Wendigo. not sure if i did the link right, but here is my homebrew monster that i'm pretty sure needs a higher CR.
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Proud member of the spider guild.
i Play Ursula, Ariadne, Bolehs, Uhluhtc and Lizagnazeialqi in the tavern at the end of the world.
spiders are absolutely wonderful works of nature and if you say otherwise i shall feast tonight.
"Those who fight with Swords are Fools. those who fight with Bows are Cowards. You, My friend, Seem to be Both a Coward and A Fool." -Wilbur, Archmage of the Sunset sea addressing a Warrior.
Reaper Talisman: considering it’s only 2 for both the damage and the heal, I’d say it’s balanced as a magic item. However, I would personally change it to do 1d4 for both.
Wendigo: I am obligated to tell you that a “Wendigo” is not a demon, but a cannibal who has been transformed into a monster, according to some Native American lore.
Otherwise, the abilities seem to work RAW, though you will want to revisit formatting and wording, and the Deathly Howl ability has a ridiculous range. Also, be sure to consult the “Creating a Monster” section of the DMG to make sure your monster has the proper CR.
Reaper Talisman: considering it’s only 2 for both the damage and the heal, I’d say it’s balanced as a magic item. However, I would personally change it to do 1d4 for both.
Wendigo: I am obligated to tell you that a “Wendigo” is not a demon, but a cannibal who has been transformed into a monster, according to some Native American lore.
Otherwise, the abilities seem to work RAW, though you will want to revisit formatting and wording, and the Deathly Howl ability has a ridiculous range. Also, be sure to consult the “Creating a Monster” section of the DMG to make sure your monster has the proper CR.
I read stuff about native american lore after i made the monster, and i just haven't gotten around to making changes. so, if not demon, should it be a humanoid? Monstrosity? I was simply looking up what the 4E wendigo was, (demon) so i made mine a demon too. Thank you for the feedback!
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Proud member of the spider guild.
i Play Ursula, Ariadne, Bolehs, Uhluhtc and Lizagnazeialqi in the tavern at the end of the world.
spiders are absolutely wonderful works of nature and if you say otherwise i shall feast tonight.
"Those who fight with Swords are Fools. those who fight with Bows are Cowards. You, My friend, Seem to be Both a Coward and A Fool." -Wilbur, Archmage of the Sunset sea addressing a Warrior.
Reaper Talisman: considering it’s only 2 for both the damage and the heal, I’d say it’s balanced as a magic item. However, I would personally change it to do 1d4 for both.
Wendigo: I am obligated to tell you that a “Wendigo” is not a demon, but a cannibal who has been transformed into a monster, according to some Native American lore.
Otherwise, the abilities seem to work RAW, though you will want to revisit formatting and wording, and the Deathly Howl ability has a ridiculous range. Also, be sure to consult the “Creating a Monster” section of the DMG to make sure your monster has the proper CR.
I read stuff about native american lore after i made the monster, and i just haven't gotten around to making changes. so, if not demon, should it be a humanoid? Monstrosity? I was simply looking up what the 4E wendigo was, (demon) so i made mine a demon too. Thank you for the feedback!
Reaper Talisman: considering it’s only 2 for both the damage and the heal, I’d say it’s balanced as a magic item. However, I would personally change it to do 1d4 for both.
Wendigo: I am obligated to tell you that a “Wendigo” is not a demon, but a cannibal who has been transformed into a monster, according to some Native American lore.
Otherwise, the abilities seem to work RAW, though you will want to revisit formatting and wording, and the Deathly Howl ability has a ridiculous range. Also, be sure to consult the “Creating a Monster” section of the DMG to make sure your monster has the proper CR.
I read stuff about native american lore after i made the monster, and i just haven't gotten around to making changes. so, if not demon, should it be a humanoid? Monstrosity? I was simply looking up what the 4E wendigo was, (demon) so i made mine a demon too. Thank you for the feedback!
I would say a monstrosity.
Mk. thank you.
Rollback Post to RevisionRollBack
Proud member of the spider guild.
i Play Ursula, Ariadne, Bolehs, Uhluhtc and Lizagnazeialqi in the tavern at the end of the world.
spiders are absolutely wonderful works of nature and if you say otherwise i shall feast tonight.
"Those who fight with Swords are Fools. those who fight with Bows are Cowards. You, My friend, Seem to be Both a Coward and A Fool." -Wilbur, Archmage of the Sunset sea addressing a Warrior.
I ran this BBEG last night for a group of 5 level 5's. They all got knocked down a fair bit of HP, but I felt he was a bit one-dimensional (admittedly, everyone passed the con saves for the lashing willow attacks). I feel like he needs more offensive spells, but otherwise is reasonably balanced at this CR (which says he's a medium/hard encounter for 5 level 5s):
Going to up the lashing willow save to DC17 (spell save) and run this twoshot again another time. I used two brown bears for conjure animals and they were quite meh, so I will have a think about some more interesting beasts to summon next time! I had considered him summoning a warhorse, and riding out of the lair to the town, but time was short!
Also, sadly, nobody had torches or anything flame-y for him to use druidcraft to snuff out. I also only finished him before session 2, so couldn't foreshadow him with the arcane eye appearing.
The wicker lich is totally awesome. I’m definitely going to use it as a boss or mini boss for a dungeon. I might swap mage hand for infestation, but that’s just my personal preference.
The wicker lich is totally awesome. I’m definitely going to use it as a boss or mini boss for a dungeon. I might swap mage hand for infestation, but that’s just my personal preference.
i Play Ursula, Ariadne, Bolehs, Uhluhtc and Lizagnazeialqi in the tavern at the end of the world.
spiders are absolutely wonderful works of nature and if you say otherwise i shall feast tonight.
"Those who fight with Swords are Fools. those who fight with Bows are Cowards. You, My friend, Seem to be Both a Coward and A Fool." -Wilbur, Archmage of the Sunset sea addressing a Warrior.
The wicker lich is totally awesome. I’m definitely going to use it as a boss or mini boss for a dungeon. I might swap mage hand for infestation, but that’s just my personal preference.
Infestation is a cool idea. Sadly the combat devolved into him smacking the PCs around and waiting for spells to counterspell, so I'll definitely adapt and re-run him another time!
Feel free t orun him, please let me know what changes you make and how you felt it worked!
Stabbing Tail. Your tail, which has a talon or stinger on its end, counts as a natural weapon and you can attack with it. You can use either Strength or Dexterity for attack and damage rolls. When you hit with your tail, you deal piercing damage equal 1d4 + your Strength or Dexterity modifier to the target, and it must make a Constitution saving throw (DC is 8 + your proficiency bonus + your Charisma modifier) if it’s a creature. On a failed save, the target is poisoned until the end of its next turn. This feature replaces your Infernal Legacy.
Looking for feedback on the abilities and fluff for them!
Giving them detect thoughts rather than a long description for Invasive Interrogation may be better, with the added effect of making a creature frightened while you probe into deeper thoughts. (Additionally, save DCs are 8 + PB + Ability modifier, not 10.)
Also, I don’t get Momentary Insight. You’ve attached no flavor to it, and I can’t see the reasoning, especially for a spell that has as little to do with psionics as true strike.
Shared Knowledge is very powerful and makes learning languages for the sake of being in a foreign environment useless. I would recommend something akin to the Telepathic Speech feature of the Aberrant Mind sorcerer. Why have four base languages if you can understand any language?
I like the Sense Feelings ability, but maybe make it limited to those who are not hostile to you within 10 feet.
True Strike was meant to be representing probing the target's next moves so you can hit it easier - I figured it was an underpowered spell (taking an action to cast) which fit the intent well, so I used it. I've added a blurb!
Shared Knowedge I've adjusted, though the language portion remains the same. Bear in mind that it only works for friendly creatures, and that said I may change that to "Humanoids", so if a Fiend starts shouting at you you won't understand it unless you're friends, so it doesn't just give every language to the Illithoid player (and only works whilst in range, so you don't learn it all and keep it!)
True Strike was meant to be representing probing the target's next moves so you can hit it easier - I figured it was an underpowered spell (taking an action to cast) which fit the intent well, so I used it. I've added a blurb!
Shared Knowedge I've adjusted, though the language portion remains the same. Bear in mind that it only works for friendly creatures, and that said I may change that to "Humanoids", so if a Fiend starts shouting at you you won't understand it unless you're friends, so it doesn't just give every language to the Illithoid player (and only works whilst in range, so you don't learn it all and keep it!)
It looks great. I love the idea of playing as a mini mind-flayer. My main feedback would be that sense feelings is extremely potent to be unlimited use without even taking an action. I'd add something where it takes an action and the target can make a save to resist or something like that.
True Strike was meant to be representing probing the target's next moves so you can hit it easier - I figured it was an underpowered spell (taking an action to cast) which fit the intent well, so I used it. I've added a blurb!
Shared Knowedge I've adjusted, though the language portion remains the same. Bear in mind that it only works for friendly creatures, and that said I may change that to "Humanoids", so if a Fiend starts shouting at you you won't understand it unless you're friends, so it doesn't just give every language to the Illithoid player (and only works whilst in range, so you don't learn it all and keep it!)
It looks great. I love the idea of playing as a mini mind-flayer. My main feedback would be that sense feelings is extremely potent to be unlimited use without even taking an action. I'd add something where it takes an action and the target can make a save to resist or something like that.
Oh ok, I wouldn't have thought that the base feelings of someone right beside you would be such a big thing. I'll add a check to guard your feelings which anyone who is trying to deceive or avoid the effect can use, do you think that would work?
True Strike was meant to be representing probing the target's next moves so you can hit it easier - I figured it was an underpowered spell (taking an action to cast) which fit the intent well, so I used it. I've added a blurb!
Shared Knowedge I've adjusted, though the language portion remains the same. Bear in mind that it only works for friendly creatures, and that said I may change that to "Humanoids", so if a Fiend starts shouting at you you won't understand it unless you're friends, so it doesn't just give every language to the Illithoid player (and only works whilst in range, so you don't learn it all and keep it!)
It looks great. I love the idea of playing as a mini mind-flayer. My main feedback would be that sense feelings is extremely potent to be unlimited use without even taking an action. I'd add something where it takes an action and the target can make a save to resist or something like that.
Oh ok, I wouldn't have thought that the base feelings of someone right beside you would be such a big thing. I'll add a check to guard your feelings which anyone who is trying to deceive or avoid the effect can use, do you think that would work?
You can sense the surface feelings of those within 10ft. of you, such as fear, hunger, or boredom. If the target is immune to being charmed, you sense that it is calm. Any creature which does not wish to reveal it’s feelings can attempt a Wisdom (deception) check (DC = 8 + your intelligence modifier + your proficiency bonus), appearing calm on a success.
Echolocation. the Desmodus can't use its click or sonic screech while deafened.
shadow stealth. while in darkness, the Desmodus can turn invisible as a bonus action and vice-versa.
scent of blood. the Desmodus has advantage on wisdom (perception) checks to sense creatures that have less than 3 quarters of their health.
Devour. the Desmodus can feed on any incapacitated, grappled, or willing creature that is within 5 feet of it and is no larger than medium size.(no action required) every turn while the Desmodus is feeding, the target Must make a DC 18 constitution saving throw or gain 1 level of exhaustion. if the target dies of exhaustion, the Desmodus gains health equal to the target's current number of hit die. the Desmodus stops feeding if it takes more than 20 damage on a single turn. while feeding, the Desmodus can't use it's bite.
flyby. while the Desmodus is in the air, it doesn't provoke opportunity attacks.
Actions
Action Name. the Desmodus makes 2 wing attacks, and 1 bite. it can sub out it's bite for a grapple attack. instead of 2 wing attacks, it can make 1 wing attack and use it's click.
click. all creatures within 25 feet of the Desmodus must make a DC 17 stealth check. on a fail, the Desmodus immediately learns their exact location until the end of the Desmodus' next turn.
grapple.Melee Weapon Attack: 7 to hit, reach 10 ft., 1 target. Hit: the target is grappled, and the Desmodus can't grapple another target. this attack can only be used while the Desmodus is flying.
Sonic screech.(recharge 6) the Desmodus lets out an intense sonic boom in the shape of a 300 foot cone. all creatures within the cone must make a DC 19 constitution saving throw or be stunned until the start of their next turn. the Desmodus also learns the exact location of all creatures hit by the Sonic screech.
Bonus Actions
Enter the description for how bonus actions work for your monster here.
Reactions
Reaction Name. Enter the description for your action.
Legendary Actions
the Desmodus has 3 legendary actions, which they can use only at the end of other creature's turns, and only one each turn.
Echos. the Desmodus uses click.
Bloodthirsty.(costs 2 actions) the Desmodus uses bite.
Sonic Rampage.(costs 3 actions) the Desmodus uses Sonic screech, if available.
Mythic Actions
Enter the description for how mythic actions work for your monster here.
Mythic Action Name (Costs # Actions). Enter the description for your mythic action.
Description
ran... so... so... tired... and the screaming... so... so much screaming....
HE SEES ME HE SEES ME HE SEES ME HE SEES ME!famous line from a diary of Desmodus victim.
while the Griffins or Giant Eagles may rule the skies of the sunny days, a true horror Awakens at sunset.
Desmodus are 8 foot tall Vampire Bats with a wingspan of nearly 22 feet. they Hunt using almost entirely sound, as they can't see in the dark caves or the sunless cliffs they inhabit. while Desmodus are commonly ascosciated with Vampires, they have almost nothing in common. a single Desmodus usually claims a cave or overhanging cliff as their lair, while the packs, which never consist of more than 1 female, 1 male, and 1 youngling are often found in Abandoned castles or fortresses dug into mountains.
midnight terrors.
these creatures drink the blood of all wildlife surrounding their dens, including people. they particularly enjoy hunting Humanoids, making clicking sounds to mess with them and then disappearing with their innate ability to camoflauge in the darkness.
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Proud member of the spider guild.
i Play Ursula, Ariadne, Bolehs, Uhluhtc and Lizagnazeialqi in the tavern at the end of the world.
spiders are absolutely wonderful works of nature and if you say otherwise i shall feast tonight.
"Those who fight with Swords are Fools. those who fight with Bows are Cowards. You, My friend, Seem to be Both a Coward and A Fool." -Wilbur, Archmage of the Sunset sea addressing a Warrior.
Incorporeal. Psyche is an incorporeal entity with immunity to all damage except psychic. She can temporarily become semi-corporeal for 6 rounds, downgrading her immunity to resistance. While semi-corporeal, she can move through other creatures and objects as if they were difficult terrain. If she ends her turn inside an object or creature, she is shoved to the nearest unoccupied space.
Undying Mind. Psyche cannot die while the plane of Psyche, which she is the creator of, exists. There are two ways to destroy the plane: Kill every creature that has ever entered it, including Psyche after all those other creatures are dead, or enter the plane and exert tremendous psychic power to collapse the plane on itself. Either of these are nigh-impossible to achieve. While the plane still exists, she reforms there immediately after she dies.
Actions
Multiattack. Psyche may use four actions if she is in her semi-corporeal form.
Read Thoughts. As an action, Psyche can cast detect thoughts on a creature within 1 mile of her. She does not need line of sight, and the save DC is 25. She may cast this spell at will, and it counts as an ability for the sake of counterspell.
Extract Memories. Psyche can target one creature she is currently in telepathic contact with, forcing them to make a DC 25 Wisdom save. If they fail, one memory determined by the DM disappears from the target's mind, and Psyche gains a complete copy. In addition, the target takes 44 (8d10) psychic damage. She may only use this action if she is semi-corporeal.
Copy Memories. Psyche can target one creature, as in Extract Memories, except the memory doesn't disappear and the target takes no damage.
Destroy Mind. One creature within 60 feet of Psyche must succeed on a DC 25 Intelligence check, taking 55 (10d10) psychic damage on a fail, or half as much on a success. She may only use this action if she is semi-corporeal.
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Proud member of the Spider's Guild (y'all should join!)!
Join Cafe [Redacted], people! I play Treble in it. Isn't SCP stuff awesome?
Wendigo. not sure if i did the link right, but here is my homebrew monster that i'm pretty sure needs a higher CR.
Proud member of the spider guild.
i Play Ursula, Ariadne, Bolehs, Uhluhtc and Lizagnazeialqi in the tavern at the end of the world.
spiders are absolutely wonderful works of nature and if you say otherwise i shall feast tonight.
"Those who fight with Swords are Fools. those who fight with Bows are Cowards. You, My friend, Seem to be Both a Coward and A Fool." -Wilbur, Archmage of the Sunset sea addressing a Warrior.
Both links work fine!
Reaper Talisman: considering it’s only 2 for both the damage and the heal, I’d say it’s balanced as a magic item. However, I would personally change it to do 1d4 for both.
Wendigo: I am obligated to tell you that a “Wendigo” is not a demon, but a cannibal who has been transformed into a monster, according to some Native American lore.
Otherwise, the abilities seem to work RAW, though you will want to revisit formatting and wording, and the Deathly Howl ability has a ridiculous range. Also, be sure to consult the “Creating a Monster” section of the DMG to make sure your monster has the proper CR.
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 read stuff about native american lore after i made the monster, and i just haven't gotten around to making changes. so, if not demon, should it be a humanoid? Monstrosity? I was simply looking up what the 4E wendigo was, (demon) so i made mine a demon too. Thank you for the feedback!
Proud member of the spider guild.
i Play Ursula, Ariadne, Bolehs, Uhluhtc and Lizagnazeialqi in the tavern at the end of the world.
spiders are absolutely wonderful works of nature and if you say otherwise i shall feast tonight.
"Those who fight with Swords are Fools. those who fight with Bows are Cowards. You, My friend, Seem to be Both a Coward and A Fool." -Wilbur, Archmage of the Sunset sea addressing a Warrior.
I would say a monstrosity.
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
Mk. thank you.
Proud member of the spider guild.
i Play Ursula, Ariadne, Bolehs, Uhluhtc and Lizagnazeialqi in the tavern at the end of the world.
spiders are absolutely wonderful works of nature and if you say otherwise i shall feast tonight.
"Those who fight with Swords are Fools. those who fight with Bows are Cowards. You, My friend, Seem to be Both a Coward and A Fool." -Wilbur, Archmage of the Sunset sea addressing a Warrior.
I ran this BBEG last night for a group of 5 level 5's. They all got knocked down a fair bit of HP, but I felt he was a bit one-dimensional (admittedly, everyone passed the con saves for the lashing willow attacks). I feel like he needs more offensive spells, but otherwise is reasonably balanced at this CR (which says he's a medium/hard encounter for 5 level 5s):
Going to up the lashing willow save to DC17 (spell save) and run this twoshot again another time. I used two brown bears for conjure animals and they were quite meh, so I will have a think about some more interesting beasts to summon next time! I had considered him summoning a warhorse, and riding out of the lair to the town, but time was short!
Also, sadly, nobody had torches or anything flame-y for him to use druidcraft to snuff out. I also only finished him before session 2, so couldn't foreshadow him with the arcane eye appearing.
All told though it was a bloody fun game!
Make your Artificer work with any other class with 174 Multiclassing Feats for your Artificer Multiclass Character!
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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!
The wicker lich is totally awesome. I’m definitely going to use it as a boss or mini boss for a dungeon. I might swap mage hand for infestation, but that’s just my personal preference.
infestation or maybe presidigitation.
Proud member of the spider guild.
i Play Ursula, Ariadne, Bolehs, Uhluhtc and Lizagnazeialqi in the tavern at the end of the world.
spiders are absolutely wonderful works of nature and if you say otherwise i shall feast tonight.
"Those who fight with Swords are Fools. those who fight with Bows are Cowards. You, My friend, Seem to be Both a Coward and A Fool." -Wilbur, Archmage of the Sunset sea addressing a Warrior.
Infestation is a cool idea. Sadly the combat devolved into him smacking the PCs around and waiting for spells to counterspell, so I'll definitely adapt and re-run him another time!
Feel free t orun him, please let me know what changes you make and how you felt it worked!
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!
For anyone who is a neat freak like me and wants to make their homebrew look fancy I found this google doc style template for homebrew
https://docs.google.com/document/d/1huB-66vOkFWU3bjw_oE8CRLB4EDVajGB22VFGwTC-4s/edit?mode=html#
I tried using naturalcrit before but I didn't like it and I think the google docs version just makes it a lot easier to manage.
she/her
___________
| Hello There |
|__________|
(\_/) ‖
(•ᆺ•) ‖
/ ‛づ
| ) )
.. ‾⁾ ‾⁾
Made a tiefling variant:
Stabbing Tail. Your tail, which has a talon or stinger on its end, counts as a natural weapon and you can attack with it. You can use either Strength or Dexterity for attack and damage rolls. When you hit with your tail, you deal piercing damage equal 1d4 + your Strength or Dexterity modifier to the target, and it must make a Constitution saving throw (DC is 8 + your proficiency bonus + your Charisma modifier) if it’s a creature. On a failed save, the target is poisoned until the end of its next turn. This feature replaces your Infernal Legacy.
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
Tiefling vaiant looks balanced, replacing infernal legacy; I like the variety!
Following someone wanting to play as a mindflayer (and my incessant ability to get fixated on an idea) I made this today:
Illithoids - a mind-flayer-like race
Looking for feedback on the abilities and fluff for them!
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!
Giving them detect thoughts rather than a long description for Invasive Interrogation may be better, with the added effect of making a creature frightened while you probe into deeper thoughts. (Additionally, save DCs are 8 + PB + Ability modifier, not 10.)
Also, I don’t get Momentary Insight. You’ve attached no flavor to it, and I can’t see the reasoning, especially for a spell that has as little to do with psionics as true strike.
Shared Knowledge is very powerful and makes learning languages for the sake of being in a foreign environment useless. I would recommend something akin to the Telepathic Speech feature of the Aberrant Mind sorcerer. Why have four base languages if you can understand any language?
I like the Sense Feelings ability, but maybe make it limited to those who are not hostile to you within 10 feet.
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
Thanks for the feedback!
True Strike was meant to be representing probing the target's next moves so you can hit it easier - I figured it was an underpowered spell (taking an action to cast) which fit the intent well, so I used it. I've added a blurb!
Shared Knowedge I've adjusted, though the language portion remains the same. Bear in mind that it only works for friendly creatures, and that said I may change that to "Humanoids", so if a Fiend starts shouting at you you won't understand it unless you're friends, so it doesn't just give every language to the Illithoid player (and only works whilst in range, so you don't learn it all and keep it!)
Updated race is here:
Illithoid Race (V2)
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!
It looks great. I love the idea of playing as a mini mind-flayer. My main feedback would be that sense feelings is extremely potent to be unlimited use without even taking an action. I'd add something where it takes an action and the target can make a save to resist or something like that.
I am an average mathematics enjoyer.
>Extended Signature<
Oh ok, I wouldn't have thought that the base feelings of someone right beside you would be such a big thing. I'll add a check to guard your feelings which anyone who is trying to deceive or avoid the effect can use, do you think that would work?
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!
Yup.
I am an average mathematics enjoyer.
>Extended Signature<
I've adjusted to:
Sense Feelings
You can sense the surface feelings of those within 10ft. of you, such as fear, hunger, or boredom. If the target is immune to being charmed, you sense that it is calm. Any creature which does not wish to reveal it’s feelings can attempt a Wisdom (deception) check (DC = 8 + your intelligence modifier + your proficiency bonus), appearing calm on a success.
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!
Drumroll please.....
Echolocation. the Desmodus can't use its click or sonic screech while deafened.
shadow stealth. while in darkness, the Desmodus can turn invisible as a bonus action and vice-versa.
scent of blood. the Desmodus has advantage on wisdom (perception) checks to sense creatures that have less than 3 quarters of their health.
Devour. the Desmodus can feed on any incapacitated, grappled, or willing creature that is within 5 feet of it and is no larger than medium size.(no action required) every turn while the Desmodus is feeding, the target Must make a DC 18 constitution saving throw or gain 1 level of exhaustion. if the target dies of exhaustion, the Desmodus gains health equal to the target's current number of hit die. the Desmodus stops feeding if it takes more than 20 damage on a single turn. while feeding, the Desmodus can't use it's bite.
flyby. while the Desmodus is in the air, it doesn't provoke opportunity attacks.
Action Name. the Desmodus makes 2 wing attacks, and 1 bite. it can sub out it's bite for a grapple attack. instead of 2 wing attacks, it can make 1 wing attack and use it's click.
Wing. Melee Weapon Attack: +7 to hit, reach 10 ft., 1 target. Hit: 13 (2d6 + 6) Bludgeoning damage. damage.
click. all creatures within 25 feet of the Desmodus must make a DC 17 stealth check. on a fail, the Desmodus immediately learns their exact location until the end of the Desmodus' next turn.
Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., 1 target. Hit: 20 (4d6 + 6) Piercing damage.
grapple. Melee Weapon Attack: 7 to hit, reach 10 ft., 1 target. Hit: the target is grappled, and the Desmodus can't grapple another target. this attack can only be used while the Desmodus is flying.
Sonic screech.(recharge 6) the Desmodus lets out an intense sonic boom in the shape of a 300 foot cone. all creatures within the cone must make a DC 19 constitution saving throw or be stunned until the start of their next turn. the Desmodus also learns the exact location of all creatures hit by the Sonic screech.
Enter the description for how bonus actions work for your monster here.
Reaction Name. Enter the description for your action.
the Desmodus has 3 legendary actions, which they can use only at the end of other creature's turns, and only one each turn.
Echos. the Desmodus uses click.
Bloodthirsty.(costs 2 actions) the Desmodus uses bite.
Sonic Rampage.(costs 3 actions) the Desmodus uses Sonic screech, if available.
Enter the description for how mythic actions work for your monster here.
Mythic Action Name (Costs # Actions). Enter the description for your mythic action.
Description
ran... so... so... tired... and the screaming... so... so much screaming....
HE SEES ME HE SEES ME HE SEES ME HE SEES ME! famous line from a diary of Desmodus victim.
while the Griffins or Giant Eagles may rule the skies of the sunny days, a true horror Awakens at sunset.
Desmodus are 8 foot tall Vampire Bats with a wingspan of nearly 22 feet. they Hunt using almost entirely sound, as they can't see in the dark caves or the sunless cliffs they inhabit. while Desmodus are commonly ascosciated with Vampires, they have almost nothing in common. a single Desmodus usually claims a cave or overhanging cliff as their lair, while the packs, which never consist of more than 1 female, 1 male, and 1 youngling are often found in Abandoned castles or fortresses dug into mountains.
midnight terrors.
these creatures drink the blood of all wildlife surrounding their dens, including people. they particularly enjoy hunting Humanoids, making clicking sounds to mess with them and then disappearing with their innate ability to camoflauge in the darkness.
Proud member of the spider guild.
i Play Ursula, Ariadne, Bolehs, Uhluhtc and Lizagnazeialqi in the tavern at the end of the world.
spiders are absolutely wonderful works of nature and if you say otherwise i shall feast tonight.
"Those who fight with Swords are Fools. those who fight with Bows are Cowards. You, My friend, Seem to be Both a Coward and A Fool." -Wilbur, Archmage of the Sunset sea addressing a Warrior.
Hey, I have a few statblocks that I've been thinking are either overpowered or underpowered. Could you give me feedback? Starting with:
Incorporeal. Psyche is an incorporeal entity with immunity to all damage except psychic. She can temporarily become semi-corporeal for 6 rounds, downgrading her immunity to resistance. While semi-corporeal, she can move through other creatures and objects as if they were difficult terrain. If she ends her turn inside an object or creature, she is shoved to the nearest unoccupied space.
Undying Mind. Psyche cannot die while the plane of Psyche, which she is the creator of, exists. There are two ways to destroy the plane: Kill every creature that has ever entered it, including Psyche after all those other creatures are dead, or enter the plane and exert tremendous psychic power to collapse the plane on itself. Either of these are nigh-impossible to achieve. While the plane still exists, she reforms there immediately after she dies.
Multiattack. Psyche may use four actions if she is in her semi-corporeal form.
Read Thoughts. As an action, Psyche can cast detect thoughts on a creature within 1 mile of her. She does not need line of sight, and the save DC is 25. She may cast this spell at will, and it counts as an ability for the sake of counterspell.
Extract Memories. Psyche can target one creature she is currently in telepathic contact with, forcing them to make a DC 25 Wisdom save. If they fail, one memory determined by the DM disappears from the target's mind, and Psyche gains a complete copy. In addition, the target takes 44 (8d10) psychic damage. She may only use this action if she is semi-corporeal.
Copy Memories. Psyche can target one creature, as in Extract Memories, except the memory doesn't disappear and the target takes no damage.
Destroy Mind. One creature within 60 feet of Psyche must succeed on a DC 25 Intelligence check, taking 55 (10d10) psychic damage on a fail, or half as much on a success. She may only use this action if she is semi-corporeal.
Proud member of the Spider's Guild (y'all should join!)!
Join Cafe [Redacted], people! I play Treble in it. Isn't SCP stuff awesome?
Harry Potter stuff is cool.
Homebrew: The BloodBorn; GemBlade Soldiers; Soldier of The Silver Armies. (Comments, Improvements?)
Life is okay, but who knows how long that will last.