i don’t actually have any stats for it because for some reason the home brew creation doesn’t save my stuff…
but i do have a concept!
meet my idea for a new home brew race:
The Charybdians
Charybdians are born when a warlock that made a pact with Charybdis has children. They are born completely normal, but on their 13th birthday, one of their arms becomes a gaping, physics defying maw. They lose the ability to eat with their normal mouths, and must eat with their mouth arm. The maw is generally blue with scales and has teeth like that of a t Rex’s. In addition, they become adept swimmers and can breath under water. Their mouths can expand to engulf and devour creatures larger than the Charybdian, reducing them to nothing. They are generally shunned by society, and many seek refuge in the oceans Charybdis herself calls home. They can create whirlpools with their mouth while underwater, and blow creatures away on land. However, due to their transformation, Charybdians are on average mulch physically weaker than other races because their other appendages atrophy. Sometimes, Charybdians form small groups, making villages at the bottom of the ocean. Those who do not join these villages often become adventurers, or try to gain the trust of other races by helping them at sea. All Charybdians are filled with a hunger that slowly grows every time they stop eating, demanding they devour more than what they just did. Some Charybdians literally eat horses daily. What was just listed are the only things most Charybdians have in common with each other. They can be from any humanoid race originally, and keep the movement capabilities and ability to take racial feats from that race. No 2 Charybdian’s are quite the same. But they all have one thing in common, they must feed eventually.
Tell me how you like the lore! Feel free to give suggestions. I’ll be trying to find a way to make this a published race.
There’s no need to bump a post after less than a day. Two days, maybe. Aside from that, it’s always nice to see a fellow Archfey on here.
in terms of your concept, the body horror is incredible and very nice, though I do question why they only change at age 13 besides the meta reason that a “child” child transforming into a horrifying monster might be crossing the line. I am also confused as to how they create whirlpools and “blow creatures away.” Is it magic? Is it a biological capability? It isn’t clear. Additionally, despite saying that the above characteristics were all they had in common, you go back in that say later that they’re all unique and the only thing they have in common is that they must feed eventually.
An interesting concept, sure. It does seem like you’re trying to aim to make Charybdians a player race, and the way you’ve described them (Giant mouth arm, atrophied limbs) makes it seem like they are less of a viable player race and more like a monster.
Yeah, sorry. I should have made things more clear.
the whole whirlpool thing is supposed to be magic.
You’re right, i should probably just make it a monster.
its my first attempt at making a home brew race, and i don’t really know what I’m doing.
Don’t stress too hard about it. Everybody makes mistakes on their first time trying to create. The main difference between good home brewers and novice home brewers is practice and experience.
i don’t actually have any stats for it because for some reason the home brew creation doesn’t save my stuff…
but i do have a concept!
meet my idea for a new home brew race:
The Charybdians
Charybdians are born when a warlock that made a pact with Charybdis has children. They are born completely normal, but on their 13th birthday, one of their arms becomes a gaping, physics defying maw. They lose the ability to eat with their normal mouths, and must eat with their mouth arm. The maw is generally blue with scales and has teeth like that of a t Rex’s. In addition, they become adept swimmers and can breath under water. Their mouths can expand to engulf and devour creatures larger than the Charybdian, reducing them to nothing. They are generally shunned by society, and many seek refuge in the oceans Charybdis herself calls home. They can create whirlpools with their mouth while underwater, and blow creatures away on land. However, due to their transformation, Charybdians are on average mulch physically weaker than other races because their other appendages atrophy. Sometimes, Charybdians form small groups, making villages at the bottom of the ocean. Those who do not join these villages often become adventurers, or try to gain the trust of other races by helping them at sea. All Charybdians are filled with a hunger that slowly grows every time they stop eating, demanding they devour more than what they just did. Some Charybdians literally eat horses daily. What was just listed are the only things most Charybdians have in common with each other. They can be from any humanoid race originally, and keep the movement capabilities and ability to take racial feats from that race. No 2 Charybdian’s are quite the same. But they all have one thing in common, they must feed eventually.
Tell me how you like the lore! Feel free to give suggestions. I’ll be trying to find a way to make this a published race.
There’s no need to bump a post after less than a day. Two days, maybe. Aside from that, it’s always nice to see a fellow Archfey on here.
in terms of your concept, the body horror is incredible and very nice, though I do question why they only change at age 13 besides the meta reason that a “child” child transforming into a horrifying monster might be crossing the line. I am also confused as to how they create whirlpools and “blow creatures away.” Is it magic? Is it a biological capability? It isn’t clear. Additionally, despite saying that the above characteristics were all they had in common, you go back in that say later that they’re all unique and the only thing they have in common is that they must feed eventually.
An interesting concept, sure. It does seem like you’re trying to aim to make Charybdians a player race, and the way you’ve described them (Giant mouth arm, atrophied limbs) makes it seem like they are less of a viable player race and more like a monster.
Yeah, sorry. I should have made things more clear.
the whole whirlpool thing is supposed to be magic.
You’re right, i should probably just make it a monster.
its my first attempt at making a home brew race, and i don’t really know what I’m doing.
Don’t stress too hard about it. Everybody makes mistakes on their first time trying to create. The main difference between good home brewers and novice home brewers is practice and experience.
Thanks.
what if, instead of a player race, Charybdians are the creations of Charybdis that she made to attack and overthrow the sea gods, but they rebelled against her and are now an underwater society like merrow or merfolk? I don’t wanna give up on the whole Charybdian concept yet. Just maybe not a player race.
i don’t actually have any stats for it because for some reason the home brew creation doesn’t save my stuff…
but i do have a concept!
meet my idea for a new home brew race:
The Charybdians
Charybdians are born when a warlock that made a pact with Charybdis has children. They are born completely normal, but on their 13th birthday, one of their arms becomes a gaping, physics defying maw. They lose the ability to eat with their normal mouths, and must eat with their mouth arm. The maw is generally blue with scales and has teeth like that of a t Rex’s. In addition, they become adept swimmers and can breath under water. Their mouths can expand to engulf and devour creatures larger than the Charybdian, reducing them to nothing. They are generally shunned by society, and many seek refuge in the oceans Charybdis herself calls home. They can create whirlpools with their mouth while underwater, and blow creatures away on land. However, due to their transformation, Charybdians are on average mulch physically weaker than other races because their other appendages atrophy. Sometimes, Charybdians form small groups, making villages at the bottom of the ocean. Those who do not join these villages often become adventurers, or try to gain the trust of other races by helping them at sea. All Charybdians are filled with a hunger that slowly grows every time they stop eating, demanding they devour more than what they just did. Some Charybdians literally eat horses daily. What was just listed are the only things most Charybdians have in common with each other. They can be from any humanoid race originally, and keep the movement capabilities and ability to take racial feats from that race. No 2 Charybdian’s are quite the same. But they all have one thing in common, they must feed eventually.
Tell me how you like the lore! Feel free to give suggestions. I’ll be trying to find a way to make this a published race.
There’s no need to bump a post after less than a day. Two days, maybe. Aside from that, it’s always nice to see a fellow Archfey on here.
in terms of your concept, the body horror is incredible and very nice, though I do question why they only change at age 13 besides the meta reason that a “child” child transforming into a horrifying monster might be crossing the line. I am also confused as to how they create whirlpools and “blow creatures away.” Is it magic? Is it a biological capability? It isn’t clear. Additionally, despite saying that the above characteristics were all they had in common, you go back in that say later that they’re all unique and the only thing they have in common is that they must feed eventually.
An interesting concept, sure. It does seem like you’re trying to aim to make Charybdians a player race, and the way you’ve described them (Giant mouth arm, atrophied limbs) makes it seem like they are less of a viable player race and more like a monster.
Yeah, sorry. I should have made things more clear.
the whole whirlpool thing is supposed to be magic.
You’re right, i should probably just make it a monster.
its my first attempt at making a home brew race, and i don’t really know what I’m doing.
Don’t stress too hard about it. Everybody makes mistakes on their first time trying to create. The main difference between good home brewers and novice home brewers is practice and experience.
Thanks.
what if, instead of a player race, Charybdians are the creations of Charybdis that she made to attack and overthrow the sea gods, but they rebelled against her and are now an underwater society like merrow or merfolk? I don’t wanna give up on the whole Charybdian concept yet. Just maybe not a player race.
i don’t actually have any stats for it because for some reason the home brew creation doesn’t save my stuff…
but i do have a concept!
meet my idea for a new home brew race:
The Charybdians
Charybdians are born when a warlock that made a pact with Charybdis has children. They are born completely normal, but on their 13th birthday, one of their arms becomes a gaping, physics defying maw. They lose the ability to eat with their normal mouths, and must eat with their mouth arm. The maw is generally blue with scales and has teeth like that of a t Rex’s. In addition, they become adept swimmers and can breath under water. Their mouths can expand to engulf and devour creatures larger than the Charybdian, reducing them to nothing. They are generally shunned by society, and many seek refuge in the oceans Charybdis herself calls home. They can create whirlpools with their mouth while underwater, and blow creatures away on land. However, due to their transformation, Charybdians are on average mulch physically weaker than other races because their other appendages atrophy. Sometimes, Charybdians form small groups, making villages at the bottom of the ocean. Those who do not join these villages often become adventurers, or try to gain the trust of other races by helping them at sea. All Charybdians are filled with a hunger that slowly grows every time they stop eating, demanding they devour more than what they just did. Some Charybdians literally eat horses daily. What was just listed are the only things most Charybdians have in common with each other. They can be from any humanoid race originally, and keep the movement capabilities and ability to take racial feats from that race. No 2 Charybdian’s are quite the same. But they all have one thing in common, they must feed eventually.
Tell me how you like the lore! Feel free to give suggestions. I’ll be trying to find a way to make this a published race.
There’s no need to bump a post after less than a day. Two days, maybe. Aside from that, it’s always nice to see a fellow Archfey on here.
in terms of your concept, the body horror is incredible and very nice, though I do question why they only change at age 13 besides the meta reason that a “child” child transforming into a horrifying monster might be crossing the line. I am also confused as to how they create whirlpools and “blow creatures away.” Is it magic? Is it a biological capability? It isn’t clear. Additionally, despite saying that the above characteristics were all they had in common, you go back in that say later that they’re all unique and the only thing they have in common is that they must feed eventually.
An interesting concept, sure. It does seem like you’re trying to aim to make Charybdians a player race, and the way you’ve described them (Giant mouth arm, atrophied limbs) makes it seem like they are less of a viable player race and more like a monster.
Yeah, sorry. I should have made things more clear.
the whole whirlpool thing is supposed to be magic.
You’re right, i should probably just make it a monster.
its my first attempt at making a home brew race, and i don’t really know what I’m doing.
Don’t stress too hard about it. Everybody makes mistakes on their first time trying to create. The main difference between good home brewers and novice home brewers is practice and experience.
Thanks.
what if, instead of a player race, Charybdians are the creations of Charybdis that she made to attack and overthrow the sea gods, but they rebelled against her and are now an underwater society like merrow or merfolk? I don’t wanna give up on the whole Charybdian concept yet. Just maybe not a player race.
Sounds like a pretty good premise for a monster!
Alright! Thanks. I’m thinking they should be CR 2, and then have 2 variants, a warrior which is CR 5, and another one that dedicates their lives to fighting evil creatures of the deep thats CR 9.
i don’t actually have any stats for it because for some reason the home brew creation doesn’t save my stuff…
but i do have a concept!
meet my idea for a new home brew race:
The Charybdians
Charybdians are born when a warlock that made a pact with Charybdis has children. They are born completely normal, but on their 13th birthday, one of their arms becomes a gaping, physics defying maw. They lose the ability to eat with their normal mouths, and must eat with their mouth arm. The maw is generally blue with scales and has teeth like that of a t Rex’s. In addition, they become adept swimmers and can breath under water. Their mouths can expand to engulf and devour creatures larger than the Charybdian, reducing them to nothing. They are generally shunned by society, and many seek refuge in the oceans Charybdis herself calls home. They can create whirlpools with their mouth while underwater, and blow creatures away on land. However, due to their transformation, Charybdians are on average mulch physically weaker than other races because their other appendages atrophy. Sometimes, Charybdians form small groups, making villages at the bottom of the ocean. Those who do not join these villages often become adventurers, or try to gain the trust of other races by helping them at sea. All Charybdians are filled with a hunger that slowly grows every time they stop eating, demanding they devour more than what they just did. Some Charybdians literally eat horses daily. What was just listed are the only things most Charybdians have in common with each other. They can be from any humanoid race originally, and keep the movement capabilities and ability to take racial feats from that race. No 2 Charybdian’s are quite the same. But they all have one thing in common, they must feed eventually.
Tell me how you like the lore! Feel free to give suggestions. I’ll be trying to find a way to make this a published race.
Reminds me of a monster I saw once called the Eater of Dust. It is a cool idea for a monster.
i don’t actually have any stats for it because for some reason the home brew creation doesn’t save my stuff…
but i do have a concept!
meet my idea for a new home brew race:
The Charybdians
Charybdians are born when a warlock that made a pact with Charybdis has children. They are born completely normal, but on their 13th birthday, one of their arms becomes a gaping, physics defying maw. They lose the ability to eat with their normal mouths, and must eat with their mouth arm. The maw is generally blue with scales and has teeth like that of a t Rex’s. In addition, they become adept swimmers and can breath under water. Their mouths can expand to engulf and devour creatures larger than the Charybdian, reducing them to nothing. They are generally shunned by society, and many seek refuge in the oceans Charybdis herself calls home. They can create whirlpools with their mouth while underwater, and blow creatures away on land. However, due to their transformation, Charybdians are on average mulch physically weaker than other races because their other appendages atrophy. Sometimes, Charybdians form small groups, making villages at the bottom of the ocean. Those who do not join these villages often become adventurers, or try to gain the trust of other races by helping them at sea. All Charybdians are filled with a hunger that slowly grows every time they stop eating, demanding they devour more than what they just did. Some Charybdians literally eat horses daily. What was just listed are the only things most Charybdians have in common with each other. They can be from any humanoid race originally, and keep the movement capabilities and ability to take racial feats from that race. No 2 Charybdian’s are quite the same. But they all have one thing in common, they must feed eventually.
Tell me how you like the lore! Feel free to give suggestions. I’ll be trying to find a way to make this a published race.
Reminds me of a monster I saw once called the Eater of Dust. It is a cool idea for a monster.
That’s from tome of beasts, right? I have the book like 5 feet away from me.
i don’t actually have any stats for it because for some reason the home brew creation doesn’t save my stuff…
but i do have a concept!
meet my idea for a new home brew race:
The Charybdians
Charybdians are born when a warlock that made a pact with Charybdis has children. They are born completely normal, but on their 13th birthday, one of their arms becomes a gaping, physics defying maw. They lose the ability to eat with their normal mouths, and must eat with their mouth arm. The maw is generally blue with scales and has teeth like that of a t Rex’s. In addition, they become adept swimmers and can breath under water. Their mouths can expand to engulf and devour creatures larger than the Charybdian, reducing them to nothing. They are generally shunned by society, and many seek refuge in the oceans Charybdis herself calls home. They can create whirlpools with their mouth while underwater, and blow creatures away on land. However, due to their transformation, Charybdians are on average mulch physically weaker than other races because their other appendages atrophy. Sometimes, Charybdians form small groups, making villages at the bottom of the ocean. Those who do not join these villages often become adventurers, or try to gain the trust of other races by helping them at sea. All Charybdians are filled with a hunger that slowly grows every time they stop eating, demanding they devour more than what they just did. Some Charybdians literally eat horses daily. What was just listed are the only things most Charybdians have in common with each other. They can be from any humanoid race originally, and keep the movement capabilities and ability to take racial feats from that race. No 2 Charybdian’s are quite the same. But they all have one thing in common, they must feed eventually.
Tell me how you like the lore! Feel free to give suggestions. I’ll be trying to find a way to make this a published race.
Reminds me of a monster I saw once called the Eater of Dust. It is a cool idea for a monster.
That’s from tome of beasts, right? I have the book like 5 feet away from me.
I think so. I don't have the book, but I saw it once.
Is it from Kobold Press? I think that is where I saw it.
i don’t actually have any stats for it because for some reason the home brew creation doesn’t save my stuff…
but i do have a concept!
meet my idea for a new home brew race:
The Charybdians
Charybdians are born when a warlock that made a pact with Charybdis has children. They are born completely normal, but on their 13th birthday, one of their arms becomes a gaping, physics defying maw. They lose the ability to eat with their normal mouths, and must eat with their mouth arm. The maw is generally blue with scales and has teeth like that of a t Rex’s. In addition, they become adept swimmers and can breath under water. Their mouths can expand to engulf and devour creatures larger than the Charybdian, reducing them to nothing. They are generally shunned by society, and many seek refuge in the oceans Charybdis herself calls home. They can create whirlpools with their mouth while underwater, and blow creatures away on land. However, due to their transformation, Charybdians are on average mulch physically weaker than other races because their other appendages atrophy. Sometimes, Charybdians form small groups, making villages at the bottom of the ocean. Those who do not join these villages often become adventurers, or try to gain the trust of other races by helping them at sea. All Charybdians are filled with a hunger that slowly grows every time they stop eating, demanding they devour more than what they just did. Some Charybdians literally eat horses daily. What was just listed are the only things most Charybdians have in common with each other. They can be from any humanoid race originally, and keep the movement capabilities and ability to take racial feats from that race. No 2 Charybdian’s are quite the same. But they all have one thing in common, they must feed eventually.
Tell me how you like the lore! Feel free to give suggestions. I’ll be trying to find a way to make this a published race.
Reminds me of a monster I saw once called the Eater of Dust. It is a cool idea for a monster.
That’s from tome of beasts, right? I have the book like 5 feet away from me.
I think so. I don't have the book, but I saw it once.
Is it from Kobold Press? I think that is where I saw it.
Its from kobold press. Tome of beasts is from kobold press, so i think its tome of beasts.
Devouring Maw. MeleeWeapon Attack: +3 to hit, range 15 ft., 1 target. Hit: 9 (3d4 + 2) piercing damage, and if the target is the same size or smaller than the Charybdian, the target is swallowed. While a creature is swallowed, they are restrained, and take 6 (2d4 + 1) acid damage at the start of each of their turns.The Charybdian can choose for this damage to stop once the swallowed creature hits 0 hit points.the creature moves with the Charybdian and is counted to be in their space while swallowed, and has full cover. The Charybdian can stop restraining the creature at any time (no action required). If the restrained creature does at least 12 damage to the Charybdian on a single turn, the Charybdian must make a DC 15 Constitution saving throw. On a failure, the creature is no longer restrained, and they exit the maw, appearing in an unoccupied space within 5 feet of the Charybdian. If the Charybdian dies, the swallowed creature is no longer restrained, and can use 5 feet of their movement to exit the Maw, appearing in an unoccupied space within 5 feet of the Charybdian. The Charybdian can only have one creature swallowed at a time.
Charybdians are the spawn of Charybdis, a primordial entity of hunger and the abyss. The Charybdians were made by Charybdis to take revenge on the Gods of the seas, because they chained Charybdis to the sea floor. The Charybdians rebelled, forming their own society. Now, the Charybdians are dedicated to stopping the Monster that made them, and to purge the seas of evil. Common folk often refer to them as, “The Paladins of the sea.”
Physical appearance
Charybdians resemble humans or halflings for the most part. However, one of their arms is actually a blue, scaly neck leading up to a circular fanged maw, reminiscent of a lamprey, mixed with that of a snapping turtle. This arm is usually around the size of a regular arm. However, when in combat, A Charybdian’s mouth arm can extend to be much longer, and much larger. Charybdians can also swallow things with their mouth that seem to big to fit, such as entire dolphins.
Giving at 1st level an ability that is essentially the max-level Abjuration Wizard feature is unbalanced from the start. Maybe reduce it to basic Magic Resistance (with Yuan-Ti and Satyr as reference).
You have not put a limit on the use of Reality Warp, nor an activation (action? Minute?). Moreover, even if the use was limited to, say, 1/long rest, a player could just create a dulcimer about every four days and sell it for 25 gp, giving that player a fast and easy income at base level.
I would advise against giving outright disadvantages as in the Horrifying Appearance feature. Yuan-Ti, for example, offer no disadvantage, and their image: would also fit the bill for being horrifying or at least terrifying to look at.
Giving at 1st level an ability that is essentially the max-level Abjuration Wizard feature is unbalanced from the start. Maybe reduce it to basic Magic Resistance (with Yuan-Ti and Satyr as reference).
You have not put a limit on the use of Reality Warp, nor an activation (action? Minute?). Moreover, even if the use was limited to, say, 1/long rest, a player could just create a dulcimer about every four days and sell it for 25 gp, giving that player a fast and easy income at base level.
I would advise against giving outright disadvantages as in the Horrifying Appearance feature. Yuan-Ti, for example, offer no disadvantage, and their image: would also fit the bill for being horrifying or at least terrifying to look at.
K, I’ll update it soon. If I remove disadvantage would I remove advantage as well or should I keep that one, the disadvantage was my attempt to balance it. Are you saying I should remove or adjust reality warp with its new features?
Giving at 1st level an ability that is essentially the max-level Abjuration Wizard feature is unbalanced from the start. Maybe reduce it to basic Magic Resistance (with Yuan-Ti and Satyr as reference).
You have not put a limit on the use of Reality Warp, nor an activation (action? Minute?). Moreover, even if the use was limited to, say, 1/long rest, a player could just create a dulcimer about every four days and sell it for 25 gp, giving that player a fast and easy income at base level.
I would advise against giving outright disadvantages as in the Horrifying Appearance feature. Yuan-Ti, for example, offer no disadvantage, and their image: would also fit the bill for being horrifying or at least terrifying to look at.
K, I’ll update it soon. If I remove disadvantage would I remove advantage as well or should I keep that one, the disadvantage was my attempt to balance it. Are you saying I should remove or adjust reality warp with its new features?
Also is 25 gp too good for first level? I still like the idea of it but maybe I should just limit it and reduce it a bit.
Giving at 1st level an ability that is essentially the max-level Abjuration Wizard feature is unbalanced from the start. Maybe reduce it to basic Magic Resistance (with Yuan-Ti and Satyr as reference).
You have not put a limit on the use of Reality Warp, nor an activation (action? Minute?). Moreover, even if the use was limited to, say, 1/long rest, a player could just create a dulcimer about every four days and sell it for 25 gp, giving that player a fast and easy income at base level.
I would advise against giving outright disadvantages as in the Horrifying Appearance feature. Yuan-Ti, for example, offer no disadvantage, and their image: would also fit the bill for being horrifying or at least terrifying to look at.
K, I’ll update it soon. If I remove disadvantage would I remove advantage as well or should I keep that one, the disadvantage was my attempt to balance it. Are you saying I should remove or adjust reality warp with its new features?
Also is 25 gp too good for first level? I still like the idea of it but maybe I should just limit it and reduce it a bit.
I think proficiency in intimidation is not unreasonable without a debuff.
Maybe make it so that Distort Reality’s created items disappear after a short time. That’s what the Illusion Wizard and Creation Bard do, and with a time limit on the item’s existence, cost becomes much less relevant (if a player sells a created item, the law will bite them in the back). Be sure to limit the number of times Distort Reality can be used, and maybe remove the randomness.
Giving at 1st level an ability that is essentially the max-level Abjuration Wizard feature is unbalanced from the start. Maybe reduce it to basic Magic Resistance (with Yuan-Ti and Satyr as reference).
You have not put a limit on the use of Reality Warp, nor an activation (action? Minute?). Moreover, even if the use was limited to, say, 1/long rest, a player could just create a dulcimer about every four days and sell it for 25 gp, giving that player a fast and easy income at base level.
I would advise against giving outright disadvantages as in the Horrifying Appearance feature. Yuan-Ti, for example, offer no disadvantage, and their image: would also fit the bill for being horrifying or at least terrifying to look at.
K, I’ll update it soon. If I remove disadvantage would I remove advantage as well or should I keep that one, the disadvantage was my attempt to balance it. Are you saying I should remove or adjust reality warp with its new features?
Also is 25 gp too good for first level? I still like the idea of it but maybe I should just limit it and reduce it a bit.
I think proficiency in intimidation is not unreasonable without a debuff.
Maybe make it so that Distort Reality’s created items disappear after a short time. That’s what the Illusion Wizard and Creation Bard do, and with a time limit on the item’s existence, cost becomes much less relevant (if a player sells a created item, the law will bite them in the back). Be sure to limit the number of times Distort Reality can be used, and maybe remove the randomness.
Oke, should they roll a d8 to decide what the out come is? 8 being th e heights t.
Giving at 1st level an ability that is essentially the max-level Abjuration Wizard feature is unbalanced from the start. Maybe reduce it to basic Magic Resistance (with Yuan-Ti and Satyr as reference).
You have not put a limit on the use of Reality Warp, nor an activation (action? Minute?). Moreover, even if the use was limited to, say, 1/long rest, a player could just create a dulcimer about every four days and sell it for 25 gp, giving that player a fast and easy income at base level.
I would advise against giving outright disadvantages as in the Horrifying Appearance feature. Yuan-Ti, for example, offer no disadvantage, and their image: would also fit the bill for being horrifying or at least terrifying to look at.
K, I’ll update it soon. If I remove disadvantage would I remove advantage as well or should I keep that one, the disadvantage was my attempt to balance it. Are you saying I should remove or adjust reality warp with its new features?
Also is 25 gp too good for first level? I still like the idea of it but maybe I should just limit it and reduce it a bit.
I think proficiency in intimidation is not unreasonable without a debuff.
Maybe make it so that Distort Reality’s created items disappear after a short time. That’s what the Illusion Wizard and Creation Bard do, and with a time limit on the item’s existence, cost becomes much less relevant (if a player sells a created item, the law will bite them in the back). Be sure to limit the number of times Distort Reality can be used, and maybe remove the randomness.
Oke, should they roll a d8 to decide what the out come is? 8 being th e heights t.
Devouring Maw. MeleeWeapon Attack: +3 to hit, range 15 ft., 1 target. Hit: 9 (3d4 + 2) piercing damage, and if the target is the same size or smaller than the Charybdian, the target is swallowed. While a creature is swallowed, they are restrained, and take 6 (2d4 + 1) acid damage at the start of each of their turns.The Charybdian can choose for this damage to stop once the swallowed creature hits 0 hit points.the creature moves with the Charybdian and is counted to be in their space while swallowed, and has full cover. The Charybdian can stop restraining the creature at any time (no action required). If the restrained creature does at least 12 damage to the Charybdian on a single turn, the Charybdian must make a DC 15 Constitution saving throw. On a failure, the creature is no longer restrained, and they exit the maw, appearing in an unoccupied space within 5 feet of the Charybdian. If the Charybdian dies, the swallowed creature is no longer restrained, and can use 5 feet of their movement to exit the Maw, appearing in an unoccupied space within 5 feet of the Charybdian. The Charybdian can only have one creature swallowed at a time.
Charybdians are the spawn of Charybdis, a primordial entity of hunger and the abyss. The Charybdians were made by Charybdis to take revenge on the Gods of the seas, because they chained Charybdis to the sea floor. The Charybdians rebelled, forming their own society. Now, the Charybdians are dedicated to stopping the Monster that made them, and to purge the seas of evil. Common folk often refer to them as, “The Paladins of the sea.”
Physical appearance
Charybdians resemble humans or halflings for the most part. However, one of their arms is actually a blue, scaly neck leading up to a circular fanged maw, reminiscent of a lamprey, mixed with that of a snapping turtle. This arm is usually around the size of a regular arm. However, when in combat, A Charybdian’s mouth arm can extend to be much longer, and much larger. Charybdians can also swallow things with their mouth that seem to big to fit, such as entire dolphins.
I am working steadily on a big, big boss - an extension of Dagon (who in my world is very much the eldritch leviathan of lovecraftian horror), and I'm in new waters - the majority of my homebrews have been CR 10 or less, and this ones in the region of CR25!
I'm basing him on an Aboleth. His key features are:
1: mountain of hitpoints.
2: Enslaving and charming and cursing people
3: going to be used as a tarrasque substitute, with the main goal being to distract him or disrupt the rituals which have summoned him. Direct confrontation will cause a lot of collateral damage, and may simply result in this embodiment of Dagon being slain, and another being summoned from the portal.
The goal of Dagon is to create an inland sea of stagnant, festering water in which to form a base in the material plane. From there, he will begin a campaign to conquer the rest of the material plane with armies of summoned demons. So failure is an option and can advance the plot, which is a good position to be in!
Anyway, here's the statblock for Dagon. I am considering what spells I should give it as well, as Dagon should probably also be a powerful spellcaster! Though I am considering whether to let him be this, as more of a plot-point than a foe, and have the spellcasting be done by demons and cultists around him.
I am working steadily on a big, big boss - an extension of Dagon (who in my world is very much the eldritch leviathan of lovecraftian horror), and I'm in new waters - the majority of my homebrews have been CR 10 or less, and this ones in the region of CR25!
I'm basing him on an Aboleth. His key features are:
1: mountain of hitpoints.
2: Enslaving and charming and cursing people
3: going to be used as a tarrasque substitute, with the main goal being to distract him or disrupt the rituals which have summoned him. Direct confrontation will cause a lot of collateral damage, and may simply result in this embodiment of Dagon being slain, and another being summoned from the portal.
The goal of Dagon is to create an inland sea of stagnant, festering water in which to form a base in the material plane. From there, he will begin a campaign to conquer the rest of the material plane with armies of summoned demons. So failure is an option and can advance the plot, which is a good position to be in!
Anyway, here's the statblock for Dagon. I am considering what spells I should give it as well, as Dagon should probably also be a powerful spellcaster! Though I am considering whether to let him be this, as more of a plot-point than a foe, and have the spellcasting be done by demons and cultists around him.
Thoughts and feedback on this would be awesome!
I have 2 minor problems. 1, I think his speed is a bit slow for a gargantuan. 2, based on your description of him, the charisma score seems a bit high. Other than that, it’s good.
Devouring Maw. MeleeWeapon Attack: +3 to hit, range 15 ft., 1 target. Hit: 9 (3d4 + 2) piercing damage, and if the target is the same size or smaller than the Charybdian, the target is swallowed. While a creature is swallowed, they are restrained, and take 6 (2d4 + 1) acid damage at the start of each of their turns.The Charybdian can choose for this damage to stop once the swallowed creature hits 0 hit points.the creature moves with the Charybdian and is counted to be in their space while swallowed, and has full cover. The Charybdian can stop restraining the creature at any time (no action required). If the restrained creature does at least 12 damage to the Charybdian on a single turn, the Charybdian must make a DC 15 Constitution saving throw. On a failure, the creature is no longer restrained, and they exit the maw, appearing in an unoccupied space within 5 feet of the Charybdian. If the Charybdian dies, the swallowed creature is no longer restrained, and can use 5 feet of their movement to exit the Maw, appearing in an unoccupied space within 5 feet of the Charybdian. The Charybdian can only have one creature swallowed at a time.
Charybdians are the spawn of Charybdis, a primordial entity of hunger and the abyss. The Charybdians were made by Charybdis to take revenge on the Gods of the seas, because they chained Charybdis to the sea floor. The Charybdians rebelled, forming their own society. Now, the Charybdians are dedicated to stopping the Monster that made them, and to purge the seas of evil. Common folk often refer to them as, “The Paladins of the sea.”
Physical appearance
Charybdians resemble humans or halflings for the most part. However, one of their arms is actually a blue, scaly neck leading up to a circular fanged maw, reminiscent of a lamprey, mixed with that of a snapping turtle. This arm is usually around the size of a regular arm. However, when in combat, A Charybdian’s mouth arm can extend to be much longer, and much larger. Charybdians can also swallow things with their mouth that seem to big to fit, such as entire dolphins.
I see 2 similar issues with this. 1, This creature has way too many hit points for cr 2. 2, things like devouring maw are usually for much higher cr monsters. At least, based on my understanding.
Don’t stress too hard about it. Everybody makes mistakes on their first time trying to create. The main difference between good home brewers and novice home brewers is practice and experience.
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Spells, Monsters, Magic Items, Feats, Subclasses.
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Extended Signature
Thanks.
what if, instead of a player race, Charybdians are the creations of Charybdis that she made to attack and overthrow the sea gods, but they rebelled against her and are now an underwater society like merrow or merfolk? I don’t wanna give up on the whole Charybdian concept yet. Just maybe not a player race.
Sounds like a pretty good premise for a monster!
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
Alright! Thanks. I’m thinking they should be CR 2, and then have 2 variants, a warrior which is CR 5, and another one that dedicates their lives to fighting evil creatures of the deep thats CR 9.
Reminds me of a monster I saw once called the Eater of Dust. It is a cool idea for a monster.
That’s from tome of beasts, right? I have the book like 5 feet away from me.
I think so. I don't have the book, but I saw it once.
Is it from Kobold Press? I think that is where I saw it.
Its from kobold press. Tome of beasts is from kobold press, so i think its tome of beasts.
Behold, my first monster!
*it isn’t published because D&D beyond is glitchy and doesn’t let me save homebrew*
Charybdian
Medium or small humanoid, any alignment
AC: 13
HP: 81 (11d8+33)
Speed: walk 20, swim 35
Strength: 15
Dexterity: 12
Constitution: 16
Intelligence: 11
Wisdom: 12
Charisma: 11
Proficiencies: Constitution saving throws
Nature + 2
Survival + 3
Intimidation + 3
Senses:
dark vision 60 ft, passive perception 14
Languages: Common, Aquan, abyssal
CR: 2 Proficiency bonus: 2
Amphibious: the Charybdian breathes both air and water.
Weak limbs: The Charybdian has disadvantage on strength based attack rolls with the exception of their bite and devouring maw attacks.
Actions:
Bite. Melee Weapon Attack: +3 to hit, reach 15 ft., 1 target. Hit: 11(3d6 + 1) Piercing damage.
Devouring Maw. MeleeWeapon Attack: +3 to hit, range 15 ft., 1 target. Hit: 9 (3d4 + 2) piercing damage, and if the target is the same size or smaller than the Charybdian, the target is swallowed. While a creature is swallowed, they are restrained, and take 6 (2d4 + 1) acid damage at the start of each of their turns. The Charybdian can choose for this damage to stop once the swallowed creature hits 0 hit points.the creature moves with the Charybdian and is counted to be in their space while swallowed, and has full cover. The Charybdian can stop restraining the creature at any time (no action required). If the restrained creature does at least 12 damage to the Charybdian on a single turn, the Charybdian must make a DC 15 Constitution saving throw. On a failure, the creature is no longer restrained, and they exit the maw, appearing in an unoccupied space within 5 feet of the Charybdian. If the Charybdian dies, the swallowed creature is no longer restrained, and can use 5 feet of their movement to exit the Maw, appearing in an unoccupied space within 5 feet of the Charybdian. The Charybdian can only have one creature swallowed at a time.
____________________________________________________________________
Charybdians are the spawn of Charybdis, a primordial entity of hunger and the abyss. The Charybdians were made by Charybdis to take revenge on the Gods of the seas, because they chained Charybdis to the sea floor. The Charybdians rebelled, forming their own society. Now, the Charybdians are dedicated to stopping the Monster that made them, and to purge the seas of evil. Common folk often refer to them as, “The Paladins of the sea.”
Physical appearance
Charybdians resemble humans or halflings for the most part. However, one of their arms is actually a blue, scaly neck leading up to a circular fanged maw, reminiscent of a lamprey, mixed with that of a snapping turtle. This arm is usually around the size of a regular arm. However, when in combat, A Charybdian’s mouth arm can extend to be much longer, and much larger. Charybdians can also swallow things with their mouth that seem to big to fit, such as entire dolphins.
2nd edition of my Homebrew race: the Oculus.
https://www.dndbeyond.com/races/1151794-oculus
Characters (Links!):
Faelin Nighthollow - 7th Sojourn
Giving at 1st level an ability that is essentially the max-level Abjuration Wizard feature is unbalanced from the start. Maybe reduce it to basic Magic Resistance (with Yuan-Ti and Satyr as reference).
You have not put a limit on the use of Reality Warp, nor an activation (action? Minute?). Moreover, even if the use was limited to, say, 1/long rest, a player could just create a dulcimer about every four days and sell it for 25 gp, giving that player a fast and easy income at base level.
I would advise against giving outright disadvantages as in the Horrifying Appearance feature. Yuan-Ti, for example, offer no disadvantage, and their image:
would also fit the bill for being horrifying or at least terrifying to look at.
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
K, I’ll update it soon. If I remove disadvantage would I remove advantage as well or should I keep that one, the disadvantage was my attempt to balance it. Are you saying I should remove or adjust reality warp with its new features?
Characters (Links!):
Faelin Nighthollow - 7th Sojourn
Also is 25 gp too good for first level? I still like the idea of it but maybe I should just limit it and reduce it a bit.
Characters (Links!):
Faelin Nighthollow - 7th Sojourn
I think proficiency in intimidation is not unreasonable without a debuff.
Maybe make it so that Distort Reality’s created items disappear after a short time. That’s what the Illusion Wizard and Creation Bard do, and with a time limit on the item’s existence, cost becomes much less relevant (if a player sells a created item, the law will bite them in the back). Be sure to limit the number of times Distort Reality can be used, and maybe remove the randomness.
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
Oke, should they roll a d8 to decide what the out come is? 8 being th e heights t.
Characters (Links!):
Faelin Nighthollow - 7th Sojourn
The outcome for what?
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
I am working steadily on a big, big boss - an extension of Dagon (who in my world is very much the eldritch leviathan of lovecraftian horror), and I'm in new waters - the majority of my homebrews have been CR 10 or less, and this ones in the region of CR25!
I'm basing him on an Aboleth. His key features are:
1: mountain of hitpoints.
2: Enslaving and charming and cursing people
3: going to be used as a tarrasque substitute, with the main goal being to distract him or disrupt the rituals which have summoned him. Direct confrontation will cause a lot of collateral damage, and may simply result in this embodiment of Dagon being slain, and another being summoned from the portal.
The goal of Dagon is to create an inland sea of stagnant, festering water in which to form a base in the material plane. From there, he will begin a campaign to conquer the rest of the material plane with armies of summoned demons. So failure is an option and can advance the plot, which is a good position to be in!
Anyway, here's the statblock for Dagon. I am considering what spells I should give it as well, as Dagon should probably also be a powerful spellcaster! Though I am considering whether to let him be this, as more of a plot-point than a foe, and have the spellcasting be done by demons and cultists around him.
Thoughts and feedback on this would be awesome!
Make your Artificer work with any other class with 174 Multiclassing Feats for your Artificer Multiclass Character!
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I have 2 minor problems. 1, I think his speed is a bit slow for a gargantuan. 2, based on your description of him, the charisma score seems a bit high. Other than that, it’s good.
Hi, I’m DrakenBrine, here’s my Sig and characters
I am The Grand Envisioner!
I see 2 similar issues with this. 1, This creature has way too many hit points for cr 2. 2, things like devouring maw are usually for much higher cr monsters. At least, based on my understanding.
Hi, I’m DrakenBrine, here’s my Sig and characters
I am The Grand Envisioner!