Seems pretty weak, especially for a 9th-level spell.
Mordenkainen's Magnificient Mansion is already better than this, because it costs a ton less, allows more creatures inside, and is fitted to your needs much more than simply an adamantine box. The mansion also can't be destroyed, while the container can, and the components aren't consumed by the spell.
The fact that the container can be moved isn't really all that much better of an effect.
Escaping an attack to disappear into a container is pretty cool, except... you're escaping into a container that's right there for the enemies to attack. Effective 50 hp isn't much of a buffer if the attacks are enough to make you want to disappear.
Seems pretty weak, especially for a 9th-level spell.
Mordenkainen's Magnificient Mansion is already better than this, because it costs a ton less, allows more creatures inside, and is fitted to your needs much more than simply an adamantine box. The mansion also can't be destroyed, while the container can, and the components aren't consumed by the spell.
The fact that the container can be moved isn't really all that much better of an effect.
Escaping an attack to disappear into a container is pretty cool, except... you're escaping into a container that's right there for the enemies to attack. Effective 50 hp isn't much of a buffer if the attacks are enough to make you want to disappear.
Ok. I was thinking it was op, lol. If I gave it more hp would it be good? Because you can effectively dodge almost any and every attack.
very cool! possibly a bit powerful. given that it's only 1d6 less damage than burning hands but has a larger ares and deals damage every turn.
also it would be cool if it started small (maybe a 5 foot cube), but grows every turn (like maybe you can add another 5 foot cube touching cubes you had before at the start of each of your turns.)
You need to either make it only attunable by paladins or clerics so that Heroism doesn't break, or you need to remove the Heroism and just say "immune to being frightened and gain 3 temporary hit points at the beginning of each of your turns" or something
+3 plate is legendary. yours is only very rare, and provides the same benefit but more (the extra damage to devils and the free bonus action spell). you could make it only give you plus 1 AC, or make it artifact but with a few other abilities.
You need to either make it only attunable by paladins or clerics so that Heroism doesn't break, or you need to remove the Heroism and just say "immune to being frightened and gain 3 temporary hit points at the beginning of each of your turns" or something
You need to either make it only attunable by paladins or clerics so that Heroism doesn't break, or you need to remove the Heroism and just say "immune to being frightened and gain 3 temporary hit points at the beginning of each of your turns" or something
Legendary Resistance (1/Day). If the crab fails a saving throw, it can choose to succeed instead.
Legendary Siege Monster. The crab deals triple damage to objects and structures.
Magic Resistance. The crab has advantage on saving throws against spells and other magical effects.
Actions
Multiattack. The crab makes 2 claw attacks. It can replace either of these with a Frightful Presence or a Crush.
Claw. Melee Weapon Attack:+11 to hit, reach 20 ft., one target. Hit: 17 (3d6 + 7) bludgeoning damage, and the target is grappled (escape DC 19). While grappled in this way, the target is also restrained. The crab has two claws, each of which can grapple only one target.
Frightful Presence. Each creature of the crab's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 13 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 the crab's Frightful Presence for the next 24 hours.
Crush. Melee Weapon Attack: +11 to hit, reach 20 ft., one target retrained by a claw. Hit: 28 (6d6 + 7) bludgeoning damage. The target then is released of the grapple.
Legendary Actions
The crab can take 2 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. The crab regains spent legendary actions at the start of its turn.
Detect. The crab makes a Wisdom (Perception) check.
Trampling Charge. The crab moves up to half it's speed. it it hit's any creatures or objects in this movement, the creatures or objects must make a DC 19 strength saving throw, taking 4 (1d8) bludgeoning damage and being knocked prone on a failed save.
Roar (Costs 2 Actions). The crab let's out a might roar. All creatures within 50 feet of it must make a DC 20 constitution saving throw, taking 14 (4d6) thunder damage on a failed save, or half as much on a successful one. A creature also becomes deafened for a round on a failed save.
Description
Titanshell Crab are monstrosities beyond imagining. Massive titan-like crabs the size of warships, dwelling in the deepest, darkest parts of the sea. They are uncontrollable forces of nature, who strive for one thing, and one thing only: to destroy.
They are rarely seen, preferring to stay in the depths, biding there time. They will never retreat or be controlled. Only the might Tarrasque, king of all monsters, can control a Titanshell Crab.
Maybe include a way to break someone out of the stone, as with the wall of stone spell.
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
Mordenkainen's Infallible Refuge
I am an average mathematics enjoyer.
>Extended Signature<
ok
I am an average mathematics enjoyer.
>Extended Signature<
Seems pretty weak, especially for a 9th-level spell.
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
Ok. I was thinking it was op, lol. If I gave it more hp would it be good? Because you can effectively dodge almost any and every attack.
v.2.0
I am an average mathematics enjoyer.
>Extended Signature<
...I see what you're saying.
Yes, in that case.
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 Warforged feat:
Bulky Design
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
Nice, pretty good feat.
spirit chosen
a background for this world
You don't need to include the list of spirit types twice.
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 spell because I like the flavor of Create Bonfire.
Create Wildfire
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
very cool! possibly a bit powerful. given that it's only 1d6 less damage than burning hands but has a larger ares and deals damage every turn.
also it would be cool if it started small (maybe a 5 foot cube), but grows every turn (like maybe you can add another 5 foot cube touching cubes you had before at the start of each of your turns.)
I am an average mathematics enjoyer.
>Extended Signature<
Celestial plate for your devil killing needs
Mostly nocturnal
help build a world here
You need to either make it only attunable by paladins or clerics so that Heroism doesn't break, or you need to remove the Heroism and just say "immune to being frightened and gain 3 temporary hit points at the beginning of each of your turns" or something
On an unrelated note
Create Wildfire (fixed)
Axe of the Green Knight
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
it's a cool idea, but way op.
+3 plate is legendary. yours is only very rare, and provides the same benefit but more (the extra damage to devils and the free bonus action spell). you could make it only give you plus 1 AC, or make it artifact but with a few other abilities.
I am an average mathematics enjoyer.
>Extended Signature<
very cool. it still says 20 foot cube in the spell description at the top.
and that's a lot of cubes... but it's still cool and not too op.
I am an average mathematics enjoyer.
>Extended Signature<
Celestial plate V2
Mostly nocturnal
help build a world here
I love create Wildfire’s spread ability. The green knight axe is cool
Mostly nocturnal
help build a world here
nice
same.
I am an average mathematics enjoyer.
>Extended Signature<
Anyone know why it says this monster had external links? The only links are the tooltipped conditions, and last I checked that was allowed.
Amphibious. The crab can breathe air and water.
Legendary Resistance (1/Day). If the crab fails a saving throw, it can choose to succeed instead.
Legendary Siege Monster. The crab deals triple damage to objects and structures.
Magic Resistance. The crab has advantage on saving throws against spells and other magical effects.
Multiattack. The crab makes 2 claw attacks. It can replace either of these with a Frightful Presence or a Crush.
Claw. Melee Weapon Attack: +11 to hit, reach 20 ft., one target. Hit: 17 (3d6 + 7) bludgeoning damage, and the target is grappled (escape DC 19). While grappled in this way, the target is also restrained. The crab has two claws, each of which can grapple only one target.
Frightful Presence. Each creature of the crab's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 13 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 the crab's Frightful Presence for the next 24 hours.
Crush. Melee Weapon Attack: +11 to hit, reach 20 ft., one target retrained by a claw. Hit: 28 (6d6 + 7) bludgeoning damage. The target then is released of the grapple.
The crab can take 2 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. The crab regains spent legendary actions at the start of its turn.
Detect. The crab makes a Wisdom (Perception) check.
Trampling Charge. The crab moves up to half it's speed. it it hit's any creatures or objects in this movement, the creatures or objects must make a DC 19 strength saving throw, taking 4 (1d8) bludgeoning damage and being knocked prone on a failed save.
Roar (Costs 2 Actions). The crab let's out a might roar. All creatures within 50 feet of it must make a DC 20 constitution saving throw, taking 14 (4d6) thunder damage on a failed save, or half as much on a successful one. A creature also becomes deafened for a round on a failed save.
Description
Titanshell Crab are monstrosities beyond imagining. Massive titan-like crabs the size of warships, dwelling in the deepest, darkest parts of the sea. They are uncontrollable forces of nature, who strive for one thing, and one thing only: to destroy.
They are rarely seen, preferring to stay in the depths, biding there time. They will never retreat or be controlled. Only the might Tarrasque, king of all monsters, can control a Titanshell Crab.
I am an average mathematics enjoyer.
>Extended Signature<