Try saving in edit mode and then go to the details page to check if it worked. I don't know for sure but that worked for me once with a similar problem
Try saving in edit mode and then go to the details page to check if it worked. I don't know for sure but that worked for me once with a similar problem
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.
I don't know. Also, where'd you get the name from?
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.
I don't know. Also, where'd you get the name from?
idk, I just thought of it. It's based on giant lion turtles from AtLA
Define flaw is good. one thing: never, under any circumstances give a homebrew spell to existing subclasses (like eldritch knight for example.) just don't.
rusted edge halyard is a cool idea, but will rarely get used because it has to be a 20. maybe just make it always do the poison.
caustic stench is good, but same with define flaw, don't give it to nature domain and alchemist.
dragon is cool (I made one myself a while back), but the 14th level ability if broken op. I'd either get rid of it and make a new one entirely, or limit it to challenge rating 2 or lower...
I agree with you the lvl 14 ability is op. maybe you can only become wyrmlings?
why do you think that it is bad to give a homebrew spell to existing subclasses. I do not see your reasoning there.
the subclasses having spells is only the expanded spell list. so giving existing subclasses spells in making their expanded spell lists bigger for no reason. expanded spell lists only get 2 spells per level.
example to backup my point: Life Domain cleric has an expanded spell list, with two spell per level. they could have added healing word to the expanded spell list, it sure fits, but they did not. why? only two spells per level.
so even if you make a spell that fits a subclass, each subclass already has 2 spells per level, so you should only add them if you are removing a spell from their base expanded spell list.
it's even worse for non-warlock subclasses. warlock subclasses get the spells on the expanded spell list added to their spell list, do you can choose to learn them or not. however, other class's expanded spell lists give them all the spells on it, you don't have to choose to learn them. so if I say made a spell called explosion and added it to life domain cleric, then whenever I play a life domain cleric, I have no choice but to have explosion, because it automatically adds it to my character if you give it to the subclass.
I see your reasoning here, but if they didn't think it was possible or should happen, they wouldn't have made it possible. Also, what I believe this does is not automatically add it to the person's spells, but gives them the option of taking the spell.
Update: I was wrong, I have fixed all of my published spells.
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.
I don't know. Also, where'd you get the name from?
idk, I just thought of it. It's based on giant lion turtles from AtLA
Okay. I put Titanshell Turtles on the homebrew book PM a while ago.
I made an artifact for my homebrew setting. Please advice me on anything that's unintentionally broken (I mean, it's an artifact, so some things are obviously broken).
Dark Amulet of Varnas the Cruel Wondrous item, artifact (requires attunement)
A talisman made of pure black crystal ringed with silver, the Dark Amulet of Varnas the Cruel is the legacy and masterpiece of the archmage of the same name. Varnas was the first lich, and he used his necromantic powers to forge an amulet that would increase his strength by a thousandfold. The amulet was lost when his phylactery was destroyed, but some claim that it sits in the shadows, waiting for a bearer that will use it to fulfill its purpose: the destruction of Galoron.
Random Properties. The artifact has the follow random properties, which you can determine by rolling on the tables in the “Artifacts” section of the Dungeon Master’s Guide:
2 minor beneficial properties
1 minor detrimental property
1 major detrimental property
Spells. The amulet has 8 charges. It regains 1d8 expended charges daily at dawn. While holding it, you can use an action to expend 1 or more of its charges to cast one of the following spells (save DC 20) from it: bestow curse (2 charges), cause fear (1 charge), create undead (3 charges), inflict wounds (at 5th level; 1 charge), life drain (3 charges; appears in this book), tenebrous sentinels (3 charges), soul cage (5 charges).
Undead Command. When an undead comes within 30 feet of you for the first time on a turn, you can force it to succeed on a DC 20 Charisma save or be charmed by you for 1 minute.
Necromantic Mastery. You are immune to necrotic damage. In addition, when you cast a spell that does damage, you can choose to change the damage type to necrotic or the spell school to necromancy.
Rituals of Annihilation. As an action, you can enter a state of near-death. While in this state, you are unconscious, you do not age, and you do not need to eat or drink. Depending on how long you choose to remain in this state, it has different powers that take effect. If you take any damage while in this state, you awake instantly and gain no powers.
Time
Effect
1 hour
The next time you cast a necromancy spell, you gain 3d6 temporary hit points.
8 hours
The next time you take necrotic damage, you can use your reaction to regain hit points equal to the damage taken.
24 hours
The next time you cast a spell that deals damage, you can cause it to deal the maximum amount of damage, instead of rolling.
1 week
The next time you kill a creature, you can use your reaction raise it as an undead. A creature raised as an undead has half of its original hit point maximum and loses any spells or class features it had. It also gains immunity to poison damage and the poisoned condition, as well as darkvision out to a range of 60 feet.
1 month
The next time you drop to 0 hit points, each creature within 120 feet of you must make a DC 20 saving throw, instantly dying on a failed save, or taking 12d6 necrotic damage on a successful one. You become stable at 1 hit point.
6 months
You can use an action to cast the meteor swarm once. When cast in this way, the spell does necrotic damage instead of bludgeoning damage, and you gain temporary hit points equal to the total necrotic damage dealt to all creatures.
12 months
You can use an action to choose a number of undead that you can see equal to your level or Challenge Rating times 15. The undead become permanently under your control, and you can communicate with them telepathically (no action required) as long as you are on the same plane of existence.
Destroying the Amulet. To destroy the amulet, it must be struck by the blade of a solar, while being bathed in holy water. This will shatter the amulet, but it will reform after 10 days, unless the fragments are brought to Mount Cordosis, the tallest mountain in Borrelia, tied to an arrow made of a roc's feather and bark from Redbranch Woods, and fired off of its summit.
All stars fade. Some stars forever fall. ------------------------------------------------------------------------------------------------- Homebrew (Mostly Outdated):Magic Items,Monsters,Spells,Subclasses ------------------------------------------------------------------------------------------------- If there was no light, people wouldn't fear the dark.
I made an artifact for my homebrew setting. Please advice me on anything that's unintentionally broken (I mean, it's an artifact, so some things are obviously broken).
Dark Amulet of Varnas the Cruel Wondrous item, artifact (requires attunement)
A talisman made of pure black crystal ringed with silver, the Dark Amulet of Varnas the Cruel is the legacy and masterpiece of the archmage of the same name. Varnas was the first lich, and he used his necromantic powers to forge an amulet that would increase his strength by a thousandfold. The amulet was lost when his phylactery was destroyed, but some claim that it sits in the shadows, waiting for a bearer that will use it to fulfill its purpose: the destruction of Galoron.
Random Properties. The artifact has the follow random properties, which you can determine by rolling on the tables in the “Artifacts” section of the Dungeon Master’s Guide:
2 minor beneficial properties
1 minor detrimental property
1 major detrimental property
Spells. The amulet has 8 charges. It regains 1d8 expended charges daily at dawn. While holding it, you can use an action to expend 1 or more of its charges to cast one of the following spells (save DC 20) from it: bestow curse (2 charges), cause fear (1 charge), create undead (3 charges), inflict wounds (at 5th level; 1 charge), life drain (3 charges; appears in this book), tenebrous sentinels (3 charges), soul cage (5 charges).
Undead Command. When an undead comes within 30 feet of you for the first time on a turn, you can force it to succeed on a DC 20 Charisma save or be charmed by you for 1 minute.
Necromantic Mastery. You are immune to necrotic damage. In addition, when you cast a spell that does damage, you can choose to change the damage type to necrotic or the spell school to necromancy.
Rituals of Annihilation. As an action, you can enter a state of near-death. While in this state, you are unconscious, you do not age, and you do not need to eat or drink. Depending on how long you choose to remain in this state, it has different powers that take effect. If you take any damage while in this state, you awake instantly and gain no powers.
Time
Effect
1 hour
The next time you cast a necromancy spell, you gain 3d6 temporary hit points.
8 hours
The next time you take necrotic damage, you can use your reaction to regain hit points equal to the damage taken.
24 hours
The next time you cast a spell that deals damage, you can cause it to deal the maximum amount of damage, instead of rolling.
1 week
The next time you kill a creature, you can use your reaction raise it as an undead. A creature raised as an undead has half of its original hit point maximum and loses any spells or class features it had. It also gains immunity to poison damage and the poisoned condition, as well as darkvision out to a range of 60 feet.
1 month
The next time you drop to 0 hit points, each creature within 120 feet of you must make a DC 20 saving throw, instantly dying on a failed save, or taking 12d6 necrotic damage on a successful one. You become stable at 1 hit point.
6 months
You can use an action to cast the meteor swarm once. When cast in this way, the spell does necrotic damage instead of bludgeoning damage, and you gain temporary hit points equal to the total necrotic damage dealt to all creatures.
12 months
You can use an action to choose a number of undead that you can see equal to your level or Challenge Rating times 15. The undead become permanently under your control, and you can communicate with them telepathically (no action required) as long as you are on the same plane of existence.
Destroying the Amulet. To destroy the amulet, it must be struck by the blade of a solar, while being bathed in holy water. This will shatter the amulet, but it will reform after 10 days, unless the fragments are brought to Mount Cordosis, the tallest mountain in Borrelia, tied to an arrow made of a roc's feather and bark from Redbranch Woods, and fired off of its summit.
Varnas? Who's that?
It doesn't look that broken, unless you can sit in one place for six months.
it's pretty good. A lot of features give you spells, which I might avoid if I were you.
natures secrets
good
Natural inspiration
the first part is really cool. the second one... I feel like could be replaced with something better. maybe the can expend the dice to cast the druid cantrip you learned as a bonus action, and add the roll of the dice to the damage roll if there is one.
Natural magic
just gives you a lot of spells... It still pretty good, but could be better with work. maybe you only learn one druid or ranger spell, and can cast it by without expending a spell slot once per long rest? or something like that, where you only learn one or two spells but get a benefit from them.
natures will
I really like the idea. two things though:
you should have to be in nature. just say you can be in any environment other than urban or something like that.
the healing is kinda broken. what's stopping you from using it over and over again after every battle so your full health? it's like if you had infinite hit die for short rests. I'd make it so you can expend a hit dice, roll it, and heal by that much + con modifier. (like a short rest but only 1 hit dice per use.)
overall
it's mostly pretty good, there are just a few things that need improvement.
it's pretty good. A lot of features give you spells, which I might avoid if I were you.
natures secrets
good
Natural inspiration
the first part is really cool. the second one... I feel like could be replaced with something better. maybe the can expend the dice to cast the druid cantrip you learned as a bonus action, and add the roll of the dice to the damage roll if there is one.
Natural magic
just gives you a lot of spells... It still pretty good, but could be better with work. maybe you only learn one druid or ranger spell, and can cast it by without expending a spell slot once per long rest? or something like that, where you only learn one or two spells but get a benefit from them.
natures will
I really like the idea. two things though:
you should have to be in nature. just say you can be in any environment other than urban or something like that.
the healing is kinda broken. what's stopping you from using it over and over again after every battle so your full health? it's like if you had infinite hit die for short rests. I'd make it so you can expend a hit dice, roll it, and heal by that much + con modifier. (like a short rest but only 1 hit dice per use.)
overall
it's mostly pretty good, there are just a few things that need improvement.
natural inspiration
will do that (though their is only few druid cantrips that deal damage)
so i have an idea for a monk subclass called the way of the cursed monk were monks absorb magic pirate curses into them and uses in combat
the first ability idea is to have 6 curses that each have different versions for rp and combat i dont have all curses ready yet but i have 2 you get the curses by spending 1 ki and getting a curse randomly or 3 ki points to choose
the first curse is the sea life curse were you can get tentacles that can extend your unarmed attacks or melee weapon attack and in rp you can breathe underwater and pick things up with the tentacles. i was thinking after an hour the tentacles shrink and cant be used for combat but stay for rp until you use another curse
the second one is the ghost curse were you can deal an extra psychic damage and in rp being able to use a invisible mage hand. again the rp side of the curse would stay until another curse.
at 6th level i have an idea that you can give the curse to an enemy and since they dont have the ki to control it they get detrimental effects and you can use a ki to roll or 3 ki points to choose
so for the sea life curse they could get tentacle hands and drop their weapons
and for the ghost curse they can get disadvantage on str, con ,and char checks and savingthrows
if you have any ideas for the curses could work or have feed back the existing abilities please let me know
Try saving in edit mode and then go to the details page to check if it worked. I don't know for sure but that worked for me once with a similar problem
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
Yeah, I already tried that.
I am an average mathematics enjoyer.
>Extended Signature<
Then I don't know, sorry.
So, anyway I made a weird niche feat
Plague Walker
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
Was really frustrated with the lack of object destruction options at 1st level, so
Destroy Object
Come participate in the Competition of the Finest Brews, Edition XXVIII?
My homebrew stuff:
Spells, Monsters, Magic Items, Feats, Subclasses.
I am an Archfey, but nobody seems to notice.
Extended Signature
I don't know. Also, where'd you get the name from?
I have a weird sense of humor.
I also make maps.(That's a link)
idk, I just thought of it. It's based on giant lion turtles from AtLA
I am an average mathematics enjoyer.
>Extended Signature<
Update: I was wrong, I have fixed all of my published spells.
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
Okay. I put Titanshell Turtles on the homebrew book PM a while ago.
I have a weird sense of humor.
I also make maps.(That's a link)
I made an artifact for my homebrew setting. Please advice me on anything that's unintentionally broken (I mean, it's an artifact, so some things are obviously broken).
Dark Amulet of Varnas the Cruel
Wondrous item, artifact (requires attunement)
A talisman made of pure black crystal ringed with silver, the Dark Amulet of Varnas the Cruel is the legacy and masterpiece of the archmage of the same name. Varnas was the first lich, and he used his necromantic powers to forge an amulet that would increase his strength by a thousandfold. The amulet was lost when his phylactery was destroyed, but some claim that it sits in the shadows, waiting for a bearer that will use it to fulfill its purpose: the destruction of Galoron.
Random Properties. The artifact has the follow random properties, which you can determine by rolling on the tables in the “Artifacts” section of the Dungeon Master’s Guide:
Spells. The amulet has 8 charges. It regains 1d8 expended charges daily at dawn. While holding it, you can use an action to expend 1 or more of its charges to cast one of the following spells (save DC 20) from it: bestow curse (2 charges), cause fear (1 charge), create undead (3 charges), inflict wounds (at 5th level; 1 charge), life drain (3 charges; appears in this book), tenebrous sentinels (3 charges), soul cage (5 charges).
Undead Command. When an undead comes within 30 feet of you for the first time on a turn, you can force it to succeed on a DC 20 Charisma save or be charmed by you for 1 minute.
Necromantic Mastery. You are immune to necrotic damage. In addition, when you cast a spell that does damage, you can choose to change the damage type to necrotic or the spell school to necromancy.
Rituals of Annihilation. As an action, you can enter a state of near-death. While in this state, you are unconscious, you do not age, and you do not need to eat or drink. Depending on how long you choose to remain in this state, it has different powers that take effect. If you take any damage while in this state, you awake instantly and gain no powers.
Destroying the Amulet. To destroy the amulet, it must be struck by the blade of a solar, while being bathed in holy water. This will shatter the amulet, but it will reform after 10 days, unless the fragments are brought to Mount Cordosis, the tallest mountain in Borrelia, tied to an arrow made of a roc's feather and bark from Redbranch Woods, and fired off of its summit.
All stars fade. Some stars forever fall.
-------------------------------------------------------------------------------------------------
Homebrew (Mostly Outdated): Magic Items, Monsters, Spells, Subclasses
-------------------------------------------------------------------------------------------------
If there was no light, people wouldn't fear the dark.
Varnas? Who's that?
It doesn't look that broken, unless you can sit in one place for six months.
I have a weird sense of humor.
I also make maps.(That's a link)
Made something based on the Dragon Prince:
Dragonsilk Wristband
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
To make it provide a use, you should be able to put it on someone else. Otherwise cool.
Are those the bands Rayla had around her hands? (sorry if I spelled the name wrong...)
I am an average mathematics enjoyer.
>Extended Signature<
Yes, yes they are, and no, that's how you spell Rayla.
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
monster
I am an average mathematics enjoyer.
>Extended Signature<
Looks cool! I like the flavor that it enslaves those it kills.
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
a bard sub i made
college of the world
it's pretty good. A lot of features give you spells, which I might avoid if I were you.
natures secrets
good
Natural inspiration
the first part is really cool. the second one... I feel like could be replaced with something better. maybe the can expend the dice to cast the druid cantrip you learned as a bonus action, and add the roll of the dice to the damage roll if there is one.
Natural magic
just gives you a lot of spells... It still pretty good, but could be better with work. maybe you only learn one druid or ranger spell, and can cast it by without expending a spell slot once per long rest? or something like that, where you only learn one or two spells but get a benefit from them.
natures will
I really like the idea. two things though:
overall
it's mostly pretty good, there are just a few things that need improvement.
I am an average mathematics enjoyer.
>Extended Signature<
natural inspiration
will do that (though their is only few druid cantrips that deal damage)
natural magic
I will think about that in the future
natures will
.will most certainly do
.will do that
https://www.dndbeyond.com/forums/dungeons-dragons-discussion/homebrew-house-rules/109100-more-dragonborn-types
I am an average mathematics enjoyer.
>Extended Signature<
so i have an idea for a monk subclass called the way of the cursed monk were monks absorb magic pirate curses into them and uses in combat
the first ability idea is to have 6 curses that each have different versions for rp and combat i dont have all curses ready yet but i have 2 you get the curses by spending 1 ki and getting a curse randomly or 3 ki points to choose
the first curse is the sea life curse were you can get tentacles that can extend your unarmed attacks or melee weapon attack and in rp you can breathe underwater and pick things up with the tentacles. i was thinking after an hour the tentacles shrink and cant be used for combat but stay for rp until you use another curse
the second one is the ghost curse were you can deal an extra psychic damage and in rp being able to use a invisible mage hand. again the rp side of the curse would stay until another curse.
at 6th level i have an idea that you can give the curse to an enemy and since they dont have the ki to control it they get detrimental effects and you can use a ki to roll or 3 ki points to choose
so for the sea life curse they could get tentacle hands and drop their weapons
and for the ghost curse they can get disadvantage on str, con ,and char checks and savingthrows
if you have any ideas for the curses could work or have feed back the existing abilities please let me know