Ooh, thought of one that's good for terrifying people, especially if PVP ever were to come up, and you could make it an Eldritch Invocation dedicated to the subclass:
When a creature within 30ft. of you is attempting a save to end a condition on themselves (such as Charmed, Restained, or Paralyzed), you may expend one nightmare to visit them with disheartening visions of the condition worsening, giving them disadvantage on the check.
Ooh, thought of one that's good for terrifying people, especially if PVP ever were to come up, and you could make it an Eldritch Invocation dedicated to the subclass:
When a creature within 30ft. of you is attempting a save to end a condition on themselves (such as Charmed, Restained, or Paralyzed), you may expend one nightmare to visit them with disheartening visions of the condition worsening, giving them disadvantage on the check.
Looks good, curious as to what the beast looks like!
Random thought on the noxious gas, the description "rots the soul" had me thinking it could have some cool alignment effects - a save vs dropping one alignment, randomly determined between the lawful-chaotic scale and the good-evil scale. The effect lasts for 3d4 days, perhaps, giving roleplay opportunities for the group without permanently ruining their characters!
I am reflavouring a Frost Salamander to deal Lightning damage (and be CR 8 not 9 so less HP and such) and I am wondering what damage it should be vulnerable to?
Frost salamanders are (as you expect) weak to fire and strong to cold. I might just keep fire damage, as I can't see a clear "opposite" for Lightning damage! Any thoughts?
I am reflavouring a Frost Salamander to deal Lightning damage (and be CR 8 not 9 so less HP and such) and I am wondering what damage it should be vulnerable to?
Frost salamanders are (as you expect) weak to fire and strong to cold. I might just keep fire damage, as I can't see a clear "opposite" for Lightning damage! Any thoughts?
I am reflavouring a Frost Salamander to deal Lightning damage (and be CR 8 not 9 so less HP and such) and I am wondering what damage it should be vulnerable to?
Frost salamanders are (as you expect) weak to fire and strong to cold. I might just keep fire damage, as I can't see a clear "opposite" for Lightning damage! Any thoughts?
Nonmetal weapons.
oooh, that's a cool one! I will have that, thanks!
Very really bad monster. It looks like the CR 1/2 is derived purely from the hit points, which it loses very quickly. Lacking the ability to take reactions after taking damage, it can very easily be kited by anyone not encumbered by too-heavy armor due to its AC of 8. It also takes damage at the beginning of combat and whenever it takes damage? Maybe just decrease its hit points if you’re going to have it take damage when it rolls initiative. Its only attack is also 1d6+1 damage with a range of 5 feet and a +3 to hit. Nothing interesting or remotely effective there.
For a way to perhaps improve this monster, give it a condition-creating effect that occurs whenever it takes a damage rather than only it taking extra damage. Also, decrease hit points and remove the clause about taking damage on rolling initiative, as well as maybe increase its attacking stat to a +2 so it has a higher to-hit and damage.
EDIT: Change the ability that denies the Laugher its reaction to be less debilitating.
Now, before any of you guys say anything, I decreased the HP and upped the DPR for shorter and more impactful combat. Oh, and just after I had made him, I wanted to change the O.A. after teleporting to rolling a d100 die. The more higher the Shade is in their hierarchy, the lower the chance.
Very really bad monster. It looks like the CR 1/2 is derived purely from the hit points, which it loses very quickly. Lacking the ability to take reactions after taking damage, it can very easily be kited by anyone not encumbered by too-heavy armor due to its AC of 8. It also takes damage at the beginning of combat and whenever it takes damage? Maybe just decrease its hit points if you’re going to have it take damage when it rolls initiative. Its only attack is also 1d6+1 damage with a range of 5 feet and a +3 to hit. Nothing interesting or remotely effective there.
For a way to perhaps improve this monster, give it a condition-creating effect that occurs whenever it takes a damage rather than only it taking extra damage. Also, decrease hit points and remove the clause about taking damage on rolling initiative, as well as maybe increase its attacking stat to a +2 so it has a higher to-hit and damage.
EDIT: Change the ability that denies the Laugher its reaction to be less debilitating.
Part of the concept is that you're not actually meant to fight them. They're like the zombies in the earlier Resident Evil games: actually fighting them is a waste of resources, so it's best to go around them. Admittedly, that isn't what most DnD is based around, so I completely understand the criticism.
You've a tooltip not found in the conquering presence section!
It's a cool concept, the write-up below might need a bit of rewording as it's a little clunky and contradictory (" will let his quarry go if they escape him for a year, though he won’t give up until he has them in his grip", for example)
The Deadly Blow is immensely powerful and easily capable of oneshotting a character, and Aim perhaps could do with a concentration limit on it so that if he starts to aim, you had better try and stop him!
That said, as a CR26 enemy, he does the job well, and I do like the aesthetic of a creepy giant hunter who always gets his prey!
Made an entire class: The Puppetmaster. A powerful jack-of-all-trades, with an emphasis on control. The major weakness of the class is its frailty and poor spellcasting. It blushes at the spellcasting of a Warlock or the durability of a Wizard.
It's currently a 7 page supplement for Spelljammer, which is based on the location where everything from an exploding bag of holding (or similar event) ends up when it disappears to the Astral Sea. It has 4 regions, 3 civilisations, and plenty of outline for people to make their own adventures from it!
Please let me know what you think! I will aim to expand on it over time and turn it into something more!
It's currently a 7 page supplement for Spelljammer, which is based on the location where everything from an exploding bag of holding (or similar event) ends up when it disappears to the Astral Sea. It has 4 regions, 3 civilisations, and plenty of outline for people to make their own adventures from it!
Please let me know what you think! I will aim to expand on it over time and turn it into something more!
Sorry for the lat reply!
I was reading this for CotFB and let me just say this is absolutely amazing. It's a genius idea with amazing execution. In fact, I may actually use it in my next campaign. (assuming you're fine with it).
If you wanted to expand it further, maybe you could add some creatures that adapted to the Astral sea patch. Maybe some sort of race or group of people that scavenges from it as well.
It's pretty cool but a bit under powered to be honest. I like it makes more sense as a rare item, given that flame tongue can deal 2d6 extra on every hit no questions asked.
Ooh, thought of one that's good for terrifying people, especially if PVP ever were to come up, and you could make it an Eldritch Invocation dedicated to the subclass:
When a creature within 30ft. of you is attempting a save to end a condition on themselves (such as Charmed, Restained, or Paralyzed), you may expend one nightmare to visit them with disheartening visions of the condition worsening, giving them disadvantage on the check.
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!
Totally not stealing this idea too...
Let him who is without sin cast the first stone.
Awake, impure, divine
Thoughts on this monster I made, the Great-Horned Ammut?
Come participate in the Competition of the Finest Brews, Edition XXIX?
My homebrew stuff:
Spells, Monsters, Magic Items, Feats, Subclasses.
I am an Archfey, but nobody seems to notice.
Extended Signature
Looks good, curious as to what the beast looks like!
Random thought on the noxious gas, the description "rots the soul" had me thinking it could have some cool alignment effects - a save vs dropping one alignment, randomly determined between the lawful-chaotic scale and the good-evil scale. The effect lasts for 3d4 days, perhaps, giving roleplay opportunities for the group without permanently ruining their characters!
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 am reflavouring a Frost Salamander to deal Lightning damage (and be CR 8 not 9 so less HP and such) and I am wondering what damage it should be vulnerable to?
Frost salamanders are (as you expect) weak to fire and strong to cold. I might just keep fire damage, as I can't see a clear "opposite" for Lightning damage! Any thoughts?
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!
Nonmetal weapons.
Come participate in the Competition of the Finest Brews, Edition XXIX?
My homebrew stuff:
Spells, Monsters, Magic Items, Feats, Subclasses.
I am an Archfey, but nobody seems to notice.
Extended Signature
oooh, that's a cool one! I will have that, thanks!
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!
Thoughts on this creature, the Thunder Dragon?
Come participate in the Competition of the Finest Brews, Edition XXIX?
My homebrew stuff:
Spells, Monsters, Magic Items, Feats, Subclasses.
I am an Archfey, but nobody seems to notice.
Extended Signature
Here's a basic monster I made for my horror campaign.
Laugher
Let him who is without sin cast the first stone.
Awake, impure, divine
Very really bad monster. It looks like the CR 1/2 is derived purely from the hit points, which it loses very quickly. Lacking the ability to take reactions after taking damage, it can very easily be kited by anyone not encumbered by too-heavy armor due to its AC of 8. It also takes damage at the beginning of combat and whenever it takes damage? Maybe just decrease its hit points if you’re going to have it take damage when it rolls initiative. Its only attack is also 1d6+1 damage with a range of 5 feet and a +3 to hit. Nothing interesting or remotely effective there.
For a way to perhaps improve this monster, give it a condition-creating effect that occurs whenever it takes a damage rather than only it taking extra damage. Also, decrease hit points and remove the clause about taking damage on rolling initiative, as well as maybe increase its attacking stat to a +2 so it has a higher to-hit and damage.
EDIT: Change the ability that denies the Laugher its reaction to be less debilitating.
Come participate in the Competition of the Finest Brews, Edition XXIX?
My homebrew stuff:
Spells, Monsters, Magic Items, Feats, Subclasses.
I am an Archfey, but nobody seems to notice.
Extended Signature
Now, before any of you guys say anything, I decreased the HP and upped the DPR for shorter and more impactful combat. Oh, and just after I had made him, I wanted to change the O.A. after teleporting to rolling a d100 die. The more higher the Shade is in their hierarchy, the lower the chance.
Part of the concept is that you're not actually meant to fight them. They're like the zombies in the earlier Resident Evil games: actually fighting them is a waste of resources, so it's best to go around them. Admittedly, that isn't what most DnD is based around, so I completely understand the criticism.
Let him who is without sin cast the first stone.
Awake, impure, divine
Send your players an ominous message with The Grand Huntsman!
I’d appreciate feedback!
Come participate in the Competition of the Finest Brews, Edition XXIX?
My homebrew stuff:
Spells, Monsters, Magic Items, Feats, Subclasses.
I am an Archfey, but nobody seems to notice.
Extended Signature
You've a tooltip not found in the conquering presence section!
It's a cool concept, the write-up below might need a bit of rewording as it's a little clunky and contradictory (" will let his quarry go if they escape him for a year, though he won’t give up until he has them in his grip", for example)
The Deadly Blow is immensely powerful and easily capable of oneshotting a character, and Aim perhaps could do with a concentration limit on it so that if he starts to aim, you had better try and stop him!
That said, as a CR26 enemy, he does the job well, and I do like the aesthetic of a creepy giant hunter who always gets his prey!
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!
Made an entire class: The Puppetmaster. A powerful jack-of-all-trades, with an emphasis on control. The major weakness of the class is its frailty and poor spellcasting. It blushes at the spellcasting of a Warlock or the durability of a Wizard.
Let him who is without sin cast the first stone.
Awake, impure, divine
This was my entry for this round of the Competition of the Finest Brews, but for those who don't follow the thread, I present:
The Astral Sea Garbage Patch
It's currently a 7 page supplement for Spelljammer, which is based on the location where everything from an exploding bag of holding (or similar event) ends up when it disappears to the Astral Sea. It has 4 regions, 3 civilisations, and plenty of outline for people to make their own adventures from it!
Please let me know what you think! I will aim to expand on it over time and turn it into something more!
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 like feedback on this magic item:
Scarring Claws
Come participate in the Competition of the Finest Brews, Edition XXIX?
My homebrew stuff:
Spells, Monsters, Magic Items, Feats, Subclasses.
I am an Archfey, but nobody seems to notice.
Extended Signature
Will anyone give feedback on this spell? It would be greatly appreciated!
Clarion
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.
Sorry for the lat reply!
I was reading this for CotFB and let me just say this is absolutely amazing. It's a genius idea with amazing execution. In fact, I may actually use it in my next campaign. (assuming you're fine with it).
If you wanted to expand it further, maybe you could add some creatures that adapted to the Astral sea patch. Maybe some sort of race or group of people that scavenges from it as well.
I am an average mathematics enjoyer.
>Extended Signature<
It's pretty cool but a bit under powered to be honest. I like it makes more sense as a rare item, given that flame tongue can deal 2d6 extra on every hit no questions asked.
I am an average mathematics enjoyer.
>Extended Signature<