strength... Or none in this case, since
Interactive Options: Faith of the Godless
The world, as all know, is ruled by the gods. Those who die get sent to one of the afterlives owned by a god, so long as they are willing to accept you. Almost all are accepted by someone, but there has been one exception...
Long ago, there was a mortal soul named Perditus. Little is known about his early days, but those unfortunate mortals who are aware only know one thing: He committed an unspeakable act. So unspeakable, every single god despised it. All records of it have been erased from history, evidently by divine causes, although no deity dare speak of it. Various rumours have arisen but none confirmable, a censored page in the book of history hidden by the authors themselves. Although Perditus was a cleric in his past life, those days have long passed. He knew that without any god's favor, he would be sent to the closest thing to an afterlife available. A place that has no sentience or connection with the realm at all.
The void. The endless nothing, not close to reality and not far from reality and not anything in between. It defies space and time itself, no body within to move and no mind, but somehow one could still think. Perditus was told he would be sent to it in horrid, horrid nightmares. Nothing but his consciousness in a colorless darkness, only himself alone for all eternity with nothing to accompany him but his guilty conscience and never-dwindling dread. He could go mad just thinking about it hard enough. At least the hells had something to do, even if it was suffering.
But he wouldn't allow that to happen.
He was alone in the world, thought to be dead by mortals but the gods knew the truth. Over the course of his life he has been chased to no end, always having to find a new location after new location after new location. And his oh so mortal body grew frailer and frailer all the while. He needed a way to sustain himself.
He delved into necromantic magic. Although there were gods of death and the arcane, through what little he could glimpse and by sacrificing the last of his clerical magic he created his own power. He could sustain himself off of mortal life force, and so he hid under mortal villages in the places where even deities dare not look. Over time, he formed a following, and he was kind to the little company he had left in the world. They still wander around, Perditus siphoning the life force of mortals and sometimes his following to this day as his life became defined by struggle: him versus the gods, existence versus non-existence, guilt versus fear. And fear has never failed to motivate him.
Perditus is intended as an adventure hook who can be used in a variety of ways. Perhaps a village starts feeling dreary and wants a party to investigate it, or if the party is more high level the gods themselves could send them all to check it out. Maybe they or someone with payment ready want/wants to find the secret as to why he was cast out, or maybe they sympathize with him and want to find a way for him to achieve redemption (or the closest thing possible). There's lots of possibilities!
I also tried to leave some things up to interpretation, such as what exactly the unspeakable act was, and since they're nomadic you can have them be basically wherever you want.
Hope you enjoy, feel free to give your feedback if you have any. And so I must away! *Vanishes*
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
Best pun of 2025.
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
Holy geez Gibbler, I didn't know you could write like that. I really love this.
I am also here.
Am snek.
Thanks! I definitely feel like I'm better at writing then statistics and such, 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
DM Options: We're All Mad Here
And here is my final submission. A strange thing that has loped through my dreamings with a familiar yet fantastic stride. Something so terribly real, yet revealed to me to be the whimsical wonder it really is by a brief mention in Mark Twain's Huckleberry Finn. I have finally captured it, trapped it, given it a name and classification before releasing it back into the wilds. I hope y'all can find as much pleasure in it as I have.
(Side note, it's real hard writing poetry when you're from the South. The meter is difficult to get right when your accent gives certain words a few extra syllables.)
Lore and Poem:
The Camelleopard
As Georn and Stig danced the jope
Under the faintly dripping moon
The palm-flowers grew to astonishing heights
And the Camelleopard hummed a solemn tune
The Cuckoo Bird swiped up each tear
That fell from the forgotten eyes
To find a jewel for a promised finger
And the Cameolleopard surveyed the strewn skies
The men who stood upon the pole
The maidens who sat round the twist
Counted who and how of the youth would be next.
The Camelleopard watched as two liars kissed
As the Professor shooed the Snags,
Who do not celebrate but crash
And flashed his barreling, bright-beaked cannon-sword,
The Camelleopard numbered each wet eyelash
The last of the forty day month
Was the day when they planned to wed
All silently prayed for mercy and mistake
That the Camelleopard wouldn’t raise his head
Soon yet turned now and all was set
Georn with Stig ‘neath the tower
The treacle bowls sat patiently in each lap
The Camelleopard showed at the thirteenth hour
The two shamed and blamed the other
The rest drifted to the stonies
As it turned out faith was nary to be found
And the Camelleopard blinked at two phonies
The Camelleopard. Love it, cherish it, if you speak truth and nothing but the truth. Fear it, mourn its approach, if you live a lie.
The Camelleopard is a strange creature from a far off land with a heart full of homesickness. Scholars debate the whereabouts of where it originated, but they all agree that it wasn’t this world and most likely not the next one.`
The earliest occurrence of the Camelleopard in historical writing was in a nonsensical poem by the famous gnome wordsmith, Lawese Karnold. This poem was the last of his work as he set out to sea soon after finishing it, crying, “Tell me! Oh, tell me! Have I ever spoken true?” He did not make it very far, for his vessel was a sieve and sieves are commonly understood to be unsuited for ocean gales.
Those who have encountered the Camelleopard describe it as a bizarre sort of hybrid mix of a leopard and a camel. Its anatomy seems to be stretched thin and stacked upon itself in a precarious manner. The creature strides through the trees upon four spindly, flat-hoofed legs with an unnatural gait. Its back is sloped so that none may ride it and a horse-like head with two knobby horns crowns a neck unmatched by anything in creation, at least in height. The more educated witnesses describe it as appearing exactly like a giraffe but with startlingly violet eyes.
It is widely accepted that the Camelleopard hails from a whimsical world with little to no reason or logic or clearly discernible truth. Because of this, the Camelleopard is attracted to deception for falsehood is familiar and confusion reminds it of home.
A knowledgeable charlatan's greatest fear is that a Camelleopard will appear to them mid ruse. The arrival of the beast would be a tell-tale sign that they are dishonest and could lead to terrible consequences for the huxster. The poor Camelleopard does not mean to bring misfortune upon anyone, it merely finds trickery to be comforting so it seeks it out. In doing so, it has become an unmistakable beacon of guilt for liars and frauds.
Their convicting nature can often put them in danger. Habitual liars and cheaters may hunt or kill Camelleopards to prevent them from revealing their deceit. Their bodies have valuable alchemical properties which makes them prime targets for dishonest poachers. Their horns strengthen potions greatly when powdered, their heart blood is thought to cure madness, and their long, purple tongue renders one incapable of coherent speech when consumed.
Camelleopard Tears:
The tears of a Camelleopard are possibly the most priceless product produced by the beast. Any creature that ingests the sorrow-drops becomes completely and utterly incapable of uttering an ounce of deceit, at least to the best of their knowledge. To harvest these tears, one must place a terrible weight upon the heart of this majestic beast. I find that the most reliable way to do so is to remind the Camelleopard of its far-off homeland. A recitation of a work of nonsense poetry usually does the trick. I’m particularly fond of using the writings of Lawese Karnold. One must be ready to harvest the tears quickly though for the Camelleopard will shed no more than three drops before it gathers its strength and courage to quiet its sorrowful heart.
– Grand Archmage Sooph Nillytasser
DMnotes: I imagine that this beast will be particularly useful in screwing with parties that have made it a habit to perpetually lie. I have played a few charlatan characters that would have been quite dismayed if they came across this creature, though it might be good to throw the poem at the party before introducing it. If they read it carefully enough they may find hints of its origins and nature.
Statblock for the Camelleopard:
Camelleopard
Huge fey, chaotic neutral
Armor Class
12
Hit Points
95 (10d12 + 30)
Speed
50 ft.
STR
18 (+4)
DEX
13 (+1)
CON
16 (+3)
INT
11 (+0)
WIS
16 (+3)
CHA
16 (+3)
Senses
darkvision 90 ft., truesight 120 ft., passive Perception 13
Languages
—
Challenge
5 (1,800 XP)
Magic Resistance.
The camelleopard has advantage on saving throws against spells and other magical effects.
Magic Weapons.
The camelleopard's weapon attacks are magical.
Trample.
If the camelleopard moves at least 20 ft. straight toward a target and then hits it with a hooves attack on the same turn, the target takes an extra 9 (2d8) bludgeoning damage. If the target is a creature, it must succeed on a DC 15 Strength saving throw or be knocked prone.
False Sense.
The camelleopard can smell the direction of any deliberate lie or deception within one mile of it and Charisma (deception) checks automatically fail when made within 120 feet of the camelleopard.
Actions
Multiattack.
The camelleopard makes two attacks: one with its hooves and one with its horn.
Hooves.
Melee Weapon Attack: +7 to hit, reach 15 ft., one target. Hit: 11 (2d6 + 4) bludgeoning damage.
Befuddling Headbutt.
Melee Weapon Attack: +7 to hit, reach 15 ft., one target. Hit: 9 (1d10 + 4) bludgeoning damage. On a hit, the target must make a DC 16 Wisdom saving throw, becoming stunned until the end of their next turn on a fail.
Maladie Du Pays (Recharge 6).
The camelleopard lets out a long, mournful moan that causes all who hear it to be overwhelmed by an intense desire to return to wherever they consider to be home. Anyone within a mile of the camelleopard must make a DC 16 Wisdom saving throw. On a fail they are incapacitated for one minute as they are enraptured by memories of their home. They can repeat this saving throw at the end of each of their turns, ending the effect on a success.
I updated this submission to add tooltips.