"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:
Interactive Options: When the Circus comes to Town
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(CEST) on Friday, July 11thto 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: Super Outbreak
It's been a nice, sunny day so far, perfect weather for traveling - so the adventurers thought. "Be warned, my friends! Today is the Day of Wrath, today Nature shall claim what was taken from her." The old druid's words echo in their minds as they head their way, wiping sweat off their faces as the air grows ever heavier and moistier. And then it happens quickly - a wall of churning black clouds swallows the sky, thunder rolls, lightning strikes and torrential rain drowns the lands. As our adventurers, beaten down by hailstones big as chicken eggs, rush for cover, the clouds, now with an eerie greenish glow, start swirling and reach out towards the ground... For this category, design around the ideas of creatures, items, or places which are related to severe thunderstorms. Perhaps a stormforged weapon, a lightning rod turned into a wizard's staff or a druidic totem that allows one to unleash devastating storms, tornadoes and torrential rain; maybe new kinds of dragons or elementals that thrive in or create thunderstorms or even a thunderstorm itself as a creature; or maybe an ancient druidic ritual or burial site that seems to attract thunderstorms to this day... (This theme was picked by @Semako)
Player Options: Oozing With Power
Before reaching a goblin encampment or retrieving a lost treasure, many adventurers have met an early end against creatures which can go unnoticed or ignored. They are mostly passive dangers which do not boast or hold ambitions of their own. Hidden within the damp depths of dungeons are oozes and slimes - each which can catch one unaware with its corrosive sting, engulfing grasp, or other supernatural traits. For this category, design subclasses, feats, spells, and more which draw inspiration from the formless and fearsome Oozes. (This theme was picked by @Kaboom979)
Interactive Options: Game Over
"D&D is not a video game" - that is what you hear all the time. And yet, video game mechanics can work great in D&D. For this category, think of all the games you have played and of how your favourite elements of them can work in DnD. Maybe you enjoy Mario Kart and want to bring some of its chaos into a racing mini game? Maybe you like solving puzzles, like you do in Zelda games or want to bring some mechanics from Baldur's Gate 3 to your table? Perhaps you want to enchant your own weapon just like you did back then in Skyrim? Or have you written an adventure that takes place within a video game or is heavily inspired by one? Just be careful with glitches and exploits.
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.
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.
Yes, I like beholders. Yes, I curated an exquisite personality for commoner #2864. Yes, my catchphrase is "are you sure?"
Does a one shot count as a DM option or interactive option?
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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.
Yes, I like beholders. Yes, I curated an exquisite personality for commoner #2864. Yes, my catchphrase is "are you sure?"
If I have created something not for this competition, just in general, but it fits one of the categories, is it eligible to be entered? It's not been entered in any competition before.
If I have created something not for this competition, just in general, but it fits one of the categories, is it eligible to be entered? It's not been entered in any competition before.
If old homebrew that's never been entered in one of these before fits a category, it's allowed to be submitted.
If I have created something not for this competition, just in general, but it fits one of the categories, is it eligible to be entered? It's not been entered in any competition before.
If old homebrew that's never been entered in one of these before fits a category, it's allowed to be submitted.
Great news, thank you. That means I can get one in really early.
Air Form. The elemental can enter a creature’s space and stop there. It can move through a space as narrow as 1 inch without expending extra movement to do so.
Static Charge. A creature that touches the elemental, hits it with a metal melee weapon, or is within the elemental's space at the end of the elemental's turn takes 6 (1d12) lightning damage.
Actions
Multiattack. The elemental makes two Thunderous Slam attacks.
Thunderous Slam.Melee Attack Roll:+8, reach 5 ft. Hit: 14 (2d8 + 5) Thunder damage, and the target is pushed 10 ft away from the storm elemental.
Lightning Form (Recharge 4–6).Dexterity Saving Throw: DC 14, each creature in 100 ft line. Failure: 28 (8d6) Lightning damage. Success: Half damage only. In addition, the elemental teleports to within 5ft of the most distant creature targeted by this ability.
The power to create permanent enchanted objects originates in the eternal energy of living souls. To capture this soul energy, mages devised the Soul Trap spell (see below), which can funnel this soul energy at the moment of death into specially prepared Soul Crystals.
Soul Trap
3rd level Necromancy Spell
Casting Time: Reaction Range: 60 ft Duration: Instantaneous Components: V,S,M (a Soul Crystal worth at least 100 gp)
When a creature you can see within range dies, you reach out and funnel its life essence into the Soul Crystal. The Soul Crystal's total charges is set to be equal to the CR of the target unless the crystal already contains more charges than that.
Soul Crystal (empty)
Rarity: Rare Cost: 200 gp per charge it is capable of holding.*
Soul Crystals are uniquely capable of storing live essence magic for use in enchanting. They can store a maximum a number of charges depending on their size, which also affects their cost. Soul Crystals found where they naturally form are always empty, but can be bought/sold after being filled.
* Soul Crystals increase in value by 200 gp for each charge it currently holds.
Enchanting Items
Any non-magical item can be enchanted by destroying one Soul Crystal containing sufficient charges for the desired enchantment. When enchanting an item, choose one or more effects from the list below up to a total cost equal to the number of charges contained in the single Soul Crystal used in the enchanting process. If the total charges expended in the creation of the object is 5 or higher, the enchanted object requires Attunement to gain the associated benefits. If a character has equipped multiple items with the same enchantment effect, the effects do not stack, they instead gain the benefits only of the most potent version of the enchantment.
Enchantment Effects:
(1 charge, any item)Illusory Surface: As an action you can change the physical appearance of this object by covering it in a layer of illusion. This cannot change the size of the object. A creature can notice the illusion with a DC 13 Investigation check or by touching the object. Spending additional charges increases the DC by 2 for each charge spent.
(1 charge, any item) Musical: Choose a noise of up to a 1 minute duration when you create this item. This item can be activated using the Magic Action to produce this noise. This noise can include speech but cannot mimic the voice of one specific creature. Spending additional charges increases the maximum duration of the noise by 1 minute per charge spent.
(1 charge, any item)Glowing: As an action you can cause the object to glow or stop glowing. When it is glowing it produces Bright Light in a 10 ft radius, and Dim Light in another 10 ft. Spending additional charges increases the radius of each type of light by 10 ft for each charge spent.
(3 charges, weapon, wand or staff)Accuracy: Attacks made with the weapon gain a +1 bonus to hit and damage. Spending additional charges increased the bonus by +1 for every 3 additional charges spend (to a maximum +3)
(3 charges, weapon)Bonus Weapon Damage: Choose a damage type when you create this item, the weapon deal an additional 1d6 damage of the chosen type on a hit. Spending additional charges increases the bonus damage dealt by 1d6 for every 2 charges spent (up to a maximum of 5d6).
(3 charges, any item)Teleporting: Once per day you can activate this item as a Bonus Action to teleport up to 30 ft to a location you can see, or have this item teleport to you as long as the item is on the same plane as you. If the item teleports to you, you instantly equip unless you are physically incapable of having it equipped. Spending additional charges increases the number of times this item can be use per day by 1 for every 2 charges spent
(3 charges, wearable item)Skilled: Choose one skill, the wearer has advantage on checks using that skill.
(5 charges, weapon or armour)Damage Resistance: Choose a damage type when you create this item, whomever is attuned to the item has resistance to that damage type.
(5 charges, wand or staff)Bonus Spell Damage: Choose a damage type when you create this item, spells that deal damage of the chosen type deal an additional 1d6 damage when cast using this wand/staff as the spellcasting focus. Spending additional charges increases the bonus damage dealt by 1d6 for every 3 charges spent (up to a maximum of 3d6).
(5 charges, spellcasting focus or headgear)Concentration: You have advantage on Constitution saving throws to maintain concentration.
(7 charges, wearable item)Protection:The wearer gains +1 AC and +1 to all saving throws while attuned to the item. Spending 7 additional charges increases the bonuses to +2.
(7 charges, armour)Reflect Damage: Choose a damage type when you create this item, when you are hit by a melee attack while wearing this armour the attacker takes 1d8 damage of the chosen type. Spending additional charges increases the bonus damage dealt by 1d8 for every 3 charges spent (up to a maximum of 3d6).
(7 charges, wearable item)Enhancement: Choose an ability score when you create this item, the creature attuned to this item gains a +2 bonus to the chosen ability score.
(10 charges, headgear)Mental Immunity:Choose one of the following conditions: frightened, charmed, paralyzed, stunned. The wearer is immune to that condition as long as they are attuned to this item. Spending 10 additional charges allows you to choose two conditions to gain immunity from.
(10 charges, boots or armour)Physical Immunity:Choose one of the following conditions: prone, restrained, petrified, forced movement. The wearer is immune to that condition as long as they are attuned to this item. Spending 10 additional charges allows you to choose two conditions to gain immunity from.
(10 charges, any)Magic Resistance:The attuned creature has advantage on saving throws against spells.
For my submission for the Interactive Option: Game Over, I wanted to put forth some lore, taking inspiration from Cheat Codes. I have a few examples included. If anyone has any favorite cheat codes, I would be happy to try to "codify" it in D&D terms
Runes of the World Anvil (Lore)
When the Material Plane was young, still strewn with chaos, the gods came together to impart order and purpose. Each was thus given the chance to leave a mark of their influence on the design of what came to be. An agreement was made that as this world was forged into its final form, all gods would contribute equally such that none would have greater dominion than others over it. There were those among the gods, however, that used the opportunity before them to leave themselves a back door - a way to quickly allow their power to flow into the Material Plane unnoticed. Like any other door, these secret planar paths require a key - or a code - to open. These codes - a remnant of the steps taken to mold the world - rest just on the border between the Material Plane and the Ethereal Plane. Throughout time, there have been those observant enough, wise enough, or even mad enough to spot these runes which have been scattered among the stars, engraved into the earth, or buried beneath the sea. The gods will also, on rare occasion, gift access to these pathways to their followers; however, such mortals are often warned there will be dire consequences for using the the door too frequently and risking exposing it to other divine powers.
Locating the Runes
There are several ways that a player (or NPC) could happen upon a set of primordial runes. The easiest way is to find the notes of someone else who had found them previously. Deciphering such writings may require the creature to call on historic knowledge, utilize another language known to them, or decode a puzzling cipher. A player (or NPC) may also be able to locate a set of runes by seeing them for themselves. Doing so requires that creature to have Truesight or a feature which allows them to see into the Ethereal Plane. Finally, a player (or NPC) could uncover these runes through means of divination - namely use of the Legend Lore spell or other magic of similar power.
Author's Note: The most famous place to locate these runes is behind a waterfall
Once the runes have been uncovered, they can be utilized as outlined in the following section.
Utilizing the Runes
Before one can utilize the runes, they must first determine the correct order for them to be applied in. Unless the order is spelled out (such as in the case of written accounts of using the runes) this may require some trial and error. A player should start by taking the Study action. The DC starts at 8 for determining the first rune in the sequence. For each successive rune as part of the same code, the DC increases by 2. For each failed attempt, the player takes 1d12 Force per rune whose sequence has already been uncovered. For example, if a player is trying to uncover the 5th rune in a sequence, the DC would be 16 and they would take 4d12 Force damage following a failed ability check made for the Study action.
Author's note: Runes which look like arrows can be especially tricky, as its sometimes hard to divine which way they are meant to be pointed
Once the correct sequence is determined, the player can utilize the runes as an Action. Once used, the code sequence cannot be used again until the player completes a Long Rest.
Effect: You cast Death Ward and Regenerate, targeting yourself, without spell components.
Runes of Sweet Tooth, the Gluttonous
Code Sequence (4 runes): Up-L1-Triangle-Right
Effect: You cast Summon Fiend. The fiend’s type is a demon but resembles a clown. It also arrives on a fiery chariot, increasing its base Speed to 80 feet.
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Three-time Judge of the Competition of the Finest Brews!Come join us in making fun, unique homebrew and voting for your favorite entries!
You are not what you seem to be. Rather than the species you chose, you are actually an ooze taking the form of that species. Perhaps you are a doppleganger, or perhaps something more exotic. Your Ooze-y nature grants you the following benefits:
Ooze: Your creature type is Ooze rather than Humanoid.
Secretive: You have advantage on Charisma (Deception) checks to pass yourself off as the humanoid species you chose during character creation.
Gooey: You can ooze through any gap at least 1 inch wide as long as you aren't wearing or holding any equipment. In addition, you have resistance to all damage that is a result of falling.
Sticky: Creatures have disadvantage on ability checks to escape being grappled by you.
This delicate china teacup is painted with lightning motifs. Whilst it has charges remaining, a small grey storm cloud swirls within.
Drink the Storm. The teacup has 3 charges and regains 1 expended charge whenever you finish a short or long rest. You can use your reaction to drink from the teacup and expend 1 charge. If you do so, you gain the benefits of the Absorb Elements spell (lightning or thunder damage only).
Unleash the Tempest. Alternatively, you can take a magic action to throw the teacup up to 60 feet. The teacup shatters on impact and is destroyed, casting the Call Lightning spell (save DC 15) as the storm cloud escapes from the broken china, centred above the point of impact.
Standing there is a wizened old tortle with bright pink beard and hair, tucked under a brown tweed cap that matches his professorial vest and coat. The coat is not extensively long, but given the tortle's shortness, it falls below his bent knees as he leans on a cane carved out of dusty jade. He peers at you all through his one yellow eye with a toothy grin, and throws back his head with a bellowing laugh that splits the air.
Gerson Boom is an elderly tortle who owns what was once an antiquarian book shop in town, the Rusty Knife. It had been going out of business, and so the owner sold it to Gerson, who was wealthy enough to keep the shop from being torn down thanks to his past as a successful fiction writer. Having no desire for money, Gerson simply gifted the books and other knickknacks therein when it suited him, asking nothing in return.
Gerson was once a very successful author, but retired years ago. He wrote such books as:
Lord of the Hammer, a series depicting a group of heroes that go on an adventure after being gifted a magic hammer
Black Knife, a novel about a young knight driven to the depths of madness for survival
The Path of Thorns, an anthology of short stories all about escaping the main characters' personal captivity
Cat and Castle, the story of an old mage who uncovers a plot when the court jester is silenced
However, the burden of creating for the sake of others wore down Gerson's spirit, and he retired from public life for good, his name and face forgotten by the people. Still, he keeps himself busy writing stories for himself and any friends he makes. In addition, he's known to take a liking to some adventurers, cropping up in odd places during their adventures in the city, offering cryptic advice, hard candy, and sometimes invitations to tea at the Rusty Knife.
Through no real magic, tea and a meaningful conversation with Gerson grants a creature that participated 5 temporary hit points and a d8 that they can add to one ability check that they make within the next 24 hours. A creature can only gain this benefit once per story arc.
In truth, Gerson was once an adventurer himself, going on roaming quests for excitement and enjoyment under the moniker of the Hammer of Justice until he retired in order to start a family. Each of his books has a basis in one of his adventures, although they have been altered significantly. In times of need (or when he feels he must test a particularly uppity adventurer), Gerson is yet able to don his armor and raise up his maul for the right cause, removing his cap to reveal his majestic pink ponytail.
Roleplaying as Gerson
Personality Traits. "I get sidetracked jes' as often as I get so deep into a thing that I look out the window and see the sun comin' up! Geheheh!" "I'm always smilin', even in the hardest times."
Ideal. "Write yer own path, and don't give up. Givin' up is the real ringer. Never give up hope."
Bonds. "My son lives far away. Las' we met, he told me he quit writin' on account of how bad he was at it. If only I could find the right things to say." "I like helpin' the young 'uns. Makes my old heart smile, geh-heh-heh!"
Flaw. "I buckled once under th' weight of expectations. Since then, it leaves a bitter taste in my mouth."
Here's my submission to the player category: The Juiblex Tiefling variant!
Juiblex Tiefling (Variant)
Among demon lords, the Faceless Lord Juiblex is perhaps the most unique, acting as progenitor of all creeping, slimy, corroding oozes, and being an ooze itself. As a tiefling of Juiblex, you may have been the result of a pregnant parent's exposure to the layer of Shedaklah, or perhaps you may be the descendant of a particularly adventurous warlock who made a deal with Juiblex itself. Whatever the cause, it has left you with both demonic appearance and unnervingly ooze-like traits.
Appearance. Your physiology is somewhat different from the average tiefling's. You gain 1d4+1 of the following traits, or any number of your choosing: translucent skin that reveals your internal organs and bones; gel-like hair that can be styled like pudding; rubbery skin that is flexible to the touch; acidic saliva; a complete lack of bones despite retaining form; flexible horns that move to express your emotions; the ability to digest any organic matter; carry a faint scent of formaldehyde; limbs that can be seamlessly reattached when severed.
Variant Traits. The following variant traits replace your Ability Score Increase, Hellish Resistance, and Infernal Legacy traits.
Juiblex Tiefling Traits
Ability Score Increase
As a recommendation, your Strength score increases by 1, and your Constitution score increases by 2.
Fluid Resistance
You have resistance to acid damage.
Legacy of Shedaklah
You know the acid splash cantrip. When you reach 3rd level, you can cast the grease spell once with this trait and regain the ability to do so when you finish a short or long rest. Charisma is your spellcasting ability for these spells.
Form of Juiblex
As an action, you can transform your body into a shapeless blob of ooze. While in this form, you can squeeze through a space as narrow as 1 inch wide, provided you are wearing and carrying nothing, and you can move through other creatures' spaces as though they were difficult terrain. If you end your turn in another creature's space, you take 1d6 force damage and the other creature takes 1d6 acid damage. While in this shape, you can't take the Dash, Dodge, or Disengage actions, can't perform somatic components, and have disadvantage on attacks and Dexterity saving throws.
Due to the discomfort this causes, you can only maintain this form for 1 minute or until you use your action to end it. The maximum duration becomes 1 hour once you reach 5th level. Once you use this trait, you can't do so again until you finish a long rest.
Well I have an idea for a interactive option, but it's just turning into a full campaign. I don't know if a campaign counts as interactive option but I wouldn't think so. I could make my own campaign setting, but that seems like a bit much.
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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.
Yes, I like beholders. Yes, I curated an exquisite personality for commoner #2864. Yes, my catchphrase is "are you sure?"
Well I have an idea for a interactive option, but it's just turning into a full campaign. I don't know if a campaign counts as interactive option but I wouldn't think so. I could make my own campaign setting, but that seems like a bit much.
You could try to do just a plot hook or quest line.
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
The Competition of the Finest 'Brews XXVII - Judged by The Summoning Dork
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 (CEST) on Friday, July 11th 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: Super Outbreak
It's been a nice, sunny day so far, perfect weather for traveling - so the adventurers thought. "Be warned, my friends! Today is the Day of Wrath, today Nature shall claim what was taken from her." The old druid's words echo in their minds as they head their way, wiping sweat off their faces as the air grows ever heavier and moistier. And then it happens quickly - a wall of churning black clouds swallows the sky, thunder rolls, lightning strikes and torrential rain drowns the lands. As our adventurers, beaten down by hailstones big as chicken eggs, rush for cover, the clouds, now with an eerie greenish glow, start swirling and reach out towards the ground...
For this category, design around the ideas of creatures, items, or places which are related to severe thunderstorms. Perhaps a stormforged weapon, a lightning rod turned into a wizard's staff or a druidic totem that allows one to unleash devastating storms, tornadoes and torrential rain; maybe new kinds of dragons or elementals that thrive in or create thunderstorms or even a thunderstorm itself as a creature; or maybe an ancient druidic ritual or burial site that seems to attract thunderstorms to this day... (This theme was picked by @Semako)
Player Options: Oozing With Power
Before reaching a goblin encampment or retrieving a lost treasure, many adventurers have met an early end against creatures which can go unnoticed or ignored. They are mostly passive dangers which do not boast or hold ambitions of their own. Hidden within the damp depths of dungeons are oozes and slimes - each which can catch one unaware with its corrosive sting, engulfing grasp, or other supernatural traits. For this category, design subclasses, feats, spells, and more which draw inspiration from the formless and fearsome Oozes. (This theme was picked by @Kaboom979)
Interactive Options: Game Over
"D&D is not a video game" - that is what you hear all the time. And yet, video game mechanics can work great in D&D. For this category, think of all the games you have played and of how your favourite elements of them can work in DnD. Maybe you enjoy Mario Kart and want to bring some of its chaos into a racing mini game? Maybe you like solving puzzles, like you do in Zelda games or want to bring some mechanics from Baldur's Gate 3 to your table? Perhaps you want to enchant your own weapon just like you did back then in Skyrim? Or have you written an adventure that takes place within a video game or is heavily inspired by one? Just be careful with glitches and exploits.
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. :(
Finally it's here! Ooh, I got some good ideas...
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.
Yes, I like beholders. Yes, I curated an exquisite personality for commoner #2864. Yes, my catchphrase is "are you sure?"
.-. .- -. -.. --- -- / -- --- .-. ... . / -.-. --- -.. . .-.-.-
Can't wait to participate!
Come participate in the Competition of the Finest Brews, Edition XXVIII?
My homebrew stuff:
Spells, Monsters, Magic Items, Feats, Subclasses.
I am an Archfey, but nobody seems to notice.
Extended Signature
Lesgo
Hi, I’m DrakenBrine, here’s my Sig and characters
I am The Grand Envisioner!
Does a one shot count as a DM option or interactive option?
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.
Yes, I like beholders. Yes, I curated an exquisite personality for commoner #2864. Yes, my catchphrase is "are you sure?"
.-. .- -. -.. --- -- / -- --- .-. ... . / -.-. --- -.. . .-.-.-
Sweet!
Three-time Judge of the Competition of the Finest Brews! Come join us in making fun, unique homebrew and voting for your favorite entries!
If I have created something not for this competition, just in general, but it fits one of the categories, is it eligible to be entered? It's not been entered in any competition before.
If old homebrew that's never been entered in one of these before fits a category, it's allowed to be submitted.
I am also here.
Am snek.
Great news, thank you. That means I can get one in really early.
'Here's one I made earlier'
Player Options: Oozing With Power
Cleric (2014) - Slime Domain
https://www.dndbeyond.com/subclasses/2510074-slime-domain
DM Options: Super Outbreak
Storm Elemental
Air Form. The elemental can enter a creature’s space and stop there. It can move through a space as narrow as 1 inch without expending extra movement to do so.
Static Charge. A creature that touches the elemental, hits it with a metal melee weapon, or is within the elemental's space at the end of the elemental's turn takes 6 (1d12) lightning damage.
Multiattack. The elemental makes two Thunderous Slam attacks.
Thunderous Slam. Melee Attack Roll: +8, reach 5 ft. Hit: 14 (2d8 + 5) Thunder damage, and the target is pushed 10 ft away from the storm elemental.
Lightning Form (Recharge 4–6). Dexterity Saving Throw: DC 14, each creature in 100 ft line. Failure: 28 (8d6) Lightning damage. Success: Half damage only. In addition, the elemental teleports to within 5ft of the most distant creature targeted by this ability.
Interactive Options: Skyrim Enchanting
Capturing Souls
The power to create permanent enchanted objects originates in the eternal energy of living souls. To capture this soul energy, mages devised the Soul Trap spell (see below), which can funnel this soul energy at the moment of death into specially prepared Soul Crystals.
Soul Trap
3rd level Necromancy Spell
Casting Time: Reaction
Range: 60 ft
Duration: Instantaneous
Components: V,S,M (a Soul Crystal worth at least 100 gp)
When a creature you can see within range dies, you reach out and funnel its life essence into the Soul Crystal. The Soul Crystal's total charges is set to be equal to the CR of the target unless the crystal already contains more charges than that.
Soul Crystal (empty)
Rarity: Rare
Cost: 200 gp per charge it is capable of holding.*
Soul Crystals are uniquely capable of storing live essence magic for use in enchanting. They can store a maximum a number of charges depending on their size, which also affects their cost. Soul Crystals found where they naturally form are always empty, but can be bought/sold after being filled.
* Soul Crystals increase in value by 200 gp for each charge it currently holds.
Enchanting Items
Any non-magical item can be enchanted by destroying one Soul Crystal containing sufficient charges for the desired enchantment. When enchanting an item, choose one or more effects from the list below up to a total cost equal to the number of charges contained in the single Soul Crystal used in the enchanting process. If the total charges expended in the creation of the object is 5 or higher, the enchanted object requires Attunement to gain the associated benefits. If a character has equipped multiple items with the same enchantment effect, the effects do not stack, they instead gain the benefits only of the most potent version of the enchantment.
Enchantment Effects:
Looks great! If I can find the time and the inspiration I'll participate. Going to have to think about this for a while.
For my submission for the Interactive Option: Game Over, I wanted to put forth some lore, taking inspiration from Cheat Codes. I have a few examples included. If anyone has any favorite cheat codes, I would be happy to try to "codify" it in D&D terms
Runes of the World Anvil (Lore)
When the Material Plane was young, still strewn with chaos, the gods came together to impart order and purpose. Each was thus given the chance to leave a mark of their influence on the design of what came to be. An agreement was made that as this world was forged into its final form, all gods would contribute equally such that none would have greater dominion than others over it. There were those among the gods, however, that used the opportunity before them to leave themselves a back door - a way to quickly allow their power to flow into the Material Plane unnoticed. Like any other door, these secret planar paths require a key - or a code - to open. These codes - a remnant of the steps taken to mold the world - rest just on the border between the Material Plane and the Ethereal Plane. Throughout time, there have been those observant enough, wise enough, or even mad enough to spot these runes which have been scattered among the stars, engraved into the earth, or buried beneath the sea. The gods will also, on rare occasion, gift access to these pathways to their followers; however, such mortals are often warned there will be dire consequences for using the the door too frequently and risking exposing it to other divine powers.
Locating the Runes
There are several ways that a player (or NPC) could happen upon a set of primordial runes. The easiest way is to find the notes of someone else who had found them previously. Deciphering such writings may require the creature to call on historic knowledge, utilize another language known to them, or decode a puzzling cipher. A player (or NPC) may also be able to locate a set of runes by seeing them for themselves. Doing so requires that creature to have Truesight or a feature which allows them to see into the Ethereal Plane. Finally, a player (or NPC) could uncover these runes through means of divination - namely use of the Legend Lore spell or other magic of similar power.
Author's Note: The most famous place to locate these runes is behind a waterfall
Once the runes have been uncovered, they can be utilized as outlined in the following section.
Utilizing the Runes
Before one can utilize the runes, they must first determine the correct order for them to be applied in. Unless the order is spelled out (such as in the case of written accounts of using the runes) this may require some trial and error. A player should start by taking the Study action. The DC starts at 8 for determining the first rune in the sequence. For each successive rune as part of the same code, the DC increases by 2. For each failed attempt, the player takes 1d12 Force per rune whose sequence has already been uncovered. For example, if a player is trying to uncover the 5th rune in a sequence, the DC would be 16 and they would take 4d12 Force damage following a failed ability check made for the Study action.
Author's note: Runes which look like arrows can be especially tricky, as its sometimes hard to divine which way they are meant to be pointed
Once the correct sequence is determined, the player can utilize the runes as an Action. Once used, the code sequence cannot be used again until the player completes a Long Rest.
Examples
Runes of Contra, the Undying
Code Sequence (10 runes): Up-Up-Down-Down-Left-Right-Left-Right-B-A
Effect: You cast Death Ward and Regenerate, targeting yourself, without spell components.
Runes of Sweet Tooth, the Gluttonous
Code Sequence (4 runes): Up-L1-Triangle-Right
Effect: You cast Summon Fiend. The fiend’s type is a demon but resembles a clown. It also arrives on a fiery chariot, increasing its base Speed to 80 feet.
Three-time Judge of the Competition of the Finest Brews! Come join us in making fun, unique homebrew and voting for your favorite entries!
Player Options: Oozing With Power
Feat: Secretly an Ooze
Origin Feat
You are not what you seem to be. Rather than the species you chose, you are actually an ooze taking the form of that species. Perhaps you are a doppleganger, or perhaps something more exotic. Your Ooze-y nature grants you the following benefits:
DM Options: Super Outbreak
Magic Item - Storm in a Teacup
Wondrous Item, uncommon
This delicate china teacup is painted with lightning motifs. Whilst it has charges remaining, a small grey storm cloud swirls within.
Drink the Storm. The teacup has 3 charges and regains 1 expended charge whenever you finish a short or long rest. You can use your reaction to drink from the teacup and expend 1 charge. If you do so, you gain the benefits of the Absorb Elements spell (lightning or thunder damage only).
Unleash the Tempest. Alternatively, you can take a magic action to throw the teacup up to 60 feet. The teacup shatters on impact and is destroyed, casting the Call Lightning spell (save DC 15) as the storm cloud escapes from the broken china, centred above the point of impact.
Interactive Category Submission:
Gerson Boom (NPC)
Gerson Boom is an elderly tortle who owns what was once an antiquarian book shop in town, the Rusty Knife. It had been going out of business, and so the owner sold it to Gerson, who was wealthy enough to keep the shop from being torn down thanks to his past as a successful fiction writer. Having no desire for money, Gerson simply gifted the books and other knickknacks therein when it suited him, asking nothing in return.
Gerson was once a very successful author, but retired years ago. He wrote such books as:
However, the burden of creating for the sake of others wore down Gerson's spirit, and he retired from public life for good, his name and face forgotten by the people. Still, he keeps himself busy writing stories for himself and any friends he makes. In addition, he's known to take a liking to some adventurers, cropping up in odd places during their adventures in the city, offering cryptic advice, hard candy, and sometimes invitations to tea at the Rusty Knife.
Through no real magic, tea and a meaningful conversation with Gerson grants a creature that participated 5 temporary hit points and a d8 that they can add to one ability check that they make within the next 24 hours. A creature can only gain this benefit once per story arc.
In truth, Gerson was once an adventurer himself, going on roaming quests for excitement and enjoyment under the moniker of the Hammer of Justice until he retired in order to start a family. Each of his books has a basis in one of his adventures, although they have been altered significantly. In times of need (or when he feels he must test a particularly uppity adventurer), Gerson is yet able to don his armor and raise up his maul for the right cause, removing his cap to reveal his majestic pink ponytail.
Thanks to Toby Fox for Deltarune and Undertale.
Enjoy! Feedback is welcome!
Come participate in the Competition of the Finest Brews, Edition XXVIII?
My homebrew stuff:
Spells, Monsters, Magic Items, Feats, Subclasses.
I am an Archfey, but nobody seems to notice.
Extended Signature
Here's my submission to the player category: The Juiblex Tiefling variant!
Juiblex Tiefling (Variant)
Among demon lords, the Faceless Lord Juiblex is perhaps the most unique, acting as progenitor of all creeping, slimy, corroding oozes, and being an ooze itself. As a tiefling of Juiblex, you may have been the result of a pregnant parent's exposure to the layer of Shedaklah, or perhaps you may be the descendant of a particularly adventurous warlock who made a deal with Juiblex itself. Whatever the cause, it has left you with both demonic appearance and unnervingly ooze-like traits.
Appearance. Your physiology is somewhat different from the average tiefling's. You gain 1d4+1 of the following traits, or any number of your choosing: translucent skin that reveals your internal organs and bones; gel-like hair that can be styled like pudding; rubbery skin that is flexible to the touch; acidic saliva; a complete lack of bones despite retaining form; flexible horns that move to express your emotions; the ability to digest any organic matter; carry a faint scent of formaldehyde; limbs that can be seamlessly reattached when severed.
Variant Traits. The following variant traits replace your Ability Score Increase, Hellish Resistance, and Infernal Legacy traits.
Juiblex Tiefling Traits
Ability Score Increase
As a recommendation, your Strength score increases by 1, and your Constitution score increases by 2.
Fluid Resistance
You have resistance to acid damage.
Legacy of Shedaklah
You know the acid splash cantrip. When you reach 3rd level, you can cast the grease spell once with this trait and regain the ability to do so when you finish a short or long rest. Charisma is your spellcasting ability for these spells.
Form of Juiblex
As an action, you can transform your body into a shapeless blob of ooze. While in this form, you can squeeze through a space as narrow as 1 inch wide, provided you are wearing and carrying nothing, and you can move through other creatures' spaces as though they were difficult terrain. If you end your turn in another creature's space, you take 1d6 force damage and the other creature takes 1d6 acid damage. While in this shape, you can't take the Dash, Dodge, or Disengage actions, can't perform somatic components, and have disadvantage on attacks and Dexterity saving throws.
Due to the discomfort this causes, you can only maintain this form for 1 minute or until you use your action to end it. The maximum duration becomes 1 hour once you reach 5th level. Once you use this trait, you can't do so again until you finish a long rest.
Come participate in the Competition of the Finest Brews, Edition XXVIII?
My homebrew stuff:
Spells, Monsters, Magic Items, Feats, Subclasses.
I am an Archfey, but nobody seems to notice.
Extended Signature
Inspiration doesn't seem to want to hit this time around, I think I might just vote.
I am also here.
Am snek.
Well I have an idea for a interactive option, but it's just turning into a full campaign. I don't know if a campaign counts as interactive option but I wouldn't think so. I could make my own campaign setting, but that seems like a bit much.
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.
Yes, I like beholders. Yes, I curated an exquisite personality for commoner #2864. Yes, my catchphrase is "are you sure?"
.-. .- -. -.. --- -- / -- --- .-. ... . / -.-. --- -.. . .-.-.-
You could try to do just a plot hook or quest line.
Come participate in the Competition of the Finest Brews, Edition XXVIII?
My homebrew stuff:
Spells, Monsters, Magic Items, Feats, Subclasses.
I am an Archfey, but nobody seems to notice.
Extended Signature