"Greetings, foundlings, and salutations! You have decided to enter the mystical halls of the ’Brews, where you might learn some most astonishing mysteries and solve the most tangled of puzzles. Your task is to present us with something we haven't seen before, and have it make us look upon it with delight. You have but a few tendays to create your product and show it to us, so we suggest you get to work!"
- Meyonmon Merridith, Ex-Candlekeep Scholar
If this is your first time joining us, welcome. The purpose of this thread is to spread a little bit of fun in the form of a friendly competition! Your task: Create an item of homebrew (see below) that is totally original and makes us go “wow!” The end products will be rated by members of the community, and the victor of each category will help create the next Finest ‘Brew contest! The previous contests are linked below:
All competitions thus far have contained a multitude of spectacular and inspired entries, so I suggest you check them out if you haven't already. Now, onto the important stuff:
Timeframe
Entries must be submitted before Midnight(EDT) on Friday, May 9thto be considered part of the competition.
Contest Categories
In each Finest Brew contest, there are three categories. These are so that people with skill in creating, say, monsters, don't end up stuck having to make dungeons. Each category is judged separately. There can only be one entrance per category per person. The category types are as follows:
DM Options: Things that provide tools for DMs to make encounters more interesting and rewards more enticing - such as dungeons/encounters, magic items, monsters, random tables, or even optional rules/mechanics.
PC Options: Things that help a player will build and develop their character - such as homebrew classes, subclasses, spells, feats, backgrounds or race/lineage/species options.
Interactive Options: Things that affect how characters interact with the world, exploring both its social structure and environment - such as NPCs, puzzles, stories/lore, terrain, traps/hazards or even institutions like shops or taverns.
This time, our category themes are:
DM Options: The Collective
In a world filled with mighty creatures and oppressive forces, the weak must band together to survive. Like a school of fish warding off predators, together those that are small or insignificant can exude a greater presence. For this category, design around the ideas of creatures, items, or places which draw their power from companionship or some unspoken link. Perhaps items originating from Mechanus which are connected to the greater hive mind of Modrons, or a swarm of tiny fey who can take on the appearance of mighty beasts when in sync, or a dungeon comprised of individual demiplanes link by teleportation magic. (This theme was picked by @Kaboom979)
Player Options: Alchemical Wonders
In hidden labs and steaming forges, across crumbling ruins and deep beneath ancient mountains, knowledge bubbles and boils. Alchemy is not simply science nor solely sorcery—it is the volatile dance between both. It is the art of transformation: of materials, of minds, of the very soul. For this category, design around the idea of concoctions, catalysts, and magical chemistry. Items and abilities born from rare ingredients, enchanted reagents, or maddened experimentation. Perhaps spells distilled from dragonblood and quicksilver, or subclasses that twist the body with mutagens and tonics. Imagine a coven of brewers who preserve memories in bottled thought, or a warrior whose strength comes from a daily ritual of potion use, or an ancient tree that grows vials instead of fruit—each with a different magical effect. (This theme was picked by @SentientSteel)
Interactive Options: When the Circus Comes to Town
Death-defying trapeze artists dare gravity to claim their lives, tight-rope walkers stride across thin air, dancers dine on blazing flame, and knife throwers fling their blades with such incredible accuracy that they always miss. But just barely. What otherworldly delights and frights can be found under the big top and in the fairgrounds? Perhaps a human statue that has forgotten how to move? A hall of mirrors that distorts more than just your reflection? Do smoldering elephants haunt the site of a terrible circus fire? What secrets do the clowns whisper between each peal of laughter? Look to the circus and carnival shows for this category. (This theme was picked by @The_Summoning_Dark)
Voting will start sometime later next month (or thereabouts, once the survey is made) and will end at Noon (MDT) 9 days after. A Google Forms poll for each category will be posted on this thread, and all may vote on it - including and especially contestants. Contestants are encouraged to vote 5 and 5 on their own submissions; all scores will have 5 subtracted from both voting categories. Scores are assigned using a numerical value from 1 (poor) to 5 (excellent).
Balance/Playability - This score is about how well the entry would run in game. If this entry is overpowered or underpowered, consider subtracting points. Also, consider subtracting points if it is poorly written or unclear, since that would make it a lot harder to understand and use in game.
Idea/Creativity- This score is about cool, interesting and unique the entry is. If someone's idea does not fit well into the contest category it is submitted for, consider subtracting points. If someone has put a lot of extra work into the submission reflected by its length or artistic pieces, consider adding points
Written Feedback - You have the option to give written feedback, should you choose, for any entries on the forms. Written feedback does not factor into a contestants score.
We are hoping that by giving everyone more criteria to vote on for each entry, you will think about each aspect and not feel the need to cram all of your thoughts into a single number. We are also hoping that having multiple scores contribute to the total will make ties less likely to occur.
Please try to take the time to review and vote for every entry, except for your own, in the categories you vote in, as even one vote can easily sway a competition like this. If there's anything you feel very strongly about, also feel free to review it in the thread! Reviews won't count for anything, but it's nice to get feedback!
Determining Winners
Category Winners: Each of the two final scores will be added together to constitute the entry's total score, with the highest score determining the winner of each category.
The winner of each individual category will pick the theme for that category in the next competition. If there is a tie, then they can work together to come up with a theme. If you pick the theme for a category, then you cannot compete in it in the next competition.
Contest Winner: The entry with the highest individual score across the three categories will then be coronated as the contest winner and become the judge of the next competition. To clarify, this means that the highest of the 3 high scores is the winner.
If one person wins two or more categories, they win, regardless of if any of their individual scores are the highest.
If two or more entries are tied for highest score, the contestant with the highest total score for all of their entries will take the crown - so be sure to try and put something forward for every category to win a tiebreaker
WAIT! Before you see the 5th level Wall of Text in this FAQ’s* & Guides section, and decide not to submit to the competition because you don’t want to read it, remember that reading this section is COMPLETELY OPTIONAL. You do not need to read any of this to submit something for the competition, to pick a category, or to become the next judge. This is merely a helpful tool if you’re confused. You have no obligation to read or use it!
Guide for Competition & Category Winners.
Competition Winner: The competition winner becomes the next judge, they are responsible for doing the following:
They must start a private message thread between all the other category winners to figure out what themes the next categories will have. The judge must also pick the themes for all the categories they won. When possible, it is best to avoid reusing the same theme for the same category multiple times, though repeating themes for the same categories will be unavoidable eventually.
The judge must start the next competition thread. They can copy & paste most information from the previous competition thread, but must change the relevant information, such as dates and category themes. If you are the next judge and don’t know how long a given part of the competition, such as voting, should last, then just look at how long it lasted in the last competition, and have it be the same length for your competition. The judge should also update the “Contestants” section of their competition with links to each entry, and the name of the user who submitted it.
Once the time to submit entries ends, the judge is responsible for starting the google form for voting. If a judge doesn’t know how to do this, there will most likely be someone from the previous competition who would be willing to help if asked.
The judge should remove troll votes if there are any, and announce the scores and winners of the previous competition, after voting ends. It’s alright not to be able to do this immediately after voting ends, but the judge should try to do it as quickly as they can.
The judge, just like any other category winner, cannot submit anything to a category they created, or significantly impacted the creation of.
Category Winners: A category winner must do the following:
They must pick the next competition's theme for the category they won. Other category winners can help advise you or give you ideas for the theme, but ultimately, it’s up to you to pick it. The judge should start a private message thread with you and the other category winners, and that’s where you tell them your next category idea.
If you pick a category's theme, you cannot participate in it in the next competition. In addition, if you played a very, very significant role in picking another category’s theme, it is best for you not to participate in it. For example, if another contestant gives a list of their five ideas for the next competition and lets you pick it, then you probably shouldn’t participate in that category for when that theme comes up. However, if you just say something like, “Ooh, that sounds like a cool category idea,” or, “I like that idea but it is a little confusing, maybe you could word it differently?” Then you didn’t play that significant of a role in choosing that category, so you can still participate in it.
Mini FAQ* for competition contestants:
Q. Wait, how do I submit?
A. You just make a post in the competition thread with either a link to your entry, or your entry typed out in it. It helps to add what category you’re submitting to, but it is not strictly necessary since it’s pretty easy to figure out what type of category the entry is for.
Q. Can you vote on your own submission?
A. Yes. Contestants are encouraged strongly to vote, and to vote 5 & 5 on their own submissions, as 5 will be subtracted from each score while being calculated. This is to maintain fair voting while encouraging votes.
Q. Where can I find the forms for voting?
A. When the competition submission time ends, voting will start soon. You vote on a google form. The judge should link the forms near the voting section when they’re up, and they will probably also make a post on the thread announcing that voting’s started with the link.
Q. Can I have multiple submissions in the same competition?
A. Yes, you can have multiple submissions for the same competition. HOWEVER, as described in the “Contest Categories” section of this competition, you can only have one entry per category. For example, you can make something for the DM’s Options, PC Options, and Inspirational Options, but you can't make two things for PC Options and one for DM’s.
Q. I’ve already submitted something for X category, can I change my submission for it?
A. Yes, you can change your submission for a specific category as long as the deadline for submissions has not yet been reached. Do remember that if you’re changing your submission, it is best to edit your original post with your first submission to say that it is obsolete, and necessary to make a new one to announce & link your new submission. Also, do keep in mind that it does create a bit more work for the judges when you edit your submission, because they have to update the links. However, it is alright to do so.
Q. Is written feedback optional and does it effect an entries score?
A. Yes, written feedback is optional. No, it does not effect an entries score.
Q. Is the scoring by total score, or by average score?
A. The scoring is done by both average scores (Balance/Playability, Idea/Creativity) being added together for a final score. All scores have -5 when being calculated for reasons stated elsewhere.
Q. How do I know if my submission is more appropriate for the DM category or the Interactive category?
A. If it is not obvious which of the two categories your submission would make sense for, then it really comes down to which pillar of the game you seek to explore. DM Options are more closely tied to combat whereas Interactive Options are more closely tied to exploration and social encounters.
As an example, if you have an NPC with a stat block and you are not sure where to submit, consider whether the goal of incorporating the NPC into a game would be to fight the PCs or for the PCs to gather information from it. Its possible to write a strong, social-focused NPC who still has a stat block just in case things turn towards combat, but if your desire for the NPC is to interact with the PCs through roleplay, then it likely is more fitting for the Interactive Category. If your desire is for the NPC to maybe roleplay a little, but ultimately engage the party in combat, then it would be closer to a "monster" and fit in the DM category.
Q. Is AI permitted? Even if I just use it for some of the wording?
AI is not allowed. Even for something as nominal as wording. Especially because most of the things AI does is likely plagiarized in some way.
WOOO! best of luck everyone! I hope you like me PC option :D
Rollback Post to RevisionRollBack
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
I'm just your everyday dungeon master. Ignore that jar full of souls. And those bones in the corner are just props, don't worry. I'm definitely NOT a lich. Definitely.
(to clarify, insect-like creatures with a wisdom above 10 have advantage to prevent scenarios involving humanoid races such as Thri-Kreen from being subjugated)
Prerequisite: An intelligence score of at least 11
Upon taking this feat you gain proficiency with alchemist's supplies if you don’t already have it.
Your long experimenting with the grafting of limbs allows you to attach a severed limb through alchemical mutations to a willing target. The target does not need to be the original owner of the limb. Attaching a limb in this way is taxing process and as such can only be performed once per long rest. The grafting requires the use of alchemist's supplies and takes 10 minutes. This can be done during a rest. A limb attached this way stays attached for 8 hours before the attachments wither and it falls off.
The target can use this limb to make unarmed strikes. If the limb has claws, these unarmed strikes do slashing damage instead of bludgeoning damage. If the attached limb is capable of grasping it can lift a number of pounds equal to five times the target's Strength score. The target can use it to do the following simple tasks: lift, drop, hold, push, or pull an object or a creature; open or close a door or a container; or grapple someone. A limb unable of grasping can still be used to shove an object or a creature.
Your DM might allow other simple tasks to be added to that list of options depending on the attached limb.
The limb can’t wield weapons or shields or do anything that requires manual precision, such as using tools or magic items or performing the somatic components of a spell.
Components: V,S,M (A gemstone worth at least 100 GP for each target ignored and 3 lb. of living mushrooms)
Duration: Instantaneous
Casting Time: Action
Range: 700 ft. sphere
Effect: All creatures of your choice within range make a constitution check against your spell save. On failure they take 20d6 poison damage and 1d4 levels of exhaustion. In addition all fauna within range withers or blooms (players choice) with a spore cloud covering the entire area with light obscuration. both effects last until removed by a level 6 or higher upcasted remove curse or is dispelled by the caster.
Additional Info: You may also cast this spell with the extra costs of 10 oz of adult or older black dragon blood, and a 7th level spell infused into the mushrooms to cast this spell without a 9th level spell slot, for this you need alchemy tools on hand.
note: this is slightly edited from the version on the other entrys doc to make it fit better in line with the prompt
Battle brewing is a time-honored tradition of using not strength, but wits to fight battles. You have experimented carefully, making concoctions that heal, dull pain, focus soldiers, and have all manners of other uses.
Bonus Proficiencies
When you choose this archetype at level 3, you gain proficiency in Alchemist's tools and Brewer's Tools.
Alchemical Concoction
Also when you choose this archetype at level 3, you learn how to make potions and remedies of all sorts. Provided you have Alchemist's tools on hand, you can spend one minute making a number of Concoctions equal to your Intelligence modifier. The concoctions you can make are detailed below. You can choose what type of concoctions you make for each batch. You can use this feature a number of times equal to your proficiency bonus, and regain all expened uses at the end of a short or long rest. A concoction loses its effects after 24 hours or when it is consumed. A creature can take an action to drink your potion, or you can take an action to administer the potion to a creature. If a concoction requires a saving throw, it equals 8 + your proficiency bonus + your Intelligence modifier.
Numbing Concoction. For 1 minute after drinking this concoction, you have resistance to nonmagical piercing, bludgeoning and slashing damage. At level 10, you gain resistance to piercing, bludgeoning and slashing damage.
Remedial Concoction. After drinking this concoction, you regain 1d8 + the Battle Brewer's Intelligence modifier hit points. At level 10, this bonus increases to 2d8.
Bolstering Concoction. For one minute after drinking this concoction, you gain 2d6 + the Battle Brewer's Intelligence modifier temporary hit points. At level 10, this bonus increases to 4d6.
Focusing Concoction. For one hour after drinking this concoction, you have a bonus to initiative and saving throws equal to the Battle Brewer's proficiency bonus.
Poisonous Concoction. If a creature induces this concoction, they must make a Constitution saving throw. The creature takes 4d6 Poison damage and is poisoned for 1 Hour on a failed save, or half as much damage and is not poisoned on a successful one.
Medical Savant
Starting at level 7, your alchemical prowess on the battlefield becomes unrivaled. You can administer a concoction to a creature as a bonus action on your turn. In addition, you can use a Healer's Kit as a bonus action, and you gain resistance to acid damage.
Weaponized Concoctions.
Beginning at level 10, you learn how to utilize your alchemical concoctions to improve your weaponry and prevent the enemies from using theirs. You learn the following concoction recipes.
Acidic Concoction. You can use an action coat one weapon or up to 10 pieces of ammunition with this concoction. For the next minute, any creature you hit with a weapon or piece of ammunition coated with this concoction takes an additional 1d6 acid damage. You can also throw this concoction, as an equally deadly weapon. If you throw the concoction, treat it as a ranged weapon with a range of 20/60. On a hit, the target takes 4d6 Acid damage and must make a Constitution saving throw. The target is blinded on a failure, but suffers no additional effects on a success.
Flaming Concoction.You can use your action to coat one weapon or up to 10 pieces of ammunition with this concoction. For the next minute, any creature you hit with a weapon or piece of ammunition coated with this concoction takes an extra 1d4 fire damage and is subjected to the burning condition for 1 minute. You can also throw this concoction, as an equally deadly weapon. If you throw the concoction, treat it as a ranged weapon with a range of 20/60. On a hit, the target takes 4d4 Fire damage and must make a Dexterity saving throw. The target is burning and blinded on a failure, but suffers no additional effects on a success.
Corrosive Concoction. You can throw this concoction, using it to destroy your enemies armor. Treat this concoction as a ranged weapon with a range of 20/60. On a hit, the target takes 2d4 Acid damage and must make a Dexterity saving throw. The target loses one point of Armor Class, to a minimum of 10, on a failure, and takes 2d4 acid damage on a success. However, handling this concoction can be dangerous and difficult. After brewing this concoction, make a DC 20 Intelligence check using Alchemist's tools for each flask of this you have. For each failure, one flask of this concoction breaks, making it useless and dealing 1d6 Acid damage to you.
Masterful Concoctions
As of reaching level 15, you have mastered making concoctions, albeit dangerous ones, with high risks- and reward. You can choose from the following options when making your concoctions.
Strengthening Concoction. For 1 minute after inducing this concoction, you gain a bonus to your Strength score equal to the Battle Brewer's proficiency bonus. After the concoction loses its effect, you gain one level of exhaustion. Your ability score can increase to a maximum of 30 .
Quickening Concoction. For 1 minute after inducing this concoction, you gain a bonus to your Dexterity score equal to the Battle Brewer's proficiency bonus. After the concoction loses its effect, you gain one level of exhaustion. Your ability score can increase to a maximum of 30 .
Buffering Concoction. For 1 minute after inducing this concoction, you gain a bonus to your Constitution score equal to the Battle Brewer's proficiency bonus. After the concoction loses its effect, you gain one level of exhaustion. Your ability score can increase to a maximum of 30 .
Alchemical Mastermind
At level 18, you have reached the epitome of your skill. The duration of your potions, if they have one, is multiplied by 2. In addition, whenever you take the Attack action on your turn, you can replace one of those attacks with a use of one of your concoctions.
I really need a different name, but that's the only one I could come up with.
I'm just your everyday dungeon master. Ignore that jar full of souls. And those bones in the corner are just props, don't worry. I'm definitely NOT a lich. Definitely.
I'm just your everyday dungeon master. Ignore that jar full of souls. And those bones in the corner are just props, don't worry. I'm definitely NOT a lich. Definitely.
We all know about Hive Minds. They shamble around mindlessly, attack people that aren't like them, and like brainsssss. Wait... nevermind, that's zombies. Hive Minds share information, shamble around mindlessly, and try to induct random people into their cult/brain/colony. Of course, what do you do to implement this? Only Mind Flayers technically have a Hive Mind, and, well... your level 1 party probably won't enjoy going up against 20d6 Mind flayers, or even a single Ulitharid. I mean, can you believe those guys? Tsk, tsk, tsk. Also, what if a player wants to join a Hive Mind? There's no Warlock Subclass for that... right? Fortunately for you, I have a solution! Whenever your party comes across a strange person in a bar, mumbling to himself about "Myconids" or stumble upon a Formian colony, all you have to do is put these handy-dandy traits onto the monster/person, and you have a Hive Mind Member! Maybe try to keep the players from having this one, though...
NOTE: You could put one, some, or all of these traits on to a monster. These traits are merely suggestions, and can be changed to fit more with the Hive Mind.
Mental Fortitude. The creature's mind is used to having a constant barrage of voices and emotions flood its head, making it go numb. The creature has resistance to psychic damage.
Amassed Knowledge. Whenever the creature makes an Intelligence (Arcana) or Intelligence (History) check, it can roll a d4 and add the total to the roll.
Distracting Whispers. The creature has disadvantage on Intelligence (Investigation) and Wisdom (Perception) checks.
Split Personality. The creature has another personality, most likely from the Hive Mind, living inside of it. Whenever the creature rolls a 1 on an Attack roll or Ability Check, the other personality reveals itself. For 1 minute, the creature has advantage on one type of saving throw (the DM's choice), attack rolls or spell attacks (the DM's Choice), and/or certain ability checks (the Dm's Choice).
(Still a work in progress, hoping to finish this later.)
This magical drink container fills magically with a milk-based liquid of either banana, chocolate, vanilla or strawberry flavour depending on your preference when standing in grass, a garden, a graveyard or any other space that could be referred to as a yard. If you are attuned to this magic item, you can use your action to shake the container to form a milkshake. Upon the formation of the milkshake a portal will open in a location of your choice within 30 feet of you. This portal will dispense a Swarm of Boys before closing. This Swarm of Boys will be under your control and can be verbally commanded by you. If there are no commands issued, the swarm will remain where it is only defending itself. After an hour or when the swarm is reduced to 0 hit points, the swarm will disappear and can't be resummoned until next dawn.
Boy Behavior. Creatures are grappled while in the swarm’s space. A creature can use their action to make a DC 13 acrobatics or athletics check to squirm itself out of this space.
Swarm. The swarm can occupy another creature’s space and vice versa, and the swarm can move through any opening large enough for a Small humanoid. The swarm can’t regain hit points or gain temporary hit points.
Actions
Toss around. Melee Weapon Attack:+4 to hit, reach 0 ft., one target in the swarm’s space. Hit: 11 (2d8 + 2) bludgeoning damage, or 6 (1d8 + 2)bludgeoning damage if the swarm has half of its hit points or fewer.
The Competition of the Finest Brews I - Judged by Yamana_Eajii. (Thread accidentally deleted)
The Competition of the Finest Brews II - Judged by Thauraeln_The_Bold.
The Competition of the Finest Brews III - Judged by TabaxiRogueFighterClericWarlock
The Competition of the Finest Brews IV - Judged by Kaboom979
The Competition of the Finest Brews V - Judged by ThorukDuckSlayer
The Competition of the Finest Brews VI - Judged by Semako
The Competition of the Finest Brews VII - Judged by MilestoGo_24
The Competition of the Finest Brews VIII — Judged by Heartofjuyomk2
The Competition of the Finest Brews IX— Judged by IamSposta
The Competition of the Finest Brews X — Judged by Kaboom979
The Competition of the Finest Brews XI - Judged by BoringBard
The Competition of the Finest Brews XII- Judged by ThorukDuckSlayer
The Competition of the Finest Brews XIII - Judged by Kaboom979
The Competition of the Finest Brews XIV- Judged by MilestoGo_24
The Competition of the Finest ‘Brews XV - Judged by IamSposta
The Competition of the Finest ‘Brews XVI - Judged by MilestoGo_24
The Competition of the Finest ‘Brews XVII - Judged by ZomblesKlein
The Competition of the Finest ‘Brews XVIII - Judged by Gnomarchy
The Competition of the Finest ‘Brews XIX - Judged by Dragon_Shark
The Competition of the Finest 'Brews XX - Judged by The_Lost_Leg
The Competition of the Finest 'Brews XXI - Judged by AntonSirius
The Competition of the Finest 'Brews XXII - Judged by ZomblesKlein
The Competition of the Finest 'Brews XXIII - Judged by MinMaxxed
The Competition of the Finest 'Brews XXIV - Judged by ZomblesKlein
The Competition of the Finest 'Brews XXV - Judged by MilestoGo_24
The Competition of the Finest 'Brews XXVI - Judged by Platyboss
All competitions thus far have contained a multitude of spectacular and inspired entries, so I suggest you check them out if you haven't already. Now, onto the important stuff:
Timeframe
Entries must be submitted before Midnight (EDT) on Friday, May 9th to be considered part of the competition.
Contest Categories
In each Finest Brew contest, there are three categories. These are so that people with skill in creating, say, monsters, don't end up stuck having to make dungeons. Each category is judged separately. There can only be one entrance per category per person. The category types are as follows:
This time, our category themes are:
DM Options: The Collective
In a world filled with mighty creatures and oppressive forces, the weak must band together to survive. Like a school of fish warding off predators, together those that are small or insignificant can exude a greater presence. For this category, design around the ideas of creatures, items, or places which draw their power from companionship or some unspoken link. Perhaps items originating from Mechanus which are connected to the greater hive mind of Modrons, or a swarm of tiny fey who can take on the appearance of mighty beasts when in sync, or a dungeon comprised of individual demiplanes link by teleportation magic. (This theme was picked by @Kaboom979)
Player Options: Alchemical Wonders
In hidden labs and steaming forges, across crumbling ruins and deep beneath ancient mountains, knowledge bubbles and boils. Alchemy is not simply science nor solely sorcery—it is the volatile dance between both. It is the art of transformation: of materials, of minds, of the very soul. For this category, design around the idea of concoctions, catalysts, and magical chemistry. Items and abilities born from rare ingredients, enchanted reagents, or maddened experimentation. Perhaps spells distilled from dragonblood and quicksilver, or subclasses that twist the body with mutagens and tonics. Imagine a coven of brewers who preserve memories in bottled thought, or a warrior whose strength comes from a daily ritual of potion use, or an ancient tree that grows vials instead of fruit—each with a different magical effect. (This theme was picked by @SentientSteel)
Interactive Options: When the Circus Comes to Town
Death-defying trapeze artists dare gravity to claim their lives, tight-rope walkers stride across thin air, dancers dine on blazing flame, and knife throwers fling their blades with such incredible accuracy that they always miss. But just barely. What otherworldly delights and frights can be found under the big top and in the fairgrounds? Perhaps a human statue that has forgotten how to move? A hall of mirrors that distorts more than just your reflection? Do smoldering elephants haunt the site of a terrible circus fire? What secrets do the clowns whisper between each peal of laughter? Look to the circus and carnival shows for this category. (This theme was picked by @The_Summoning_Dark)
Voting
Voting will start sometime later next month (or thereabouts, once the survey is made) and will end at Noon (MDT) 9 days after. A Google Forms poll for each category will be posted on this thread, and all may vote on it - including and especially contestants. Contestants are encouraged to vote 5 and 5 on their own submissions; all scores will have 5 subtracted from both voting categories. Scores are assigned using a numerical value from 1 (poor) to 5 (excellent).
Written Feedback - You have the option to give written feedback, should you choose, for any entries on the forms. Written feedback does not factor into a contestants score.
We are hoping that by giving everyone more criteria to vote on for each entry, you will think about each aspect and not feel the need to cram all of your thoughts into a single number. We are also hoping that having multiple scores contribute to the total will make ties less likely to occur.
Please try to take the time to review and vote for every entry, except for your own, in the categories you vote in, as even one vote can easily sway a competition like this. If there's anything you feel very strongly about, also feel free to review it in the thread! Reviews won't count for anything, but it's nice to get feedback!
Determining Winners
Guides & Mini-FAQ* & Changelog
WAIT! Before you see the 5th level Wall of Text in this FAQ’s* & Guides section, and decide not to submit to the competition because you don’t want to read it, remember that reading this section is COMPLETELY OPTIONAL. You do not need to read any of this to submit something for the competition, to pick a category, or to become the next judge. This is merely a helpful tool if you’re confused. You have no obligation to read or use it!
Guide for Competition & Category Winners.
Competition Winner: The competition winner becomes the next judge, they are responsible for doing the following:
Category Winners: A category winner must do the following:
Mini FAQ* for competition contestants:
Q. Wait, how do I submit?
A. You just make a post in the competition thread with either a link to your entry, or your entry typed out in it. It helps to add what category you’re submitting to, but it is not strictly necessary since it’s pretty easy to figure out what type of category the entry is for.
Q. Can you vote on your own submission?
A. Yes. Contestants are encouraged strongly to vote, and to vote 5 & 5 on their own submissions, as 5 will be subtracted from each score while being calculated. This is to maintain fair voting while encouraging votes.
Q. Where can I find the forms for voting?
A. When the competition submission time ends, voting will start soon. You vote on a google form. The judge should link the forms near the voting section when they’re up, and they will probably also make a post on the thread announcing that voting’s started with the link.
Q. Can I have multiple submissions in the same competition?
A. Yes, you can have multiple submissions for the same competition. HOWEVER, as described in the “Contest Categories” section of this competition, you can only have one entry per category. For example, you can make something for the DM’s Options, PC Options, and Inspirational Options, but you can't make two things for PC Options and one for DM’s.
Q. I’ve already submitted something for X category, can I change my submission for it?
A. Yes, you can change your submission for a specific category as long as the deadline for submissions has not yet been reached. Do remember that if you’re changing your submission, it is best to edit your original post with your first submission to say that it is obsolete, and necessary to make a new one to announce & link your new submission. Also, do keep in mind that it does create a bit more work for the judges when you edit your submission, because they have to update the links. However, it is alright to do so.
Q. Is written feedback optional and does it effect an entries score?
A. Yes, written feedback is optional. No, it does not effect an entries score.
Q. Is the scoring by total score, or by average score?
A. The scoring is done by both average scores (Balance/Playability, Idea/Creativity) being added together for a final score. All scores have -5 when being calculated for reasons stated elsewhere.
Q. How do I know if my submission is more appropriate for the DM category or the Interactive category?
A. If it is not obvious which of the two categories your submission would make sense for, then it really comes down to which pillar of the game you seek to explore. DM Options are more closely tied to combat whereas Interactive Options are more closely tied to exploration and social encounters.
As an example, if you have an NPC with a stat block and you are not sure where to submit, consider whether the goal of incorporating the NPC into a game would be to fight the PCs or for the PCs to gather information from it. Its possible to write a strong, social-focused NPC who still has a stat block just in case things turn towards combat, but if your desire for the NPC is to interact with the PCs through roleplay, then it likely is more fitting for the Interactive Category. If your desire is for the NPC to maybe roleplay a little, but ultimately engage the party in combat, then it would be closer to a "monster" and fit in the DM category.
Q. Is AI permitted? Even if I just use it for some of the wording?
AI is not allowed. Even for something as nominal as wording. Especially because most of the things AI does is likely plagiarized in some way.
Contestants
DM Options:
Player Options:
Interactive Options:
None yet. :(
Can't wait to participate!
Come participate in the Competition of the Finest Brews, Edition XXV?
My homebrew stuff:
Spells, Monsters, Magic Items, Feats, Subclasses.
I am an Archfey, but nobody seems to notice.
Extended Signature
Woohoo! Alchemy! I've got a fun idea for that one...
Roll for Initiative: [roll]1d20+7[/roll]
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)
When do submissions start? I already have something i've been working on that could work under collective.
Just a goober doing my own work when I want to. I like the idea of not just high fantasy dnd.
You can reach me over discord as well, Handle is royalsupsi as well
I am open to work on joint homebrew projects, just DM me.
All my projects so far are in the extended signiture
Extended Sig
Submissions start as soon as the thread is made.
Hi, I’m DrakenBrine, here’s my Sig and characters
I am The Grand Envisioner!
For collective I have everything that is in the town tabs subtabs
https://docs.google.com/document/d/1wBCmqFbndESpNzMH1LwATmB9MZ5erfT65CUppg_kT1U/edit?tab=t.hm3p91979y4m
edit: minus the rest meals subtab
Just a goober doing my own work when I want to. I like the idea of not just high fantasy dnd.
You can reach me over discord as well, Handle is royalsupsi as well
I am open to work on joint homebrew projects, just DM me.
All my projects so far are in the extended signiture
Extended Sig
WOOO! best of luck everyone! I hope you like me PC option :D
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
Already almost done!!!
Certified lover boy, certified dungeon master. WOP WOP WOP WOP!
I'm just your everyday dungeon master. Ignore that jar full of souls. And those bones in the corner are just props, don't worry. I'm definitely NOT a lich. Definitely.
Good luck, everyone! Gonna start thinking of some ideas.
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: The Collective
Crown of the Insect Queen
(to clarify, insect-like creatures with a wisdom above 10 have advantage to prevent scenarios involving humanoid races such as Thri-Kreen from being subjugated)
Hi, I’m DrakenBrine, here’s my Sig and characters
I am The Grand Envisioner!
Player Options: Alchemical Wonders
Grafter of Limbs (Feat)
Prerequisite: An intelligence score of at least 11
Upon taking this feat you gain proficiency with alchemist's supplies if you don’t already have it.
Your long experimenting with the grafting of limbs allows you to attach a severed limb through alchemical mutations to a willing target. The target does not need to be the original owner of the limb. Attaching a limb in this way is taxing process and as such can only be performed once per long rest. The grafting requires the use of alchemist's supplies and takes 10 minutes. This can be done during a rest. A limb attached this way stays attached for 8 hours before the attachments wither and it falls off.
The target can use this limb to make unarmed strikes. If the limb has claws, these unarmed strikes do slashing damage instead of bludgeoning damage. If the attached limb is capable of grasping it can lift a number of pounds equal to five times the target's Strength score. The target can use it to do the following simple tasks: lift, drop, hold, push, or pull an object or a creature; open or close a door or a container; or grapple someone. A limb unable of grasping can still be used to shove an object or a creature.
Your DM might allow other simple tasks to be added to that list of options depending on the attached limb.
The limb can’t wield weapons or shields or do anything that requires manual precision, such as using tools or magic items or performing the somatic components of a spell.
I am also here.
Am snek.
For some reason I can't edit the original post which is pretty problematic. It was like this yesterday but it still won't work today.
A new spell for Alchemical Wonders
Greater Plague:
9th level Evocation (Wizard, Cleric, Sorcerer)
Components: V,S,M (A gemstone worth at least 100 GP for each target ignored and 3 lb. of living mushrooms)
Duration: Instantaneous
Casting Time: Action
Range: 700 ft. sphere
Effect: All creatures of your choice within range make a constitution check against your spell save. On failure they take 20d6 poison damage and 1d4 levels of exhaustion. In addition all fauna within range withers or blooms (players choice) with a spore cloud covering the entire area with light obscuration. both effects last until removed by a level 6 or higher upcasted remove curse or is dispelled by the caster.
Additional Info: You may also cast this spell with the extra costs of 10 oz of adult or older black dragon blood, and a 7th level spell infused into the mushrooms to cast this spell without a 9th level spell slot, for this you need alchemy tools on hand.
note: this is slightly edited from the version on the other entrys doc to make it fit better in line with the prompt
Just a goober doing my own work when I want to. I like the idea of not just high fantasy dnd.
You can reach me over discord as well, Handle is royalsupsi as well
I am open to work on joint homebrew projects, just DM me.
All my projects so far are in the extended signiture
Extended Sig
Player Options: Alchemical Wonders
Fighter: Battle Brewer
Battle brewing is a time-honored tradition of using not strength, but wits to fight battles. You have experimented carefully, making concoctions that heal, dull pain, focus soldiers, and have all manners of other uses.
Bonus Proficiencies
When you choose this archetype at level 3, you gain proficiency in Alchemist's tools and Brewer's Tools.
Alchemical Concoction
Also when you choose this archetype at level 3, you learn how to make potions and remedies of all sorts. Provided you have Alchemist's tools on hand, you can spend one minute making a number of Concoctions equal to your Intelligence modifier. The concoctions you can make are detailed below. You can choose what type of concoctions you make for each batch. You can use this feature a number of times equal to your proficiency bonus, and regain all expened uses at the end of a short or long rest. A concoction loses its effects after 24 hours or when it is consumed. A creature can take an action to drink your potion, or you can take an action to administer the potion to a creature. If a concoction requires a saving throw, it equals 8 + your proficiency bonus + your Intelligence modifier.
Numbing Concoction. For 1 minute after drinking this concoction, you have resistance to nonmagical piercing, bludgeoning and slashing damage. At level 10, you gain resistance to piercing, bludgeoning and slashing damage.
Remedial Concoction. After drinking this concoction, you regain 1d8 + the Battle Brewer's Intelligence modifier hit points. At level 10, this bonus increases to 2d8.
Bolstering Concoction. For one minute after drinking this concoction, you gain 2d6 + the Battle Brewer's Intelligence modifier temporary hit points. At level 10, this bonus increases to 4d6.
Focusing Concoction. For one hour after drinking this concoction, you have a bonus to initiative and saving throws equal to the Battle Brewer's proficiency bonus.
Poisonous Concoction. If a creature induces this concoction, they must make a Constitution saving throw. The creature takes 4d6 Poison damage and is poisoned for 1 Hour on a failed save, or half as much damage and is not poisoned on a successful one.
Medical Savant
Starting at level 7, your alchemical prowess on the battlefield becomes unrivaled. You can administer a concoction to a creature as a bonus action on your turn. In addition, you can use a Healer's Kit as a bonus action, and you gain resistance to acid damage.
Weaponized Concoctions.
Beginning at level 10, you learn how to utilize your alchemical concoctions to improve your weaponry and prevent the enemies from using theirs. You learn the following concoction recipes.
Acidic Concoction. You can use an action coat one weapon or up to 10 pieces of ammunition with this concoction. For the next minute, any creature you hit with a weapon or piece of ammunition coated with this concoction takes an additional 1d6 acid damage. You can also throw this concoction, as an equally deadly weapon. If you throw the concoction, treat it as a ranged weapon with a range of 20/60. On a hit, the target takes 4d6 Acid damage and must make a Constitution saving throw. The target is blinded on a failure, but suffers no additional effects on a success.
Flaming Concoction. You can use your action to coat one weapon or up to 10 pieces of ammunition with this concoction. For the next minute, any creature you hit with a weapon or piece of ammunition coated with this concoction takes an extra 1d4 fire damage and is subjected to the burning condition for 1 minute. You can also throw this concoction, as an equally deadly weapon. If you throw the concoction, treat it as a ranged weapon with a range of 20/60. On a hit, the target takes 4d4 Fire damage and must make a Dexterity saving throw. The target is burning and blinded on a failure, but suffers no additional effects on a success.
Corrosive Concoction. You can throw this concoction, using it to destroy your enemies armor. Treat this concoction as a ranged weapon with a range of 20/60. On a hit, the target takes 2d4 Acid damage and must make a Dexterity saving throw. The target loses one point of Armor Class, to a minimum of 10, on a failure, and takes 2d4 acid damage on a success. However, handling this concoction can be dangerous and difficult. After brewing this concoction, make a DC 20 Intelligence check using Alchemist's tools for each flask of this you have. For each failure, one flask of this concoction breaks, making it useless and dealing 1d6 Acid damage to you.
Masterful Concoctions
As of reaching level 15, you have mastered making concoctions, albeit dangerous ones, with high risks- and reward. You can choose from the following options when making your concoctions.
Strengthening Concoction. For 1 minute after inducing this concoction, you gain a bonus to your Strength score equal to the Battle Brewer's proficiency bonus. After the concoction loses its effect, you gain one level of exhaustion. Your ability score can increase to a maximum of 30 .
Quickening Concoction. For 1 minute after inducing this concoction, you gain a bonus to your Dexterity score equal to the Battle Brewer's proficiency bonus. After the concoction loses its effect, you gain one level of exhaustion. Your ability score can increase to a maximum of 30 .
Buffering Concoction. For 1 minute after inducing this concoction, you gain a bonus to your Constitution score equal to the Battle Brewer's proficiency bonus. After the concoction loses its effect, you gain one level of exhaustion. Your ability score can increase to a maximum of 30 .
Alchemical Mastermind
At level 18, you have reached the epitome of your skill. The duration of your potions, if they have one, is multiplied by 2. In addition, whenever you take the Attack action on your turn, you can replace one of those attacks with a use of one of your concoctions.
I really need a different name, but that's the only one I could come up with.
Roll for Initiative: [roll]1d20+7[/roll]
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)
that is problematic
I am also here.
Am snek.
DM Options: The Collective
Banner of the People's Hero
https://docs.google.com/document/d/1Z5TrhBZgSA7hRDHiLj1ad03YP7-cdLJ_cOXkbm0dVhM/edit?usp=drivesdk
Certified lover boy, certified dungeon master. WOP WOP WOP WOP!
I'm just your everyday dungeon master. Ignore that jar full of souls. And those bones in the corner are just props, don't worry. I'm definitely NOT a lich. Definitely.
Your document is set to private, you need to set it to public so people can see it.
I am also here.
Am snek.
Oh, sorry yep. I will do soo
Certified lover boy, certified dungeon master. WOP WOP WOP WOP!
I'm just your everyday dungeon master. Ignore that jar full of souls. And those bones in the corner are just props, don't worry. I'm definitely NOT a lich. Definitely.
DM Options: The Collective
Hive Mind Template
We all know about Hive Minds.
They shamble around mindlessly, attack people that aren't like them, and like brainsssss. Wait... nevermind, that's zombies.Hive Minds share information, shamble around mindlessly, and try to induct random people into their cult/brain/colony. Of course, what do you do to implement this? Only Mind Flayers technically have a Hive Mind, and, well... your level 1 party probably won't enjoy going up against 20d6 Mind flayers, or even a single Ulitharid. I mean, can you believe those guys? Tsk, tsk, tsk. Also, what if a player wants to join a Hive Mind? There's no Warlock Subclass for that... right? Fortunately for you, I have a solution! Whenever your party comes across a strange person in a bar, mumbling to himself about "Myconids" or stumble upon a Formian colony, all you have to do is put these handy-dandy traits onto the monster/person, and you have a Hive Mind Member! Maybe try to keep the players from having this one, though...NOTE: You could put one, some, or all of these traits on to a monster. These traits are merely suggestions, and can be changed to fit more with the Hive Mind.
Mental Fortitude. The creature's mind is used to having a constant barrage of voices and emotions flood its head, making it go numb. The creature has resistance to psychic damage.
Amassed Knowledge. Whenever the creature makes an Intelligence (Arcana) or Intelligence (History) check, it can roll a d4 and add the total to the roll.
Distracting Whispers. The creature has disadvantage on Intelligence (Investigation) and Wisdom (Perception) checks.
Split Personality. The creature has another personality, most likely from the Hive Mind, living inside of it. Whenever the creature rolls a 1 on an Attack roll or Ability Check, the other personality reveals itself. For 1 minute, the creature has advantage on one type of saving throw (the DM's choice), attack rolls or spell attacks (the DM's Choice), and/or certain ability checks (the Dm's Choice).
(Still a work in progress, hoping to finish this later.)
Roll for Initiative: [roll]1d20+7[/roll]
Proud member of the EVIL JEFF CULT! PRAISE JEFF!
Homebrew Races: HERE Homebrew Spells: HERE Homebrew Monsters: HERE
MORE OF ME! (And platypodes/platypi/platypuses) (Extended signature)
DM Options: The Collective
The Milkshake of Boy Summoning (Magic Item)
This magical drink container fills magically with a milk-based liquid of either banana, chocolate, vanilla or strawberry flavour depending on your preference when standing in grass, a garden, a graveyard or any other space that could be referred to as a yard. If you are attuned to this magic item, you can use your action to shake the container to form a milkshake. Upon the formation of the milkshake a portal will open in a location of your choice within 30 feet of you. This portal will dispense a Swarm of Boys before closing. This Swarm of Boys will be under your control and can be verbally commanded by you. If there are no commands issued, the swarm will remain where it is only defending itself. After an hour or when the swarm is reduced to 0 hit points, the swarm will disappear and can't be resummoned until next dawn.
Boy Behavior. Creatures are grappled while in the swarm’s space. A creature can use their action to make a DC 13 acrobatics or athletics check to squirm itself out of this space.
Swarm. The swarm can occupy another creature’s space and vice versa, and the swarm can move through any opening large enough for a Small humanoid. The swarm can’t regain hit points or gain temporary hit points.
Toss around. Melee Weapon Attack: +4 to hit, reach 0 ft., one target in the swarm’s space. Hit: 11 (2d8 + 2) bludgeoning damage, or 6 (1d8 + 2)bludgeoning damage if the swarm has half of its hit points or fewer.
I am also here.
Am snek.