Interesting the way it can deal both poison and fire damage. I'm not necessarily saying that's a problem, actually it gives individual DMs a nice way to balance the power of the item to their particular campaigns so that in a low-magic campaign this item could be tuned down a bit in power by ruling that its an either/or situation where when the smoky poison effect is deployed that causes the extra fire damage to cease for a certain amount of time that can vary based on the power balancing needs of the campaign. Don't know if you consciously planned that out but nicely thought of if so!
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Famh Thrawn Fiadhaich - 'half elven' sorcerer (wild magic) 2, Sleeping Gods - A Dragon Warriors campaign in the Lands of Legend
Quspira Inirali - tiefling cleric (Life domain) 4, Painted's "He'll be the father of my child"
---RETIRED HEROES' REST HOME---
Sae Ivui Nailo - wood elf rogue (inquisitive) 5 , Sea of Death: Captain Hailstorm's Lost Treasure
Ryshraxea "Shra" Naranthi - tabaxi artificer 1, Nyx's Tomb of Annihilation - Group 1
Definitely would like general feedback, but the specific thing I'm wondering about is how balanced you think the Semi-Amphibious trait is. Too long a duration? Too short? Is water breathing in general an imbalancing factor in some way I haven't thought of? Wonder what ye all think
First up, in terms of writing, the paragraphs are quite long and often less organized than they could be. Consider splitting them into shorter, labeled paragraphs. Also, these sentences:
No other race knows where they came from, and they themselves consider the question a little foolish, having for so long a time lived lives perhaps not on the very bottom levels of society, but certainly among the classes where if you let the past distract you too much you tend not to stay alive in the present.
…
In fact, they are an ancient and, in their own way, subtle culture with several traditional martial arts focusing around the blades and tools they would tend to use in their, indeed often sought by choice and at least to a slight degree as camouflage from the fools that would take them lightly, usual roles.
…are either grammatically incorrect or just hard to read.
You also explain that they have a rich musical culture but do not represent that in the abilities of the species.
In terms of balance, I’d say it’s alright, if a little weak. Their only active ability is that of Tavern Brawler. The others are passive and often irrelevant. Personally, I would increase the duration of Semi-Amphibious and add a second active trait.
For River Arms, the falchion, harpoon, and short spear are not weapons in D&D 5e. Their equivalent would be scimitars, javelins, and spears.
Thank you! I can definitely see a second active ability having to do with the music, maybe tie them together by having vocal style use this membrane that gives Semi-amphibious. And I have been guilty of rambling on a little much and a little convolutedly in past writing, so definitely appreciate you pointing that out also.
===============
EDIT: I've created a transitional version of riverkin (https://www.dndbeyond.com/races/1406825-riverkin) ... didn't edit the writing yet but upped the water breathing time to six hours and added a minor confusion power for the voice that is limited to 3x the riverkin's level in Hit Dice and can be used three times per long rest; and causing creatures to stand motionless in a daze rather than attack comrades or themselves if the normal confusion spell would have indicated that result. Do you think that;s enough limitations on the power or does it make them too strong even with those?
Definitely would like general feedback, but the specific thing I'm wondering about is how balanced you think the Semi-Amphibious trait is. Too long a duration? Too short? Is water breathing in general an imbalancing factor in some way I haven't thought of? Wonder what ye all think
First up, in terms of writing, the paragraphs are quite long and often less organized than they could be. Consider splitting them into shorter, labeled paragraphs. Also, these sentences:
No other race knows where they came from, and they themselves consider the question a little foolish, having for so long a time lived lives perhaps not on the very bottom levels of society, but certainly among the classes where if you let the past distract you too much you tend not to stay alive in the present.
…
In fact, they are an ancient and, in their own way, subtle culture with several traditional martial arts focusing around the blades and tools they would tend to use in their, indeed often sought by choice and at least to a slight degree as camouflage from the fools that would take them lightly, usual roles.
…are either grammatically incorrect or just hard to read.
You also explain that they have a rich musical culture but do not represent that in the abilities of the species.
In terms of balance, I’d say it’s alright, if a little weak. Their only active ability is that of Tavern Brawler. The others are passive and often irrelevant. Personally, I would increase the duration of Semi-Amphibious and add a second active trait.
For River Arms, the falchion, harpoon, and short spear are not weapons in D&D 5e. Their equivalent would be scimitars, javelins, and spears.
Thank you! I can definitely see a second active ability having to do with the music, maybe tie them together by having vocal style use this membrane that gives Semi-amphibious. And I have been guilty of rambling on a little much and a little convolutedly in past writing, so definitely appreciate you pointing that out also.
===============
EDIT: I've created a transitional version of riverkin (https://www.dndbeyond.com/races/1406825-riverkin) ... didn't edit the writing yet but upped the water breathing time to six hours and added a minor confusion power for the voice that is limited to 3x the riverkin's level in Hit Dice and can be used three times per long rest; and causing creatures to stand motionless in a daze rather than attack comrades or themselves if the normal confusion spell would have indicated that result. Do you think that;s enough limitations on the power or does it make them too strong even with those?
My apologies for not responding for such a long time. Here’s my feedback.
The River Rogues’ Voices ability shouldn’t affect creatures based on hit dice; I would recommend a saving throw instead (consider harpies’ songs). Also, rather than adding modifications to the confusion spell, I would simply re-create the desired text of the spell with the modifications. There’s also no activation stated for the ability, and 3+CON is a lot of uses.
It’s not exactly necessary to explain how the Riverkin’s amphibious-ness works, but it’s not the worst, I guess. In terms of rules text, consider the Vedalken’s own Partially Amphibious ability:
“By absorbing oxygen through your skin, you can breathe underwater for up to 1 hour. Once you’ve reached that limit, you can’t use this trait again until you finish a long rest.”
It’s shorter, it’s simpler, doesn’t require a reaction, leaves very little ambiguous, and it doesn’t require a rules-look-up of water breathing. Now, you don’t need to copy the ability word for word, but it’s a good place to start for a similar trait.
I’d like review on this spell, created as the signature spell of an Aberrant Mind sorcerer:
Vio’s Fractal Fracture
There is truly nothing in this world more aberrant than complete and utter silence. Very good!
But actually I can't see the spell at all.
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Look at what you've done. You spoiled it. You have nobody to blame but yourself. Go sit and think about your actions.
Don't be mean. Rudeness is a vicious cycle, and it has to stop somewhere. Exceptions for things that are funny. Go to the current Competition of the Finest 'Brews! It's a cool place where cool people make cool things.
How I'm posting based on text formatting: Mod Hat Off - Mod Hat Also Off (I'm not a mod)
I’d like review on this spell, created as the signature spell of an Aberrant Mind sorcerer:
Vio’s Fractal Fracture
There is truly nothing in this world more aberrant than complete and utter silence. Very good!
But actually I can't see the spell at all.
Let me try again:
Vio’s Fractal Fracture
LEVEL
3rd
CASTING TIME
1 Action
RANGE/AREA
90 ft (15-foot sphere)
COMPONENTS
V, S, M *
DURATION
Instantaneous
SCHOOL
Enchantment
ATTACK/SAVE
Ranged, INT Save
DAMAGE/EFFECT
Psychic (...)
You send a magical spike charged with psychic energy rocketing at an enemy within range onto which to latch. Make a ranged spell attack against that creature. On a hit, the target takes 5d10 psychic damage and must make an Intelligence saving throw as the spike attempts to use its mind like a parasite. On a failed save, the target is incapacitated until the end of its next turn as the spike multiplies and fractures into a spiraling, incomprehensible pattern, and striking the minds of others in the area. Each creature within 15 feet of the attack’s initial target (besides the target itself) must make an Intelligence saving throw. On a failed save, a creature takes 3d10 psychic damage, or half as much on a successful save.
At Higher Levels. When you cast this spell using a spell slot of 4th-level or higher, the damage dealt to the initial target on a hit increases by 1d10 for each level of spell slot above 3rd.
I’d like review on this spell, created as the signature spell of an Aberrant Mind sorcerer:
Vio’s Fractal Fracture
There is truly nothing in this world more aberrant than complete and utter silence. Very good!
But actually I can't see the spell at all.
Let me try again:
Vio’s Fractal Fracture
LEVEL
3rd
CASTING TIME
1 Action
RANGE/AREA
90 ft (15-foot sphere)
COMPONENTS
V, S, M *
DURATION
Instantaneous
SCHOOL
Enchantment
ATTACK/SAVE
Ranged, INT Save
DAMAGE/EFFECT
Psychic (...)
You send a magical spike charged with psychic energy rocketing at an enemy within range onto which to latch. Make a ranged spell attack against that creature. On a hit, the target takes 5d10 psychic damage and must make an Intelligence saving throw as the spike attempts to use its mind like a parasite. On a failed save, the target is incapacitated until the end of its next turn as the spike multiplies and fractures into a spiraling, incomprehensible pattern, and striking the minds of others in the area. Each creature within 15 feet of the attack’s initial target (besides the target itself) must make an Intelligence saving throw. On a failed save, a creature takes 3d10 psychic damage, or half as much on a successful save.
At Higher Levels. When you cast this spell using a spell slot of 4th-level or higher, the damage dealt to the initial target on a hit increases by 1d10 for each level of spell slot above 3rd.
I’d like review on this spell, created as the signature spell of an Aberrant Mind sorcerer:
Vio’s Fractal Fracture
There is truly nothing in this world more aberrant than complete and utter silence. Very good!
But actually I can't see the spell at all.
Let me try again:
Vio’s Fractal Fracture
LEVEL
3rd
CASTING TIME
1 Action
RANGE/AREA
90 ft (15-foot sphere)
COMPONENTS
V, S, M *
DURATION
Instantaneous
SCHOOL
Enchantment
ATTACK/SAVE
Ranged, INT Save
DAMAGE/EFFECT
Psychic (...)
You send a magical spike charged with psychic energy rocketing at an enemy within range onto which to latch. Make a ranged spell attack against that creature. On a hit, the target takes 5d10 psychic damage and must make an Intelligence saving throw as the spike attempts to use its mind like a parasite. On a failed save, the target is incapacitated until the end of its next turn as the spike multiplies and fractures into a spiraling, incomprehensible pattern, and striking the minds of others in the area. Each creature within 15 feet of the attack’s initial target (besides the target itself) must make an Intelligence saving throw. On a failed save, a creature takes 3d10 psychic damage, or half as much on a successful save.
At Higher Levels. When you cast this spell using a spell slot of 4th-level or higher, the damage dealt to the initial target on a hit increases by 1d10 for each level of spell slot above 3rd.
Look at what you've done. You spoiled it. You have nobody to blame but yourself. Go sit and think about your actions.
Don't be mean. Rudeness is a vicious cycle, and it has to stop somewhere. Exceptions for things that are funny. Go to the current Competition of the Finest 'Brews! It's a cool place where cool people make cool things.
How I'm posting based on text formatting: Mod Hat Off - Mod Hat Also Off (I'm not a mod)
Ice Walk. Níðhöggr can move across and climb icy surfaces without needing to make an ability check. Additionally, difficult terrain composed of ice or snow doesn't cost it extra movement.
Legendary Resistance (3/Day). If Níðhöggr fails a saving throw, it can choose to succeed instead.
Actions
Multiattack. Níðhöggr can use its Frightful Presence or Allure of Chaos. It then makes three attacks: one with its bite and two with its claws.
Bite. Melee Weapon Attack:+11 to hit, reach 10 ft., one target. Hit: 17 (2d10 + 6) piercing damage plus 4 (1d8) cold damage.
Claw. Melee Weapon Attack:+11 to hit, reach 5 ft., one target. Hit: 13 (2d6 + 6) slashing damage.
Tail. Melee Weapon Attack:+11 to hit, reach 15 ft., one target. Hit: 15 (2d8 + 6) bludgeoning damage.
Frightful Presence. Each creature of Níðhöggr's choice that is within 120 feet of Níðhöggr and aware of it must succeed on a DC 17 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to Níðhöggr's Frightful Presence for the next 24 hours.
Allure of Chaos. A creature of Níðhöggr's choice within 60 feet of him must make a DC 17 Wisdom saving throw, or become charmed for 1 minute. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to Níðhöggr's Allure of Chaos for the next 24 hours.
Cold Breath (Recharge 5–6). Níðhöggr exhales an icy blast in a 60-foot cone. Each creature in that area must make a DC 19 Constitution saving throw, taking 54 (12d8) cold damage on a failed save, or half as much damage on a successful one.
Bonus Actions
Call of Fimbulvetr. Níðhöggr commands a charmed creature within 90 feet of it. Until the start of Níðhöggr's next turn, that creature is hostile to creatures that are hostile towards Níðhöggr.
Legendary Actions
Níðhöggr can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. Níðhöggr regains spent legendary actions at the start of its turn.
Detect. Níðhöggr makes a Wisdom (Perception) check.
Tail Attack. Níðhöggr makes a tail attack.
Wing Attack (Costs 2 Actions). Níðhöggr beats its wings. Each creature within 10 feet of Níðhöggr must succeed on a DC 19 Dexterity saving throw or take 13 (2d6 + 6) bludgeoning damage and be knocked prone. Níðhöggr can then fly up to half its flying speed.
Lair and Lair Actions
Níðhöggr's Lair
Níðhöggr's lair rests beneath the roots of the great Tree, in the untamed world known as Ishjerte beyond the Low Lands, from which no one returns.
Lair Actions
On initiative count 20 (losing initiative ties), Níðhöggr takes a lair action to cause one of the following effects; Níðhöggr can’t use the same effect two rounds in a row:
Chew the Roots. Níðhöggr calls upon its prophesied role as the destroyer of the roots of the great Tree, and its ice is imbued with its ancient power. All effects that channel the Shaltani are suppressed until the next lair action, and during this time, whenever Níðhöggr deals cold damage to a creature channeling a Shaltani, they must make a DC 17 Constitution saving throw. On a failed save, they stop channeling the Shaltani.
Unending Chaos. Níðhöggr's chilling influence is strengthened. Each creature within 30 feet of Níðhöggr has disadvantage on Wisdom saving throws until the next lair action.
Winter's Ire.Níðhöggr summons a cloud of whirling wind and freezing fog that fills a 10-foot radius sphere originating from a point within 60 feet of it until the next lair action. The area is heavily obscured. When a creature starts its turn within the cloud, it must make a DC 17 Strength saving throw or be pushed 10 feet in a random direction and take 11 (2d10) cold damage. A creature that succeeds on this save takes half as much damage and isn't pushed.
Regional Effects
The region is warped by Níðhöggr's magic, which creates one or more of the following effects:
Chilly fog lightly obscures the land within 6 miles of Níðhöggr's lair.
Freezing precipitation falls within 6 miles of Níðhöggr’s lair, sometimes forming blizzard conditions when Níðhöggr is at rest.
Icy walls block off areas in Níðhöggr’s lair. Each wall is 6 inches thick, and a 10-foot section has AC 5, 15 hit points, vulnerability to fire damage, and immunity to acid, cold, necrotic, poison, and psychic damage. If Níðhöggr wishes to move through a wall, it can do so without slowing down. The portion of the wall Níðhöggr moves through is destroyed, however.
If Níðhöggr dies, the fog and precipitation fade within 1 day. The ice walls melt over the course of 1d10 days.
Just so there's no confusion, it is based on the adult white dragon statblock.
Ice Walk. Níðhöggr can move across and climb icy surfaces without needing to make an ability check. Additionally, difficult terrain composed of ice or snow doesn't cost it extra movement.
Legendary Resistance (3/Day). If Níðhöggr fails a saving throw, it can choose to succeed instead.
Actions
Multiattack. Níðhöggr can use its Frightful Presence or Allure of Chaos. It then makes three attacks: one with its bite and two with its claws.
Bite. Melee Weapon Attack:+11 to hit, reach 10 ft., one target. Hit: 17 (2d10 + 6) piercing damage plus 4 (1d8) cold damage.
Claw. Melee Weapon Attack:+11 to hit, reach 5 ft., one target. Hit: 13 (2d6 + 6) slashing damage.
Tail. Melee Weapon Attack:+11 to hit, reach 15 ft., one target. Hit: 15 (2d8 + 6) bludgeoning damage.
Frightful Presence. Each creature of Níðhöggr's choice that is within 120 feet of Níðhöggr and aware of it must succeed on a DC 17 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to Níðhöggr's Frightful Presence for the next 24 hours.
Allure of Chaos. A creature of Níðhöggr's choice within 60 feet of him must make a DC 17 Wisdom saving throw, or become charmed for 1 minute. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to Níðhöggr's Allure of Chaos for the next 24 hours.
Cold Breath (Recharge 5–6). Níðhöggr exhales an icy blast in a 60-foot cone. Each creature in that area must make a DC 19 Constitution saving throw, taking 54 (12d8) cold damage on a failed save, or half as much damage on a successful one.
Bonus Actions
Call of Fimbulvetr. Níðhöggr commands a charmed creature within 90 feet of it. Until the start of Níðhöggr's next turn, that creature is hostile to creatures that are hostile towards Níðhöggr.
Legendary Actions
Níðhöggr can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. Níðhöggr regains spent legendary actions at the start of its turn.
Detect. Níðhöggr makes a Wisdom (Perception) check.
Tail Attack. Níðhöggr makes a tail attack.
Wing Attack (Costs 2 Actions). Níðhöggr beats its wings. Each creature within 10 feet of Níðhöggr must succeed on a DC 19 Dexterity saving throw or take 13 (2d6 + 6) bludgeoning damage and be knocked prone. Níðhöggr can then fly up to half its flying speed.
Lair and Lair Actions
Níðhöggr's Lair
Níðhöggr's lair rests beneath the roots of the great Tree, in the untamed world known as Ishjerte beyond the Low Lands, from which no one returns.
Lair Actions
On initiative count 20 (losing initiative ties), Níðhöggr takes a lair action to cause one of the following effects; Níðhöggr can’t use the same effect two rounds in a row:
Chew the Roots. Níðhöggr calls upon its prophesied role as the destroyer of the roots of the great Tree, and its ice is imbued with its ancient power. All effects that channel the Shaltani are suppressed until the next lair action, and during this time, whenever Níðhöggr deals cold damage to a creature channeling a Shaltani, they must make a DC 17 Constitution saving throw. On a failed save, they stop channeling the Shaltani.
Unending Chaos. Níðhöggr's chilling influence is strengthened. Each creature within 30 feet of Níðhöggr has disadvantage on Wisdom saving throws until the next lair action.
Winter's Ire.Níðhöggr summons a cloud of whirling wind and freezing fog that fills a 10-foot radius sphere originating from a point within 60 feet of it until the next lair action. The area is heavily obscured. When a creature starts its turn within the cloud, it must make a DC 17 Strength saving throw or be pushed 10 feet in a random direction and take 11 (2d10) cold damage. A creature that succeeds on this save takes half as much damage and isn't pushed.
Regional Effects
The region is warped by Níðhöggr's magic, which creates one or more of the following effects:
Chilly fog lightly obscures the land within 6 miles of Níðhöggr's lair.
Freezing precipitation falls within 6 miles of Níðhöggr’s lair, sometimes forming blizzard conditions when Níðhöggr is at rest.
Icy walls block off areas in Níðhöggr’s lair. Each wall is 6 inches thick, and a 10-foot section has AC 5, 15 hit points, vulnerability to fire damage, and immunity to acid, cold, necrotic, poison, and psychic damage. If Níðhöggr wishes to move through a wall, it can do so without slowing down. The portion of the wall Níðhöggr moves through is destroyed, however.
If Níðhöggr dies, the fog and precipitation fade within 1 day. The ice walls melt over the course of 1d10 days.
Just so there's no confusion, it is based on the adult white dragon statblock.
Someone on the forum asked for scary abilities you can give a monster that aren't damage. That lodged in my head like a seed.
They did this to my players, not me.
Absolutely terrifying if the bard or aberrant mind sorcerer doesn't strike first.
Indeed! The concept is that it would likely be picked up by a Paladin in the group - divine sense sensing the evil, then activating it reveal that it's a fiend. In non-combat roleplay, most paladins can't resist smiting for all they're worth, so it'll likely get a whack of hitpoints and then sap the paladin.
Ice Walk. Níðhöggr can move across and climb icy surfaces without needing to make an ability check. Additionally, difficult terrain composed of ice or snow doesn't cost it extra movement.
Legendary Resistance (3/Day). If Níðhöggr fails a saving throw, it can choose to succeed instead.
Actions
Multiattack. Níðhöggr can use its Frightful Presence or Allure of Chaos. It then makes three attacks: one with its bite and two with its claws.
Bite. Melee Weapon Attack:+11 to hit, reach 10 ft., one target. Hit: 17 (2d10 + 6) piercing damage plus 4 (1d8) cold damage.
Claw. Melee Weapon Attack:+11 to hit, reach 5 ft., one target. Hit: 13 (2d6 + 6) slashing damage.
Tail. Melee Weapon Attack:+11 to hit, reach 15 ft., one target. Hit: 15 (2d8 + 6) bludgeoning damage.
Frightful Presence. Each creature of Níðhöggr's choice that is within 120 feet of Níðhöggr and aware of it must succeed on a DC 17 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to Níðhöggr's Frightful Presence for the next 24 hours.
Allure of Chaos. A creature of Níðhöggr's choice within 60 feet of him must make a DC 17 Wisdom saving throw, or become charmed for 1 minute. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to Níðhöggr's Allure of Chaos for the next 24 hours.
Cold Breath (Recharge 5–6). Níðhöggr exhales an icy blast in a 60-foot cone. Each creature in that area must make a DC 19 Constitution saving throw, taking 54 (12d8) cold damage on a failed save, or half as much damage on a successful one.
Bonus Actions
Call of Fimbulvetr. Níðhöggr commands a charmed creature within 90 feet of it. Until the start of Níðhöggr's next turn, that creature is hostile to creatures that are hostile towards Níðhöggr.
Legendary Actions
Níðhöggr can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. Níðhöggr regains spent legendary actions at the start of its turn.
Detect. Níðhöggr makes a Wisdom (Perception) check.
Tail Attack. Níðhöggr makes a tail attack.
Wing Attack (Costs 2 Actions). Níðhöggr beats its wings. Each creature within 10 feet of Níðhöggr must succeed on a DC 19 Dexterity saving throw or take 13 (2d6 + 6) bludgeoning damage and be knocked prone. Níðhöggr can then fly up to half its flying speed.
Lair and Lair Actions
Níðhöggr's Lair
Níðhöggr's lair rests beneath the roots of the great Tree, in the untamed world known as Ishjerte beyond the Low Lands, from which no one returns.
Lair Actions
On initiative count 20 (losing initiative ties), Níðhöggr takes a lair action to cause one of the following effects; Níðhöggr can’t use the same effect two rounds in a row:
Chew the Roots. Níðhöggr calls upon its prophesied role as the destroyer of the roots of the great Tree, and its ice is imbued with its ancient power. All effects that channel the Shaltani are suppressed until the next lair action, and during this time, whenever Níðhöggr deals cold damage to a creature channeling a Shaltani, they must make a DC 17 Constitution saving throw. On a failed save, they stop channeling the Shaltani.
Unending Chaos. Níðhöggr's chilling influence is strengthened. Each creature within 30 feet of Níðhöggr has disadvantage on Wisdom saving throws until the next lair action.
Winter's Ire.Níðhöggr summons a cloud of whirling wind and freezing fog that fills a 10-foot radius sphere originating from a point within 60 feet of it until the next lair action. The area is heavily obscured. When a creature starts its turn within the cloud, it must make a DC 17 Strength saving throw or be pushed 10 feet in a random direction and take 11 (2d10) cold damage. A creature that succeeds on this save takes half as much damage and isn't pushed.
Regional Effects
The region is warped by Níðhöggr's magic, which creates one or more of the following effects:
Chilly fog lightly obscures the land within 6 miles of Níðhöggr's lair.
Freezing precipitation falls within 6 miles of Níðhöggr’s lair, sometimes forming blizzard conditions when Níðhöggr is at rest.
Icy walls block off areas in Níðhöggr’s lair. Each wall is 6 inches thick, and a 10-foot section has AC 5, 15 hit points, vulnerability to fire damage, and immunity to acid, cold, necrotic, poison, and psychic damage. If Níðhöggr wishes to move through a wall, it can do so without slowing down. The portion of the wall Níðhöggr moves through is destroyed, however.
If Níðhöggr dies, the fog and precipitation fade within 1 day. The ice walls melt over the course of 1d10 days.
Just so there's no confusion, it is based on the adult white dragon statblock.
I would still like feedback on this, and also this monster, the Stormrider.
Ice Walk. Níðhöggr can move across and climb icy surfaces without needing to make an ability check. Additionally, difficult terrain composed of ice or snow doesn't cost it extra movement.
Legendary Resistance (3/Day). If Níðhöggr fails a saving throw, it can choose to succeed instead.
Actions
Multiattack. Níðhöggr can use its Frightful Presence or Allure of Chaos. It then makes three attacks: one with its bite and two with its claws.
Bite. Melee Weapon Attack:+11 to hit, reach 10 ft., one target. Hit: 17 (2d10 + 6) piercing damage plus 4 (1d8) cold damage.
Claw. Melee Weapon Attack:+11 to hit, reach 5 ft., one target. Hit: 13 (2d6 + 6) slashing damage.
Tail. Melee Weapon Attack:+11 to hit, reach 15 ft., one target. Hit: 15 (2d8 + 6) bludgeoning damage.
Frightful Presence. Each creature of Níðhöggr's choice that is within 120 feet of Níðhöggr and aware of it must succeed on a DC 17 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to Níðhöggr's Frightful Presence for the next 24 hours.
Allure of Chaos. A creature of Níðhöggr's choice within 60 feet of him must make a DC 17 Wisdom saving throw, or become charmed for 1 minute. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to Níðhöggr's Allure of Chaos for the next 24 hours.
Cold Breath (Recharge 5–6). Níðhöggr exhales an icy blast in a 60-foot cone. Each creature in that area must make a DC 19 Constitution saving throw, taking 54 (12d8) cold damage on a failed save, or half as much damage on a successful one.
Bonus Actions
Call of Fimbulvetr. Níðhöggr commands a charmed creature within 90 feet of it. Until the start of Níðhöggr's next turn, that creature is hostile to creatures that are hostile towards Níðhöggr.
Legendary Actions
Níðhöggr can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. Níðhöggr regains spent legendary actions at the start of its turn.
Detect. Níðhöggr makes a Wisdom (Perception) check.
Tail Attack. Níðhöggr makes a tail attack.
Wing Attack (Costs 2 Actions). Níðhöggr beats its wings. Each creature within 10 feet of Níðhöggr must succeed on a DC 19 Dexterity saving throw or take 13 (2d6 + 6) bludgeoning damage and be knocked prone. Níðhöggr can then fly up to half its flying speed.
Lair and Lair Actions
Níðhöggr's Lair
Níðhöggr's lair rests beneath the roots of the great Tree, in the untamed world known as Ishjerte beyond the Low Lands, from which no one returns.
Lair Actions
On initiative count 20 (losing initiative ties), Níðhöggr takes a lair action to cause one of the following effects; Níðhöggr can’t use the same effect two rounds in a row:
Chew the Roots. Níðhöggr calls upon its prophesied role as the destroyer of the roots of the great Tree, and its ice is imbued with its ancient power. All effects that channel the Shaltani are suppressed until the next lair action, and during this time, whenever Níðhöggr deals cold damage to a creature channeling a Shaltani, they must make a DC 17 Constitution saving throw. On a failed save, they stop channeling the Shaltani.
Unending Chaos. Níðhöggr's chilling influence is strengthened. Each creature within 30 feet of Níðhöggr has disadvantage on Wisdom saving throws until the next lair action.
Winter's Ire.Níðhöggr summons a cloud of whirling wind and freezing fog that fills a 10-foot radius sphere originating from a point within 60 feet of it until the next lair action. The area is heavily obscured. When a creature starts its turn within the cloud, it must make a DC 17 Strength saving throw or be pushed 10 feet in a random direction and take 11 (2d10) cold damage. A creature that succeeds on this save takes half as much damage and isn't pushed.
Regional Effects
The region is warped by Níðhöggr's magic, which creates one or more of the following effects:
Chilly fog lightly obscures the land within 6 miles of Níðhöggr's lair.
Freezing precipitation falls within 6 miles of Níðhöggr’s lair, sometimes forming blizzard conditions when Níðhöggr is at rest.
Icy walls block off areas in Níðhöggr’s lair. Each wall is 6 inches thick, and a 10-foot section has AC 5, 15 hit points, vulnerability to fire damage, and immunity to acid, cold, necrotic, poison, and psychic damage. If Níðhöggr wishes to move through a wall, it can do so without slowing down. The portion of the wall Níðhöggr moves through is destroyed, however.
If Níðhöggr dies, the fog and precipitation fade within 1 day. The ice walls melt over the course of 1d10 days.
Just so there's no confusion, it is based on the adult white dragon statblock.
What all is different from the basic statblock?
Rollback Post to RevisionRollBack
Look at what you've done. You spoiled it. You have nobody to blame but yourself. Go sit and think about your actions.
Don't be mean. Rudeness is a vicious cycle, and it has to stop somewhere. Exceptions for things that are funny. Go to the current Competition of the Finest 'Brews! It's a cool place where cool people make cool things.
How I'm posting based on text formatting: Mod Hat Off - Mod Hat Also Off (I'm not a mod)
Ice Walk. Níðhöggr can move across and climb icy surfaces without needing to make an ability check. Additionally, difficult terrain composed of ice or snow doesn't cost it extra movement.
Legendary Resistance (3/Day). If Níðhöggr fails a saving throw, it can choose to succeed instead.
Actions
Multiattack. Níðhöggr can use its Frightful Presence or Allure of Chaos. It then makes three attacks: one with its bite and two with its claws.
Bite. Melee Weapon Attack:+11 to hit, reach 10 ft., one target. Hit: 17 (2d10 + 6) piercing damage plus 4 (1d8) cold damage.
Claw. Melee Weapon Attack:+11 to hit, reach 5 ft., one target. Hit: 13 (2d6 + 6) slashing damage.
Tail. Melee Weapon Attack:+11 to hit, reach 15 ft., one target. Hit: 15 (2d8 + 6) bludgeoning damage.
Frightful Presence. Each creature of Níðhöggr's choice that is within 120 feet of Níðhöggr and aware of it must succeed on a DC 17 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to Níðhöggr's Frightful Presence for the next 24 hours.
Allure of Chaos. A creature of Níðhöggr's choice within 60 feet of him must make a DC 17 Wisdom saving throw, or become charmed for 1 minute. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to Níðhöggr's Allure of Chaos for the next 24 hours.
Cold Breath (Recharge 5–6). Níðhöggr exhales an icy blast in a 60-foot cone. Each creature in that area must make a DC 19 Constitution saving throw, taking 54 (12d8) cold damage on a failed save, or half as much damage on a successful one.
Bonus Actions
Call of Fimbulvetr. Níðhöggr commands a charmed creature within 90 feet of it. Until the start of Níðhöggr's next turn, that creature is hostile to creatures that are hostile towards Níðhöggr.
Legendary Actions
Níðhöggr can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. Níðhöggr regains spent legendary actions at the start of its turn.
Detect. Níðhöggr makes a Wisdom (Perception) check.
Tail Attack. Níðhöggr makes a tail attack.
Wing Attack (Costs 2 Actions). Níðhöggr beats its wings. Each creature within 10 feet of Níðhöggr must succeed on a DC 19 Dexterity saving throw or take 13 (2d6 + 6) bludgeoning damage and be knocked prone. Níðhöggr can then fly up to half its flying speed.
Lair and Lair Actions
Níðhöggr's Lair
Níðhöggr's lair rests beneath the roots of the great Tree, in the untamed world known as Ishjerte beyond the Low Lands, from which no one returns.
Lair Actions
On initiative count 20 (losing initiative ties), Níðhöggr takes a lair action to cause one of the following effects; Níðhöggr can’t use the same effect two rounds in a row:
Chew the Roots. Níðhöggr calls upon its prophesied role as the destroyer of the roots of the great Tree, and its ice is imbued with its ancient power. All effects that channel the Shaltani are suppressed until the next lair action, and during this time, whenever Níðhöggr deals cold damage to a creature channeling a Shaltani, they must make a DC 17 Constitution saving throw. On a failed save, they stop channeling the Shaltani.
Unending Chaos. Níðhöggr's chilling influence is strengthened. Each creature within 30 feet of Níðhöggr has disadvantage on Wisdom saving throws until the next lair action.
Winter's Ire.Níðhöggr summons a cloud of whirling wind and freezing fog that fills a 10-foot radius sphere originating from a point within 60 feet of it until the next lair action. The area is heavily obscured. When a creature starts its turn within the cloud, it must make a DC 17 Strength saving throw or be pushed 10 feet in a random direction and take 11 (2d10) cold damage. A creature that succeeds on this save takes half as much damage and isn't pushed.
Regional Effects
The region is warped by Níðhöggr's magic, which creates one or more of the following effects:
Chilly fog lightly obscures the land within 6 miles of Níðhöggr's lair.
Freezing precipitation falls within 6 miles of Níðhöggr’s lair, sometimes forming blizzard conditions when Níðhöggr is at rest.
Icy walls block off areas in Níðhöggr’s lair. Each wall is 6 inches thick, and a 10-foot section has AC 5, 15 hit points, vulnerability to fire damage, and immunity to acid, cold, necrotic, poison, and psychic damage. If Níðhöggr wishes to move through a wall, it can do so without slowing down. The portion of the wall Níðhöggr moves through is destroyed, however.
If Níðhöggr dies, the fog and precipitation fade within 1 day. The ice walls melt over the course of 1d10 days.
Just so there's no confusion, it is based on the adult white dragon statblock.
What all is different from the basic statblock?
Increased INT, WIS, CHA
Resistance to mundane, non-adamantine damage
Immunity to petrified, stunned, paralyzed, charmed, frightened
Ice Walk. Níðhöggr can move across and climb icy surfaces without needing to make an ability check. Additionally, difficult terrain composed of ice or snow doesn't cost it extra movement.
Legendary Resistance (3/Day). If Níðhöggr fails a saving throw, it can choose to succeed instead.
Actions
Multiattack. Níðhöggr can use its Frightful Presence or Allure of Chaos. It then makes three attacks: one with its bite and two with its claws.
Bite. Melee Weapon Attack:+11 to hit, reach 10 ft., one target. Hit: 17 (2d10 + 6) piercing damage plus 4 (1d8) cold damage.
Claw. Melee Weapon Attack:+11 to hit, reach 5 ft., one target. Hit: 13 (2d6 + 6) slashing damage.
Tail. Melee Weapon Attack:+11 to hit, reach 15 ft., one target. Hit: 15 (2d8 + 6) bludgeoning damage.
Frightful Presence. Each creature of Níðhöggr's choice that is within 120 feet of Níðhöggr and aware of it must succeed on a DC 17 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to Níðhöggr's Frightful Presence for the next 24 hours.
Allure of Chaos. A creature of Níðhöggr's choice within 60 feet of him must make a DC 17 Wisdom saving throw, or become charmed for 1 minute. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to Níðhöggr's Allure of Chaos for the next 24 hours.
Cold Breath (Recharge 5–6). Níðhöggr exhales an icy blast in a 60-foot cone. Each creature in that area must make a DC 19 Constitution saving throw, taking 54 (12d8) cold damage on a failed save, or half as much damage on a successful one.
Bonus Actions
Call of Fimbulvetr. Níðhöggr commands a charmed creature within 90 feet of it. Until the start of Níðhöggr's next turn, that creature is hostile to creatures that are hostile towards Níðhöggr.
Legendary Actions
Níðhöggr can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. Níðhöggr regains spent legendary actions at the start of its turn.
Detect. Níðhöggr makes a Wisdom (Perception) check.
Tail Attack. Níðhöggr makes a tail attack.
Wing Attack (Costs 2 Actions). Níðhöggr beats its wings. Each creature within 10 feet of Níðhöggr must succeed on a DC 19 Dexterity saving throw or take 13 (2d6 + 6) bludgeoning damage and be knocked prone. Níðhöggr can then fly up to half its flying speed.
Lair and Lair Actions
Níðhöggr's Lair
Níðhöggr's lair rests beneath the roots of the great Tree, in the untamed world known as Ishjerte beyond the Low Lands, from which no one returns.
Lair Actions
On initiative count 20 (losing initiative ties), Níðhöggr takes a lair action to cause one of the following effects; Níðhöggr can’t use the same effect two rounds in a row:
Chew the Roots. Níðhöggr calls upon its prophesied role as the destroyer of the roots of the great Tree, and its ice is imbued with its ancient power. All effects that channel the Shaltani are suppressed until the next lair action, and during this time, whenever Níðhöggr deals cold damage to a creature channeling a Shaltani, they must make a DC 17 Constitution saving throw. On a failed save, they stop channeling the Shaltani.
Unending Chaos. Níðhöggr's chilling influence is strengthened. Each creature within 30 feet of Níðhöggr has disadvantage on Wisdom saving throws until the next lair action.
Winter's Ire.Níðhöggr summons a cloud of whirling wind and freezing fog that fills a 10-foot radius sphere originating from a point within 60 feet of it until the next lair action. The area is heavily obscured. When a creature starts its turn within the cloud, it must make a DC 17 Strength saving throw or be pushed 10 feet in a random direction and take 11 (2d10) cold damage. A creature that succeeds on this save takes half as much damage and isn't pushed.
Regional Effects
The region is warped by Níðhöggr's magic, which creates one or more of the following effects:
Chilly fog lightly obscures the land within 6 miles of Níðhöggr's lair.
Freezing precipitation falls within 6 miles of Níðhöggr’s lair, sometimes forming blizzard conditions when Níðhöggr is at rest.
Icy walls block off areas in Níðhöggr’s lair. Each wall is 6 inches thick, and a 10-foot section has AC 5, 15 hit points, vulnerability to fire damage, and immunity to acid, cold, necrotic, poison, and psychic damage. If Níðhöggr wishes to move through a wall, it can do so without slowing down. The portion of the wall Níðhöggr moves through is destroyed, however.
If Níðhöggr dies, the fog and precipitation fade within 1 day. The ice walls melt over the course of 1d10 days.
Just so there's no confusion, it is based on the adult white dragon statblock.
I would still like feedback on this, and also this monster, the Stormrider.
Might make more sense for it to be an elemental, especially considering it knows Auran and has such a high Dexterity.
It should probably have resistance to Thunder damage.
Winding Flight seems antithetical to its nature. If it's always hanging out in storms, it should be able to control itself against wind.
Bite should be a +7 to hit (5 Dex + 2 PB).
Thunder Eater should either specify that it only works at 1 hp or higher, like the death slaad.
Sting is only really effective in swarms. If that's your intention, then there's no problem with it, but I just wanted to point it out.
That's most of what I can help with, I'm not so good with the numbers. I'd recommend comparing it to a troll for the math, since they're surprisingly similar.
Rollback Post to RevisionRollBack
Look at what you've done. You spoiled it. You have nobody to blame but yourself. Go sit and think about your actions.
Don't be mean. Rudeness is a vicious cycle, and it has to stop somewhere. Exceptions for things that are funny. Go to the current Competition of the Finest 'Brews! It's a cool place where cool people make cool things.
How I'm posting based on text formatting: Mod Hat Off - Mod Hat Also Off (I'm not a mod)
Ice Walk. Níðhöggr can move across and climb icy surfaces without needing to make an ability check. Additionally, difficult terrain composed of ice or snow doesn't cost it extra movement.
Legendary Resistance (3/Day). If Níðhöggr fails a saving throw, it can choose to succeed instead.
Actions
Multiattack. Níðhöggr can use its Frightful Presence or Allure of Chaos. It then makes three attacks: one with its bite and two with its claws.
Bite. Melee Weapon Attack:+11 to hit, reach 10 ft., one target. Hit: 17 (2d10 + 6) piercing damage plus 4 (1d8) cold damage.
Claw. Melee Weapon Attack:+11 to hit, reach 5 ft., one target. Hit: 13 (2d6 + 6) slashing damage.
Tail. Melee Weapon Attack:+11 to hit, reach 15 ft., one target. Hit: 15 (2d8 + 6) bludgeoning damage.
Frightful Presence. Each creature of Níðhöggr's choice that is within 120 feet of Níðhöggr and aware of it must succeed on a DC 17 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to Níðhöggr's Frightful Presence for the next 24 hours.
Allure of Chaos. A creature of Níðhöggr's choice within 60 feet of him must make a DC 17 Wisdom saving throw, or become charmed for 1 minute. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to Níðhöggr's Allure of Chaos for the next 24 hours.
Cold Breath (Recharge 5–6). Níðhöggr exhales an icy blast in a 60-foot cone. Each creature in that area must make a DC 19 Constitution saving throw, taking 54 (12d8) cold damage on a failed save, or half as much damage on a successful one.
Bonus Actions
Call of Fimbulvetr. Níðhöggr commands a charmed creature within 90 feet of it. Until the start of Níðhöggr's next turn, that creature is hostile to creatures that are hostile towards Níðhöggr.
Legendary Actions
Níðhöggr can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. Níðhöggr regains spent legendary actions at the start of its turn.
Detect. Níðhöggr makes a Wisdom (Perception) check.
Tail Attack. Níðhöggr makes a tail attack.
Wing Attack (Costs 2 Actions). Níðhöggr beats its wings. Each creature within 10 feet of Níðhöggr must succeed on a DC 19 Dexterity saving throw or take 13 (2d6 + 6) bludgeoning damage and be knocked prone. Níðhöggr can then fly up to half its flying speed.
Lair and Lair Actions
Níðhöggr's Lair
Níðhöggr's lair rests beneath the roots of the great Tree, in the untamed world known as Ishjerte beyond the Low Lands, from which no one returns.
Lair Actions
On initiative count 20 (losing initiative ties), Níðhöggr takes a lair action to cause one of the following effects; Níðhöggr can’t use the same effect two rounds in a row:
Chew the Roots. Níðhöggr calls upon its prophesied role as the destroyer of the roots of the great Tree, and its ice is imbued with its ancient power. All effects that channel the Shaltani are suppressed until the next lair action, and during this time, whenever Níðhöggr deals cold damage to a creature channeling a Shaltani, they must make a DC 17 Constitution saving throw. On a failed save, they stop channeling the Shaltani.
Unending Chaos. Níðhöggr's chilling influence is strengthened. Each creature within 30 feet of Níðhöggr has disadvantage on Wisdom saving throws until the next lair action.
Winter's Ire.Níðhöggr summons a cloud of whirling wind and freezing fog that fills a 10-foot radius sphere originating from a point within 60 feet of it until the next lair action. The area is heavily obscured. When a creature starts its turn within the cloud, it must make a DC 17 Strength saving throw or be pushed 10 feet in a random direction and take 11 (2d10) cold damage. A creature that succeeds on this save takes half as much damage and isn't pushed.
Regional Effects
The region is warped by Níðhöggr's magic, which creates one or more of the following effects:
Chilly fog lightly obscures the land within 6 miles of Níðhöggr's lair.
Freezing precipitation falls within 6 miles of Níðhöggr’s lair, sometimes forming blizzard conditions when Níðhöggr is at rest.
Icy walls block off areas in Níðhöggr’s lair. Each wall is 6 inches thick, and a 10-foot section has AC 5, 15 hit points, vulnerability to fire damage, and immunity to acid, cold, necrotic, poison, and psychic damage. If Níðhöggr wishes to move through a wall, it can do so without slowing down. The portion of the wall Níðhöggr moves through is destroyed, however.
If Níðhöggr dies, the fog and precipitation fade within 1 day. The ice walls melt over the course of 1d10 days.
Just so there's no confusion, it is based on the adult white dragon statblock.
What all is different from the basic statblock?
Increased INT, WIS, CHA
Resistance to mundane, non-adamantine damage
Immunity to petrified, stunned, paralyzed, charmed, frightened
History, Intimidation Proficiency
Increased HP
New Allure of Chaos ability
Changed lair actions
New Call of Fimbulvetr ability
Looks about okay for its CR. I reckon the HP and immunities can bump it up to 14, and then the Charmed effects and out-of-combat utility are enough to take it the extra couple notches, even though the charm probably only makes sense to use after everybody's either affected by or immune to Frightful Presence. Though, again, I'm not good at the numbers.
Minor things: it doesn't make much sense for the ice walls to be immune to Acid, or Necrotic for that matter. Most objects are only immune to Poison and Psychic. Also, Unending Chaos doesn't feel very interesting, or like a Lair Action. Lair Actions should bring dynamic environmental effects to the table, not just disadvantage.
Look at what you've done. You spoiled it. You have nobody to blame but yourself. Go sit and think about your actions.
Don't be mean. Rudeness is a vicious cycle, and it has to stop somewhere. Exceptions for things that are funny. Go to the current Competition of the Finest 'Brews! It's a cool place where cool people make cool things.
How I'm posting based on text formatting: Mod Hat Off - Mod Hat Also Off (I'm not a mod)
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I don’t see any problems.
Hi, I’m DrakenBrine, here’s my Sig and characters
I am The Grand Envisioner!
Interesting the way it can deal both poison and fire damage. I'm not necessarily saying that's a problem, actually it gives individual DMs a nice way to balance the power of the item to their particular campaigns so that in a low-magic campaign this item could be tuned down a bit in power by ruling that its an either/or situation where when the smoky poison effect is deployed that causes the extra fire damage to cease for a certain amount of time that can vary based on the power balancing needs of the campaign. Don't know if you consciously planned that out but nicely thought of if so!
Famh Thrawn Fiadhaich - 'half elven' sorcerer (wild magic) 2, Sleeping Gods - A Dragon Warriors campaign in the Lands of Legend
Quspira Inirali - tiefling cleric (Life domain) 4, Painted's "He'll be the father of my child"
---RETIRED HEROES' REST HOME---
Sae Ivui Nailo - wood elf rogue (inquisitive) 5 , Sea of Death: Captain Hailstorm's Lost Treasure
Ryshraxea "Shra" Naranthi - tabaxi artificer 1, Nyx's Tomb of Annihilation - Group 1
Thank you! I can definitely see a second active ability having to do with the music, maybe tie them together by having vocal style use this membrane that gives Semi-amphibious. And I have been guilty of rambling on a little much and a little convolutedly in past writing, so definitely appreciate you pointing that out also.
===============
EDIT: I've created a transitional version of riverkin (https://www.dndbeyond.com/races/1406825-riverkin) ... didn't edit the writing yet but upped the water breathing time to six hours and added a minor confusion power for the voice that is limited to 3x the riverkin's level in Hit Dice and can be used three times per long rest; and causing creatures to stand motionless in a daze rather than attack comrades or themselves if the normal confusion spell would have indicated that result. Do you think that;s enough limitations on the power or does it make them too strong even with those?
Famh Thrawn Fiadhaich - 'half elven' sorcerer (wild magic) 2, Sleeping Gods - A Dragon Warriors campaign in the Lands of Legend
Quspira Inirali - tiefling cleric (Life domain) 4, Painted's "He'll be the father of my child"
---RETIRED HEROES' REST HOME---
Sae Ivui Nailo - wood elf rogue (inquisitive) 5 , Sea of Death: Captain Hailstorm's Lost Treasure
Ryshraxea "Shra" Naranthi - tabaxi artificer 1, Nyx's Tomb of Annihilation - Group 1
My apologies for not responding for such a long time. Here’s my feedback.
The River Rogues’ Voices ability shouldn’t affect creatures based on hit dice; I would recommend a saving throw instead (consider harpies’ songs). Also, rather than adding modifications to the confusion spell, I would simply re-create the desired text of the spell with the modifications. There’s also no activation stated for the ability, and 3+CON is a lot of uses.
It’s not exactly necessary to explain how the Riverkin’s amphibious-ness works, but it’s not the worst, I guess. In terms of rules text, consider the Vedalken’s own Partially Amphibious ability:
“By absorbing oxygen through your skin, you can breathe underwater for up to 1 hour. Once you’ve reached that limit, you can’t use this trait again until you finish a long rest.”
It’s shorter, it’s simpler, doesn’t require a reaction, leaves very little ambiguous, and it doesn’t require a rules-look-up of water breathing. Now, you don’t need to copy the ability word for word, but it’s a good place to start for a similar trait.
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
Made a short set of rules for Luck as a statistic today, not overly sold on them to be honest but would be interested on feedback from the room!
https://homebrewery.naturalcrit.com/share/Nqqc8qk_t3KR
Make your Artificer work with any other class with 174 Multiclassing Feats for your Artificer Multiclass Character!
DM's Guild Releases on This Thread Or check them all out on DMs Guild!
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I have started discussing/reviewing 3rd party D&D content on Substack - stay tuned for semi-regular posts!
I’d like review on this spell, created as the signature spell of an Aberrant Mind sorcerer:
Vio’s Fractal Fracture
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
There is truly nothing in this world more aberrant than complete and utter silence. Very good!
But actually I can't see the spell at all.
Look at what you've done. You spoiled it. You have nobody to blame but yourself. Go sit and think about your actions.
Don't be mean. Rudeness is a vicious cycle, and it has to stop somewhere. Exceptions for things that are funny.
Go to the current Competition of the Finest 'Brews! It's a cool place where cool people make cool things.
How I'm posting based on text formatting: Mod Hat Off - Mod Hat Also Off (I'm not a mod)
Let me try again:
Vio’s Fractal Fracture
You send a magical spike charged with psychic energy rocketing at an enemy within range onto which to latch. Make a ranged spell attack against that creature. On a hit, the target takes 5d10 psychic damage and must make an Intelligence saving throw as the spike attempts to use its mind like a parasite. On a failed save, the target is incapacitated until the end of its next turn as the spike multiplies and fractures into a spiraling, incomprehensible pattern, and striking the minds of others in the area. Each creature within 15 feet of the attack’s initial target (besides the target itself) must make an Intelligence saving throw. On a failed save, a creature takes 3d10 psychic damage, or half as much on a successful save.
At Higher Levels. When you cast this spell using a spell slot of 4th-level or higher, the damage dealt to the initial target on a hit increases by 1d10 for each level of spell slot above 3rd.
* - (A fractured shard of glass)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
Anybody?
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
This spell makes Raulothim's psychic lance almost completely redundant.
Look at what you've done. You spoiled it. You have nobody to blame but yourself. Go sit and think about your actions.
Don't be mean. Rudeness is a vicious cycle, and it has to stop somewhere. Exceptions for things that are funny.
Go to the current Competition of the Finest 'Brews! It's a cool place where cool people make cool things.
How I'm posting based on text formatting: Mod Hat Off - Mod Hat Also Off (I'm not a mod)
I'd like a review of this statblock for a final boss (the players will have homebrew feats).
Ice Walk. Níðhöggr can move across and climb icy surfaces without needing to make an ability check. Additionally, difficult terrain composed of ice or snow doesn't cost it extra movement.
Legendary Resistance (3/Day). If Níðhöggr fails a saving throw, it can choose to succeed instead.
Multiattack. Níðhöggr can use its Frightful Presence or Allure of Chaos. It then makes three attacks: one with its bite and two with its claws.
Bite. Melee Weapon Attack:+11 to hit, reach 10 ft., one target. Hit: 17 (2d10 + 6) piercing damage plus 4 (1d8) cold damage.
Claw. Melee Weapon Attack:+11 to hit, reach 5 ft., one target. Hit: 13 (2d6 + 6) slashing damage.
Tail. Melee Weapon Attack:+11 to hit, reach 15 ft., one target. Hit: 15 (2d8 + 6) bludgeoning damage.
Frightful Presence. Each creature of Níðhöggr's choice that is within 120 feet of Níðhöggr and aware of it must succeed on a DC 17 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to Níðhöggr's Frightful Presence for the next 24 hours.
Allure of Chaos. A creature of Níðhöggr's choice within 60 feet of him must make a DC 17 Wisdom saving throw, or become charmed for 1 minute. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to Níðhöggr's Allure of Chaos for the next 24 hours.
Cold Breath (Recharge 5–6). Níðhöggr exhales an icy blast in a 60-foot cone. Each creature in that area must make a DC 19 Constitution saving throw, taking 54 (12d8) cold damage on a failed save, or half as much damage on a successful one.
Call of Fimbulvetr. Níðhöggr commands a charmed creature within 90 feet of it. Until the start of Níðhöggr's next turn, that creature is hostile to creatures that are hostile towards Níðhöggr.
Níðhöggr can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. Níðhöggr regains spent legendary actions at the start of its turn.
Detect. Níðhöggr makes a Wisdom (Perception) check.
Tail Attack. Níðhöggr makes a tail attack.
Wing Attack (Costs 2 Actions). Níðhöggr beats its wings. Each creature within 10 feet of Níðhöggr must succeed on a DC 19 Dexterity saving throw or take 13 (2d6 + 6) bludgeoning damage and be knocked prone. Níðhöggr can then fly up to half its flying speed.
Lair and Lair Actions
Níðhöggr's Lair
Níðhöggr's lair rests beneath the roots of the great Tree, in the untamed world known as Ishjerte beyond the Low Lands, from which no one returns.
Lair Actions
On initiative count 20 (losing initiative ties), Níðhöggr takes a lair action to cause one of the following effects; Níðhöggr can’t use the same effect two rounds in a row:
Regional Effects
The region is warped by Níðhöggr's magic, which creates one or more of the following effects:
If Níðhöggr wishes to move through a wall, it can do so without slowing down. The portion of the wall Níðhöggr moves through is destroyed, however.
If Níðhöggr dies, the fog and precipitation fade within 1 day. The ice walls melt over the course of 1d10 days.
Just so there's no confusion, it is based on the adult white dragon statblock.
MilestoGo_24's alt.
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Be not afraid.
Wait. Actually, be very afraid.
Anybody?
MilestoGo_24's alt.
Come participate in the Competition of the Finest Brews, Edition XXI, and share your work!
Be not afraid.
Wait. Actually, be very afraid.
Someone on the forum asked for scary abilities you can give a monster that aren't damage. That lodged in my head like a seed.
They did this to my players, not me.
Make your Artificer work with any other class with 174 Multiclassing Feats for your Artificer Multiclass Character!
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Absolutely terrifying if the bard or aberrant mind sorcerer doesn't strike first.
MilestoGo_24's alt.
Come participate in the Competition of the Finest Brews, Edition XXI, and share your work!
Be not afraid.
Wait. Actually, be very afraid.
Indeed! The concept is that it would likely be picked up by a Paladin in the group - divine sense sensing the evil, then activating it reveal that it's a fiend. In non-combat roleplay, most paladins can't resist smiting for all they're worth, so it'll likely get a whack of hitpoints and then sap the paladin.
Make your Artificer work with any other class with 174 Multiclassing Feats for your Artificer Multiclass Character!
DM's Guild Releases on This Thread Or check them all out on DMs Guild!
DrivethruRPG Releases on This Thread - latest release: My Character is a Werewolf: balanced rules for Lycanthropy!
I have started discussing/reviewing 3rd party D&D content on Substack - stay tuned for semi-regular posts!
I would still like feedback on this, and also this monster, the Stormrider.
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
What all is different from the basic statblock?
Look at what you've done. You spoiled it. You have nobody to blame but yourself. Go sit and think about your actions.
Don't be mean. Rudeness is a vicious cycle, and it has to stop somewhere. Exceptions for things that are funny.
Go to the current Competition of the Finest 'Brews! It's a cool place where cool people make cool things.
How I'm posting based on text formatting: Mod Hat Off - Mod Hat Also Off (I'm not a mod)
Increased INT, WIS, CHA
Resistance to mundane, non-adamantine damage
Immunity to petrified, stunned, paralyzed, charmed, frightened
History, Intimidation Proficiency
Increased HP
New Allure of Chaos ability
Changed lair actions
New Call of Fimbulvetr ability
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
That's most of what I can help with, I'm not so good with the numbers. I'd recommend comparing it to a troll for the math, since they're surprisingly similar.
Look at what you've done. You spoiled it. You have nobody to blame but yourself. Go sit and think about your actions.
Don't be mean. Rudeness is a vicious cycle, and it has to stop somewhere. Exceptions for things that are funny.
Go to the current Competition of the Finest 'Brews! It's a cool place where cool people make cool things.
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Looks about okay for its CR. I reckon the HP and immunities can bump it up to 14, and then the Charmed effects and out-of-combat utility are enough to take it the extra couple notches, even though the charm probably only makes sense to use after everybody's either affected by or immune to Frightful Presence. Though, again, I'm not good at the numbers.
Minor things: it doesn't make much sense for the ice walls to be immune to Acid, or Necrotic for that matter. Most objects are only immune to Poison and Psychic. Also, Unending Chaos doesn't feel very interesting, or like a Lair Action. Lair Actions should bring dynamic environmental effects to the table, not just disadvantage.
Look at what you've done. You spoiled it. You have nobody to blame but yourself. Go sit and think about your actions.
Don't be mean. Rudeness is a vicious cycle, and it has to stop somewhere. Exceptions for things that are funny.
Go to the current Competition of the Finest 'Brews! It's a cool place where cool people make cool things.
How I'm posting based on text formatting: Mod Hat Off - Mod Hat Also Off (I'm not a mod)