Acidic Body. The cubelet is immune to acid damage. If it is hit 3 times by the same weapon, the weapon becomes a -1 weapon. If the cubelet is hit another 3 times, with the same weapon, the weapon becomes a -2 weapon, and so on. The weapon is destroyed once it becomes a -3 weapon. If the cubelet is hit with an unarmed strike, the attacker takes 5 (1d4 + 3) Acid damage.
Flyby. The cubelet does not provoke opportunity attacks when it flys out of an enemie's reach.
Amorphous Form. The cube can fit through spaces that are 1 inch wide.
Actions
Dissolve. The cubelet dissolves a Tiny sized cube of common metal, dirt, stone, or wood.
Originally created by the wizard Ringlerun when his spell research took an unexpected turn, the flying gelatinous cubelet is a Tiny sized creature. It is fluorescent green, slightly transparent, and it has small wings on its back. Now, it is widespread in the worlds of the multiverse, and is most common in dungeons and the Underdark. Some warlocks have even managed to tame them and turned them into their familiars.
LanguagesAbyssal but can't speak it, Telepathy 15 ft.
CR1 (XP 200; PB +2)
Traits
Amphibious. The kraken can breathe air and water.
Ink Cloud (1/day). DC 12, each creature in a 5-foot Emanation origninating from the kraken while it is underwater. Failure: The target has the Blinded condition until the end of the kraken's next turn. Success: No effect.
Actions
Bite. Melee Weapon Attack:+3 to hit, reach 5 ft., one target. Hit: 7 (1d10 + 2); piercing damage.
Tentacle. Melee Weapon Attack:+3 to hit, reach 30 ft., one target. Hit: 6 (1d8 + 2) bludgeoning damage, and the target is grappled (escape DC 12). Until this grapple ends, the target is restrained. The kraken has 6 tentacles, each of which can grapple one target.
Fling. One Tiny or smaller object held or creature grappled by the kraken is thrown up to 15 feet in a random direction and knocked prone. If a thrown target strikes a solid surface, the target takes 3 (1d6) bludgeoning damage for every 10 feet it was thrown. If the target is thrown at another creature, that creature must succeed on a DC 12 Dexterity saving throw or take the same damage and be knocked prone.
Lightning Storm (Recharge 5-6). The kraken magically creates three bolts of lightning, each of which can strike a target the kraken can see within 15 feet of it. A target must make a DC 12 Dexterity saving throw, taking 5 (1d10) lightning damage on a failed save, or half as much damage on a successful one.
Clerics of the Arctic Domain seek to heal the world from its burns. Snow numbs the pains of life, and in some places, it melts in the spring and provides people with life-sustaining water. Though some may think it, ice is not cruel. Ice is vital to many animals' survival, which, in turn, is vital to the survival of the species of the world. So, Arctic Domain clerics heal wounds. But that isn't all they do. They also summon storms of ice, and unleash frost's fury upon those with malignant intent. Though they do protect their allies from these vicious storms, their enemies see its full wrath. Arctic Domain clerics use the power of ice and snow for good.
Arctic Domain Spells
Your connection to this divine domain ensures you always have certain spells ready. When you reach a Cleric level specified in the Life Domain Spells table, you thereafter always have the listed spells prepared.
As a Magic action, you present your Holy Symbol and expend a use of your Channel Divinity to evoke freezing energy that can destroy and rejuvenate. All creatures of your choice in a 20 foot Emanation from you must make a Constitution saving throw or take 2d4 + your cleric level Cold damage. Other creatures of your choice in the Emanation gain temporary hit points equal to twice your Wisdom modifier (minimum 1). The area is then Lightly Obscured for the next minute, due to falling snow.
Wintry Exemption
\Whenever you cast a spell that deals Cold damage, you can make it so that any creature of your choice in the spell's area don't take any damage. You can use this feature a number of times equal to your Wisdom modifier, and you regain all expended uses on a Long Rest.
Balm of Frost
You regain all expended uses of your Wintry Exemption when you finish a Short Rest or a Long Rest. In addition, whenever you use Wintry Exemption, the targets gain 2d6 temporary hit points.
Anger of the Ice
You gain Resistance to Cold damage. In addition, choose one spell from any spell list that deals Cold damage. This spell can be no higher than 6th level, and it counts as a cleric spell for you. It is always prepared, and, once per Long Rest, you can cast it without expending a spell slot.
Astral drakpsions were once dragonborn. Far back in their ancestry, a group of dragonborn set out into wildspace. Unfortunately, their ship was intercepted by an odd alliance of mind flayers and beholders, who held them captive and ran experiments on them. Slowly, their breath weapons and damage resistances were replaced by telekinesis and spellcasting. Once they escaped, they ventured once more into the Astral Sea. Most of them tapped into the power that was forced upon them and became sorcerers, and they learned from the other astral denizens. They also learned to domesticate space guppies.
Astral Drakpsion Traits
Your draconic heritage manifests in a variety of traits you share with other dragonborn.
Astral Companion
You can cast Find Familiar, and when you do, you must summon a space guppy or a space mollyhawk. You can use this trait once per Long Rest, and you regain the ability to use it after a Long Rest.
Minor Telekinesis
You can cast Mage Hand Verbal or Somatic components, and you can make it invisible.
Calm Mind
Twice per Long Rest, as a bonus action when you have the Frightened, Charmed, or Stunned conditions, you can stop having that condition or conditions.
Prerequisite: General Feat (Prerequisite: Level 4+)
Your exposure to the the Upper Plane's magic grants you the following benefits. Ability Score Increase. Increase your Intelligence, Wisdom, or Charisma score by 1, to a maximum of 20. Celestial Magic. Choose one level 1 spell from the Abjuration or Divination school of magic. You always have that spell and the Aidspell prepared. You can cast each of these spells without expending a spell slot. Once you cast either spell in this way, you can't cast that spell in this way again until you finish a Long Rest. You can also cast these spells using spell slots you have of the appropriate level. The spells' spellcasting ability is the ability increased by this feat.
Infernal Touched feat (reflavor of shadow touched):
Prerequisite: General Feat (Prerequisite: Level 4+)
Your exposure to the Lower Plane's magic grants you the following benefits. Ability Score Increase. Increase your Intelligence, Wisdom, or Charisma score by 1, to a maximum of 20. Fiendish Magic. Choose one level 1 spell from the Evocation or Necromancy school of magic. You always have that spell and the Shadow Blade spell prepared. You can cast each of these spells without expending a spell slot. Once you cast either spell in this way, you can't cast that spell in this way again until you finish a Long Rest. You can also cast these spells using spell slots you have of the appropriate level. The spells' spellcasting ability is the ability increased by this feat.
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Hi! I made some homebrew stuff, so I though I'd share it with everyone. Please reply! I'd love to know your opinions on everything.
Note: Everything is in 2024 format.
Also, here is my 2024 Fast Handsbook for the thief rogue. It's my opinions on every Utilize action there is in the 2024 PHB.
https://docs.google.com/document/d/1ML_wKHDYhy383_cUDITUo1uTTmldCz78_RAC92gXhv4/edit?tab=t.0
Monsters:
Acidic Body. The cubelet is immune to acid damage. If it is hit 3 times by the same weapon, the weapon becomes a -1 weapon. If the cubelet is hit another 3 times, with the same weapon, the weapon becomes a -2 weapon, and so on. The weapon is destroyed once it becomes a -3 weapon. If the cubelet is hit with an unarmed strike, the attacker takes 5 (1d4 + 3) Acid damage.
Flyby. The cubelet does not provoke opportunity attacks when it flys out of an enemie's reach.
Amorphous Form. The cube can fit through spaces that are 1 inch wide.
Dissolve. The cubelet dissolves a Tiny sized cube of common metal, dirt, stone, or wood.
Psuedopod. Melee Weapon Attack: +5 to hit, 1 target. Hit: 5 (1d4 + 3) Acid damage.
Description
Originally created by the wizard Ringlerun when his spell research took an unexpected turn, the flying gelatinous cubelet is a Tiny sized creature. It is fluorescent green, slightly transparent, and it has small wings on its back. Now, it is widespread in the worlds of the multiverse, and is most common in dungeons and the Underdark. Some warlocks have even managed to tame them and turned them into their familiars.
Photo credit Wizards of the Coast.
Flying Gelatinous Cubelet Debris
Link: https://www.dndbeyond.com/monsters/5212240-flying-gelatinous-cubelet
Amphibious. The kraken can breathe air and water.
Ink Cloud (1/day). DC 12, each creature in a 5-foot Emanation origninating from the kraken while it is underwater. Failure: The target has the Blinded condition until the end of the kraken's next turn. Success: No effect.
Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 7 (1d10 + 2); piercing damage.
Tentacle. Melee Weapon Attack: +3 to hit, reach 30 ft., one target. Hit: 6 (1d8 + 2) bludgeoning damage, and the target is grappled (escape DC 12). Until this grapple ends, the target is restrained. The kraken has 6 tentacles, each of which can grapple one target.
Fling. One Tiny or smaller object held or creature grappled by the kraken is thrown up to 15 feet in a random direction and knocked prone. If a thrown target strikes a solid surface, the target takes 3 (1d6) bludgeoning damage for every 10 feet it was thrown. If the target is thrown at another creature, that creature must succeed on a DC 12 Dexterity saving throw or take the same damage and be knocked prone.
Lightning Storm (Recharge 5-6). The kraken magically creates three bolts of lightning, each of which can strike a target the kraken can see within 15 feet of it. A target must make a DC 12 Dexterity saving throw, taking 5 (1d10) lightning damage on a failed save, or half as much damage on a successful one.
Link: https://www.dndbeyond.com/monsters/5314808-kraken-squidling
Magic items
Assassin's Blowgun
Amulet of Channelling
The spell (redone fireball):
Link: https://www.dndbeyond.com/spells/2891715-frostbang
The subclass (arctic domain cleric):
Clerics of the Arctic Domain seek to heal the world from its burns. Snow numbs the pains of life, and in some places, it melts in the spring and provides people with life-sustaining water. Though some may think it, ice is not cruel. Ice is vital to many animals' survival, which, in turn, is vital to the survival of the species of the world. So, Arctic Domain clerics heal wounds. But that isn't all they do. They also summon storms of ice, and unleash frost's fury upon those with malignant intent. Though they do protect their allies from these vicious storms, their enemies see its full wrath. Arctic Domain clerics use the power of ice and snow for good.
Arctic Domain Spells
Your connection to this divine domain ensures you always have certain spells ready. When you reach a Cleric level specified in the Life Domain Spells table, you thereafter always have the listed spells prepared.
Arctic Domain Spells
Touch of the Ice
As a Magic action, you present your Holy Symbol and expend a use of your Channel Divinity to evoke freezing energy that can destroy and rejuvenate. All creatures of your choice in a 20 foot Emanation from you must make a Constitution saving throw or take 2d4 + your cleric level Cold damage. Other creatures of your choice in the Emanation gain temporary hit points equal to twice your Wisdom modifier (minimum 1). The area is then Lightly Obscured for the next minute, due to falling snow.
Wintry Exemption
\Whenever you cast a spell that deals Cold damage, you can make it so that any creature of your choice in the spell's area don't take any damage. You can use this feature a number of times equal to your Wisdom modifier, and you regain all expended uses on a Long Rest.
Balm of Frost
You regain all expended uses of your Wintry Exemption when you finish a Short Rest or a Long Rest. In addition, whenever you use Wintry Exemption, the targets gain 2d6 temporary hit points.
Anger of the Ice
You gain Resistance to Cold damage. In addition, choose one spell from any spell list that deals Cold damage. This spell can be no higher than 6th level, and it counts as a cleric spell for you. It is always prepared, and, once per Long Rest, you can cast it without expending a spell slot.
The background:
Paleontologist
Link: https://www.dndbeyond.com/backgrounds/460724-paleontologist
The race:
Astral Drakpsion Species Details
Astral drakpsions were once dragonborn. Far back in their ancestry, a group of dragonborn set out into wildspace. Unfortunately, their ship was intercepted by an odd alliance of mind flayers and beholders, who held them captive and ran experiments on them. Slowly, their breath weapons and damage resistances were replaced by telekinesis and spellcasting. Once they escaped, they ventured once more into the Astral Sea. Most of them tapped into the power that was forced upon them and became sorcerers, and they learned from the other astral denizens. They also learned to domesticate space guppies.
Astral Drakpsion Traits
Your draconic heritage manifests in a variety of traits you share with other dragonborn.
Astral Companion
You can cast Find Familiar, and when you do, you must summon a space guppy or a space mollyhawk. You can use this trait once per Long Rest, and you regain the ability to use it after a Long Rest.
Minor Telekinesis
You can cast Mage Hand Verbal or Somatic components, and you can make it invisible.
Calm Mind
Twice per Long Rest, as a bonus action when you have the Frightened, Charmed, or Stunned conditions, you can stop having that condition or conditions.
Size
You are Medium.
Speed
Your base walking speed is 30 feet.
Link: https://www.dndbeyond.com/species/1878914-astral-drakpsion
Here are the magic items:
Assassin's Blowgun
Amulet of Channeling
The magic items:
https://www.dndbeyond.com/magic-items/9520477-amulet-of-channelling
and
https://www.dndbeyond.com/magic-items/9510875-assassins-blowgun
Feats:
Your exposure to the the Upper Plane's magic grants you the following benefits.
Ability Score Increase. Increase your Intelligence, Wisdom, or Charisma score by 1, to a maximum of 20.
Celestial Magic. Choose one level 1 spell from the Abjuration or Divination school of magic. You always have that spell and the Aid spell prepared. You can cast each of these spells without expending a spell slot. Once you cast either spell in this way, you can't cast that spell in this way again until you finish a Long Rest. You can also cast these spells using spell slots you have of the appropriate level. The spells' spellcasting ability is the ability increased by this feat.
Infernal Touched feat (reflavor of shadow touched):
Your exposure to the Lower Plane's magic grants you the following benefits.
Ability Score Increase. Increase your Intelligence, Wisdom, or Charisma score by 1, to a maximum of 20.
Fiendish Magic. Choose one level 1 spell from the Evocation or Necromancy school of magic. You always have that spell and the Shadow Blade spell prepared. You can cast each of these spells without expending a spell slot. Once you cast either spell in this way, you can't cast that spell in this way again until you finish a Long Rest. You can also cast these spells using spell slots you have of the appropriate level. The spells' spellcasting ability is the ability increased by this feat.