Here's one for you... It's very specific but, I wanted to share the idea. I'm betting you can flesh out the description a bit better than I did.
The Lord's Might (requires attunement by Paladin) Legendary Warhammer +3
Mithral warhammer head with a Silver Dragon tooth rear spike. The haft is wood gifted by the living tree Tinder Soul.
Smiting: When you hit a fiend or an undead with this magic weapon, that creature takes an extra 2d8 radiant damage. If the target has 25 hit points or fewer after taking this damage, it must succeed on a DC 15 Wisdom saving throw or be destroyed. On a successful save, the creature becomes frightened of you until the end of your next turn.
Thrower: It has the thrown property with a normal range of 20 feet and a long range of 60 feet. When you hit with a ranged attack using this weapon, it deals an extra 1d8 damage or, if the target is undead or a fiend, 2d8 damage. Immediately after the attack, the weapon flies back to your hand.
Lord's Light: While you hold this weapon, it sheds bright light in a 20-foot radius and dim light for an additional 20 feet.
As monsters? I haven't made them public yet but here's what I have. I tried to keep them as close to their 3.5e versions without too many spells. I don't think they're balanced yet. The latter two, in particular, probably aren't putting out enough damage per round to justify their CRs, and although they can fly, they have few ranged options. Porting old material isn't a violation of the rules, but I won't be able to publish the Marut on the grounds that there exists an official 5e Marut. ¯\_(ツ)_/¯
Immutable Form. The kolyarut is immune to any spell or effect that would alter its form.
Innate Spellcasting. The kolyarut’s innate spellcasting ability is Charisma (spell save DC 15). It can innately cast the following spells, requiring no material components:
Faultless Tracker. The kolyarut knows the distance to and direction of any creature it has marked as guilty, even if the creature and the kolyarut are on different planes of existence. If the creature being tracked by the kolyarut dies, the kolyarut knows.
Regeneration. The kolyarut regains 5 hit points at the start of its turn. The kolyarut dies only if it starts its turn with 0 hit points.
Magic Resistance. The kolyarut has advantage on saving throws against spells and other magical effects.
Magic Weapons. The kolyarut's weapon attacks are magical.
Actions
Multiattack. The kolyarut makes two longsword attacks and uses its Enervation Ray once. It can cast a spell with a casting time of 1 action in place of one longsword attack.
Longsword.Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) slashing damage, or 9 (1d10 + 4) slashing damage if used with two hands.
Enervation Ray. The kolyarut targets one creature it can see within 200 feet of it. The target must succeed on a DC 15 Constitution saving throw, taking 27 (6d8) necrotic damage on a failed save, or half as much damage on a successful one. The kolyarut regains a number of hit points equal to half the amount of damage dealt.
Immutable Form. The marut is immune to any spell or effect that would alter its form.
Innate Spellcasting. The marut’s innate spellcasting ability is Charisma (spell save DC 17). It can innately cast the following spells, requiring no material components:
Faultless Tracker. The marut knows the distance to and direction of any creature it has marked as guilty, even if the creature and the marut are on different planes of existence. If the creature being tracked by the marut dies, the marut knows.
Regeneration. The marut regains 10 hit points at the start of its turn. The marut dies only if it starts its turn with 0 hit points.
Magic Resistance. The marut has advantage on saving throws against spells and other magical effects.
Magic Weapons. The marut's weapon attacks are magical.
Actions
Multiattack. The marut makes two attacks: one with its Fist of Lightning and one with its Fist of Thunder. If both attacks hit the same target, the target must succeed on a DC 17 Constitution saving throw or be stunned until the start of the marut’s next turn.
Fist of Lightning.Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 16 (2d6 + 9) bludgeoning damage plus 10 (3d6) lightning damage, and the target must succeed on a DC 17 Constitution saving throw or be blinded for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Fist of Thunder.Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 16 (2d6 + 9) bludgeoning damage plus 10 (3d6) thunder damage, and the target must succeed on a DC 17 Constitution saving throw or be deafened for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Immutable Form. The zelekhut is immune to any spell or effect that would alter its form.
Innate Spellcasting. The zelekhut’s innate spellcasting ability is Charisma (spell save DC 14). It can innately cast the following spells, requiring no material components:
Faultless Tracker. The zelekhut knows the distance to and direction of any creature it has marked as guilty, even if the creature and the zelekhut are on different planes of existence. If the creature being tracked by the zelekhut dies, the zelekhut knows.
Regeneration. The zelekhut regains 5 hit points at the start of its turn. The zelekhut dies only if it starts its turn with 0 hit points.
Magic Resistance. The zelekhut has advantage on saving throws against spells and other magical effects.
Magic Weapons. The zelekhut's weapon attacks are magical.
Actions
Multiattack. The zelekhut makes two spiked chain attacks.
Spiked Chain.Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 12 (2d6 + 5) slashing damage plus 7 (2d6) lightning damage, and the target is grappled (escape DC 17) if it is a Huge or smaller creature. Until this grapple ends, the target is restrained and takes 7 (2d6) piercing damage plus 7 (2d6) lightning damage at the start of each of its turns. The zelekhut has two spiked chains, each of which can grapple one target.
Would any one be willling to make a homebrew boss of the pontiff sulivhan boss from dark souls 3 please?
I have a idea of making The Undertaker, Slenderman & Pennywise as Warlock Patron. You think its possible?
Here's one for you... It's very specific but, I wanted to share the idea. I'm betting you can flesh out the description a bit better than I did.
The Lord's Might (requires attunement by Paladin)
Legendary Warhammer +3
Mithral warhammer head with a Silver Dragon tooth rear spike. The haft is wood gifted by the living tree Tinder Soul.
Smiting:
When you hit a fiend or an undead with this magic weapon, that creature takes an extra 2d8 radiant damage. If the target has 25 hit points or fewer after taking this damage, it must succeed on a DC 15 Wisdom saving throw or be destroyed. On a successful save, the creature becomes frightened of you until the end of your next turn.
Thrower:
It has the thrown property with a normal range of 20 feet and a long range of 60 feet. When you hit with a ranged attack using this weapon, it deals an extra 1d8 damage or, if the target is undead or a fiend, 2d8 damage. Immediately after the attack, the weapon flies back to your hand.
Lord's Light:
While you hold this weapon, it sheds bright light in a 20-foot radius and dim light for an additional 20 feet.
Strength 20+ to wield
Are you still doing this?
Hey are you still willing to take class / subclass ideas or? Thanks in advance :-)
As monsters? I haven't made them public yet but here's what I have. I tried to keep them as close to their 3.5e versions without too many spells. I don't think they're balanced yet. The latter two, in particular, probably aren't putting out enough damage per round to justify their CRs, and although they can fly, they have few ranged options. Porting old material isn't a violation of the rules, but I won't be able to publish the Marut on the grounds that there exists an official 5e Marut. ¯\_(ツ)_/¯
Immutable Form. The kolyarut is immune to any spell or effect that would alter its form.
Innate Spellcasting. The kolyarut’s innate spellcasting ability is Charisma (spell save DC 15). It can innately cast the following spells, requiring no material components:
At will: disguise self, fear, hold person, invisibility, locate creature, suggestion, vampiric touch (as a 6th-level spell)
1/day each: hold monster, geas
Faultless Tracker. The kolyarut knows the distance to and direction of any creature it has marked as guilty, even if the creature and the kolyarut are on different planes of existence. If the creature being tracked by the kolyarut dies, the kolyarut knows.
Regeneration. The kolyarut regains 5 hit points at the start of its turn. The kolyarut dies only if it starts its turn with 0 hit points.
Magic Resistance. The kolyarut has advantage on saving throws against spells and other magical effects.
Magic Weapons. The kolyarut's weapon attacks are magical.
Multiattack. The kolyarut makes two longsword attacks and uses its Enervation Ray once. It can cast a spell with a casting time of 1 action in place of one longsword attack.
Longsword. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) slashing damage, or 9 (1d10 + 4) slashing damage if used with two hands.
Enervation Ray. The kolyarut targets one creature it can see within 200 feet of it. The target must succeed on a DC 15 Constitution saving throw, taking 27 (6d8) necrotic damage on a failed save, or half as much damage on a successful one. The kolyarut regains a number of hit points equal to half the amount of damage dealt.
Immutable Form. The marut is immune to any spell or effect that would alter its form.
Innate Spellcasting. The marut’s innate spellcasting ability is Charisma (spell save DC 17). It can innately cast the following spells, requiring no material components:
At will: dimension door, command, dispel magic, fear, inflict wounds, locate creature
3/day each: chain lightning, wall of force
1/day each: circle of death, earthquake, geas, plane shift
Faultless Tracker. The marut knows the distance to and direction of any creature it has marked as guilty, even if the creature and the marut are on different planes of existence. If the creature being tracked by the marut dies, the marut knows.
Regeneration. The marut regains 10 hit points at the start of its turn. The marut dies only if it starts its turn with 0 hit points.
Magic Resistance. The marut has advantage on saving throws against spells and other magical effects.
Magic Weapons. The marut's weapon attacks are magical.
Multiattack. The marut makes two attacks: one with its Fist of Lightning and one with its Fist of Thunder. If both attacks hit the same target, the target must succeed on a DC 17 Constitution saving throw or be stunned until the start of the marut’s next turn.
Fist of Lightning. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 16 (2d6 + 9) bludgeoning damage plus 10 (3d6) lightning damage, and the target must succeed on a DC 17 Constitution saving throw or be blinded for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Fist of Thunder. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 16 (2d6 + 9) bludgeoning damage plus 10 (3d6) thunder damage, and the target must succeed on a DC 17 Constitution saving throw or be deafened for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Immutable Form. The zelekhut is immune to any spell or effect that would alter its form.
Innate Spellcasting. The zelekhut’s innate spellcasting ability is Charisma (spell save DC 14). It can innately cast the following spells, requiring no material components:
At will: clairvoyance, dispel magic, fear, hold person, locate creature
1/day each: geas, hold monster
Faultless Tracker. The zelekhut knows the distance to and direction of any creature it has marked as guilty, even if the creature and the zelekhut are on different planes of existence. If the creature being tracked by the zelekhut dies, the zelekhut knows.
Regeneration. The zelekhut regains 5 hit points at the start of its turn. The zelekhut dies only if it starts its turn with 0 hit points.
Magic Resistance. The zelekhut has advantage on saving throws against spells and other magical effects.
Magic Weapons. The zelekhut's weapon attacks are magical.
Multiattack. The zelekhut makes two spiked chain attacks.
Spiked Chain. Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 12 (2d6 + 5) slashing damage plus 7 (2d6) lightning damage, and the target is grappled (escape DC 17) if it is a Huge or smaller creature. Until this grapple ends, the target is restrained and takes 7 (2d6) piercing damage plus 7 (2d6) lightning damage at the start of each of its turns. The zelekhut has two spiked chains, each of which can grapple one target.
you are using homebrewery.naturalcrit can you give me some tips for using that site