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.
this is quite powerful, but for it's CR it seems fine. i generally like it.
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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.
I'm wondering if it has the potential to do too much damage?
link doesn't work. is it shared to the public yet?
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'm wondering if it has the potential to do too much damage?
If anything? Give it more damage or (better yet) slightly less damage (2d6?) but a cool rider effect like a minus to saves or disadvantage on all attack rolls the next turn. For comparison, Burning Hands deals 3d6 in an aoe for the same level slot, so 3d6 lightning to a single target is actually slightly too weak imo.
For spells to compare damage to, look at things like Guiding Bolt, Ray of Sickness and Chromatic Orb.
I'm wondering if it has the potential to do too much damage?
link doesn't work. is it shared to the public yet?
It is now! I didn't know you had to share to the public, I thought a direct link would work, haha...
The flavor text is really awesome for such a simple effect. I agree with Stephanie252 that you could add more damage, but to be honest I think it would be cooler if you added an additional effect. Like maybe the shards deal piercing damage in a radius around the target, like a lightning version of ice knife.
Also, just a bit of feedback, I'd remove it from the school of evocation. Wizards already have access to it, and each subclass already has its own spell list so adding extra spells makes them more powerful than intended. Finally, it also means you can't make an evocation wizard without the site automatically adding this spell.
Also, just a bit of feedback, I'd remove it from the school of evocation. Wizards already have access to it, and each subclass already has its own spell list so adding extra spells makes them more powerful than intended. Finally, it also means you can't make an evocation wizard without the site automatically adding this spell.
When you say "remove it from the school of evocation" what exactly do you mean? Should I remove the wizard/school of evocation tags, or change the school the spell is from?
The flavor text is really awesome for such a simple effect. I agree with Stephanie252 that you could add more damage, but to be honest I think it would be cooler if you added an additional effect. Like maybe the shards deal piercing damage in a radius around the target, like a lightning version of ice knife.
Same here. It has really cool flavour text and burst damage could be cool, imploding first on the target before releasing a shockwave to affect nearby targets? Or not, if you went for something else. Plus adding an additional effect helps keep low-level spells relevant in later gameplay.
Also, just a bit of feedback, I'd remove it from the school of evocation. Wizards already have access to it, and each subclass already has its own spell list so adding extra spells makes them more powerful than intended. Finally, it also means you can't make an evocation wizard without the site automatically adding this spell.
When you say "remove it from the school of evocation" what exactly do you mean? Should I remove the wizard/school of evocation tags, or change the school the spell is from?
I think the wizard/school of evocation tags are what are being referred to here, not the actual school of magic.
The flavor text is really awesome for such a simple effect. I agree with Stephanie252 that you could add more damage, but to be honest I think it would be cooler if you added an additional effect. Like maybe the shards deal piercing damage in a radius around the target, like a lightning version of ice knife.
Same here. It has really cool flavour text and burst damage could be cool, imploding first on the target before releasing a shockwave to affect nearby targets? Or not, if you went for something else. Plus adding an additional effect helps keep low-level spells relevant in later gameplay.
maybe it could create a field of damaging electricity (1d4) for a turn.
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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.
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.
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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.
Also, just a bit of feedback, I'd remove it from the school of evocation. Wizards already have access to it, and each subclass already has its own spell list so adding extra spells makes them more powerful than intended. Finally, it also means you can't make an evocation wizard without the site automatically adding this spell.
When you say "remove it from the school of evocation" what exactly do you mean? Should I remove the wizard/school of evocation tags, or change the school the spell is from?
My bad. Stephanie252 is correct, I mean removing wizard (school of evocation) from the list of classes than can lean the spell. It's pretty minor so if you want to keep it you can, I just personally think it's better to leave it out.
Also, just a bit of feedback, I'd remove it from the school of evocation. Wizards already have access to it, and each subclass already has its own spell list so adding extra spells makes them more powerful than intended. Finally, it also means you can't make an evocation wizard without the site automatically adding this spell.
When you say "remove it from the school of evocation" what exactly do you mean? Should I remove the wizard/school of evocation tags, or change the school the spell is from?
My bad. Stephanie252 is correct, I mean removing wizard (school of evocation) from the list of classes than can lean the spell. It's pretty minor so if you want to keep it you can, I just personally think it's better to leave it out.
Thanks for the clarification! I think what I'll do is remove 1d6 of damage and have it stun the target until the end of their next turn.
Made a pack of Homebrew magic items (4 vestiges & 1 staff of power) for a story that takes place in the history of my homebrew setting! Enjoy, and tell me your feedback! (Btw they’re not meant to be balanced to each other)
Yay, it's back! I'll probably post some stuff here later.
Here's a bit of feedback for Miles:
Coat of Infernal Wings: Seems well balanced, good formatting, no SPaG errors, and awesome thematic elements. 10/10.
Iochai & Baodt: Whoa. Some seriously powerful stuff here. Reducing 75 hp creatures to 0 on a crit or 19? Still, that is its exalted state, and it is and artifact, so I guess it makes sense. The last ability, "assuming a challenging posture", seems interesting. One thing: the wording on the 3rd and 4th sentences are bothering me. It says "They seem to be named after a pair of lovers from long ago. The katar don’t work properly without their partners." They seem to be? That's present tense, so I'd probably change it to something like this (see below). Also, just saying they don't work properly without their partners without specifying/including a mechanic to represent this seems a bit strange. It doesn't really matter, just a small thing that was bothering my brain.
According to legend, the blades are named for a pair of lovers who perished long ago. As such, the katar function as normal magic items while separated by a distance of 15 ft. or more. The daggers count as one item for the purposes of attunement, and must be attuned to the same creature.
Karu-ma: The only thing that threw me off here was the use of the word "relinquish" in the "Behavior" paragraph. I had to reread the sentence a few times before I could figure it out. Maybe change this to "bestow"? Otherwise, the mechanics and theme look good.
Kongskellar: Looks good, and I love the creative features. The wording on the bolstering phrase threw me off for a moment, though. The sentence just feel like it has too much. I missed the fact that it was a hit die for a moment, and didn't just say "roll a die". I'd break it in half, like this:
As a bonus action in combat, you can shout a bolstering phrase to spend and roll a hit die. Doing so enables a friendly creature within 60 feet of you to regain hit points equal to the number rolled.
Great work with the battle cry too.
Selica’s Staff of Power: Glad mislead is getting some love. One question -- when Karel manifests in a physical form, what are his statistics?
Greatly appreciate the detailed feedback!
Iochai & Baodt: I’ll alter the text about the lovers, and fix the part about them not working properly in the way you suggested. Great ideas for formatting all around by the way.
Karu-ma: Good idea.
Kongskellar: Thanks! I’ll use that.
Selica’s Staff of Power: Unfortunately at this time there aren’t many fey with stat blocks that have a CR higher than 10, so I can only say he would be a chaotic neutral, large fey with CR 15+ and the ability to innately cast all of the spells in the staff’s description.
Alright, time to share some stuff of my own. The main one I've really been wanting to show off is The Heart of Light, an adventure I made for CotFB X. Since it's an adventure, it got cut from the DM options category and wasn't eligible for anything else. It's actually my first finished adventure/encounter, so I would really appreciate feedback on it, good or bad :)
You might notice a few other homebrews sprinkled in (Earthquake Orb, Ward of the Waves, Skull Blight, Merrow Lord). If you're bored or just feeling extra, I'd love some feedback on them too. Everything not contained within the text is linked if you hover.
I also made a battlemap for this adventure (it's probably my best one yet!). Again, if you want to give thoughts on that, please do.
Pretty cool adventure! Nice and simple. I like the lore. I do think the Blessing of the Heart should be limited use, so that you can use it once to gain its benefits for 8 hours, but it’s really not a big deal and I don’t recommend taking what I say as objectively good.
Earthquake Orb: Very powerful, very legendary, although I will say that putting an earth-reliant magic item in an underwater campaign is an odd choice.
Skull Blight: I can tell you really like this creature. And that’s great! It’s always best to have a good concept for a creature before you make the stat block. But.
An aura of fear, a grappling attack, legendary actions (one of which can stun up to four creatures), and a shriek that can reduce anyone to 0 with a low CON roll? That’s a lot for a CR 5 creature. I’d recommend for balance reasons, removing the legendary actions and at least two abilities that inflict statuses, and also probably reducing the damage of the claw attack by one die.
Aside from that, stunned creatures can’t take actions, so the Vengeful Skulls attack should be reformatted.
I know how it feels to have a great idea get destroyed by balance, but it doesn’t have to be that way. You could start by increasing the CR and effective HP of the skull blight, and including in the adventure some kind of weakness or environmental weapon the party can use to destroy it.
this is quite powerful, but for it's CR it seems fine. i generally like it.
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 made a 1st-level spell, shatterblast...
I'm wondering if it has the potential to do too much damage?
F e a r m e
(says the small, insignificant worm)
link doesn't work. is it shared to the public yet?
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.
It is now! I didn't know you had to share to the public, I thought a direct link would work, haha...
F e a r m e
(says the small, insignificant worm)
If anything? Give it more damage or (better yet) slightly less damage (2d6?) but a cool rider effect like a minus to saves or disadvantage on all attack rolls the next turn. For comparison, Burning Hands deals 3d6 in an aoe for the same level slot, so 3d6 lightning to a single target is actually slightly too weak imo.
For spells to compare damage to, look at things like Guiding Bolt, Ray of Sickness and Chromatic Orb.
Chilling kinda vibe.
The flavor text is really awesome for such a simple effect. I agree with Stephanie252 that you could add more damage, but to be honest I think it would be cooler if you added an additional effect. Like maybe the shards deal piercing damage in a radius around the target, like a lightning version of ice knife.
Also, just a bit of feedback, I'd remove it from the school of evocation. Wizards already have access to it, and each subclass already has its own spell list so adding extra spells makes them more powerful than intended. Finally, it also means you can't make an evocation wizard without the site automatically adding this spell.
But otherwise it's a pretty cool spell.
I am an average mathematics enjoyer.
>Extended Signature<
When you say "remove it from the school of evocation" what exactly do you mean? Should I remove the wizard/school of evocation tags, or change the school the spell is from?
F e a r m e
(says the small, insignificant worm)
Same here. It has really cool flavour text and burst damage could be cool, imploding first on the target before releasing a shockwave to affect nearby targets? Or not, if you went for something else. Plus adding an additional effect helps keep low-level spells relevant in later gameplay.
Chilling kinda vibe.
I think the wizard/school of evocation tags are what are being referred to here, not the actual school of magic.
Chilling kinda vibe.
maybe it could create a field of damaging electricity (1d4) for a turn.
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.
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.
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.
My bad. Stephanie252 is correct, I mean removing wizard (school of evocation) from the list of classes than can lean the spell. It's pretty minor so if you want to keep it you can, I just personally think it's better to leave it out.
I am an average mathematics enjoyer.
>Extended Signature<
Thanks for the clarification! I think what I'll do is remove 1d6 of damage and have it stun the target until the end of their next turn.
F e a r m e
(says the small, insignificant worm)
Made a pack of Homebrew magic items (4 vestiges & 1 staff of power) for a story that takes place in the history of my homebrew setting! Enjoy, and tell me your feedback! (Btw they’re not meant to be balanced to each other)
Coat of Infernal Wings
Iochai & Baodt
Karu-ma
Kongskellar
Selica’s Staff of Power
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
Greatly appreciate the detailed feedback!
Iochai & Baodt: I’ll alter the text about the lovers, and fix the part about them not working properly in the way you suggested. Great ideas for formatting all around by the way.
Karu-ma: Good idea.
Kongskellar: Thanks! I’ll use that.
Selica’s Staff of Power: Unfortunately at this time there aren’t many fey with stat blocks that have a CR higher than 10, so I can only say he would be a chaotic neutral, large fey with CR 15+ and the ability to innately cast all of the spells in the staff’s description.
EDIT: 1.1 versions of Iochai & Baodt, Karu-ma, and Kongskellar if anyone was interested (in record time!)
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
Pretty cool adventure! Nice and simple. I like the lore. I do think the Blessing of the Heart should be limited use, so that you can use it once to gain its benefits for 8 hours, but it’s really not a big deal and I don’t recommend taking what I say as objectively good.
Earthquake Orb: Very powerful, very legendary, although I will say that putting an earth-reliant magic item in an underwater campaign is an odd choice.
Skull Blight: I can tell you really like this creature. And that’s great! It’s always best to have a good concept for a creature before you make the stat block. But.
An aura of fear, a grappling attack, legendary actions (one of which can stun up to four creatures), and a shriek that can reduce anyone to 0 with a low CON roll? That’s a lot for a CR 5 creature. I’d recommend for balance reasons, removing the legendary actions and at least two abilities that inflict statuses, and also probably reducing the damage of the claw attack by one die.
Aside from that, stunned creatures can’t take actions, so the Vengeful Skulls attack should be reformatted.
I know how it feels to have a great idea get destroyed by balance, but it doesn’t have to be that way. You could start by increasing the CR and effective HP of the skull blight, and including in the adventure some kind of weakness or environmental weapon the party can use to destroy it.
Press on, friend!
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