these monks absorb curses into their blood and use ki to control them in combat
curses
Starting when you choose this tradition at 3rd level, you can control the curses inside you and giver yourself beneficial mutations. every ability has a combat side, a rp side and a curse side. the rp side and curse side stays till another curse is chosen and the combat and side goes away after a minute
as a bonus action you can spend 2 ki ponits to roll randomly on the curses table
1 sea curse. you gain 5 tentacles coming from any part of your body that you choose. you also decide there appearance and gain the following abilities
.combat - you can use a tentacle in place of what you use for an unarmed strike and it has a range of 10 feet. after a minute the tentacles shrink and lose their effect to be used in combat.
rp -you can still use the tto grab and hold things. you gain resistance to fire damage
curse- you gain vulnerability to cold damage and your always considered to be wet
. 2 undeath curse. you become ghostly or start decaying. you gain the following abilities
combat-you gain advantage on death saving throws. after a minute you body begins to start becoming mortal again and you lose advantage of death saving throws
rp- you no longer need to eat, drink sleep, or breathe.
curse-you gain vulnerability to radiant damage and have disadvantage on charisma checks and are considered unhealthy looking
3 fey curse. you gain leaves and plants growing from your body. you choose there appearance and gain the following abilities
combat- you can use an action to roll on the wild magic table on the sorcerer page. after a minute the plants begin to decay and you lose the ability to use the wild magic table
rp-you can also cast speak with animals at will.
curse-you gain vulnerability to slashing damage and your skin becomes a random color
4 beast curse
combat- you become beast like in nature and gain claws fangs and hooves. you each one of these parts can be used to make unarmed attacks with one of these damage types slashing(claws) piercing (fangs) and bludgeoning(hooves).
rp-you gain the advantage on checks that require smelling, hearing and seeing.
curse- you gain vulnerability to any weapon attack made by someone wearing a holy symbol or any attacks made with silver weapons and you look very hairy
give curse
At 6th level, you gain the ability to give curses to others. as a bonus action you can spend 3 ki points to make a unarmed strike against a creature thats a undead or construct. if the attack hits the creature is cursed and gains one of the following curses. roll a d4 to choose the curse that last for one minute
1 sea curse
the creature hands becomes tentacles and all objects the creature is holding are dropped. if they can see water they must make a wisdom saving throw. on a failure they have to spend thier turns to move closer to the water. at the end of each of their turns they can make the saving throw again and end the effect on a success
2 undead curse
the creature becomes very skinny and hungers for life energy. for one minute at the start of their turns they must attack the creature thats closest to them. undead and constructs are immune to the this curse
3 fey curse
the creature gets fey symbols on their body
for one minute after the creature makes an attack thay have to make a charisma saving throw or on roll on the wild magic table on the sorcerer page if they fail. fey are immunte to this curse
4 beast curse
the creature becomes beast like in appearance and is unble to speak and its intellegence becomes 6 if its not already lower. beast are immune to this curse
cursed blood
Beginning at 11th level, your blood becomes cursed and you gain all the rp abilities of the curses from level 3
witch crafter
At 17th level, you gain the ability to turn your self into a hideous beast
for one minute you can spend 5 ki points to gain the following benefits
1 you become large
]2 your body becomes deformed and covered in tentacles, covered in mushrooms, plants, fur and eyes. and creature that starts its turn in 5 feet of you has to make a wisdom saving throw or become frightened of you till the end of your next turn
Ooh, where has this been all my life! Sign me up please!
I will have to organize my homebrew but my opening contribution is the Tap of Everflow, which seems like a mundane magical item until you find out exactly how it works!:
Tap of Everflow
wondrous item, uncommon
This brass tap, seemingly wrenched from a wall, magically still seems to work - but the tap must always flow, even if water is not available...
You can use a bonus action to turn the tap on or off. Whilst the tap is on, water & steam within 15ft. disappears and reappears within the tap, flowing out as fresh, clean water at a rate of 1 pint per turn. Water inside of creatures is not affected, except for Water Elementals which suffer 1d4 necrotic damage per turn in which they are drained this way. Water which has come out of the tap is immune to the Tap for 1 hour.
Curse: If no water is nearby, the tap instead causes blood from within 15ft to flow out of it at a rate of 1 a pint per turn (10 pints per minute). This blood is drained evenly from all creatures within 15ft. of the Tap. For each turn in which the tap is draining blood, all creatures within 15ft. suffer 7(2d6) necrotic damage, divided equally amongst them (rounding up). If a creature loses half of its maximum HP from this effect, then for each subsequent turn in which it is subjected to this effect, it must pass a constitution save (DC15) or suffer one level of exhaustion.
Undead and creatures without blood (such as oozes, elementals and golems), are immune to the effects of this curse.
Ooh, where has this been all my life! Sign me up please!
I will have to organize my homebrew but my opening contribution is the Tap of Everflow, which seems like a mundane magical item until you find out exactly how it works!:
Tap of Everflow
wondrous item, uncommon
This brass tap, seemingly wrenched from a wall, magically still seems to work - but the tap must always flow, even if water is not available...
You can use a bonus action to turn the tap on or off. Whilst the tap is on, water & steam within 15ft. disappears and reappears within the tap, flowing out as fresh, clean water at a rate of 1 pint per turn. Water inside of creatures is not affected, except for Water Elementals which suffer 1d4 necrotic damage per turn in which they are drained this way. Water which has come out of the tap is immune to the Tap for 1 hour.
Curse: If no water is nearby, the tap instead causes blood from within 15ft to flow out of it at a rate of 1 a pint per turn (10 pints per minute). This blood is drained evenly from all creatures within 15ft. of the Tap. For each turn in which the tap is draining blood, all creatures within 15ft. suffer 7(2d6) necrotic damage, divided equally amongst them (rounding up). If a creature loses half of its maximum HP from this effect, then for each subsequent turn in which it is subjected to this effect, it must pass a constitution save (DC15) or suffer one level of exhaustion.
Undead and creatures without blood (such as oozes, elementals and golems), are immune to the effects of this curse.
hehe blood go flowy
pretty nice magic item with a variety of uses including mass murder.
given the pirate-ness a curse of the waters would be nice
benifts
resistance to fire damage,swim speed
detriments
vunerability to cold damage and something else
a strategic cantrip for bards,warlocks and wizards
subtle influence
Put your spoiler here.
my first version of the way of the cursed monk
these monks absorb curses into their blood and use ki to control them in combat
curses
Starting when you choose this tradition at 3rd level, you can control the curses inside you and giver yourself beneficial mutations. every ability has a combat side, a rp side and a curse side. the rp side and curse side stays till another curse is chosen and the combat and side goes away after a minute
as a bonus action you can spend 2 ki ponits to roll randomly on the curses table
1 sea curse. you gain 5 tentacles coming from any part of your body that you choose. you also decide there appearance and gain the following abilities
.combat - you can use a tentacle in place of what you use for an unarmed strike and it has a range of 10 feet. after a minute the tentacles shrink and lose their effect to be used in combat.
rp -you can still use the tto grab and hold things. you gain resistance to fire damage
curse- you gain vulnerability to cold damage and your always considered to be wet
. 2 undeath curse. you become ghostly or start decaying. you gain the following abilities
combat-you gain advantage on death saving throws. after a minute you body begins to start becoming mortal again and you lose advantage of death saving throws
rp- you no longer need to eat, drink sleep, or breathe.
curse-you gain vulnerability to radiant damage and have disadvantage on charisma checks and are considered unhealthy looking
3 fey curse. you gain leaves and plants growing from your body. you choose there appearance and gain the following abilities
combat- you can use an action to roll on the wild magic table on the sorcerer page. after a minute the plants begin to decay and you lose the ability to use the wild magic table
rp-you can also cast speak with animals at will.
curse-you gain vulnerability to slashing damage and your skin becomes a random color
4 beast curse
combat- you become beast like in nature and gain claws fangs and hooves. you each one of these parts can be used to make unarmed attacks with one of these damage types slashing(claws) piercing (fangs) and bludgeoning(hooves).
rp-you gain the advantage on checks that require smelling, hearing and seeing.
curse- you gain vulnerability to any weapon attack made by someone wearing a holy symbol or any attacks made with silver weapons and you look very hairy
give curse
At 6th level, you gain the ability to give curses to others. as a bonus action you can spend 3 ki points to make a unarmed strike against a creature thats a undead or construct. if the attack hits the creature is cursed and gains one of the following curses. roll a d4 to choose the curse that last for one minute
1 sea curse
the creature hands becomes tentacles and all objects the creature is holding are dropped. if they can see water they must make a wisdom saving throw. on a failure they have to spend thier turns to move closer to the water. at the end of each of their turns they can make the saving throw again and end the effect on a success
2 undead curse
the creature becomes very skinny and hungers for life energy. for one minute at the start of their turns they must attack the creature thats closest to them. undead and constructs are immune to the this curse
3 fey curse
the creature gets fey symbols on their body
for one minute after the creature makes an attack thay have to make a charisma saving throw or on roll on the wild magic table on the sorcerer page if they fail. fey are immunte to this curse
4 beast curse
the creature becomes beast like in appearance and is unble to speak and its intellegence becomes 6 if its not already lower. beast are immune to this curse
cursed blood
Beginning at 11th level, your blood becomes cursed and you gain all the rp abilities of the curses from level 3
witch crafter
At 17th level, you gain the ability to turn your self into a hideous beast
for one minute you can spend 5 ki points to gain the following benefits
1 you become large
]2 your body becomes deformed and covered in tentacles, covered in mushrooms, plants, fur and eyes. and creature that starts its turn in 5 feet of you has to make a wisdom saving throw or become frightened of you till the end of your next turn
3 your attacks deal an extra 2d6 damage
this is pretty nice
Three things of note
sentences are important
you should group the rp and combat effects together as their still really the same thing
lastly can you please put this in a spoiler.
A set of chess themed magic items
pawn,knight,bishop,rook,queen,king
the rook and bishop have updated for balance
will review later, what I’ve seen is cool
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Spells, Monsters, Magic Items, Feats, Subclasses.
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Animated Bonfire a monster
I am an average mathematics enjoyer.
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hehe fire go burn
pretty nice monster
Check out my homebrew subclasses spells magic items feats monsters races
i am a sauce priest
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a simple monster template i made
Risen devil template
This template can be applied to any devil to quickly create a rare redeemed one.
resistances
The devil gains resistance to radiant and necrotic damage and loses any resistance or immunity to fire
attacks
replace any mention of fire or necrotic damage in the devils stat block with radiant damage.
emissary of the redeemed
The devil gains the following trait.
emissary of the redeemed
fiends and celestials have disadvantage on attack rolls against the devil.The devil has advantage on charisma checks towards redeeming a creature.
Aligment
the devils alignment changes to a good version of the original alignement
other adustments can be made as you wish
Check out my homebrew subclasses spells magic items feats monsters races
i am a sauce priest
help create a world here
very cool! I may use this in my campaign!
I am an average mathematics enjoyer.
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Thanks!
Check out my homebrew subclasses spells magic items feats monsters races
i am a sauce priest
help create a world here
Dire Water Elemental monster
I am an average mathematics enjoyer.
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pretty nice like the innate spellcasting
Check out my homebrew subclasses spells magic items feats monsters races
i am a sauce priest
help create a world here
thanks!
Dire Fire Elemental
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Dire Earth Elemental
now I only have air left!
I am an average mathematics enjoyer.
>Extended Signature<
Ooh, where has this been all my life! Sign me up please!
I will have to organize my homebrew but my opening contribution is the Tap of Everflow, which seems like a mundane magical item until you find out exactly how it works!:
Tap of Everflow
wondrous item, uncommon
This brass tap, seemingly wrenched from a wall, magically still seems to work - but the tap must always flow, even if water is not available...
You can use a bonus action to turn the tap on or off. Whilst the tap is on, water & steam within 15ft. disappears and reappears within the tap, flowing out as fresh, clean water at a rate of 1 pint per turn. Water inside of creatures is not affected, except for Water Elementals which suffer 1d4 necrotic damage per turn in which they are drained this way. Water which has come out of the tap is immune to the Tap for 1 hour.
Curse: If no water is nearby, the tap instead causes blood from within 15ft to flow out of it at a rate of 1 a pint per turn (10 pints per minute). This blood is drained evenly from all creatures within 15ft. of the Tap. For each turn in which the tap is draining blood, all creatures within 15ft. suffer 7(2d6) necrotic damage, divided equally amongst them (rounding up). If a creature loses half of its maximum HP from this effect, then for each subsequent turn in which it is subjected to this effect, it must pass a constitution save (DC15) or suffer one level of exhaustion.
Undead and creatures without blood (such as oozes, elementals and golems), are immune to the effects of this curse.
Make your Artificer work with any other class with 174 Multiclassing Feats for your Artificer Multiclass Character!
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I have started discussing/reviewing 3rd party D&D content on Substack - stay tuned for semi-regular posts!
welcome, TorukDuckSlayer!
I'll give feedback later when I have time.
I am an average mathematics enjoyer.
>Extended Signature<
hehe blood go flowy
pretty nice magic item with a variety of uses including mass murder.
Check out my homebrew subclasses spells magic items feats monsters races
i am a sauce priest
help create a world here
the room of many doors a simple encounter for you to run.
Check out my homebrew subclasses spells magic items feats monsters races
i am a sauce priest
help create a world here
Looks pretty cool.
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