I am now just posting homebrew on here, and you review it via posting.
New Homebrew: Potion of Teleportation, Potion of Bestiality
Potion of Teleportation:
Potion of Teleportation
Potion, Rare
This clear blue liquid is interspersed with bursts of red liquid. When you drink this potion, you can cast the Misty Step spell at will for 1 hour.
Potion of Bestiality
Potion of Bestiality
Potion, uncommon
This potion is a murky brown, with animal bones floating in it. When you drink this potion, you grow claws, fangs, spines, horns, or a different natural weapon of your choice. Your unarmed strikes deal 1d6 bludgeoning, piercing, or slashing damage, as appropriate to the natural weapon you chose, and you are proficient with your unarmed strikes. This effect lasts for 1 hour
Curse. While under the effects of this potion, your Intelligence, wisdom, and charisma scores are decreased by 1.
I am now just posting homebrew on here, and you review it via posting.
New Homebrew: Potion of Teleportation, Potion of Bestiality
Potion of Teleportation:
Potion of Teleportation
Potion, Rare
This clear blue liquid is interspersed with bursts of red liquid. When you drink this potion, you can cast the Misty Step spell at will for 1 hour.
Potion of Bestiality
Potion of Bestiality
Potion, uncommon
This potion is a murky brown, with animal bones floating in it. When you drink this potion, you grow claws, fangs, spines, horns, or a different natural weapon of your choice. Your unarmed strikes deal 1d6 bludgeoning, piercing, or slashing damage, as appropriate to the natural weapon you chose, and you are proficient with your unarmed strikes. This effect lasts for 1 hour
Curse. While under the effects of this potion, your Intelligence, wisdom, and charisma scores are decreased by 1.
Produced by a special needle, this magic tattoo is dark in color and takes the form of eye-like patterns.
Tattoo Attunement.To attune to this item, you hold the needle to your skin where you want the tattoo to appear, pressing the needle there throughout the attunement process. When the attunement is complete, the needle turns into the ink that becomes the tattoo, which appears on the skin.
If your attunement to the tattoo ends, the tattoo vanishes, and the needle reappears in your space.
Psychic Blast. As an action, you can release a devastating bout of psychic energy. Any creature in a 60 ft. cone must make an Intelligence saving throw (DC = 10 + Your Proficiency bonus + your Intelligence modifier) or take 3d6 psychic damage.
Telekinesis. You learn the mage hand cantrip. You can cast it without verbal or somatic components, and you can make the spectral hand invisible. If you already know this spell, its range increases by 30 feet when you cast it. Its spellcasting ability is Intelligence.
I am now just posting homebrew on here, and you review it via posting.
New Homebrew: Potion of Teleportation, Potion of Bestiality
Potion of Teleportation:
Potion of Teleportation
Potion, Rare
This clear blue liquid is interspersed with bursts of red liquid. When you drink this potion, you can cast the Misty Step spell at will for 1 hour.
Potion of Bestiality
Potion of Bestiality
Potion, uncommon
This potion is a murky brown, with animal bones floating in it. When you drink this potion, you grow claws, fangs, spines, horns, or a different natural weapon of your choice. Your unarmed strikes deal 1d6 bludgeoning, piercing, or slashing damage, as appropriate to the natural weapon you chose, and you are proficient with your unarmed strikes. This effect lasts for 1 hour
Curse. While under the effects of this potion, your Intelligence, wisdom, and charisma scores are decreased by 1.
Produced by a special needle, this magic tattoo is dark in color and takes the form of eye-like patterns.
Tattoo Attunement.To attune to this item, you hold the needle to your skin where you want the tattoo to appear, pressing the needle there throughout the attunement process. When the attunement is complete, the needle turns into the ink that becomes the tattoo, which appears on the skin.
If your attunement to the tattoo ends, the tattoo vanishes, and the needle reappears in your space.
Psychic Blast. As an action, you can release a devastating bout of psychic energy. Any creature in a 60 ft. cone must make an Intelligence saving throw (DC = 10 + Your Proficiency bonus + your Intelligence modifier) or take 3d6 psychic damage.
Telekinesis. You learn the mage hand cantrip. You can cast it without verbal or somatic components, and you can make the spectral hand invisible. If you already know this spell, its range increases by 30 feet when you cast it. Its spellcasting ability is Intelligence.
Imp Species
Imp Traits
Ability Score Increase One of your ability scores increases by two, and another one increases by 1. Alternatively, three ability scores increase by 1. Age. Imps reach maturity at 27 and typically live about 150 years. Creature Type. You are a Fiend. Size. You are small. Speed. Your base walking speed is 30 ft. You also have a flying speed of 10 ft. Darkvision. You can see in dim light within 60 feet of you as if it were bright light and in darkness as if it were dim light. You discern colors in that darkness only as shades of gray. Demonic Claws. You have claws infused with the essence of the Seven Pits of Tarloyle. Your unarmed attacks now deal 1d4 slashing damage and 1d4 Poison Damage. Curse Foes. You can cast the Bestow curse spell once using this trait. You regain the ability to do so at down the next day. Languages. Your character can speak, read, and write Common and one other language that you and your DM agree is appropriate for the character
I am now just posting homebrew on here, and you review it via posting.
New Homebrew: Potion of Teleportation, Potion of Bestiality
Potion of Teleportation:
Potion of Teleportation
Potion, Rare
This clear blue liquid is interspersed with bursts of red liquid. When you drink this potion, you can cast the Misty Step spell at will for 1 hour.
Potion of Bestiality
Potion of Bestiality
Potion, uncommon
This potion is a murky brown, with animal bones floating in it. When you drink this potion, you grow claws, fangs, spines, horns, or a different natural weapon of your choice. Your unarmed strikes deal 1d6 bludgeoning, piercing, or slashing damage, as appropriate to the natural weapon you chose, and you are proficient with your unarmed strikes. This effect lasts for 1 hour
Curse. While under the effects of this potion, your Intelligence, wisdom, and charisma scores are decreased by 1.
Produced by a special needle, this magic tattoo is dark in color and takes the form of eye-like patterns.
Tattoo Attunement.To attune to this item, you hold the needle to your skin where you want the tattoo to appear, pressing the needle there throughout the attunement process. When the attunement is complete, the needle turns into the ink that becomes the tattoo, which appears on the skin.
If your attunement to the tattoo ends, the tattoo vanishes, and the needle reappears in your space.
Psychic Blast. As an action, you can release a devastating bout of psychic energy. Any creature in a 60 ft. cone must make an Intelligence saving throw (DC = 10 + Your Proficiency bonus + your Intelligence modifier) or take 3d6 psychic damage.
Telekinesis. You learn the mage hand cantrip. You can cast it without verbal or somatic components, and you can make the spectral hand invisible. If you already know this spell, its range increases by 30 feet when you cast it. Its spellcasting ability is Intelligence.
Imp Species
Imp Traits
Ability Score Increase One of your ability scores increases by two, and another one increases by 1. Alternatively, three ability scores increase by 1. Age. Imps reach maturity at 27 and typically live about 150 years. Creature Type. You are a Fiend. Size. You are small. Speed. Your base walking speed is 30 ft. You also have a flying speed of 10 ft. Darkvision. You can see in dim light within 60 feet of you as if it were bright light and in darkness as if it were dim light. You discern colors in that darkness only as shades of gray. Demonic Claws. You have claws infused with the essence of the Seven Pits of Tarloyle. Your unarmed attacks now deal 1d4 slashing damage and 1d4 Poison Damage. Curse Foes. You can cast the Bestow curse spell once using this trait. You regain the ability to do so at down the next day. Languages. Your character can speak, read, and write Common and one other language that you and your DM agree is appropriate for the character
Ratfolk Species
Ratfolk Traits
Ability Score Increase One of your ability scores increases by two, and another one increases by 1. Alternatively, three ability scores increase by 1. Age. Ratfolk reach adulthood in their late teens and live less than a century. Creature Type. You are a Humanoid. Size. You are medium. Speed. Your base walking Speed is 30 ft. Darkvision. You can see in dim light within 60 feet of you as if it were bright light and in darkness as if it were dim light. You discern colors in that darkness only as shades of gray. Natural Scavenger. You have resistance to poison damage and immunity to the poisoned condition. Keen Smell. You have advantage on Wisdom (Perception) checks that rely on smell. Languages. Your character can speak, read, and write Common and one other language that you and your DM agree is appropriate for the character.
I am now just posting homebrew on here, and you review it via posting.
New Homebrew: Potion of Teleportation, Potion of Bestiality
Potion of Teleportation:
Potion of Teleportation
Potion, Rare
This clear blue liquid is interspersed with bursts of red liquid. When you drink this potion, you can cast the Misty Step spell at will for 1 hour.
Potion of Bestiality
Potion of Bestiality
Potion, uncommon
This potion is a murky brown, with animal bones floating in it. When you drink this potion, you grow claws, fangs, spines, horns, or a different natural weapon of your choice. Your unarmed strikes deal 1d6 bludgeoning, piercing, or slashing damage, as appropriate to the natural weapon you chose, and you are proficient with your unarmed strikes. This effect lasts for 1 hour
Curse. While under the effects of this potion, your Intelligence, wisdom, and charisma scores are decreased by 1.
Produced by a special needle, this magic tattoo is dark in color and takes the form of eye-like patterns.
Tattoo Attunement.To attune to this item, you hold the needle to your skin where you want the tattoo to appear, pressing the needle there throughout the attunement process. When the attunement is complete, the needle turns into the ink that becomes the tattoo, which appears on the skin.
If your attunement to the tattoo ends, the tattoo vanishes, and the needle reappears in your space.
Psychic Blast. As an action, you can release a devastating bout of psychic energy. Any creature in a 60 ft. cone must make an Intelligence saving throw (DC = 10 + Your Proficiency bonus + your Intelligence modifier) or take 3d6 psychic damage.
Telekinesis. You learn the mage hand cantrip. You can cast it without verbal or somatic components, and you can make the spectral hand invisible. If you already know this spell, its range increases by 30 feet when you cast it. Its spellcasting ability is Intelligence.
Imp Species
Imp Traits
Ability Score Increase One of your ability scores increases by two, and another one increases by 1. Alternatively, three ability scores increase by 1. Age. Imps reach maturity at 27 and typically live about 150 years. Creature Type. You are a Fiend. Size. You are small. Speed. Your base walking speed is 30 ft. You also have a flying speed of 10 ft. Darkvision. You can see in dim light within 60 feet of you as if it were bright light and in darkness as if it were dim light. You discern colors in that darkness only as shades of gray. Demonic Claws. You have claws infused with the essence of the Seven Pits of Tarloyle. Your unarmed attacks now deal 1d4 slashing damage and 1d4 Poison Damage. Curse Foes. You can cast the Bestow curse spell once using this trait. You regain the ability to do so at down the next day. Languages. Your character can speak, read, and write Common and one other language that you and your DM agree is appropriate for the character
Ratfolk Species
Ratfolk Traits
Ability Score Increase One of your ability scores increases by two, and another one increases by 1. Alternatively, three ability scores increase by 1. Age. Ratfolk reach adulthood in their late teens and live less than a century. Creature Type. You are a Humanoid. Size. You are medium. Speed. Your base walking Speed is 30 ft. Darkvision. You can see in dim light within 60 feet of you as if it were bright light and in darkness as if it were dim light. You discern colors in that darkness only as shades of gray. Natural Scavenger. You have resistance to poison damage and immunity to the poisoned condition. Keen Smell. You have advantage on Wisdom (Perception) checks that rely on smell. Languages. Your character can speak, read, and write Common and one other language that you and your DM agree is appropriate for the character.
I am now just posting homebrew on here, and you review it via posting.
New Homebrew: Potion of Teleportation, Potion of Bestiality
Potion of Teleportation:
Potion of Teleportation
Potion, Rare
This clear blue liquid is interspersed with bursts of red liquid. When you drink this potion, you can cast the Misty Step spell at will for 1 hour.
Potion of Bestiality
Potion of Bestiality
Potion, uncommon
This potion is a murky brown, with animal bones floating in it. When you drink this potion, you grow claws, fangs, spines, horns, or a different natural weapon of your choice. Your unarmed strikes deal 1d6 bludgeoning, piercing, or slashing damage, as appropriate to the natural weapon you chose, and you are proficient with your unarmed strikes. This effect lasts for 1 hour
Curse. While under the effects of this potion, your Intelligence, wisdom, and charisma scores are decreased by 1.
Produced by a special needle, this magic tattoo is dark in color and takes the form of eye-like patterns.
Tattoo Attunement.To attune to this item, you hold the needle to your skin where you want the tattoo to appear, pressing the needle there throughout the attunement process. When the attunement is complete, the needle turns into the ink that becomes the tattoo, which appears on the skin.
If your attunement to the tattoo ends, the tattoo vanishes, and the needle reappears in your space.
Psychic Blast. As an action, you can release a devastating bout of psychic energy. Any creature in a 60 ft. cone must make an Intelligence saving throw (DC = 10 + Your Proficiency bonus + your Intelligence modifier) or take 3d6 psychic damage.
Telekinesis. You learn the mage hand cantrip. You can cast it without verbal or somatic components, and you can make the spectral hand invisible. If you already know this spell, its range increases by 30 feet when you cast it. Its spellcasting ability is Intelligence.
Imp Species
Imp Traits
Ability Score Increase One of your ability scores increases by two, and another one increases by 1. Alternatively, three ability scores increase by 1. Age. Imps reach maturity at 27 and typically live about 150 years. Creature Type. You are a Fiend. Size. You are small. Speed. Your base walking speed is 30 ft. You also have a flying speed of 10 ft. Darkvision. You can see in dim light within 60 feet of you as if it were bright light and in darkness as if it were dim light. You discern colors in that darkness only as shades of gray. Demonic Claws. You have claws infused with the essence of the Seven Pits of Tarloyle. Your unarmed attacks now deal 1d4 slashing damage and 1d4 Poison Damage. Curse Foes. You can cast the Bestow curse spell once using this trait. You regain the ability to do so at down the next day. Languages. Your character can speak, read, and write Common and one other language that you and your DM agree is appropriate for the character
Ratfolk Species
Ratfolk Traits
Ability Score Increase One of your ability scores increases by two, and another one increases by 1. Alternatively, three ability scores increase by 1. Age. Ratfolk reach adulthood in their late teens and live less than a century. Creature Type. You are a Humanoid. Size. You are medium. Speed. Your base walking Speed is 30 ft. Darkvision. You can see in dim light within 60 feet of you as if it were bright light and in darkness as if it were dim light. You discern colors in that darkness only as shades of gray. Natural Scavenger. You have resistance to poison damage and immunity to the poisoned condition. Keen Smell. You have advantage on Wisdom (Perception) checks that rely on smell. Languages. Your character can speak, read, and write Common and one other language that you and your DM agree is appropriate for the character.
As an action, you can throw this bottle up to 30 ft. away, shattering on impact. A Ghost appears in the nearest unoccupied space to the bottle and is friendly towards you and your companions.
Potion of bestiality is pretty cool and balanced, potion of teleportation could be a little weaker but is still good.
Third eye tattoo should have a perception based effect, and have it's blast deal radiant damage.
Imp needs better formatting, and curse needs to either be moved to 5th level, or be changed to hex. Maybe also give them hidden step.
Ratfolk needs better formatting, natural scavenger effect does not mix with it it's name. Natural scavenger should be replaced with either, poison immunity and poison condition immunity, or poison resistance and poison save advantage. Lastly this race is pretty weak.
Alchemical golem is awesome, I think I reviewed it somewhere else (edit: it is now pulling up an error)
Ghost bottle should the ghost vanish, or weaken, after a day.
Also, stop replying to past posts and adding the new entries, it's annoying. Put new entries into new posts, which explain simply what they are.
Potion of bestiality is pretty cool and balanced, potion of teleportation could be a little weaker but is still good.
Third eye tattoo should have a perception based effect, and have it's blast deal radiant damage.
Imp needs better formatting, and curse needs to either be moved to 5th level, or be changed to hex. Maybe also give them hidden step.
Ratfolk needs better formatting, natural scavenger effect does not mix with it it's name. Natural scavenger should be replaced with either, poison immunity and poison condition immunity, or poison resistance and poison save advantage. Lastly this race is pretty weak.
Alchemical golem is awesome, I think I reviewed it somewhere else (edit: it is now pulling up an error)
Ghost bottle should the ghost vanish, or weaken, after a day.
Also, stop replying to past posts and adding the new entries, it's annoying. Put new entries into new posts, which explain simply what they are.
Okay (except for psychic/radiant damage swap for 3rd eye tattoo). Revised Versions of Content:
Produced by a special needle, this magic tattoo is dark in color and takes the form of eye-like patterns.
Tattoo Attunement. To attune to this item, you hold the needle to your skin where you want the tattoo to appear, pressing the needle there throughout the attunement process. When the attunement is complete, the needle turns into the ink that becomes the tattoo, which appears on the skin.
If your attunement to the tattoo ends, the tattoo vanishes, and the needle reappears in your space.
Psychic Blast. As an action, you can release a devastating bout of psychic energy. Any creature in a 60 ft. cone must make an Intelligence saving throw (DC = 10 + Your Proficiency bonus + your Intelligence modifier) or take 3d6 psychic damage.
Telekinesis. You learn the mage hand cantrip. You can cast it without verbal or somatic components, and you can make the spectral hand invisible. If you already know this spell, its range increases by 30 feet when you cast it. Its spellcasting ability is Intelligence.
Increased Awareness. You have a +1 bonus to investigation and perception checks.
Ghost Bottle
Ghost Bottle
Wondrous Item, Rare
As an action, you can throw this bottle up to 30 ft. away, shattering on impact. A Ghost appears in the nearest unoccupied space to the bottle and is friendly towards you and your companions. Every day at dawn, you must make a Charisma saving throw (DC equals 10 + the number of days since this item has been used). On a failed save, the ghost becomes hostile towards you and your companions.
Ratfolk
Ratfolk
Ability Score Increase. One of your ability scores increases by two, and another ability score increases by 1. Alternatively, three ability scores increase by 1.
Age. Ratfolk reach adulthood in their late teens and live less than a century.
Creature Type. You are a Humanoid.
Size. You are medium.
Speed. Your base walking Speed is 30 ft.
Darkvision. You can see in dim light within 60 feet of you as if it were bright light and in darkness as if it were dim light. You discern colors in that darkness only as shades of gray.
Natural Scavenger. You have resistance to poison damage and immunity to the poisoned condition. In addition, you are immune to disease.
Keen Smell. You have advantage on Wisdom (Perception) checks that rely on smell.
Languages. Your character can speak, read, and write Common and one other language that you and your DM agree is appropriate for the character.
Imp
Imp
Ability Score Increase. One of your ability scores increases by two, and another one increases by 1. Alternatively, three ability scores increase by 1.
Age. Imps reach maturity at 27 and typically live about 150 years.
Creature Type. You are a Fiend.
Size. You are small.
Speed. Your base walking speed is 30 ft. You also have a flying speed of 10 ft.
Darkvision. You can see in dim light within 60 feet of you as if it were bright light and in darkness as if it were dim light. You discern colors in that darkness only as shades of gray.
Demonic Claws. You have claws infused with the essence of the Seven Pits of Tarloyle. Your unarmed attacks now deal 1d4 slashing damage and 1d4 Poison Damage.
Curse Foes. You can cast the Hex spell once using this trait. You regain the ability to do so when you finish a long rest.
Languages. Your character can speak, read, and write Common and one other language that you and your DM agree is appropriate for the character.
Cool, I'll have great fun reviewing this content later.
Here it is:
Bufog Tiefling
Bufog tieflings are descendants of Bufog, Demon Lord of Frogs and Manipulation. They gain abilities to manipulate others, and, in turn, resist being manipulated themselves. Bufog rules the Demonic Dimension Meoruta, a huge swamp overrun with demonic frogs. Bufog tieflings appear to have dark green, slimy, translucent skin and the horns of a Ram. Ability Score Increase. One ability score of your choice increases by two, and another one increases by 1. Alternatively, three ability scores of your choice increase by 1. Legacy of Frogs. At 1st level, you know the friends cantrip. At 3rd level, you can cast the Jump spell twice using this trait, and you regain the ability to do so after you finish a short rest. At 5th level, you can cast Crown of Madness once using this trait. You regain the ability to do so after you finish a long rest. Manipulation Resistance. You have advantage on saving throws against being charmed or frightened.
Aperato Tiefling
Aperato tieflings are descendants of Aperato, Demon Lord of Primates and The Undead. They gain abilities to weaken others through necromantic powers and gain the resistance of the average Undead. Aperato rules over the Demonic Dimension Uzion, a Vast Ruins of a forgotten dystopian kingdom. Aperato tieflings appear to have charcoal grey skin and glowing red horns that spiral upwards. Ability Score Increase. One ability score of your choice increases by two, and another one increases by 1. Alternatively, three ability scores of your choice increase by 1. Legacy of Undeath. You know the chill touch cantrip. When you reach 3rd level, you can cast the ray of sickness spell as a 2nd-level spell once with this trait and regain the ability to do so when you finish a long rest. When you reach 5th level, you can cast the ray of enfeeblement spell once with this trait and regain the ability to do so when you finish a long rest. Charisma is your spellcasting ability for these spells. Undead Resistance. You have resistance to Necrotic and Poison damage.
Uoei Tiefling
Uoei tieflings are descendants of Uoei, Demon Lord of Leeches and Alchemy. They gain abilities that use alchemy to attack and confuse their enemies, as well as abilities to resist the dangers of alchemy. Uoei rules over the Demonic Dimension Toriet, a polluted marsh filled with alchemical substances. Uoei tieflings have slimy black skin, and their teeth are sharp and serrated. Ability Score Increase. One ability score of your choice increases by two, and another one increases by 1. Alternatively, three ability scores of your choice increase by 1. Legacy of Alchemy. You know the acid splash cantrip. When you reach 3rd level, you can cast the fog cloud spell as a 2nd-level spell once with this trait and regain the ability to do so when you finish a long rest. When you reach 5th level, you can cast the acid arrow spell once with this trait and regain the ability to do so when you finish a long rest. Charisma is your spellcasting ability for these spells. Alchemical Resistance. You have resistance to poison and acid damage.
Dios Tiefling
Dios tieflings are descendants of Dios, Demon Lord of Crows and Deceit. They gain the ability to cast spells that deceive their enemies via supernatural means as well as being able to see through disguises easily. Dios controls the Demonic Dimension Nozunia, a Dimension in which everything is in black and white. Dios Tieflings have Dark, Dulled Pink skin and horns that resemble a crow’s beak. Ability Score Increase. One ability score of your choice increases by two, and another one increases by 1. Alternatively, three ability scores of your choice increase by 1. Legacy of Crows. You know the thaumaturgy cantrip. When you reach 3rd level, you can cast the hex spell as a 2nd-level spell once with this trait and regain the ability to do so when you finish a long rest. When you reach 5th level, you can cast the alter self spell once with this trait and regain the ability to do so when you finish a long rest. Charisma is your spellcasting ability for these spells. See Through Deceit. You have proficiency in the Insight and Investigation skills.
Emerald Queen Tiefling
Emerald Queen tieflings are descendants of the Emerald Queen, Demon Lord of Emeralds and Tyranny. They gain the power of manipulation of the element Earth, as well as resistance to wear and tear, much like an emerald. The Emerald Queen controls the Demonic Dimension Nozunia, a system of impossibly deep caves, infected with Gem-like Parasites. Emerald Queen tieflings have translucent green skin and crystal-shaped horns. Ability Score Increase. One ability score of your choice increases by two, and another one increases by 1. Alternatively, three ability scores of your choice increase by 1. Legacy of Emeralds. You know the magic stone cantrip. When you reach 3rd level, you can cast the earth tremor spell as a 2nd-level spell once with this trait and regain the ability to do so when you finish a long rest. When you reach 5th level, you can cast the maximilian’s earthen grasp spell once with this trait and regain the ability to do so when you finish a long rest. Charisma is your spellcasting ability for these spells. Emeralds Resistance. When you are not wearing armor class, your Armor Class = 12 + your dexterity modifier
Cicardin Tiefling
Cicardin tieflings are descendants of Cicardin, Demon Lord of Cicadas and Dread. Cicardin Tieflings have abilities to seed dread, as well as resist it. Cicardin controls the Demonic Dimension Ulioq, a forest infested with gigantic demonic cicadas. Cicardin Teiflings have brown exoskeleton-Esque skin and antenna-like horns. Ability Score Increase. One ability score of your choice increases by two, and another one increases by 1. Alternatively, three ability scores of your choice increase by 1. Legacy of Cicadas. You know the mind sliver cantrip. When you reach 3rd level, you can cast the command spell as a 2nd-level spell once with this trait and regain the ability to do so when you finish a long rest. When you reach 5th level, you can cast the crown of madness spell once with this trait and regain the ability to do so when you finish a long rest. Charisma is your spellcasting ability for these spells. Psychic Resistance. You have resistance to Psychic damage.
Blood Lord Tiefling
Blood Lord tieflings are descendants of the Blood Lord, Demon Lord of Blood and Poison. They have abilities that allow them to poison their enemies via magic, as well as go into a frenzy released by the smell of blood. The Blood Lord rules over the Demonic Dimension Veserth, a huge city overrun with blood slimes. Blood Lord tieflings have blood-red skin and gelatinous ox horns. Ability Score Increase. One ability score of your choice increases by two, and another one increases by 1. Alternatively, three ability scores of your choice increase by 1. Legacy of Blood. You know the poison spray cantrip. When you reach 3rd level, you can cast the ray of sickness spell as a 2nd-level spell once with this trait and regain the ability to do so when you finish a long rest. When you reach 5th level, you can cast the dragons breath spell once with this trait and regain the ability to do so when you finish a long rest. Charisma is your spellcasting ability for these spells. Blood Frenzy. You have advantage on melee attack rolls against any creature that has half of its hit points or less.
Macabre Watch
Macabre Watch 1st-level Abjuration (Ritual) Casting Time: 1 action Range: Self Components: V, S, M (A human skull) Duration: 8 hours You conjure up a phantom servant to maintain lookout. This Phantom lookout does not need to eat, drink, or breathe, and cannot deal or take damage. It follows you around, looming above you constantly. If any creature hostile to you enters within 20 ft. of the Macabre watch, it lets out a blood-curdling scream, audible out to a range of 300 ft.
College of Flames
Bonus Cantrip: When you join the college of flames at 3rd level, you learn the fire bolt Cantrip.
Heated Weapons: Also at 3rd level, you become a conduit of heat. When you hit with a melee attack, you can expend a use of your bardic inspiration to deal additional damage equal to your inspiration dice.
Fire Adaptation: When you reach 6th level, you have gained an affinity with flames. You gain resistance to lightning and fire damage
Control over Flames: When you reach 14th level, you gain mastery over all flames. You know the wall of fire spell, and it counts as a bard spell for you, but does not count against the number of bard spells you know. As an action, you can expand a use this trait to cast the wall of fire spell innately, requiring no components. Once you use this feature, you must finish a long rest before you can use it again.
Cool, I'll have great fun reviewing this content later.
Here it is:
Bufog Tiefling
Bufog tieflings are descendants of Bufog, Demon Lord of Frogs and Manipulation. They gain abilities to manipulate others, and, in turn, resist being manipulated themselves. Bufog rules the Demonic Dimension Meoruta, a huge swamp overrun with demonic frogs. Bufog tieflings appear to have dark green, slimy, translucent skin and the horns of a Ram. Ability Score Increase. One ability score of your choice increases by two, and another one increases by 1. Alternatively, three ability scores of your choice increase by 1. Legacy of Frogs. At 1st level, you know the friends cantrip. At 3rd level, you can cast the Jump spell twice using this trait, and you regain the ability to do so after you finish a short rest. At 5th level, you can cast Crown of Madness once using this trait. You regain the ability to do so after you finish a long rest. Manipulation Resistance. You have advantage on saving throws against being charmed or frightened.
Aperato Tiefling
Aperato tieflings are descendants of Aperato, Demon Lord of Primates and The Undead. They gain abilities to weaken others through necromantic powers and gain the resistance of the average Undead. Aperato rules over the Demonic Dimension Uzion, a Vast Ruins of a forgotten dystopian kingdom. Aperato tieflings appear to have charcoal grey skin and glowing red horns that spiral upwards. Ability Score Increase. One ability score of your choice increases by two, and another one increases by 1. Alternatively, three ability scores of your choice increase by 1. Legacy of Undeath. You know the chill touch cantrip. When you reach 3rd level, you can cast the ray of sickness spell as a 2nd-level spell once with this trait and regain the ability to do so when you finish a long rest. When you reach 5th level, you can cast the ray of enfeeblement spell once with this trait and regain the ability to do so when you finish a long rest. Charisma is your spellcasting ability for these spells. Undead Resistance. You have resistance to Necrotic and Poison damage.
Uoei Tiefling
Uoei tieflings are descendants of Uoei, Demon Lord of Leeches and Alchemy. They gain abilities that use alchemy to attack and confuse their enemies, as well as abilities to resist the dangers of alchemy. Uoei rules over the Demonic Dimension Toriet, a polluted marsh filled with alchemical substances. Uoei tieflings have slimy black skin, and their teeth are sharp and serrated. Ability Score Increase. One ability score of your choice increases by two, and another one increases by 1. Alternatively, three ability scores of your choice increase by 1. Legacy of Alchemy. You know the acid splash cantrip. When you reach 3rd level, you can cast the fog cloud spell as a 2nd-level spell once with this trait and regain the ability to do so when you finish a long rest. When you reach 5th level, you can cast the acid arrow spell once with this trait and regain the ability to do so when you finish a long rest. Charisma is your spellcasting ability for these spells. Alchemical Resistance. You have resistance to poison and acid damage.
Dios Tiefling
Dios tieflings are descendants of Dios, Demon Lord of Crows and Deceit. They gain the ability to cast spells that deceive their enemies via supernatural means as well as being able to see through disguises easily. Dios controls the Demonic Dimension Nozunia, a Dimension in which everything is in black and white. Dios Tieflings have Dark, Dulled Pink skin and horns that resemble a crow’s beak. Ability Score Increase. One ability score of your choice increases by two, and another one increases by 1. Alternatively, three ability scores of your choice increase by 1. Legacy of Crows. You know the thaumaturgy cantrip. When you reach 3rd level, you can cast the hex spell as a 2nd-level spell once with this trait and regain the ability to do so when you finish a long rest. When you reach 5th level, you can cast the alter self spell once with this trait and regain the ability to do so when you finish a long rest. Charisma is your spellcasting ability for these spells. See Through Deceit. You have advantage on Insight and Investigation checks.
Emerald Queen Tiefling
Emerald Queen tieflings are descendants of the Emerald Queen, Demon Lord of Emeralds and Tyranny. They gain the power of manipulation of the element Earth, as well as resistance to wear and tear, much like an emerald. The Emerald Queen controls the Demonic Dimension Nozunia, a system of impossibly deep caves, infected with Gem-like Parasites. Emerald Queen tieflings have translucent green skin and crystal-shaped horns. Ability Score Increase. One ability score of your choice increases by two, and another one increases by 1. Alternatively, three ability scores of your choice increase by 1. Legacy of Emeralds. You know the magic stone cantrip. When you reach 3rd level, you can cast the earth tremor spell as a 2nd-level spell once with this trait and regain the ability to do so when you finish a long rest. When you reach 5th level, you can cast the maximilian’s earthen grasp spell once with this trait and regain the ability to do so when you finish a long rest. Charisma is your spellcasting ability for these spells. Emeralds Resistance. You have resistance to slashing damage.
Cicardin Tiefling
Cicardin tieflings are descendants of Cicardin, Demon Lord of Cicadas and Dread. Cicardin Tieflings have abilities to seed dread, as well as resist it. Cicardin controls the Demonic Dimension Ulioq, a forest infested with gigantic demonic cicadas. Cicardin Teiflings have brown exoskeleton-Esque skin and antenna-like horns. Ability Score Increase. One ability score of your choice increases by two, and another one increases by 1. Alternatively, three ability scores of your choice increase by 1. Legacy of Cicadas. You know the mind sliver cantrip. When you reach 3rd level, you can cast the command spell as a 2nd-level spell once with this trait and regain the ability to do so when you finish a long rest. When you reach 5th level, you can cast the crown of madness spell once with this trait and regain the ability to do so when you finish a long rest. Charisma is your spellcasting ability for these spells. Psychic Resistance. You have resistance to Psychic damage.
Blood Lord Tiefling
Blood Lord tieflings are descendants of the Blood Lord, Demon Lord of Blood and Poison. They have abilities that allow them to poison their enemies via magic, as well as go into a frenzy released by the smell of blood. The Blood Lord rules over the Demonic Dimension Veserth, a huge city overrun with blood slimes. Blood Lord tieflings have blood-red skin and gelatinous ox horns. Ability Score Increase. One ability score of your choice increases by two, and another one increases by 1. Alternatively, three ability scores of your choice increase by 1. Legacy of Blood. You know the poison spray cantrip. When you reach 3rd level, you can cast the ray of sickness spell as a 2nd-level spell once with this trait and regain the ability to do so when you finish a long rest. When you reach 5th level, you can cast the dragons breath spell once with this trait and regain the ability to do so when you finish a long rest. Charisma is your spellcasting ability for these spells. Blood Frenzy. You have advantage on melee attack rolls against any creature that doesn't have all its hit points.
Macabre Watch
Macabre Watch 1st-level Abjuration (Ritual) Casting Time: 1 action Range: Self Components: V, S, M (A human skull) Duration: 8 hours You conjure up a phantom servant to maintain lookout. This Phantom lookout does not need to eat, drink, or breathe, and cannot deal or take damage. It follows you around, looming above you constantly. If any creature hostile to you enters within 20 ft. of the Macabre watch, it lets out a blood-curdling scream, audible out to a range of 300 ft.
College of Flames
Bonus Cantrip: When you join the college of flames at 3rd level, you learn the fire bolt Cantrip.
Heated Body: Also at 3rd level, you become a conduit of heat. When a creature hits you with a melee attack, you can use a reaction to deal Fire damage equal to your level + your charisma modifier (minimum of 1 damage). You can use this feature a number of times equal to your proficiency bonus, and regain all expended uses when you finish a long rest.
Fire Adaptation: When you reach 6th level, you have gained an affinity with flames. You gain resistance to lightning and fire damage
Control over Flames: When you reach 14th level, you gain mastery over all flames. You know the scorching ray spell, and it counts as a bard spell for you, but does not count against the number of bard spells you know. As an action, you can expand a use this trait to cast the scorching ray spell innately, requiring no components. You can use this feature a number of times equal to your level, and you regain all expended uses when you finish a long rest.
EDIT: Fixed Aperato Tiefling Tooltip
Cool
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Naibs of Dune, I'm the supreme meowster of the cult of cats!, Head lobotomizer of the OIADSB cult, I've got a thieves guild, come join, Warlock main in D2.
Don't forget to love each other!
I play characters at taverns.
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Their all pretty good in general, with good thematic spells.
That said, blood lord and emerald queen are too powerful. Blood frenzy is very overpowered (worth somewhere in the 12-16 range on detect range), and so emerald resistance is very strong (worth about 10 on detect balance)
For reference, the other variant features (and regular teiflings fire resistance) are worth 2-5 points.
Macrabe watch is alarm but scarier, I like it.
College of flame is shit, rather weak and not fitting into the general format of bard subclasses.
Essentially Fake Unearthed arcana. Comes out every month.
Supreme Cat-lover Of The First Grade
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She/her pronouns please. (=^.^=)
https://drive.google.com/file/d/1XToeMx89VFcgsQP01TAya_AmpM8Ih8EM/view?usp=sharing
Supreme Cat-lover Of The First Grade
I AM A CAT PERSON. /\_____/\
She/her pronouns please. (=^.^=)
Awesome, fake UA!
https://forms.gle/g6nPqQWBRPH99msj8
Supreme Cat-lover Of The First Grade
I AM A CAT PERSON. /\_____/\
She/her pronouns please. (=^.^=)
Form updated with additional questions
Supreme Cat-lover Of The First Grade
I AM A CAT PERSON. /\_____/\
She/her pronouns please. (=^.^=)
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
Bringing this back, but less formal.
I am now just posting homebrew on here, and you review it via posting.
New Homebrew: Potion of Teleportation, Potion of Bestiality
Potion of Teleportation:
Potion of Teleportation
Potion, Rare
This clear blue liquid is interspersed with bursts of red liquid. When you drink this potion, you can cast the Misty Step spell at will for 1 hour.
Potion of Bestiality
Potion of Bestiality
Potion, uncommon
This potion is a murky brown, with animal bones floating in it. When you drink this potion, you grow claws, fangs, spines, horns, or a different natural weapon of your choice. Your unarmed strikes deal 1d6 bludgeoning, piercing, or slashing damage, as appropriate to the natural weapon you chose, and you are proficient with your unarmed strikes. This effect lasts for 1 hour
Curse. While under the effects of this potion, your Intelligence, wisdom, and charisma scores are decreased by 1.
Supreme Cat-lover Of The First Grade
I AM A CAT PERSON. /\_____/\
She/her pronouns please. (=^.^=)
Third Eye tattoo:
Third Eye Tattoo.
Wondrous Item (Tattoo), rare (Requires Attunement)
Produced by a special needle, this magic tattoo is dark in color and takes the form of eye-like patterns.
Tattoo Attunement. To attune to this item, you hold the needle to your skin where you want the tattoo to appear, pressing the needle there throughout the attunement process. When the attunement is complete, the needle turns into the ink that becomes the tattoo, which appears on the skin.
If your attunement to the tattoo ends, the tattoo vanishes, and the needle reappears in your space.
Psychic Blast. As an action, you can release a devastating bout of psychic energy. Any creature in a 60 ft. cone must make an Intelligence saving throw (DC = 10 + Your Proficiency bonus + your Intelligence modifier) or take 3d6 psychic damage.
Telekinesis. You learn the mage hand cantrip. You can cast it without verbal or somatic components, and you can make the spectral hand invisible. If you already know this spell, its range increases by 30 feet when you cast it. Its spellcasting ability is Intelligence.
Supreme Cat-lover Of The First Grade
I AM A CAT PERSON. /\_____/\
She/her pronouns please. (=^.^=)
Imp Species
Imp Traits
Ability Score Increase One of your ability scores increases by two, and another one increases by 1. Alternatively, three ability scores increase by 1.
Age. Imps reach maturity at 27 and typically live about 150 years.
Creature Type. You are a Fiend.
Size. You are small.
Speed. Your base walking speed is 30 ft. You also have a flying speed of 10 ft.
Darkvision. You can see in dim light within 60 feet of you as if it were bright light and in darkness as if it were dim light. You discern colors in that darkness only as shades of gray. Demonic Claws. You have claws infused with the essence of the Seven Pits of Tarloyle. Your unarmed attacks now deal 1d4 slashing damage and 1d4 Poison Damage.
Curse Foes. You can cast the Bestow curse spell once using this trait. You regain the ability to do so at down the next day.
Languages. Your character can speak, read, and write Common and one other language that you and your DM agree is appropriate for the character
Supreme Cat-lover Of The First Grade
I AM A CAT PERSON. /\_____/\
She/her pronouns please. (=^.^=)
Ratfolk Species
Ratfolk Traits
Ability Score Increase One of your ability scores increases by two, and another one increases by 1. Alternatively, three ability scores increase by 1.
Age. Ratfolk reach adulthood in their late teens and live less than a century.
Creature Type. You are a Humanoid.
Size. You are medium.
Speed. Your base walking Speed is 30 ft.
Darkvision. You can see in dim light within 60 feet of you as if it were bright light and in darkness as if it were dim light. You discern colors in that darkness only as shades of gray. Natural Scavenger. You have resistance to poison damage and immunity to the poisoned condition.
Keen Smell. You have advantage on Wisdom (Perception) checks that rely on smell.
Languages. Your character can speak, read, and write Common and one other language that you and your DM agree is appropriate for the character.
Supreme Cat-lover Of The First Grade
I AM A CAT PERSON. /\_____/\
She/her pronouns please. (=^.^=)
Alchemical Golem
Supreme Cat-lover Of The First Grade
I AM A CAT PERSON. /\_____/\
She/her pronouns please. (=^.^=)
Ghost Bottle
Ghost Bottle
Wondrous Item, Rare
As an action, you can throw this bottle up to 30 ft. away, shattering on impact. A Ghost appears in the nearest unoccupied space to the bottle and is friendly towards you and your companions.
Supreme Cat-lover Of The First Grade
I AM A CAT PERSON. /\_____/\
She/her pronouns please. (=^.^=)
Potion of bestiality is pretty cool and balanced, potion of teleportation could be a little weaker but is still good.
Third eye tattoo should have a perception based effect, and have it's blast deal radiant damage.
Imp needs better formatting, and curse needs to either be moved to 5th level, or be changed to hex. Maybe also give them hidden step.
Ratfolk needs better formatting, natural scavenger effect does not mix with it it's name. Natural scavenger should be replaced with either, poison immunity and poison condition immunity, or poison resistance and poison save advantage. Lastly this race is pretty weak.
Alchemical golem is awesome, I think I reviewed it somewhere else (edit: it is now pulling up an error)
Ghost bottle should the ghost vanish, or weaken, after a day.
Also, stop replying to past posts and adding the new entries, it's annoying. Put new entries into new posts, which explain simply what they are.
My homebrew content: Monsters, subclasses, Magic items, Feats, spells, races, backgrounds
Okay (except for psychic/radiant damage swap for 3rd eye tattoo). Revised Versions of Content:
Third eye tattoo
Third Eye Tattoo.
Wondrous Item (Tattoo), rare (Requires Attunement)
Produced by a special needle, this magic tattoo is dark in color and takes the form of eye-like patterns.
Tattoo Attunement. To attune to this item, you hold the needle to your skin where you want the tattoo to appear, pressing the needle there throughout the attunement process. When the attunement is complete, the needle turns into the ink that becomes the tattoo, which appears on the skin.
If your attunement to the tattoo ends, the tattoo vanishes, and the needle reappears in your space.
Psychic Blast. As an action, you can release a devastating bout of psychic energy. Any creature in a 60 ft. cone must make an Intelligence saving throw (DC = 10 + Your Proficiency bonus + your Intelligence modifier) or take 3d6 psychic damage.
Telekinesis. You learn the mage hand cantrip. You can cast it without verbal or somatic components, and you can make the spectral hand invisible. If you already know this spell, its range increases by 30 feet when you cast it. Its spellcasting ability is Intelligence.
Increased Awareness. You have a +1 bonus to investigation and perception checks.
Ghost Bottle
Ghost Bottle
Wondrous Item, Rare
As an action, you can throw this bottle up to 30 ft. away, shattering on impact. A Ghost appears in the nearest unoccupied space to the bottle and is friendly towards you and your companions. Every day at dawn, you must make a Charisma saving throw (DC equals 10 + the number of days since this item has been used). On a failed save, the ghost becomes hostile towards you and your companions.
Ratfolk
Ratfolk
Ability Score Increase. One of your ability scores increases by two, and another ability score increases by 1. Alternatively, three ability scores increase by 1.
Age. Ratfolk reach adulthood in their late teens and live less than a century.
Creature Type. You are a Humanoid.
Size. You are medium.
Speed. Your base walking Speed is 30 ft.
Darkvision. You can see in dim light within 60 feet of you as if it were bright light and in darkness as if it were dim light. You discern colors in that darkness only as shades of gray.
Natural Scavenger. You have resistance to poison damage and immunity to the poisoned condition. In addition, you are immune to disease.
Keen Smell. You have advantage on Wisdom (Perception) checks that rely on smell.
Languages. Your character can speak, read, and write Common and one other language that you and your DM agree is appropriate for the character.
Imp
Imp
Ability Score Increase. One of your ability scores increases by two, and another one increases by 1. Alternatively, three ability scores increase by 1.
Age. Imps reach maturity at 27 and typically live about 150 years.
Creature Type. You are a Fiend.
Size. You are small.
Speed. Your base walking speed is 30 ft. You also have a flying speed of 10 ft.
Darkvision. You can see in dim light within 60 feet of you as if it were bright light and in darkness as if it were dim light. You discern colors in that darkness only as shades of gray.
Demonic Claws. You have claws infused with the essence of the Seven Pits of Tarloyle. Your unarmed attacks now deal 1d4 slashing damage and 1d4 Poison Damage.
Curse Foes. You can cast the Hex spell once using this trait. You regain the ability to do so when you finish a long rest.
Languages. Your character can speak, read, and write Common and one other language that you and your DM agree is appropriate for the character.
Supreme Cat-lover Of The First Grade
I AM A CAT PERSON. /\_____/\
She/her pronouns please. (=^.^=)
Anyone got any recommendations for homebrew?
Supreme Cat-lover Of The First Grade
I AM A CAT PERSON. /\_____/\
She/her pronouns please. (=^.^=)
Content Planned for November:
Supreme Cat-lover Of The First Grade
I AM A CAT PERSON. /\_____/\
She/her pronouns please. (=^.^=)
Cool, I'll have great fun reviewing this content later.
My homebrew content: Monsters, subclasses, Magic items, Feats, spells, races, backgrounds
Here it is:
Bufog Tiefling
Bufog tieflings are descendants of Bufog, Demon Lord of Frogs and Manipulation. They gain abilities to manipulate others, and, in turn, resist being manipulated themselves. Bufog rules the Demonic Dimension Meoruta, a huge swamp overrun with demonic frogs. Bufog tieflings appear to have dark green, slimy, translucent skin and the horns of a Ram.
Ability Score Increase. One ability score of your choice increases by two, and another one increases by 1. Alternatively, three ability scores of your choice increase by 1.
Legacy of Frogs. At 1st level, you know the friends cantrip. At 3rd level, you can cast the Jump spell twice using this trait, and you regain the ability to do so after you finish a short rest. At 5th level, you can cast Crown of Madness once using this trait. You regain the ability to do so after you finish a long rest.
Manipulation Resistance. You have advantage on saving throws against being charmed or frightened.
Aperato Tiefling
Aperato tieflings are descendants of Aperato, Demon Lord of Primates and The Undead. They gain abilities to weaken others through necromantic powers and gain the resistance of the average Undead. Aperato rules over the Demonic Dimension Uzion, a Vast Ruins of a forgotten dystopian kingdom. Aperato tieflings appear to have charcoal grey skin and glowing red horns that spiral upwards.
Ability Score Increase. One ability score of your choice increases by two, and another one increases by 1. Alternatively, three ability scores of your choice increase by 1.
Legacy of Undeath. You know the chill touch cantrip. When you reach 3rd level, you can cast the ray of sickness spell as a 2nd-level spell once with this trait and regain the ability to do so when you finish a long rest. When you reach 5th level, you can cast the ray of enfeeblement spell once with this trait and regain the ability to do so when you finish a long rest. Charisma is your spellcasting ability for these spells.
Undead Resistance. You have resistance to Necrotic and Poison damage.
Uoei Tiefling
Uoei tieflings are descendants of Uoei, Demon Lord of Leeches and Alchemy. They gain abilities that use alchemy to attack and confuse their enemies, as well as abilities to resist the dangers of alchemy. Uoei rules over the Demonic Dimension Toriet, a polluted marsh filled with alchemical substances. Uoei tieflings have slimy black skin, and their teeth are sharp and serrated.
Ability Score Increase. One ability score of your choice increases by two, and another one increases by 1. Alternatively, three ability scores of your choice increase by 1.
Legacy of Alchemy. You know the acid splash cantrip. When you reach 3rd level, you can cast the fog cloud spell as a 2nd-level spell once with this trait and regain the ability to do so when you finish a long rest. When you reach 5th level, you can cast the acid arrow spell once with this trait and regain the ability to do so when you finish a long rest. Charisma is your spellcasting ability for these spells.
Alchemical Resistance. You have resistance to poison and acid damage.
Dios Tiefling
Dios tieflings are descendants of Dios, Demon Lord of Crows and Deceit. They gain the ability to cast spells that deceive their enemies via supernatural means as well as being able to see through disguises easily. Dios controls the Demonic Dimension Nozunia, a Dimension in which everything is in black and white. Dios Tieflings have Dark, Dulled Pink skin and horns that resemble a crow’s beak.
Ability Score Increase. One ability score of your choice increases by two, and another one increases by 1. Alternatively, three ability scores of your choice increase by 1.
Legacy of Crows. You know the thaumaturgy cantrip. When you reach 3rd level, you can cast the hex spell as a 2nd-level spell once with this trait and regain the ability to do so when you finish a long rest. When you reach 5th level, you can cast the alter self spell once with this trait and regain the ability to do so when you finish a long rest. Charisma is your spellcasting ability for these spells.
See Through Deceit. You have proficiency in the Insight and Investigation skills.
Emerald Queen Tiefling
Emerald Queen tieflings are descendants of the Emerald Queen, Demon Lord of Emeralds and Tyranny. They gain the power of manipulation of the element Earth, as well as resistance to wear and tear, much like an emerald. The Emerald Queen controls the Demonic Dimension Nozunia, a system of impossibly deep caves, infected with Gem-like Parasites. Emerald Queen tieflings have translucent green skin and crystal-shaped horns.
Ability Score Increase. One ability score of your choice increases by two, and another one increases by 1. Alternatively, three ability scores of your choice increase by 1.
Legacy of Emeralds. You know the magic stone cantrip. When you reach 3rd level, you can cast the earth tremor spell as a 2nd-level spell once with this trait and regain the ability to do so when you finish a long rest. When you reach 5th level, you can cast the maximilian’s earthen grasp spell once with this trait and regain the ability to do so when you finish a long rest. Charisma is your spellcasting ability for these spells.
Emeralds Resistance. When you are not wearing armor class, your Armor Class = 12 + your dexterity modifier
Cicardin Tiefling
Cicardin tieflings are descendants of Cicardin, Demon Lord of Cicadas and Dread. Cicardin Tieflings have abilities to seed dread, as well as resist it. Cicardin controls the Demonic Dimension Ulioq, a forest infested with gigantic demonic cicadas. Cicardin Teiflings have brown exoskeleton-Esque skin and antenna-like horns.
Ability Score Increase. One ability score of your choice increases by two, and another one increases by 1. Alternatively, three ability scores of your choice increase by 1.
Legacy of Cicadas. You know the mind sliver cantrip. When you reach 3rd level, you can cast the command spell as a 2nd-level spell once with this trait and regain the ability to do so when you finish a long rest. When you reach 5th level, you can cast the crown of madness spell once with this trait and regain the ability to do so when you finish a long rest. Charisma is your spellcasting ability for these spells.
Psychic Resistance. You have resistance to Psychic damage.
Blood Lord Tiefling
Blood Lord tieflings are descendants of the Blood Lord, Demon Lord of Blood and Poison. They have abilities that allow them to poison their enemies via magic, as well as go into a frenzy released by the smell of blood. The Blood Lord rules over the Demonic Dimension Veserth, a huge city overrun with blood slimes. Blood Lord tieflings have blood-red skin and gelatinous ox horns.
Ability Score Increase. One ability score of your choice increases by two, and another one increases by 1. Alternatively, three ability scores of your choice increase by 1.
Legacy of Blood. You know the poison spray cantrip. When you reach 3rd level, you can cast the ray of sickness spell as a 2nd-level spell once with this trait and regain the ability to do so when you finish a long rest. When you reach 5th level, you can cast the dragons breath spell once with this trait and regain the ability to do so when you finish a long rest. Charisma is your spellcasting ability for these spells.
Blood Frenzy. You have advantage on melee attack rolls against any creature that has half of its hit points or less.
Macabre Watch
Macabre Watch
1st-level Abjuration (Ritual)
Casting Time: 1 action
Range: Self
Components: V, S, M (A human skull)
Duration: 8 hours
You conjure up a phantom servant to maintain lookout. This Phantom lookout does not need to eat, drink, or breathe, and
cannot deal or take damage. It follows you around, looming above you constantly. If any creature hostile to you enters within 20 ft. of the Macabre watch, it lets out a blood-curdling scream, audible out to a range of 300 ft.
College of Flames
Bonus Cantrip: When you join the college of flames at 3rd level, you learn the fire bolt Cantrip.
Heated Weapons: Also at 3rd level, you become a conduit of heat. When you hit with a melee attack, you can expend a use of your bardic inspiration to deal additional damage equal to your inspiration dice.
Fire Adaptation: When you reach 6th level, you have gained an affinity with flames. You gain resistance to lightning and fire damage
Control over Flames: When you reach 14th level, you gain mastery over all flames. You know the wall of fire spell, and it counts as a bard spell for you, but does not count against the number of bard spells you know. As an action, you can expand a use this trait to cast the wall of fire spell innately, requiring no components. Once you use this feature, you must finish a long rest before you can use it again.
EDIT: Fixed Aperato Tiefling Tooltip
Supreme Cat-lover Of The First Grade
I AM A CAT PERSON. /\_____/\
She/her pronouns please. (=^.^=)
Cool
Naibs of Dune, I'm the supreme meowster of the cult of cats!, Head lobotomizer of the OIADSB cult, I've got a thieves guild, come join, Warlock main in D2.
Don't forget to love each other!
I play characters at taverns.
[ He/him ] [Shout out to my 11 followers] [ If you think I haven't responded to something check my posts.]
Join Calius & Kothar industries. We have good pay, plus dental! see tavern for details
My review of the teiflings
Their all pretty good in general, with good thematic spells.
That said, blood lord and emerald queen are too powerful. Blood frenzy is very overpowered (worth somewhere in the 12-16 range on detect range), and so emerald resistance is very strong (worth about 10 on detect balance)
For reference, the other variant features (and regular teiflings fire resistance) are worth 2-5 points.
Macrabe watch is alarm but scarier, I like it.
College of flame is shit, rather weak and not fitting into the general format of bard subclasses.
My homebrew content: Monsters, subclasses, Magic items, Feats, spells, races, backgrounds