That's cool, seems very protective, perhaps was expecting something more sinister.
Advantage on Intimidation would be a neat feature for someone based around terror.
Perhaps having some sort of ability to inflict fear if you get a surprise round would also be very cool.
A creepy one would be the ability to detect any sleeping creature within a distance, making the use of Dream more potent. Perhaps making it clear that you can cast dream even if you don't "Know" them.
Good ideas! This is a first draft after all, and is based on a homebrew subclass I found called "The monster under the bed," which was based around protection as well.
Rollback Post to RevisionRollBack
Let him who is without sin cast the first stone.
May each word that I speak be backed by each of my teeth.
That's cool, seems very protective, perhaps was expecting something more sinister.
Advantage on Intimidation would be a neat feature for someone based around terror.
Perhaps having some sort of ability to inflict fear if you get a surprise round would also be very cool.
A creepy one would be the ability to detect any sleeping creature within a distance, making the use of Dream more potent. Perhaps making it clear that you can cast dream even if you don't "Know" them.
Good ideas! This is a first draft after all, and is based on a homebrew subclass I found called "The monster under the bed," which was based around protection as well.
Okay, here's my second draft, incorporating your ideas:
Warlock: The Boogeyman
You have made a pact with an entity that thrives on darkness and fear. Such beings are unknowable and fickle, and their true natures are often unknown even to the warlocks they sponsor. They often tend to be protective of their warlocks, though, given that they generally have very few.
Entities of this type include the Nightmare Court, The Raven Queen, high-ranking Quori, or powerful Nightmares.
Expanded Spell List
At 1st level, the Boogeyman lets you choose from an expanded list of spells when you learn a warlock spell. The following spells are added to the warlock spell list for you.
Spell Level Spells
1stAugury, Dissonant Whispers
2ndPhantasmal Force, Pass Without Trace
3rdCatnap, Slow
4thPhantasmal Killer, Greater Invisibility
5thDominate Person, Hallow
Friends in Dark Places
At 1st level, you gain the Devil’s Sight eldritch invocation. It does not count against your invocations known.
In addition, while in dim light or darkness, you have advantage on saving throws against being charmed, blinded, deafened, frightened, or put to sleep, and on intimidation checks.
Nightmare Connoisseur
At 6th level, your patron gives you a special item to collect nightmares in, allowing you to give them to your patron in trade for favors. This item resembles a normal object, such as a dream catcher, a book, a candle, or a music box. This object is called your Nightmare Catcher, and it counts as a spell focus for you and has a number of nightmares equal to your proficiency bonus.
You can expend nightmares in the following ways:
As I Lay Me Down To Sleep
You may expend one nightmare to create a (10 x your proficiency bonus)ft radius sphere of dim light centered on your Nightmare catcher. All creatures within that radius cannot be surprised. This effect ends after one hour.
Pray The Lord My Soul To Keep
If you fall unconscious by any means, you can expend a nightmare as a reaction to stabilize yourself (if you fell unconscious due to dropping to zero hit points) and gain resistance to piercing, slashing, and bludgeoning damage until you regain consciousness.
Angels Watch Me Through The Night
As an action, you can expend a nightmare to create two sensors, which are Tiny nonmagical objects that can resemble an object of your choice but must have a depiction of an eye somewhere on them. As an action, while you are within 1 mile of a sensor, you can choose to see through its eye(s). While looking through the sensor’s eye(s), you are blinded through your own senses. As a bonus action, while looking through a sensor, you can destroy it harmlessly. You can have a number of sensors at once equal to your Charisma modifier.
And Keep Me Safe Til Morning’s Light
While in dim light or darkness, you can expend a nightmare to give one creature you can touch resistance to all damage types for one minute, until they take any damage or if they end their turn in bright light. During this time they gain 30ft of darkvision if they don’t already have it.
You also learn the Spare the Dying cantrip.
You regain all nightmares at the end of a long rest.
Dream Demon
At 10th level, you learn the Dream, Detect Thoughts, and Sleep spells, if you don’t already know them. These spells do not count against the number of Warlock spells you know. If you know any of these spells, you can select a replacement spell from the Warlock spell list instead. In addition, you gain the following benefits when you cast these spells:
You can cast Sleep once at 5th level without expending a spell slot. You regain the ability to do this after you finish a short or long rest. In addition, when you put a creature to sleep in this way, it does not require a spell slot to cast Dream on them while they are asleep.
When you cast Dream on a creature put to sleep by your magic, the casting time is changed to one action. In addition, you don’t need to know a creature to cast Dream on it.
When you cast Detect Thoughts and probe deeper into a creature's mind, you automatically learn its most pressing concern at the moment. Also, when you probe deeper into a creature’s mind with Detect Thoughts, you may expend a Nightmare to prevent them from noticing.
In addition, you no longer need to sleep, and if a creature is surprised by you, it is frightened of you until the end of its next turn.
Nightmare Savant
At 14th level, your Nightmare Connoisseur feature gains the following upgrades:
As I Lay Me Down To Sleep
All creatures of your choice within the radius are invisible.
Pray The Lord My Soul To Keep
This feature does not cost nightmares when used on yourself. Whenever you stabilize a creature, you may expend a nightmare to grant them the benefits of this feature.
Angels Watch Me Through The Night
You can cast a spell as if you were in the sensor’s space while looking through it, but doing so destroys the sensor.
And Keep Me Safe Til Morning’s Light
The target of this feature radiates a 10ft aura of dim light.
In addition, you know the exact location of any sleeping creature within 60ft of you.
Rollback Post to RevisionRollBack
Let him who is without sin cast the first stone.
May each word that I speak be backed by each of my teeth.
Ooh, thought of one that's good for terrifying people, especially if PVP ever were to come up, and you could make it an Eldritch Invocation dedicated to the subclass:
When a creature within 30ft. of you is attempting a save to end a condition on themselves (such as Charmed, Restained, or Paralyzed), you may expend one nightmare to visit them with disheartening visions of the condition worsening, giving them disadvantage on the check.
Ooh, thought of one that's good for terrifying people, especially if PVP ever were to come up, and you could make it an Eldritch Invocation dedicated to the subclass:
When a creature within 30ft. of you is attempting a save to end a condition on themselves (such as Charmed, Restained, or Paralyzed), you may expend one nightmare to visit them with disheartening visions of the condition worsening, giving them disadvantage on the check.
Totally not stealing this idea too...
Rollback Post to RevisionRollBack
Let him who is without sin cast the first stone.
May each word that I speak be backed by each of my teeth.
Looks good, curious as to what the beast looks like!
Random thought on the noxious gas, the description "rots the soul" had me thinking it could have some cool alignment effects - a save vs dropping one alignment, randomly determined between the lawful-chaotic scale and the good-evil scale. The effect lasts for 3d4 days, perhaps, giving roleplay opportunities for the group without permanently ruining their characters!
I am reflavouring a Frost Salamander to deal Lightning damage (and be CR 8 not 9 so less HP and such) and I am wondering what damage it should be vulnerable to?
Frost salamanders are (as you expect) weak to fire and strong to cold. I might just keep fire damage, as I can't see a clear "opposite" for Lightning damage! Any thoughts?
I am reflavouring a Frost Salamander to deal Lightning damage (and be CR 8 not 9 so less HP and such) and I am wondering what damage it should be vulnerable to?
Frost salamanders are (as you expect) weak to fire and strong to cold. I might just keep fire damage, as I can't see a clear "opposite" for Lightning damage! Any thoughts?
I am reflavouring a Frost Salamander to deal Lightning damage (and be CR 8 not 9 so less HP and such) and I am wondering what damage it should be vulnerable to?
Frost salamanders are (as you expect) weak to fire and strong to cold. I might just keep fire damage, as I can't see a clear "opposite" for Lightning damage! Any thoughts?
Nonmetal weapons.
oooh, that's a cool one! I will have that, thanks!
Very really bad monster. It looks like the CR 1/2 is derived purely from the hit points, which it loses very quickly. Lacking the ability to take reactions after taking damage, it can very easily be kited by anyone not encumbered by too-heavy armor due to its AC of 8. It also takes damage at the beginning of combat and whenever it takes damage? Maybe just decrease its hit points if you’re going to have it take damage when it rolls initiative. Its only attack is also 1d6+1 damage with a range of 5 feet and a +3 to hit. Nothing interesting or remotely effective there.
For a way to perhaps improve this monster, give it a condition-creating effect that occurs whenever it takes a damage rather than only it taking extra damage. Also, decrease hit points and remove the clause about taking damage on rolling initiative, as well as maybe increase its attacking stat to a +2 so it has a higher to-hit and damage.
EDIT: Change the ability that denies the Laugher its reaction to be less debilitating.
Now, before any of you guys say anything, I decreased the HP and upped the DPR for shorter and more impactful combat. Oh, and just after I had made him, I wanted to change the O.A. after teleporting to rolling a d100 die. The more higher the Shade is in their hierarchy, the lower the chance.
Very really bad monster. It looks like the CR 1/2 is derived purely from the hit points, which it loses very quickly. Lacking the ability to take reactions after taking damage, it can very easily be kited by anyone not encumbered by too-heavy armor due to its AC of 8. It also takes damage at the beginning of combat and whenever it takes damage? Maybe just decrease its hit points if you’re going to have it take damage when it rolls initiative. Its only attack is also 1d6+1 damage with a range of 5 feet and a +3 to hit. Nothing interesting or remotely effective there.
For a way to perhaps improve this monster, give it a condition-creating effect that occurs whenever it takes a damage rather than only it taking extra damage. Also, decrease hit points and remove the clause about taking damage on rolling initiative, as well as maybe increase its attacking stat to a +2 so it has a higher to-hit and damage.
EDIT: Change the ability that denies the Laugher its reaction to be less debilitating.
Part of the concept is that you're not actually meant to fight them. They're like the zombies in the earlier Resident Evil games: actually fighting them is a waste of resources, so it's best to go around them. Admittedly, that isn't what most DnD is based around, so I completely understand the criticism.
Rollback Post to RevisionRollBack
Let him who is without sin cast the first stone.
May each word that I speak be backed by each of my teeth.
You've a tooltip not found in the conquering presence section!
It's a cool concept, the write-up below might need a bit of rewording as it's a little clunky and contradictory (" will let his quarry go if they escape him for a year, though he won’t give up until he has them in his grip", for example)
The Deadly Blow is immensely powerful and easily capable of oneshotting a character, and Aim perhaps could do with a concentration limit on it so that if he starts to aim, you had better try and stop him!
That said, as a CR26 enemy, he does the job well, and I do like the aesthetic of a creepy giant hunter who always gets his prey!
Made an entire class: The Puppetmaster. A powerful jack-of-all-trades, with an emphasis on control. The major weakness of the class is its frailty and poor spellcasting. It blushes at the spellcasting of a Warlock or the durability of a Wizard.
Rollback Post to RevisionRollBack
Let him who is without sin cast the first stone.
May each word that I speak be backed by each of my teeth.
It's currently a 7 page supplement for Spelljammer, which is based on the location where everything from an exploding bag of holding (or similar event) ends up when it disappears to the Astral Sea. It has 4 regions, 3 civilisations, and plenty of outline for people to make their own adventures from it!
Please let me know what you think! I will aim to expand on it over time and turn it into something more!
Good ideas! This is a first draft after all, and is based on a homebrew subclass I found called "The monster under the bed," which was based around protection as well.
Let him who is without sin cast the first stone.
May each word that I speak be backed by each of my teeth.
Okay, here's my second draft, incorporating your ideas:
Warlock: The Boogeyman
You have made a pact with an entity that thrives on darkness and fear. Such beings are unknowable and fickle, and their true natures are often unknown even to the warlocks they sponsor. They often tend to be protective of their warlocks, though, given that they generally have very few.
Entities of this type include the Nightmare Court, The Raven Queen, high-ranking Quori, or powerful Nightmares.
Expanded Spell List
At 1st level, the Boogeyman lets you choose from an expanded list of spells when you learn a warlock spell. The following spells are added to the warlock spell list for you.
Spell Level Spells
1st Augury, Dissonant Whispers
2nd Phantasmal Force, Pass Without Trace
3rd Catnap, Slow
4th Phantasmal Killer, Greater Invisibility
5th Dominate Person, Hallow
Friends in Dark Places
At 1st level, you gain the Devil’s Sight eldritch invocation. It does not count against your invocations known.
In addition, while in dim light or darkness, you have advantage on saving throws against being charmed, blinded, deafened, frightened, or put to sleep, and on intimidation checks.
Nightmare Connoisseur
At 6th level, your patron gives you a special item to collect nightmares in, allowing you to give them to your patron in trade for favors. This item resembles a normal object, such as a dream catcher, a book, a candle, or a music box. This object is called your Nightmare Catcher, and it counts as a spell focus for you and has a number of nightmares equal to your proficiency bonus.
You can expend nightmares in the following ways:
As I Lay Me Down To Sleep
You may expend one nightmare to create a (10 x your proficiency bonus)ft radius sphere of dim light centered on your Nightmare catcher. All creatures within that radius cannot be surprised. This effect ends after one hour.
Pray The Lord My Soul To Keep
If you fall unconscious by any means, you can expend a nightmare as a reaction to stabilize yourself (if you fell unconscious due to dropping to zero hit points) and gain resistance to piercing, slashing, and bludgeoning damage until you regain consciousness.
Angels Watch Me Through The Night
As an action, you can expend a nightmare to create two sensors, which are Tiny nonmagical objects that can resemble an object of your choice but must have a depiction of an eye somewhere on them. As an action, while you are within 1 mile of a sensor, you can choose to see through its eye(s). While looking through the sensor’s eye(s), you are blinded through your own senses. As a bonus action, while looking through a sensor, you can destroy it harmlessly. You can have a number of sensors at once equal to your Charisma modifier.
And Keep Me Safe Til Morning’s Light
While in dim light or darkness, you can expend a nightmare to give one creature you can touch resistance to all damage types for one minute, until they take any damage or if they end their turn in bright light. During this time they gain 30ft of darkvision if they don’t already have it.
You also learn the Spare the Dying cantrip.
You regain all nightmares at the end of a long rest.
Dream Demon
At 10th level, you learn the Dream, Detect Thoughts, and Sleep spells, if you don’t already know them. These spells do not count against the number of Warlock spells you know. If you know any of these spells, you can select a replacement spell from the Warlock spell list instead. In addition, you gain the following benefits when you cast these spells:
You can cast Sleep once at 5th level without expending a spell slot. You regain the ability to do this after you finish a short or long rest. In addition, when you put a creature to sleep in this way, it does not require a spell slot to cast Dream on them while they are asleep.
When you cast Dream on a creature put to sleep by your magic, the casting time is changed to one action. In addition, you don’t need to know a creature to cast Dream on it.
When you cast Detect Thoughts and probe deeper into a creature's mind, you automatically learn its most pressing concern at the moment. Also, when you probe deeper into a creature’s mind with Detect Thoughts, you may expend a Nightmare to prevent them from noticing.
In addition, you no longer need to sleep, and if a creature is surprised by you, it is frightened of you until the end of its next turn.
Nightmare Savant
At 14th level, your Nightmare Connoisseur feature gains the following upgrades:
As I Lay Me Down To Sleep
All creatures of your choice within the radius are invisible.
Pray The Lord My Soul To Keep
This feature does not cost nightmares when used on yourself. Whenever you stabilize a creature, you may expend a nightmare to grant them the benefits of this feature.
Angels Watch Me Through The Night
You can cast a spell as if you were in the sensor’s space while looking through it, but doing so destroys the sensor.
And Keep Me Safe Til Morning’s Light
The target of this feature radiates a 10ft aura of dim light.
In addition, you know the exact location of any sleeping creature within 60ft of you.
Let him who is without sin cast the first stone.
May each word that I speak be backed by each of my teeth.
Ooh, thought of one that's good for terrifying people, especially if PVP ever were to come up, and you could make it an Eldritch Invocation dedicated to the subclass:
When a creature within 30ft. of you is attempting a save to end a condition on themselves (such as Charmed, Restained, or Paralyzed), you may expend one nightmare to visit them with disheartening visions of the condition worsening, giving them disadvantage on the check.
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!
Totally not stealing this idea too...
Let him who is without sin cast the first stone.
May each word that I speak be backed by each of my teeth.
Thoughts on this monster I made, the Great-Horned Ammut?
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
Looks good, curious as to what the beast looks like!
Random thought on the noxious gas, the description "rots the soul" had me thinking it could have some cool alignment effects - a save vs dropping one alignment, randomly determined between the lawful-chaotic scale and the good-evil scale. The effect lasts for 3d4 days, perhaps, giving roleplay opportunities for the group without permanently ruining their characters!
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!
I am reflavouring a Frost Salamander to deal Lightning damage (and be CR 8 not 9 so less HP and such) and I am wondering what damage it should be vulnerable to?
Frost salamanders are (as you expect) weak to fire and strong to cold. I might just keep fire damage, as I can't see a clear "opposite" for Lightning damage! Any thoughts?
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!
Nonmetal weapons.
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
oooh, that's a cool one! I will have that, thanks!
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!
Thoughts on this creature, the Thunder Dragon?
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
Here's a basic monster I made for my horror campaign.
Laugher
Let him who is without sin cast the first stone.
May each word that I speak be backed by each of my teeth.
Very really bad monster. It looks like the CR 1/2 is derived purely from the hit points, which it loses very quickly. Lacking the ability to take reactions after taking damage, it can very easily be kited by anyone not encumbered by too-heavy armor due to its AC of 8. It also takes damage at the beginning of combat and whenever it takes damage? Maybe just decrease its hit points if you’re going to have it take damage when it rolls initiative. Its only attack is also 1d6+1 damage with a range of 5 feet and a +3 to hit. Nothing interesting or remotely effective there.
For a way to perhaps improve this monster, give it a condition-creating effect that occurs whenever it takes a damage rather than only it taking extra damage. Also, decrease hit points and remove the clause about taking damage on rolling initiative, as well as maybe increase its attacking stat to a +2 so it has a higher to-hit and damage.
EDIT: Change the ability that denies the Laugher its reaction to be less debilitating.
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
Now, before any of you guys say anything, I decreased the HP and upped the DPR for shorter and more impactful combat. Oh, and just after I had made him, I wanted to change the O.A. after teleporting to rolling a d100 die. The more higher the Shade is in their hierarchy, the lower the chance.
Part of the concept is that you're not actually meant to fight them. They're like the zombies in the earlier Resident Evil games: actually fighting them is a waste of resources, so it's best to go around them. Admittedly, that isn't what most DnD is based around, so I completely understand the criticism.
Let him who is without sin cast the first stone.
May each word that I speak be backed by each of my teeth.
Send your players an ominous message with The Grand Huntsman!
I’d appreciate feedback!
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
You've a tooltip not found in the conquering presence section!
It's a cool concept, the write-up below might need a bit of rewording as it's a little clunky and contradictory (" will let his quarry go if they escape him for a year, though he won’t give up until he has them in his grip", for example)
The Deadly Blow is immensely powerful and easily capable of oneshotting a character, and Aim perhaps could do with a concentration limit on it so that if he starts to aim, you had better try and stop him!
That said, as a CR26 enemy, he does the job well, and I do like the aesthetic of a creepy giant hunter who always gets his prey!
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!
Made an entire class: The Puppetmaster. A powerful jack-of-all-trades, with an emphasis on control. The major weakness of the class is its frailty and poor spellcasting. It blushes at the spellcasting of a Warlock or the durability of a Wizard.
Let him who is without sin cast the first stone.
May each word that I speak be backed by each of my teeth.
This was my entry for this round of the Competition of the Finest Brews, but for those who don't follow the thread, I present:
The Astral Sea Garbage Patch
It's currently a 7 page supplement for Spelljammer, which is based on the location where everything from an exploding bag of holding (or similar event) ends up when it disappears to the Astral Sea. It has 4 regions, 3 civilisations, and plenty of outline for people to make their own adventures from it!
Please let me know what you think! I will aim to expand on it over time and turn it into something more!
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!
I would like feedback on this magic item:
Scarring Claws
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
Will anyone give feedback on this spell? It would be greatly appreciated!
Clarion
MilestoGo_24's alt.
Come participate in the Competition of the Finest Brews, Edition XXI, and share your work!
Be not afraid.
Wait. Actually, be very afraid.