I’d like some opinions on a homebrew magic item I’m making for a fantastical Wild West-style campaign in which, rather than the development of gunpowder, firearms that are used to cast cantrips were created. Please, take a look and tell me your thoughts.
Revolver-Type Spellbinder
Rod, common
This revolver-like firearm has no chamber, but it contains a brass rod engraved with magic and runes to channel a bolt of magical energy through the firearm when the trigger is pulled.
You can use your action to make a ranged spell attack while wielding the spellbinder, using your Dexterity for the attack roll. Discuss with your DM whether your character is proficient with this attack. On a hit, the shot of magical energy deals 1d8 damage (you do not add your Dexterity to the damage roll). There are four kinds of revolver-type spellbinder, which determine the damage type, and often a secondary effect. When the spellbinder is found, the type is decided randomly or chosen by the DM from the options below. As normal, lingering effects from the shot do not stack.
d4
Type
1
The damage type is fire. A flammable object hit by this attack that isn’t being worn ignites.
2
The damage type is cold. A creature hit by this attack has its speed reduced by 10 feet until the end of its next turn.
3
The damage type is lightning. A creature hit by this attack subtracts a d4 from its next saving throw.
4
The damage type is force.
The second time that the spellbinder is used in the span of two turns, it must cool down or it overcharges and explodes, dealing 4d10 force damage to its holder and losing its magic. A revolver-type spellbinder requires a round to cool down (thus it cannot be used until the end of its user’s next turn).
The use of a spellbinder can be reacted to by counterspell or other effects that react to a spell being cast. When such an effect occurs, the use of the spellbinder acts as a 0-level spell (a cantrip).
I’d like some opinions on a homebrew magic item I’m making for a fantastical Wild West-style campaign in which, rather than the development of gunpowder, firearms that are used to cast cantrips were created. Please, take a look and tell me your thoughts.
Revolver-Type Spellbinder
Rod, common
This revolver-like firearm has no chamber, but it contains a brass rod engraved with magic and runes to channel a bolt of magical energy through the firearm when the trigger is pulled.
You can use your action to make a ranged spell attack while wielding the spellbinder, using your Dexterity for the attack roll. Discuss with your DM whether your character is proficient with this attack. On a hit, the shot of magical energy deals 1d8 damage (you do not add your Dexterity to the damage roll). There are four kinds of revolver-type spellbinder, which determine the damage type, and often a secondary effect. When the spellbinder is found, the type is decided randomly or chosen by the DM from the options below. As normal, lingering effects from the shot do not stack.
d4
Type
1
The damage type is fire. A flammable object hit by this attack that isn’t being worn ignites.
2
The damage type is cold. A creature hit by this attack has its speed reduced by 10 feet until the end of its next turn.
3
The damage type is lightning. A creature hit by this attack subtracts a d4 from its next saving throw.
4
The damage type is force.
The second time that the spellbinder is used in the span of two turns, it must cool down or it overcharges and explodes, dealing 4d10 force damage to its holder and losing its magic. A revolver-type spellbinder requires a round to cool down (thus it cannot be used until the end of its user’s next turn).
The use of a spellbinder can be reacted to by counterspell or other effects that react to a spell being cast. When such an effect occurs, the use of the spellbinder acts as a 0-level spell (a cantrip).
I’d like some opinions on a homebrew magic item I’m making for a fantastical Wild West-style campaign in which, rather than the development of gunpowder, firearms that are used to cast cantrips were created. Please, take a look and tell me your thoughts.
Revolver-Type Spellbinder
Rod, common
This revolver-like firearm has no chamber, but it contains a brass rod engraved with magic and runes to channel a bolt of magical energy through the firearm when the trigger is pulled.
You can use your action to make a ranged spell attack while wielding the spellbinder, using your Dexterity for the attack roll. Discuss with your DM whether your character is proficient with this attack. On a hit, the shot of magical energy deals 1d8 damage (you do not add your Dexterity to the damage roll). There are four kinds of revolver-type spellbinder, which determine the damage type, and often a secondary effect. When the spellbinder is found, the type is decided randomly or chosen by the DM from the options below. As normal, lingering effects from the shot do not stack.
d4
Type
1
The damage type is fire. A flammable object hit by this attack that isn’t being worn ignites.
2
The damage type is cold. A creature hit by this attack has its speed reduced by 10 feet until the end of its next turn.
3
The damage type is lightning. A creature hit by this attack subtracts a d4 from its next saving throw.
4
The damage type is force.
The second time that the spellbinder is used in the span of two turns, it must cool down or it overcharges and explodes, dealing 4d10 force damage to its holder and losing its magic. A revolver-type spellbinder requires a round to cool down (thus it cannot be used until the end of its user’s next turn).
The use of a spellbinder can be reacted to by counterspell or other effects that react to a spell being cast. When such an effect occurs, the use of the spellbinder acts as a 0-level spell (a cantrip).
Nice
Honestly, (and I say this as someone who has a lot of contact with guns) I would make it an attack to fire it rather than an action. Cause it would kind of suck for high-level martial classes.
Maybe have it have a limited amount of shots per hour, or use the same mechanic as a dragon’s breath weapon does (roll a D6 each round, escarche on a 5 or 6) except more like a 50-75 percent chance of reloading. Or both? Like, a limited amount of charges (say 6 for the ol’ six-gun aesthetic) and all expended charges recharge on a success.
I’d like some opinions on a homebrew magic item I’m making for a fantastical Wild West-style campaign in which, rather than the development of gunpowder, firearms that are used to cast cantrips were created. Please, take a look and tell me your thoughts.
Revolver-Type Spellbinder
Rod, common
This revolver-like firearm has no chamber, but it contains a brass rod engraved with magic and runes to channel a bolt of magical energy through the firearm when the trigger is pulled.
You can use your action to make a ranged spell attack while wielding the spellbinder, using your Dexterity for the attack roll. Discuss with your DM whether your character is proficient with this attack. On a hit, the shot of magical energy deals 1d8 damage (you do not add your Dexterity to the damage roll). There are four kinds of revolver-type spellbinder, which determine the damage type, and often a secondary effect. When the spellbinder is found, the type is decided randomly or chosen by the DM from the options below. As normal, lingering effects from the shot do not stack.
d4
Type
1
The damage type is fire. A flammable object hit by this attack that isn’t being worn ignites.
2
The damage type is cold. A creature hit by this attack has its speed reduced by 10 feet until the end of its next turn.
3
The damage type is lightning. A creature hit by this attack subtracts a d4 from its next saving throw.
4
The damage type is force.
The second time that the spellbinder is used in the span of two turns, it must cool down or it overcharges and explodes, dealing 4d10 force damage to its holder and losing its magic. A revolver-type spellbinder requires a round to cool down (thus it cannot be used until the end of its user’s next turn).
The use of a spellbinder can be reacted to by counterspell or other effects that react to a spell being cast. When such an effect occurs, the use of the spellbinder acts as a 0-level spell (a cantrip).
Nice
Honestly, (and I say this as someone who has a lot of contact with guns) I would make it an attack to fire it rather than an action. Cause it would kind of suck for high-level martial classes.
Maybe have it have a limited amount of shots per hour, or use the same mechanic as a dragon’s breath weapon does (roll a D6 each round, escarche on a 5 or 6) except more like a 50-75 percent chance of reloading. Or both? Like, a limited amount of charges (say 6 for the ol’ six-gun aesthetic) and all expended charges recharge on a success.
I did mean for it to replace an attack as part of the Attack, it got lost somehow in revisions.
That’s a good idea! It would help to reinforce the “revolver” type.
I’d like some opinions on a homebrew magic item I’m making for a fantastical Wild West-style campaign in which, rather than the development of gunpowder, firearms that are used to cast cantrips were created. Please, take a look and tell me your thoughts.
Revolver-Type Spellbinder
Rod, common
This revolver-like firearm has no chamber, but it contains a brass rod engraved with magic and runes to channel a bolt of magical energy through the firearm when the trigger is pulled.
You can use your action to make a ranged spell attack while wielding the spellbinder, using your Dexterity for the attack roll. Discuss with your DM whether your character is proficient with this attack. On a hit, the shot of magical energy deals 1d8 damage (you do not add your Dexterity to the damage roll). There are four kinds of revolver-type spellbinder, which determine the damage type, and often a secondary effect. When the spellbinder is found, the type is decided randomly or chosen by the DM from the options below. As normal, lingering effects from the shot do not stack.
d4
Type
1
The damage type is fire. A flammable object hit by this attack that isn’t being worn ignites.
2
The damage type is cold. A creature hit by this attack has its speed reduced by 10 feet until the end of its next turn.
3
The damage type is lightning. A creature hit by this attack subtracts a d4 from its next saving throw.
4
The damage type is force.
The second time that the spellbinder is used in the span of two turns, it must cool down or it overcharges and explodes, dealing 4d10 force damage to its holder and losing its magic. A revolver-type spellbinder requires a round to cool down (thus it cannot be used until the end of its user’s next turn).
The use of a spellbinder can be reacted to by counterspell or other effects that react to a spell being cast. When such an effect occurs, the use of the spellbinder acts as a 0-level spell (a cantrip).
Nice
Honestly, (and I say this as someone who has a lot of contact with guns) I would make it an attack to fire it rather than an action. Cause it would kind of suck for high-level martial classes.
Maybe have it have a limited amount of shots per hour, or use the same mechanic as a dragon’s breath weapon does (roll a D6 each round, escarche on a 5 or 6) except more like a 50-75 percent chance of reloading. Or both? Like, a limited amount of charges (say 6 for the ol’ six-gun aesthetic) and all expended charges recharge on a success.
I did mean for it to replace an attack as part of the Attack, it got lost somehow in revisions.
That’s a good idea! It would help to reinforce the “revolver” type.
Thanks! Happy to help.
Rollback Post to RevisionRollBack
If I haven’t offended you, don’t worry. I’m sure I’ll get to you eventually.
That is the link to the astoni monster that I created. I am always open to feedback.
I like it! Although, it says they take double damage from things like stinking cloud, but stinking cloud doesn’t do damage. Maybe change it from stinking cloud to cloud kill as the example?
That is the link to the astoni monster that I created. I am always open to feedback.
I like it! Although, it says they take double damage from things like stinking cloud, but stinking cloud doesn’t do damage. Maybe change it from stinking cloud to cloud kill as the example?
Okay thanks. I didn't read the spell and just assumed that it did damage. Thank you for pointing that out.
That is the link to the astoni monster that I created. I am always open to feedback.
I like it! Although, it says they take double damage from things like stinking cloud, but stinking cloud doesn’t do damage. Maybe change it from stinking cloud to cloud kill as the example?
Okay thanks. I didn't read the spell and just assumed that it did damage. Thank you for pointing that out.
Is there a reason why his name his completely capitalized?
Why do young people feel a warm aura?
Could you give a background on this? Like why, and what he is? Is there a reason he is a robotic tiefling, or could any race work?
I feel like giving him resistance to all damage in his Reboot could be simplifies to giving him one hundred hit points instead.
You might want to add the flight speed to his movement speed.
You might want to capitalize difficulty class's abbreviation to DC instead of dc.
The reflect reaction feels weird to me, but that might be just me. If someone splashes him with a bottle of poison the poison flies off of him and splashes the poison thrower? That feels weird to me thematically.
Is there a reason why his name his completely capitalized?
Why do young people feel a warm aura?
Could you give a background on this? Like why, and what he is? Is there a reason he is a robotic tiefling, or could any race work?
I feel like giving him resistance to all damage in his Reboot could be simplifies to giving him one hundred hit points instead.
You might want to add the flight speed to his movement speed.
You might want to capitalize difficulty class's abbreviation to DC instead of dc.
The reflect reaction feels weird to me, but that might be just me. If someone splashes him with a bottle of poison the poison flies off of him and splashes the poison thrower? That feels weird to me thematically.
Hope this is helpful.
Their name is capitalized to give him a robotic vibe.
It just makes them seem kinder to me.
They were made by a scientist at the Spider Guild who died during an event. They gained sentience a little bit after this event. I like tieflings and I thought a robotic one sounded good.
That makes sense.
That also makes sense.
Forgot about that.
I originally intended it for the lightning immunity, kind of like their a conductor for it and electrocuting them will only hurt you.
i don’t actually have any stats for it because for some reason the home brew creation doesn’t save my stuff…
but i do have a concept!
meet my idea for a new home brew race:
The Charybdians
Charybdians are born when a warlock that made a pact with Charybdis has children. They are born completely normal, but on their 13th birthday, one of their arms becomes a gaping, physics defying maw. They lose the ability to eat with their normal mouths, and must eat with their mouth arm. The maw is generally blue with scales and has teeth like that of a t Rex’s. In addition, they become adept swimmers and can breath under water. Their mouths can expand to engulf and devour creatures larger than the Charybdian, reducing them to nothing. They are generally shunned by society, and many seek refuge in the oceans Charybdis herself calls home. They can create whirlpools with their mouth while underwater, and blow creatures away on land. However, due to their transformation, Charybdians are on average mulch physically weaker than other races because their other appendages atrophy. Sometimes, Charybdians form small groups, making villages at the bottom of the ocean. Those who do not join these villages often become adventurers, or try to gain the trust of other races by helping them at sea. All Charybdians are filled with a hunger that slowly grows every time they stop eating, demanding they devour more than what they just did. Some Charybdians literally eat horses daily. What was just listed are the only things most Charybdians have in common with each other. They can be from any humanoid race originally, and keep the movement capabilities and ability to take racial feats from that race. No 2 Charybdian’s are quite the same. But they all have one thing in common, they must feed eventually.
Tell me how you like the lore! Feel free to give suggestions. I’ll be trying to find a way to make this a published race.
i don’t actually have any stats for it because for some reason the home brew creation doesn’t save my stuff…
but i do have a concept!
meet my idea for a new home brew race:
The Charybdians
Charybdians are born when a warlock that made a pact with Charybdis has children. They are born completely normal, but on their 13th birthday, one of their arms becomes a gaping, physics defying maw. They lose the ability to eat with their normal mouths, and must eat with their mouth arm. The maw is generally blue with scales and has teeth like that of a t Rex’s. In addition, they become adept swimmers and can breath under water. Their mouths can expand to engulf and devour creatures larger than the Charybdian, reducing them to nothing. They are generally shunned by society, and many seek refuge in the oceans Charybdis herself calls home. They can create whirlpools with their mouth while underwater, and blow creatures away on land. However, due to their transformation, Charybdians are on average mulch physically weaker than other races because their other appendages atrophy. Sometimes, Charybdians form small groups, making villages at the bottom of the ocean. Those who do not join these villages often become adventurers, or try to gain the trust of other races by helping them at sea. All Charybdians are filled with a hunger that slowly grows every time they stop eating, demanding they devour more than what they just did. Some Charybdians literally eat horses daily. What was just listed are the only things most Charybdians have in common with each other. They can be from any humanoid race originally, and keep the movement capabilities and ability to take racial feats from that race. No 2 Charybdian’s are quite the same. But they all have one thing in common, they must feed eventually.
Tell me how you like the lore! Feel free to give suggestions. I’ll be trying to find a way to make this a published race.
i don’t actually have any stats for it because for some reason the home brew creation doesn’t save my stuff…
but i do have a concept!
meet my idea for a new home brew race:
The Charybdians
Charybdians are born when a warlock that made a pact with Charybdis has children. They are born completely normal, but on their 13th birthday, one of their arms becomes a gaping, physics defying maw. They lose the ability to eat with their normal mouths, and must eat with their mouth arm. The maw is generally blue with scales and has teeth like that of a t Rex’s. In addition, they become adept swimmers and can breath under water. Their mouths can expand to engulf and devour creatures larger than the Charybdian, reducing them to nothing. They are generally shunned by society, and many seek refuge in the oceans Charybdis herself calls home. They can create whirlpools with their mouth while underwater, and blow creatures away on land. However, due to their transformation, Charybdians are on average mulch physically weaker than other races because their other appendages atrophy. Sometimes, Charybdians form small groups, making villages at the bottom of the ocean. Those who do not join these villages often become adventurers, or try to gain the trust of other races by helping them at sea. All Charybdians are filled with a hunger that slowly grows every time they stop eating, demanding they devour more than what they just did. Some Charybdians literally eat horses daily. What was just listed are the only things most Charybdians have in common with each other. They can be from any humanoid race originally, and keep the movement capabilities and ability to take racial feats from that race. No 2 Charybdian’s are quite the same. But they all have one thing in common, they must feed eventually.
Tell me how you like the lore! Feel free to give suggestions. I’ll be trying to find a way to make this a published race.
There’s no need to bump a post after less than a day. Two days, maybe. Aside from that, it’s always nice to see a fellow Archfey on here.
in terms of your concept, the body horror is incredible and very nice, though I do question why they only change at age 13 besides the meta reason that a “child” child transforming into a horrifying monster might be crossing the line. I am also confused as to how they create whirlpools and “blow creatures away.” Is it magic? Is it a biological capability? It isn’t clear. Additionally, despite saying that the above characteristics were all they had in common, you go back in that say later that they’re all unique and the only thing they have in common is that they must feed eventually.
An interesting concept, sure. It does seem like you’re trying to aim to make Charybdians a player race, and the way you’ve described them (Giant mouth arm, atrophied limbs) makes it seem like they are less of a viable player race and more like a monster.
i don’t actually have any stats for it because for some reason the home brew creation doesn’t save my stuff…
but i do have a concept!
meet my idea for a new home brew race:
The Charybdians
Charybdians are born when a warlock that made a pact with Charybdis has children. They are born completely normal, but on their 13th birthday, one of their arms becomes a gaping, physics defying maw. They lose the ability to eat with their normal mouths, and must eat with their mouth arm. The maw is generally blue with scales and has teeth like that of a t Rex’s. In addition, they become adept swimmers and can breath under water. Their mouths can expand to engulf and devour creatures larger than the Charybdian, reducing them to nothing. They are generally shunned by society, and many seek refuge in the oceans Charybdis herself calls home. They can create whirlpools with their mouth while underwater, and blow creatures away on land. However, due to their transformation, Charybdians are on average mulch physically weaker than other races because their other appendages atrophy. Sometimes, Charybdians form small groups, making villages at the bottom of the ocean. Those who do not join these villages often become adventurers, or try to gain the trust of other races by helping them at sea. All Charybdians are filled with a hunger that slowly grows every time they stop eating, demanding they devour more than what they just did. Some Charybdians literally eat horses daily. What was just listed are the only things most Charybdians have in common with each other. They can be from any humanoid race originally, and keep the movement capabilities and ability to take racial feats from that race. No 2 Charybdian’s are quite the same. But they all have one thing in common, they must feed eventually.
Tell me how you like the lore! Feel free to give suggestions. I’ll be trying to find a way to make this a published race.
There’s no need to bump a post after less than a day. Two days, maybe. Aside from that, it’s always nice to see a fellow Archfey on here.
in terms of your concept, the body horror is incredible and very nice, though I do question why they only change at age 13 besides the meta reason that a “child” child transforming into a horrifying monster might be crossing the line. I am also confused as to how they create whirlpools and “blow creatures away.” Is it magic? Is it a biological capability? It isn’t clear. Additionally, despite saying that the above characteristics were all they had in common, you go back in that say later that they’re all unique and the only thing they have in common is that they must feed eventually.
An interesting concept, sure. It does seem like you’re trying to aim to make Charybdians a player race, and the way you’ve described them (Giant mouth arm, atrophied limbs) makes it seem like they are less of a viable player race and more like a monster.
Yeah, sorry. I should have made things more clear.
the whole whirlpool thing is supposed to be magic.
You’re right, i should probably just make it a monster.
its my first attempt at making a home brew race, and i don’t really know what I’m doing.
Rollback Post to RevisionRollBack
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DRAKE, the robotic tiefling
Hi, I’m DrakenBrine, here’s my Sig and characters
I am The Grand Envisioner!
I’d like some opinions on a homebrew magic item I’m making for a fantastical Wild West-style campaign in which, rather than the development of gunpowder, firearms that are used to cast cantrips were created. Please, take a look and tell me your thoughts.
Revolver-Type Spellbinder
This revolver-like firearm has no chamber, but it contains a brass rod engraved with magic and runes to channel a bolt of magical energy through the firearm when the trigger is pulled.
You can use your action to make a ranged spell attack while wielding the spellbinder, using your Dexterity for the attack roll. Discuss with your DM whether your character is proficient with this attack. On a hit, the shot of magical energy deals 1d8 damage (you do not add your Dexterity to the damage roll). There are four kinds of revolver-type spellbinder, which determine the damage type, and often a secondary effect. When the spellbinder is found, the type is decided randomly or chosen by the DM from the options below. As normal, lingering effects from the shot do not stack.
d4
Type
1
The damage type is fire. A flammable object hit by this attack that isn’t being worn ignites.
2
The damage type is cold. A creature hit by this attack has its speed reduced by 10 feet until the end of its next turn.
3
The damage type is lightning. A creature hit by this attack subtracts a d4 from its next saving throw.
4
The damage type is force.
The second time that the spellbinder is used in the span of two turns, it must cool down or it overcharges and explodes, dealing 4d10 force damage to its holder and losing its magic. A revolver-type spellbinder requires a round to cool down (thus it cannot be used until the end of its user’s next turn).
The use of a spellbinder can be reacted to by counterspell or other effects that react to a spell being cast. When such an effect occurs, the use of the spellbinder acts as a 0-level spell (a cantrip).
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
Nice
Hi, I’m DrakenBrine, here’s my Sig and characters
I am The Grand Envisioner!
Hi, I’m DrakenBrine, here’s my Sig and characters
I am The Grand Envisioner!
Honestly, (and I say this as someone who has a lot of contact with guns) I would make it an attack to fire it rather than an action. Cause it would kind of suck for high-level martial classes.
Maybe have it have a limited amount of shots per hour, or use the same mechanic as a dragon’s breath weapon does (roll a D6 each round, escarche on a 5 or 6) except more like a 50-75 percent chance of reloading. Or both? Like, a limited amount of charges (say 6 for the ol’ six-gun aesthetic) and all expended charges recharge on a success.
If I haven’t offended you, don’t worry. I’m sure I’ll get to you eventually.
I did mean for it to replace an attack as part of the Attack, it got lost somehow in revisions.
That’s a good idea! It would help to reinforce the “revolver” type.
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! Happy to help.
If I haven’t offended you, don’t worry. I’m sure I’ll get to you eventually.
https://www.dndbeyond.com/monsters/3313292-astoni
That is the link to the astoni monster that I created. I am always open to feedback.
I like it! Although, it says they take double damage from things like stinking cloud, but stinking cloud doesn’t do damage. Maybe change it from stinking cloud to cloud kill as the example?
Okay thanks. I didn't read the spell and just assumed that it did damage. Thank you for pointing that out.
No problem.
https://www.dndbeyond.com/monsters/3313292-astoni
Here is the edited version, and I added a bit to the same feature so that inhaled poisons also do double damage.
Yep, that’s all good.
I would like advice on this
Hi, I’m DrakenBrine, here’s my Sig and characters
I am The Grand Envisioner!
Is there a reason why his name his completely capitalized?
Why do young people feel a warm aura?
Could you give a background on this? Like why, and what he is? Is there a reason he is a robotic tiefling, or could any race work?
I feel like giving him resistance to all damage in his Reboot could be simplifies to giving him one hundred hit points instead.
You might want to add the flight speed to his movement speed.
You might want to capitalize difficulty class's abbreviation to DC instead of dc.
The reflect reaction feels weird to me, but that might be just me. If someone splashes him with a bottle of poison the poison flies off of him and splashes the poison thrower? That feels weird to me thematically.
Hope this is helpful.
Their name is capitalized to give him a robotic vibe.
It just makes them seem kinder to me.
They were made by a scientist at the Spider Guild who died during an event. They gained sentience a little bit after this event. I like tieflings and I thought a robotic one sounded good.
That makes sense.
That also makes sense.
Forgot about that.
I originally intended it for the lightning immunity, kind of like their a conductor for it and electrocuting them will only hurt you.
Hi, I’m DrakenBrine, here’s my Sig and characters
I am The Grand Envisioner!
So….
i don’t actually have any stats for it because for some reason the home brew creation doesn’t save my stuff…
but i do have a concept!
meet my idea for a new home brew race:
The Charybdians
Charybdians are born when a warlock that made a pact with Charybdis has children. They are born completely normal, but on their 13th birthday, one of their arms becomes a gaping, physics defying maw. They lose the ability to eat with their normal mouths, and must eat with their mouth arm. The maw is generally blue with scales and has teeth like that of a t Rex’s. In addition, they become adept swimmers and can breath under water. Their mouths can expand to engulf and devour creatures larger than the Charybdian, reducing them to nothing. They are generally shunned by society, and many seek refuge in the oceans Charybdis herself calls home. They can create whirlpools with their mouth while underwater, and blow creatures away on land. However, due to their transformation, Charybdians are on average mulch physically weaker than other races because their other appendages atrophy. Sometimes, Charybdians form small groups, making villages at the bottom of the ocean. Those who do not join these villages often become adventurers, or try to gain the trust of other races by helping them at sea. All Charybdians are filled with a hunger that slowly grows every time they stop eating, demanding they devour more than what they just did. Some Charybdians literally eat horses daily. What was just listed are the only things most Charybdians have in common with each other. They can be from any humanoid race originally, and keep the movement capabilities and ability to take racial feats from that race. No 2 Charybdian’s are quite the same. But they all have one thing in common, they must feed eventually.
Tell me how you like the lore! Feel free to give suggestions. I’ll be trying to find a way to make this a published race.
There’s no need to bump a post after less than a day. Two days, maybe. Aside from that, it’s always nice to see a fellow Archfey on here.
in terms of your concept, the body horror is incredible and very nice, though I do question why they only change at age 13 besides the meta reason that a “child” child transforming into a horrifying monster might be crossing the line. I am also confused as to how they create whirlpools and “blow creatures away.” Is it magic? Is it a biological capability? It isn’t clear. Additionally, despite saying that the above characteristics were all they had in common, you go back in that say later that they’re all unique and the only thing they have in common is that they must feed eventually.
An interesting concept, sure. It does seem like you’re trying to aim to make Charybdians a player race, and the way you’ve described them (Giant mouth arm, atrophied limbs) makes it seem like they are less of a viable player race and more like a monster.
Come participate in the Competition of the Finest Brews, Edition XXVIII?
My homebrew stuff:
Spells, Monsters, Magic Items, Feats, Subclasses.
I am an Archfey, but nobody seems to notice.
Extended Signature
Yeah, sorry. I should have made things more clear.
the whole whirlpool thing is supposed to be magic.
You’re right, i should probably just make it a monster.
its my first attempt at making a home brew race, and i don’t really know what I’m doing.