Anyone currently in the tavern hears an explosion from Lyra’s room.
E and Kyo run up to check, Shardia watches from downstairs
*Sorry. I was super busy yesterday.*
Lyra’s door is wide open. She’s laying on her bed asleep and fully dressed surrounded by a light blue aura. Anyone with Arcana can see that there were once two portals in this room, but they’re both closed now. Other than that the room looks completely intact. No one else is there and there’s no sign of any explosion.
Anyone currently in the tavern hears an explosion from Lyra’s room.
E and Kyo run up to check, Shardia watches from downstairs
*Sorry. I was super busy yesterday.*
Lyra’s door is wide open. She’s laying on her bed asleep and fully dressed surrounded by a light blue aura. Anyone with Arcana can see that there were once two portals in this room, but they’re both closed now. Other than that the room looks completely intact. No one else is there and there’s no sign of any explosion.
Enethia will cast identify on her, to figure out thr blue aura
Rollback Post to RevisionRollBack
NNCHRIS: SOUL THIEF, MASTER OF THE ARCANE, AND KING OF NEW YORKNN Gdl Creator of Ilheia and her Knights of the Fallen Stars ldG Lesser Student of Technomancy [undergrad student in computer science] Supporter of the 2014 rules, and a MASSIVE Homebrewer. Come to me all ye who seek salvation in wording thy brews! Open to homebrew trades at any time!! Or feel free to request HB, and Ill see if I can get it done for ya! Characters (Outdated)
Anyone currently in the tavern hears an explosion from Lyra’s room.
E and Kyo run up to check, Shardia watches from downstairs
*Sorry. I was super busy yesterday.*
Lyra’s door is wide open. She’s laying on her bed asleep and fully dressed surrounded by a light blue aura. Anyone with Arcana can see that there were once two portals in this room, but they’re both closed now. Other than that the room looks completely intact. No one else is there and there’s no sign of any explosion.
Enethia will cast identify on her, to figure out thr blue aura
Temporal Stasis. A 9th level that basically freezes her in time.
Anyone currently in the tavern hears an explosion from Lyra’s room.
E and Kyo run up to check, Shardia watches from downstairs
*Sorry. I was super busy yesterday.*
Lyra’s door is wide open. She’s laying on her bed asleep and fully dressed surrounded by a light blue aura. Anyone with Arcana can see that there were once two portals in this room, but they’re both closed now. Other than that the room looks completely intact. No one else is there and there’s no sign of any explosion.
Enethia will cast identify on her, to figure out thr blue aura
Temporal Stasis. A 9th level that basically freezes her in time.
"... Well... Thats interesting...." She wonders if this was on purpose or not, and if she should dispel
Rollback Post to RevisionRollBack
NNCHRIS: SOUL THIEF, MASTER OF THE ARCANE, AND KING OF NEW YORKNN Gdl Creator of Ilheia and her Knights of the Fallen Stars ldG Lesser Student of Technomancy [undergrad student in computer science] Supporter of the 2014 rules, and a MASSIVE Homebrewer. Come to me all ye who seek salvation in wording thy brews! Open to homebrew trades at any time!! Or feel free to request HB, and Ill see if I can get it done for ya! Characters (Outdated)
Anyone currently in the tavern hears an explosion from Lyra’s room.
E and Kyo run up to check, Shardia watches from downstairs
*Sorry. I was super busy yesterday.*
Lyra’s door is wide open. She’s laying on her bed asleep and fully dressed surrounded by a light blue aura. Anyone with Arcana can see that there were once two portals in this room, but they’re both closed now. Other than that the room looks completely intact. No one else is there and there’s no sign of any explosion.
Enethia will cast identify on her, to figure out thr blue aura
Temporal Stasis. A 9th level that basically freezes her in time.
"... Well... Thats interesting...." She wonders if this was on purpose or not, and if she should dispel
A kindly old man wearing a long white robe appears. Only Enethia can see him. He shakes his head, indicating that she should not dispel the spell. “She is safe.”
Halloween Homebrew As most people on the thread know, I took requests for spooky-themed homebrew a while back. Though I was unable to complete Halfastbracegirdle's on time, due to my complete inability to make an artificer subclass, the rest are below.
Nikoli_Goodfellow_King_Of_Random's Amulet of Horror Nikoli's request was for a magic item that makes someone behave like they were in a horror movie, and I hope this fits the bill.
Amulet of Horror Wondrous Item, rare (requires attunement)
You have advantage on death saves while wearing this amulet, and your movement speed increases by 10 while you are frightened.
Curse. This amulet is cursed. As long as you remain cursed, you are unwilling to part with the amulet, keeping it on your person at all times. While you wear it, you have disadvantage on saving throws against being frightened and on Wisdom (Perception) checks made to detect hostile creatures. In addition, you constantly feel like you're being watched.
Casting remove curse or a similar spell on the amulet breaks the curse.
PugofUtterDestruction's College of Necrodancy Pug asked for a bard subclass that was based around dancing and humor more than creepiness, which I did my best to deliver.
Bards of the College of Necrodancy harness the dark powers of undeath to bolster their party vibes. Though some question their morals, most people agree that having a College of Necrodancy bard always make a party better.
Backup Dancers
3rd-level College of Necrodancy feature
Whenever you cast a bard spell of 1st level or higher, you can summon two skeletal backup dancers, which last for 1 minute or until they take damage. While at least one backup dancer remains, you have advantage on your choice of Charisma (Performance) or (Intimidation) checks.
Party Armor
3rd-level College of Necrodancy feature
Whenever you give a creature a Bardic Inspiration die, you can choose to give it magical party attire, which appears over what they're already wearing. You can choose what the party armor looks like, but it is always obviously magical. A creature wearing party armor has advantage on saving throws against being poisoned and disease, and they also have advantage on Charisma checks. The party armor lasts for 1 hour, or until it's dismissed as a bonus action.
Once you use this feature, you can’t do so again until you finish a short or long rest.
Strobe Skulls
6th-level College of Necrodancy feature
As an action, you can conjure up to six glowing skulls in unoccupied spaces within 60 feet of you. The skulls have an AC of 12, hit points equal to 5 times your Charisma modifier, and immunity to poison and psychic damage. As a bonus action, you can move a skull up to 15 feet in any direction and detonate it, choosing one of the options below:
Glow. Each creature within 10 feet of the skull must succeed on a Constitution saving throw or be blinded until the start of your next turn.
Burst. Each creature within 5 feet of the skull must succeed on a Dexterity saving throw or take force damage equal to your bard level.
Glimmer. Until the end of your next turn, each creature within 5 feet of the skull sheds dim light in a 5 foot radius and has disadvantage on Dexterity (Stealth) checks.
Once a skull is detonated, it is destroyed. Once you use this feature, you can't use it again until you complete a long rest.
Master of Festivities
14th-level College of Necrodancy feature
You gain immunity to being poisoned. In addition, if you spend a short rest lightly partying, you gain 2d8 temporary hit points.
Pallghost's Laventus Pallghost asked me to make a dread domain where the plants are withered and vampiric until they have blood, when they become lively. I made two monsters for this: Adrinna Nightflower and a Starved Dryad.
Blood Drinker. Adrinna has advantage on melee attack rolls against any creature that doesn't have all its hit points. If Adrinna reduces a creature to 0 hit points, she regains 13 (3d8) hit points, and gains immunity to necrotic damage for 1 hour.
Spellcasting. Adrinna is a 6th-level spellcaster. Her spellcasting ability is Wisdom (spell save DC 15, +7 to hit with spell attacks). She has the following druid spells prepared:
Multiattack. Adrinna makes two slam attacks. She can then cast one of her cantrips.
Slam. Melee Weapon Attack:+6 to hit, reach 10 ft., one target. Hit: 13 (3d6+3) bludgeoning damage. If this damage reduces a creature to 0 hit points, it dies and cannot be resurrected by anything short of the wish spell, unless Adrinna wants it to.
Hemocraft (Recharge 5-6). Adrinna chooses up to three creatures within 60 feet of her that don't have all of their hit points. They become frightened or poisoned for 1 minute, Adrinna's choice. She then takes 28 (8d6) necrotic damage.
Description
Adrinna is the Darklord of the Dread Domain of Laventus. She stalks the dead and withered forests of Laventus in the form of a sickly dryad with bloodstains running down her wooden skin, searching for travelers or townsfolk to prey upon. Every citizen of Laventus fears her, ritually sacrificing their blood to keep the forest around them alive. Adrinna longs for youth and growth, but she's only able to summon dead or desiccated plants with her magic. Long before Adrinna was the Darklord of Laventus, she was a simple druid that wanted to protect the wilds.
In her youth, Adrinna was part of a druid circle devoted to keeping the wilderness safe. Along with the others in her circle, she drove those who desecrated the wild, while quietly bringing good fortune upon those who respected it. But one day, as she walked through the forest, she came upon a group of woodsmen chopping trees with their axes. She used her magic to drive them away, but soon they returned, with armed guards to protect them. Desperate, Adrinna pleaded with them to cease harming the forest. But they would not listen.
So Adrinna told the others in her circle of her plan, to kill the woodsmen and therefore protect the wilderness. But they wouldn't help her with her slaughter, calling her a murderer. Bitter and emboldened with rage, Adrinna attacker the intruders who dared to injure the woods, slaughtering them with ease. After realizing what she had done, her circle attempted to stop her, and she killed them, too, the trees around her dripping with blood as the Mists closed in.
Adrinna's Powers and Dominion Though the few villages throughout Laventus have an intense loathing and fear of Adrinna, the wilderness is fully her domain.
Bloodlust. Adrinna's lust for blood and carnage has been reflected in every plant in Laventus. Every tree, every bush, every flower is withered and frail. But with enough blood, they can regain a faint trance of their usual vigor, if only for a moment.
Dark Goddess.Even though Adrinna is hated by the few people who still live in Laventus, they still respect her. Often, a blood sacrifice is left outside of each town to placate her, though this is often taken by starving dryads. The sacrifice is a weekly occurrence, and in most of the towns, all must donate some of their blood, whether rich or poor.
Closing the Borders. Adrinna has the ability to open and close the borders of Mist around Laventus. However, Adrinna almost never has the borders open, since she scorns the painful reminders that there's a world beyond the one she's trapped in.
Adrinna's Torment Adrinna still strives to keep the wilderness safe. But she's begun to fear that her aspirations are impossible to fulfill:
As much as she tries, she can never find enough blood to keep all of the plants of Laventus alive. Even when she opens the borders to let increase the population, the forest continues to die.
Every time Adrinna kills a traveler or townsperson, their blood becomes a permanent stain on her flesh. She fears that she'll be drowned in it before she can restore all the plants of Laventus to life.
Adrinna keeps stumbling upon the spot where she slaughtered the rest of her druid circle, even though she actively attempts to avoid it.
Blood Drinker. The dryad has advantage on melee attack rolls against any creature that doesn't have all its hit points. If the dryad reduces a creature to 0 hit points, she regains 9 (2d8) hit points, and gains immunity to necrotic damage for 1 hour.
Innate Spellcasting. The dryad's innate spellcasting ability is Charisma (spell save DC 14). The dryad can innately cast the following spells, requiring no material components:
Magic Resistance. The dryad has advantage on saving throws against spells and other magical effects.
Tree Stride. Once on her turn, the dryad can use 10 feet of her movement to step magically into one living tree within her reach and emerge from a second living tree within 60 feet of the first tree, appearing in an unoccupied space within 5 feet of the second tree. The dryad then takes 7 (2d6) necrotic damage. Both trees must be Large or bigger.
Actions
Club. Melee Weapon Attack:+2 to hit, reach 5 ft., one target. Hit: 5 (2d4) bludgeoning damage.
Fey Charm. The dryad targets one humanoid or beast that she can see within 30 feet of her. If the target can see the dryad, it must succeed on a DC 14 Wisdom saving throw or be magically charmed. The charmedcreature regards the dryad as a trusted friend to be heeded and protected. Although the target isn't under the dryad's control, it takes the dryad's requests or actions in the most favorable way it can.
Each time the dryad or its allies do anything harmful to the target, it can repeat the saving throw, ending the effect on itself on a success. Otherwise, the effect lasts 24 hours or until the dryad dies, is on a different plane of existence from the target, or ends the effect as a bonus action. If a target's saving throw is successful, the target is immune to the dryad's Fey Charm for the next 24 hours.
The dryad can have no more than one humanoid and up to three beasts charmed at a time. At the start of each of its turns, the dryad takes 3 (1d6) necrotic damage for each creature it has charmed.
Description
Usually fickle and mischievous, dryads reflect the state of their trees. In the Dread Domain of Laventus, the trees themselves hunger for blood, appearing sickly and weak unless they're fully sated. The dryads of Laventus have acquired the same trait, leading them to enter murderous rampages until they can feast and regain their fleeting vigor.
Bobthebarb27's Oath of Tribulation Paladin Next on the list was a paladin themed around weakening their enemies, requested by BTB. While it's not 100% spooky, it could be used well in a horror-themed game.
Paladins of the Oath of Tribulation swear to bring misery and hopelessness upon their foes. While their ends might not all be evil, they use the darkest of magics to accomplish their goals, maiming their enemies' bodies and minds.
TENETS OF TRIBULATION
The tenets of the Oath of Tribulation are often recited in an unholy tongue, such as Abyssal or Infernal.
Cruelty. Take pleasure in the pain of your foes as they writhe beneath your feet. Their cries of agony are your nourishment.
Ambition. Claim all power you can take as your own, and use it only for your gain. Make sure no one can ever rise up to match you.
Vanity. Understand that you are greater than everyone around you. You are superior, and you will never bow down to them.
Oath Spells
3rd-level Oath of Tribulation feature
You gain oath spells at the paladin levels listed in the Oath of Tribulation table. See the Sacred Oath class feature for how oath spells work.
You gain the following Channel Divinity options. See the Sacred Oath class feature for how Channel Divinity works.
Desolating Blight. You can use your Channel Divinity to slowly corrupt the bodies of your foes. As a bonus action, you can imbue your next successful melee weapon attack with dark energy, forcing the target to succeed on a Constitution saving throw or be poisoned for 1 minute. While poisoned in this way, the target takes 1d4 necrotic damage at the start of each of its turns.
Mutilating Hex. You can use your Channel Divinity to hideously wound your enemies. As an action, you can force a creature that you can see within 30 feet of you to make a Charisma saving throw or take 2d6 force damage. Additionally, on a fail, for 1 minute the target's walking speed is reduced by 10 feet, and it has disadvantage on ability checks that rely on Dexterity or Strength.
Aura of Malice
7th-level Oath of Tribulation feature
You emit an aura of poisonous hate while you aren’t incapacitated. Each creature of your choice within 10 feet of you has disadvantage on Constitution saving throws.
At 18th level, the range of this aura increases to 30 feet.
Sadistic Defense
15th-level Oath of Tribulation feature
You've learned how to strengthen your defensive abilities when you injure others. As a reaction when you reduce a creature to 0 hit points, you can gain temporary hit points equal to your level.
Corrupted Vessel
20th-level Oath of Tribulations feature
You channel a flood of unholy power, a twisted tendril of darkness. As a bonus action, you gain the following benefits for 1 minute:
You gain immunity to necrotic damage and resistance to radiant damage.
Your melee weapon attacks deal an additional 2d6 necrotic damage on a hit.
When a creature hits you with a melee attack, it's knocked back 5 feet, and its speed is reduced by 10 feet until the start of your next turn.
Once you use this bonus action, you can’t use it again until you finish a long rest, unless you expend a 5th-level spell slot to use it again.
Redpelt's Otherworldy Heart Sorcerer Redpelt asked me for a sorcerer subclass based on ghostly ancestors. Though I modified it slightly so that it works for pretty much any ghost, I hope the mechanics are close enough to what he wanted.
Sorcerers of the otherworldly heart derive their power from ethereal spirits, whether from their ancestors, their fallen comrades, or even their slain foes. These sorcerers are often wanderers, since their ability to commune with specters and apparitions doesn't allow them the chance to live a mundane life.
Otherworldly Magic
1st-level Otherworldly Heart feature
You learn additional spells when you reach certain levels in this class, as shown on the Otherworldly Spells table. Each of these spells counts as a sorcerer spell for you, but it doesn’t count against the number of sorcerer spells you know.
Whenever you gain a sorcerer level, you can replace one spell you gained from this feature with another spell of the same level. The new spell must be a divination or a necromancy spell from the sorcerer, warlock, or wizard spell list.
In addition, consult the Manifestations of Athanasia table and choose or randomly determine a way your connection to spirits manifests while you are casting any of your sorcerer spells.
Manifestations of Athanasia
d6
Manifestation
1
Spectral images of death flicker around you.
2
Your eyes glow an unusual color, such as red or green.
3
Your appearance shifts slightly to match that of the spirit you're channeling.
4
Your skin turns as pale as death, and your clothing appears to rot.
5
A deathly choir cries out in agony.
6
Your voice takes on a deep and unnatural tone.
Wraith Sight
1st-level Otherworldly Heart feature
Your ability to channel spirits allows you to see incorporeal undead. You are able to see undead creatures in the Ethereal Plane out to a range of 60 feet.
Sempiternal Puppets
6th-level Otherworldly Heart feature
You can cause one of the spirits that's linked to you to temporarily enter a recently deceased corpse. As an action, you can expend 4 sorcery points to animate a humanoid you can see that died within the past minute as a zombie under your control. The zombie remains animated for 10 minutes or until it's reduced to 0 hit points.
Once you use this feature, you can't use it against until you finish a long rest.
Dreams of Afterlife
14th-level Otherworldly Heart feature
You gain the ability to call upon the spirits inside you and see flickers of the uncertain future. As an action, you can enter a trance that lasts for 1 minute. While in this trance, you are unconscious, and you can only be woken by taking damage, in which case the trance ends and you gain no benefits from it. If you complete the trance, you are able to sense the coming of death for the next 1 hour. For the duration, you have advantage on death saving throws, and you know the damage resistances, vulnerabilities, and immunities of each creature within 60 feet of you.
Once you use this feature, you can't use it again until you finish a long rest.
Spectral Form
18th-level Otherworldly Heart feature
You summon the spirits that are linked to you in their most primal forms. As an action, you summon the spirits in a 30-foot sphere centered on you. For 1 minute, the spirits grant the following effects in that area:
As a reaction, you can cause any attack originating in the sphere to fail, and the attacker to take 3d6 necrotic damage.
Each undead of your choice within the sphere gains 2d8 temporary hit points at the start of each of their turns.
You have advantage on all ability checks and saving throws.
Once you use this action, you can’t use it again until you finish a long rest, unless you spend 9 sorcery points to use it again.
Cynophobia_'s Rougarou Cynophobia requested the rougarou, a werewolf-like monster in Lousiana's folklore. I did a bit of research to find out how to distinguish it from a werewolf, while also adding some of my own touches. I hope it turned out well.
LanguagesAbyssal, Common (can’t speak in wolf form)
Challenge20 (25,000 XP)
Proficiency Bonus+6
Accursed Blood. If the rougarou takes 10 or more piercing or slashing damage from a single attack, its blood spurts on the attacker. The attacker takes 10 (3d6) acid damage, and if it is a Humanoid, it must succeed on a DC 20 Constitution saving throw or be infected with rougarou lycanthropy.
Blood Frenzy. The rougarou has advantage on attack rolls against a creature that doesn’t have all its hit points.
Legendary Resistance (3/Day). When the rougarou fails a saving throw, it can choose to succeed instead.
Life Beyond Death. If the rougarou is killed, the last living person it infected with lycanthropy becomes the rougarou.
Regeneration. The rougarou regains 15 hit points at the start of each of its turns. If the rougarou takes damage from a silver weapon, this trait doesn’t function at the start of the rougarou’s next turn. The rougarou dies only if it starts its turn with 0 hit points and doesn’t regenerate.
Actions
Multiattack. The rougarou makes two attacks: two with its Greatsword (humanoid form) or one with its Bite and two with its Claws (dire wolf or hybrid form).
Bite (Dire Wolf or Hybrid Form Only). Melee Weapon Attack:+12 to hit, reach 10 ft., one target. Hit: 24 (4d8 + 6) piercing damage plus 7 (2d6) acid damage. If the target is a Humanoid, it must succeed on a DC 20 Constitution saving throw or be cursed with rougarou lycanthropy.
Claws (Dire Wolf or Hybrid Form Only). Melee Weapon Attack:+12 to hit, reach 15 ft., one target. Hit: 16 (3d6 + 6) slashing damage. If the target is a creature, it must succeed on a DC 20 Charisma saving throw or take an additional 9 (2d8) psychic damage.
Greatsword (Humanoid Form Only). Melee Weapon Attack:+12 to hit, reach 5 ft., one target. Hit: 20 (4d6 + 6) slashing damage.
Bonus Actions
Change Shape. The rougarou polymorphs into a Huge wolf-humanoid hybrid or into a Large dire wolf, or back into its true form, which appears humanoid. Its statistics, other than its size and speed, are the same in each form. Any equipment it is wearing or carrying isn’t transformed. It reverts to its true form if it dies.
Legendary Actions
The rougarou can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time, and only at the end of another creature’s turn. The rougarou regains spent legendary actions at the start of its turn.
Swipe. The rougarou makes one Claws attack (dire wolf or hybrid form only) or one Longsword attack (humanoid form only).
Unearthly Revivification (Costs 2 Actions). The rougarou chooses up to three creatures within 30 feet of it that it killed within the past minute. The creatures are animated as zombies under its control until they're reduced to 0 hit points or it dismisses them as a bonus action.
Bite (Costs 3 Actions). The rougarou changes into hybrid or dire wolf form and then makes one Bite attack.
Description
The rougarou is the ultimate werewolf, a being on par with the power of even a demon lord. Only one person can possess the curse of a rougarou at a time, and when they do, they always appear sickly in their humanoid form. Unlike most ordinary werewolves, which are afflicted by a bestial rage in their hybrid and wolf forms, the rougarou is fully aware at all times. But their mind is not their own.
The first rougarou, and the progenitor of all werewolves, is only known as the Beast King. The Beast King made a pact with a powerful night hag called Baba Roga. Baba Roga turned him into a rougarou, at the cost of all that made him human. Though the body of the Beast King died long ago, his mind lives on, whenever the rougarou embraces their bestial form.
Rougarou Lycanthropy
A Humanoid who succumbs to the rougarou’s lycanthropy becomes a loup garou. This form of lycanthropy can’t be removed by anything short of the wish spell. See the Monster Manual for details on lycanthropy.
PenelopeTheWeaver's The Phantom Lover The Phantom Lover is a monster from AD&D that surprisingly had little info on the web. However, I took what I found and tried to make it into a monster that's cohesive and unique.
Shapechanger. If the phantom lover isn’t in sunlight, he can use his action to polymorph into a Tiny poisonous snake or a Medium cloud of mist, or back into his true form.
While in poisonous snake form, the phantom lover can’t speak, and he has a swimming speed of 30 feet. His statistics, other than its size and speed, are unchanged. Anything he is wearing transforms with him, but nothing he is carrying does. He reverts to his true form if he dies.
While in mist form, the phantom lover can’t take any actions, speak, or manipulate objects. He is weightless, has a flying speed of 20 feet, can hover, and can enter a hostile creature’s space and stop there. In addition, if air can pass through a space, the mist can do so without squeezing, and it can’t pass through water. He has advantage on Strength, Dexterity, and Constitution saving throws, and he is immune to all nonmagical damage, except the damage he takes from sunlight.
Legendary Resistance (3/Day). If the phantom lover fails a saving throw, he can choose to succeed instead.
Phantom Lover Weaknesses. The phantom lover has the following flaws:
Immortality. If the phantom lover is killed, he is resurrected in his domain at full health 1d4 days later.
Permeable Charm. If a creature under the effect of the phantom lover's Charm action remains outdoors for three whole days, the charm breaks and the phantom lover is trapped in his domain for 2d6 days.
Sunlight Hypersensitivity. The phantom lover takes 25 radiant damage when he starts his turn in sunlight. While in sunlight, he has disadvantage on attack rolls and ability checks.
Regeneration. The phantom lover regains 25 hit points at the start of his turn if he has at least 1 hit point and isn’t in sunlight. If the phantom lover takes radiant damage or damage from holy water, this trait doesn’t function at the start of the phantom lover's next turn.
Innate Spellcasting. The phantom lover's innate spellcasting ability is Charisma (spell save DC 19, +11 to hit with spell attacks). He can innately cast the following spells, requiring no material components:
Multiattack. (Phantom Lover Form Only). The phantom lover makes two touch attacks.
Poisonous Touch (Phantom Lover or Snake Form Only). Melee Weapon Attack:+11 to hit, reach 5 ft., one target. Hit: 13 (2d6 + 6) necrotic damage, and if the target is a creature, it must succeed on a DC 19 Constitution saving throw or take an additional 13 (3d8) poison damage.
Insidious Touch. (Phantom Lover Form Only). Melee Weapon Attack:+11 to hit, reach 5 ft., one creature. Hit: 13 (2d6 + 6) necrotic damage, and the creature must succeed on a DC 19 Charisma save or be frightened for 1 minute. The creature can repeat the save at the end of each of its turns, ending the effect on a success.
Charm. The phantom lover targets one humanoid he can see within 30 feet of him. If the target can see the phantom lover, the target must succeed on a DC 19 Wisdom saving throw against this magic or be charmed by the phantom lover. The charmedtarget regards the phantom lover as an object of its affection, provided he is of a species and gender the target is attracted to.
Each time the phantom lover or the phantom lover’s companions do anything harmful to the target, it can repeat the saving throw, ending the effect on itself on a success. It can also choose the repeat the saving throw after 24 hours have passed. The phantom lover can only have one target charmed in this way at a time.
Legendary Actions
The phantom lover can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. The phantom lover regains spent legendary actions at the start of his turn.
Shapechange. The phantom lover polymorphs into his snake form, his mist form, or back into his natural form.
Poisonous Touch. The phantom lover makes one poisonous touch attack.
Dark Sign (Costs 2 Actions). One creature of the phantom lover's choice within 60 feet of him must succeed on a DC 19 Charisma saving throw or become invisible for 1 minute. While invisible in this way, the creature takes 10 (3d6) psychic damage at the start of each of its turns.
Description
Sometimes known as Leederik, the phantom lover is a powerful undead and the Darklord of his own dread domain. Unlike most other Darklords, the phantom lover has the ability to travel in and out of his domain at will. However, he's just as bound as they are.
In life, Leederik was a selfish man who broke many hearts with his false promises of love. When he was on his deathbed, the Mists closed around him, denying him the chance to a peaceful end. Instead, Leederik was reincarnated as an undead entity, cursed to never find rest until he had fed off the grief and sorrow of every woman with a broken heart in the entirety of the Material Plane.
Lair and Lair Actions
The Phantom Lover’s Lair
The phantom lover makes his lair in a fortified tower at the center of his labyrinthine dread domain. The dark tower is protected by a loyal army of gargoyles and zombies, as well as an array of magical defenses. It's rumored that the bedchambers of the phantom lover's victims become part of his dread domain, adding on to his tower.
Regional Effects
The region surrounding the phantom lover's lair is warped by his’s unnatural presence, creating one or more of the following effects:
A creeping darkness hangs in the air within 500 feet of the lair. Any sufficiency shadowed area is counted as dimly lit.
Unnatural voices without an origin call out to travelers within 1 mile of the lair.
Snakes are much more common within 1 mile of the lair.
If the phantom lover is destroyed, these effects end after 2d6 days, though the snakes remain where they are.
Well... that's it for this time! However, with some luck, Halfastbracegirdle's request will be coming soon.
All stars fade. Some stars forever fall. ------------------------------------------------------------------------------------------------- Homebrew (Mostly Outdated):Magic Items,Monsters,Spells,Subclasses ------------------------------------------------------------------------------------------------- If there was no light, people wouldn't fear the dark.
Shes just depressed and crying... She caught on...
Get... get my what?
Make it seem like you let her go, and then grab her neck from behind.
... Nothing... Nevermind... Go to sleep.. Youll be out when you awaken
Alright... Ill try....
I... I don't want to.
It will work. Trust me.
(I wont do anything... You cant get out of the pit without help... I need you asleep for me to help you, unless you want to do it his way)
(Thank you...)
I... I can't.
(Why?)
I can't fall asleep.
(... Why cant you? Can I help?)
I... I don't want to.
(Why? I cant get you out if you dont sleep... Itll only be 5 minutes...)
I can't... I can't just fall asleep. My body doesn't work like that.
(Do you need something specific? Music? Perhaps that Kane guy?)
No... I... He's not really here.
(... What do you need to sleep?)
I... I don't know. I need to be tired.
(Alright!! I have tge perfect thing!!) The area at the pit bottom morphs, becoming a giant treadmill, pushing towards spikes
Astara lets it move her towards the spikes. Thank... thank you.
(No!! The spikes arent meant for that!!) They shrink to look like theyll just hurt a little, not kill (Use the treadmill!! Get tired!! Run!!!)
I... I don't want to.
Why?? I cant let you go if you dont get tired ad sleep
Please... just stop with the tricks. Let me die.
(This isnt a trick.... If you sleep, Ill get you out if the pit. I promise.)
You... you've lied about so many things.
(I dont lie on promises... Sleep, and youll be out of the pit)
No, I... I won't play your game.
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All stars fade. Some stars forever fall. ------------------------------------------------------------------------------------------------- Homebrew (Mostly Outdated):Magic Items,Monsters,Spells,Subclasses ------------------------------------------------------------------------------------------------- If there was no light, people wouldn't fear the dark.
Anyone currently in the tavern hears an explosion from Lyra’s room.
E and Kyo run up to check, Shardia watches from downstairs
*Sorry. I was super busy yesterday.*
Lyra’s door is wide open. She’s laying on her bed asleep and fully dressed surrounded by a light blue aura. Anyone with Arcana can see that there were once two portals in this room, but they’re both closed now. Other than that the room looks completely intact. No one else is there and there’s no sign of any explosion.
Konyan runs up to the room. "What happened to her?"
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All stars fade. Some stars forever fall. ------------------------------------------------------------------------------------------------- Homebrew (Mostly Outdated):Magic Items,Monsters,Spells,Subclasses ------------------------------------------------------------------------------------------------- If there was no light, people wouldn't fear the dark.
Halloween Homebrew As most people on the thread know, I took requests for spooky-themed homebrew a while back. Though I was unable to complete Halfastbracegirdle's on time, due to my complete inability to make an artificer subclass, the rest are below.
Nikoli_Goodfellow_King_Of_Random's Amulet of Horror Nikoli's request was for a magic item that makes someone behave like they were in a horror movie, and I hope this fits the bill.
Amulet of Horror Wondrous Item, rare (requires attunement)
You have advantage on death saves while wearing this amulet, and your movement speed increases by 10 while you are frightened.
Curse. This amulet is cursed. As long as you remain cursed, you are unwilling to part with the amulet, keeping it on your person at all times. While you wear it, you have disadvantage on saving throws against being frightened and on Wisdom (Perception) checks made to detect hostile creatures. In addition, you constantly feel like you're being watched.
Casting remove curse or a similar spell on the amulet breaks the curse.
PugofUtterDestruction's College of Necrodancy Pug asked for a bard subclass that was based around dancing and humor more than creepiness, which I did my best to deliver.
Bards of the College of Necrodancy harness the dark powers of undeath to bolster their party vibes. Though some question their morals, most people agree that having a College of Necrodancy bard always make a party better.
Backup Dancers
3rd-level College of Necrodancy feature
Whenever you cast a bard spell of 1st level or higher, you can summon two skeletal backup dancers, which last for 1 minute or until they take damage. While at least one backup dancer remains, you have advantage on your choice of Charisma (Performance) or (Intimidation) checks.
Party Armor
3rd-level College of Necrodancy feature
Whenever you give a creature a Bardic Inspiration die, you can choose to give it magical party attire, which appears over what they're already wearing. You can choose what the party armor looks like, but it is always obviously magical. A creature wearing party armor has advantage on saving throws against being poisoned and disease, and they also have advantage on Charisma checks. The party armor lasts for 1 hour, or until it's dismissed as a bonus action.
Once you use this feature, you can’t do so again until you finish a short or long rest.
Strobe Skulls
6th-level College of Necrodancy feature
As an action, you can conjure up to six glowing skulls in unoccupied spaces within 60 feet of you. The skulls have an AC of 12, hit points equal to 5 times your Charisma modifier, and immunity to poison and psychic damage. As a bonus action, you can move a skull up to 15 feet in any direction and detonate it, choosing one of the options below:
Glow. Each creature within 10 feet of the skull must succeed on a Constitution saving throw or be blinded until the start of your next turn.
Burst. Each creature within 5 feet of the skull must succeed on a Dexterity saving throw or take force damage equal to your bard level.
Glimmer. Until the end of your next turn, each creature within 5 feet of the skull sheds dim light in a 5 foot radius and has disadvantage on Dexterity (Stealth) checks.
Once a skull is detonated, it is destroyed. Once you use this feature, you can't use it again until you complete a long rest.
Master of Festivities
14th-level College of Necrodancy feature
You gain immunity to being poisoned. In addition, if you spend a short rest lightly partying, you gain 2d8 temporary hit points.
Pallghost's Laventus Pallghost asked me to make a dread domain where the plants are withered and vampiric until they have blood, when they become lively. I made two monsters for this: Adrinna Nightflower and a Starved Dryad.
Blood Drinker. Adrinna has advantage on melee attack rolls against any creature that doesn't have all its hit points. If Adrinna reduces a creature to 0 hit points, she regains 13 (3d8) hit points, and gains immunity to necrotic damage for 1 hour.
Spellcasting. Adrinna is a 6th-level spellcaster. Her spellcasting ability is Wisdom (spell save DC 15, +7 to hit with spell attacks). She has the following druid spells prepared:
Multiattack. Adrinna makes two slam attacks. She can then cast one of her cantrips.
Slam. Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 13 (3d6+3) bludgeoning damage. If this damage reduces a creature to 0 hit points, it dies and cannot be resurrected by anything short of the wish spell, unless Adrinna wants it to.
Hemocraft (Recharge 5-6). Adrinna chooses up to three creatures within 60 feet of her that don't have all of their hit points. They become frightened or poisoned for 1 minute, Adrinna's choice. She then takes 28 (8d6) necrotic damage.
Description
Adrinna is the Darklord of the Dread Domain of Laventus. She stalks the dead and withered forests of Laventus in the form of a sickly dryad with bloodstains running down her wooden skin, searching for travelers or townsfolk to prey upon. Every citizen of Laventus fears her, ritually sacrificing their blood to keep the forest around them alive. Adrinna longs for youth and growth, but she's only able to summon dead or desiccated plants with her magic. Long before Adrinna was the Darklord of Laventus, she was a simple druid that wanted to protect the wilds.
In her youth, Adrinna was part of a druid circle devoted to keeping the wilderness safe. Along with the others in her circle, she drove those who desecrated the wild, while quietly bringing good fortune upon those who respected it. But one day, as she walked through the forest, she came upon a group of woodsmen chopping trees with their axes. She used her magic to drive them away, but soon they returned, with armed guards to protect them. Desperate, Adrinna pleaded with them to cease harming the forest. But they would not listen.
So Adrinna told the others in her circle of her plan, to kill the woodsmen and therefore protect the wilderness. But they wouldn't help her with her slaughter, calling her a murderer. Bitter and emboldened with rage, Adrinna attacker the intruders who dared to injure the woods, slaughtering them with ease. After realizing what she had done, her circle attempted to stop her, and she killed them, too, the trees around her dripping with blood as the Mists closed in.
Adrinna's Powers and Dominion Though the few villages throughout Laventus have an intense loathing and fear of Adrinna, the wilderness is fully her domain.
Bloodlust. Adrinna's lust for blood and carnage has been reflected in every plant in Laventus. Every tree, every bush, every flower is withered and frail. But with enough blood, they can regain a faint trance of their usual vigor, if only for a moment.
Dark Goddess.Even though Adrinna is hated by the few people who still live in Laventus, they still respect her. Often, a blood sacrifice is left outside of each town to placate her, though this is often taken by starving dryads. The sacrifice is a weekly occurrence, and in most of the towns, all must donate some of their blood, whether rich or poor.
Closing the Borders. Adrinna has the ability to open and close the borders of Mist around Laventus. However, Adrinna almost never has the borders open, since she scorns the painful reminders that there's a world beyond the one she's trapped in.
Adrinna's Torment Adrinna still strives to keep the wilderness safe. But she's begun to fear that her aspirations are impossible to fulfill:
As much as she tries, she can never find enough blood to keep all of the plants of Laventus alive. Even when she opens the borders to let increase the population, the forest continues to die.
Every time Adrinna kills a traveler or townsperson, their blood becomes a permanent stain on her flesh. She fears that she'll be drowned in it before she can restore all the plants of Laventus to life.
Adrinna keeps stumbling upon the spot where she slaughtered the rest of her druid circle, even though she actively attempts to avoid it.
Blood Drinker. The dryad has advantage on melee attack rolls against any creature that doesn't have all its hit points. If the dryad reduces a creature to 0 hit points, she regains 9 (2d8) hit points, and gains immunity to necrotic damage for 1 hour.
Innate Spellcasting. The dryad's innate spellcasting ability is Charisma (spell save DC 14). The dryad can innately cast the following spells, requiring no material components:
Magic Resistance. The dryad has advantage on saving throws against spells and other magical effects.
Tree Stride. Once on her turn, the dryad can use 10 feet of her movement to step magically into one living tree within her reach and emerge from a second living tree within 60 feet of the first tree, appearing in an unoccupied space within 5 feet of the second tree. The dryad then takes 7 (2d6) necrotic damage. Both trees must be Large or bigger.
Actions
Club. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 5 (2d4) bludgeoning damage.
Fey Charm. The dryad targets one humanoid or beast that she can see within 30 feet of her. If the target can see the dryad, it must succeed on a DC 14 Wisdom saving throw or be magically charmed. The charmedcreature regards the dryad as a trusted friend to be heeded and protected. Although the target isn't under the dryad's control, it takes the dryad's requests or actions in the most favorable way it can.
Each time the dryad or its allies do anything harmful to the target, it can repeat the saving throw, ending the effect on itself on a success. Otherwise, the effect lasts 24 hours or until the dryad dies, is on a different plane of existence from the target, or ends the effect as a bonus action. If a target's saving throw is successful, the target is immune to the dryad's Fey Charm for the next 24 hours.
The dryad can have no more than one humanoid and up to three beasts charmed at a time. At the start of each of its turns, the dryad takes 3 (1d6) necrotic damage for each creature it has charmed.
Description
Usually fickle and mischievous, dryads reflect the state of their trees. In the Dread Domain of Laventus, the trees themselves hunger for blood, appearing sickly and weak unless they're fully sated. The dryads of Laventus have acquired the same trait, leading them to enter murderous rampages until they can feast and regain their fleeting vigor.
Bobthebarb27's Oath of Tribulation Paladin Next on the list was a paladin themed around weakening their enemies, requested by BTB. While it's not 100% spooky, it could be used well in a horror-themed game.
Paladins of the Oath of Tribulation swear to bring misery and hopelessness upon their foes. While their ends might not all be evil, they use the darkest of magics to accomplish their goals, maiming their enemies' bodies and minds.
TENETS OF TRIBULATION
The tenets of the Oath of Tribulation are often recited in an unholy tongue, such as Abyssal or Infernal.
Cruelty. Take pleasure in the pain of your foes as they writhe beneath your feet. Their cries of agony are your nourishment.
Ambition. Claim all power you can take as your own, and use it only for your gain. Make sure no one can ever rise up to match you.
Vanity. Understand that you are greater than everyone around you. You are superior, and you will never bow down to them.
Oath Spells
3rd-level Oath of Tribulation feature
You gain oath spells at the paladin levels listed in the Oath of Tribulation table. See the Sacred Oath class feature for how oath spells work.
You gain the following Channel Divinity options. See the Sacred Oath class feature for how Channel Divinity works.
Desolating Blight. You can use your Channel Divinity to slowly corrupt the bodies of your foes. As a bonus action, you can imbue your next successful melee weapon attack with dark energy, forcing the target to succeed on a Constitution saving throw or be poisoned for 1 minute. While poisoned in this way, the target takes 1d4 necrotic damage at the start of each of its turns.
Mutilating Hex. You can use your Channel Divinity to hideously wound your enemies. As an action, you can force a creature that you can see within 30 feet of you to make a Charisma saving throw or take 2d6 force damage. Additionally, on a fail, for 1 minute the target's walking speed is reduced by 10 feet, and it has disadvantage on ability checks that rely on Dexterity or Strength.
Aura of Malice
7th-level Oath of Tribulation feature
You emit an aura of poisonous hate while you aren’t incapacitated. Each creature of your choice within 10 feet of you has disadvantage on Constitution saving throws.
At 18th level, the range of this aura increases to 30 feet.
Sadistic Defense
15th-level Oath of Tribulation feature
You've learned how to strengthen your defensive abilities when you injure others. As a reaction when you reduce a creature to 0 hit points, you can gain temporary hit points equal to your level.
Corrupted Vessel
20th-level Oath of Tribulations feature
You channel a flood of unholy power, a twisted tendril of darkness. As a bonus action, you gain the following benefits for 1 minute:
You gain immunity to necrotic damage and resistance to radiant damage.
Your melee weapon attacks deal an additional 2d6 necrotic damage on a hit.
When a creature hits you with a melee attack, it's knocked back 5 feet, and its speed is reduced by 10 feet until the start of your next turn.
Once you use this bonus action, you can’t use it again until you finish a long rest, unless you expend a 5th-level spell slot to use it again.
Redpelt's Otherworldy Heart Sorcerer Redpelt asked me for a sorcerer subclass based on ghostly ancestors. Though I modified it slightly so that it works for pretty much any ghost, I hope the mechanics are close enough to what he wanted.
Sorcerers of the otherworldly heart derive their power from ethereal spirits, whether from their ancestors, their fallen comrades, or even their slain foes. These sorcerers are often wanderers, since their ability to commune with specters and apparitions doesn't allow them the chance to live a mundane life.
Otherworldly Magic
1st-level Otherworldly Heart feature
You learn additional spells when you reach certain levels in this class, as shown on the Otherworldly Spells table. Each of these spells counts as a sorcerer spell for you, but it doesn’t count against the number of sorcerer spells you know.
Whenever you gain a sorcerer level, you can replace one spell you gained from this feature with another spell of the same level. The new spell must be a divination or a necromancy spell from the sorcerer, warlock, or wizard spell list.
In addition, consult the Manifestations of Athanasia table and choose or randomly determine a way your connection to spirits manifests while you are casting any of your sorcerer spells.
Manifestations of Athanasia
d6
Manifestation
1
Spectral images of death flicker around you.
2
Your eyes glow an unusual color, such as red or green.
3
Your appearance shifts slightly to match that of the spirit you're channeling.
4
Your skin turns as pale as death, and your clothing appears to rot.
5
A deathly choir cries out in agony.
6
Your voice takes on a deep and unnatural tone.
Wraith Sight
1st-level Otherworldly Heart feature
Your ability to channel spirits allows you to see incorporeal undead. You are able to see undead creatures in the Ethereal Plane out to a range of 60 feet.
Sempiternal Puppets
6th-level Otherworldly Heart feature
You can cause one of the spirits that's linked to you to temporarily enter a recently deceased corpse. As an action, you can expend 4 sorcery points to animate a humanoid you can see that died within the past minute as a zombie under your control. The zombie remains animated for 10 minutes or until it's reduced to 0 hit points.
Once you use this feature, you can't use it against until you finish a long rest.
Dreams of Afterlife
14th-level Otherworldly Heart feature
You gain the ability to call upon the spirits inside you and see flickers of the uncertain future. As an action, you can enter a trance that lasts for 1 minute. While in this trance, you are unconscious, and you can only be woken by taking damage, in which case the trance ends and you gain no benefits from it. If you complete the trance, you are able to sense the coming of death for the next 1 hour. For the duration, you have advantage on death saving throws, and you know the damage resistances, vulnerabilities, and immunities of each creature within 60 feet of you.
Once you use this feature, you can't use it again until you finish a long rest.
Spectral Form
18th-level Otherworldly Heart feature
You summon the spirits that are linked to you in their most primal forms. As an action, you summon the spirits in a 30-foot sphere centered on you. For 1 minute, the spirits grant the following effects in that area:
As a reaction, you can cause any attack originating in the sphere to fail, and the attacker to take 3d6 necrotic damage.
Each undead of your choice within the sphere gains 2d8 temporary hit points at the start of each of their turns.
You have advantage on all ability checks and saving throws.
Once you use this action, you can’t use it again until you finish a long rest, unless you spend 9 sorcery points to use it again.
Cynophobia_'s Rougarou Cynophobia requested the rougarou, a werewolf-like monster in Lousiana's folklore. I did a bit of research to find out how to distinguish it from a werewolf, while also adding some of my own touches. I hope it turned out well.
LanguagesAbyssal, Common (can’t speak in wolf form)
Challenge20 (25,000 XP)
Proficiency Bonus+6
Accursed Blood. If the rougarou takes 10 or more piercing or slashing damage from a single attack, its blood spurts on the attacker. The attacker takes 10 (3d6) acid damage, and if it is a Humanoid, it must succeed on a DC 20 Constitution saving throw or be infected with rougarou lycanthropy.
Blood Frenzy. The rougarou has advantage on attack rolls against a creature that doesn’t have all its hit points.
Legendary Resistance (3/Day). When the rougarou fails a saving throw, it can choose to succeed instead.
Life Beyond Death. If the rougarou is killed, the last living person it infected with lycanthropy becomes the rougarou.
Regeneration. The rougarou regains 15 hit points at the start of each of its turns. If the rougarou takes damage from a silver weapon, this trait doesn’t function at the start of the rougarou’s next turn. The rougarou dies only if it starts its turn with 0 hit points and doesn’t regenerate.
Actions
Multiattack. The rougarou makes two attacks: two with its Greatsword (humanoid form) or one with its Bite and two with its Claws (dire wolf or hybrid form).
Bite (Dire Wolf or Hybrid Form Only). Melee Weapon Attack: +12 to hit, reach 10 ft., one target. Hit: 24 (4d8 + 6) piercing damage plus 7 (2d6) acid damage. If the target is a Humanoid, it must succeed on a DC 20 Constitution saving throw or be cursed with rougarou lycanthropy.
Claws (Dire Wolf or Hybrid Form Only). Melee Weapon Attack: +12 to hit, reach 15 ft., one target. Hit: 16 (3d6 + 6) slashing damage. If the target is a creature, it must succeed on a DC 20 Charisma saving throw or take an additional 9 (2d8) psychic damage.
Greatsword (Humanoid Form Only). Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 20 (4d6 + 6) slashing damage.
Bonus Actions
Change Shape. The rougarou polymorphs into a Huge wolf-humanoid hybrid or into a Large dire wolf, or back into its true form, which appears humanoid. Its statistics, other than its size and speed, are the same in each form. Any equipment it is wearing or carrying isn’t transformed. It reverts to its true form if it dies.
Legendary Actions
The rougarou can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time, and only at the end of another creature’s turn. The rougarou regains spent legendary actions at the start of its turn.
Swipe. The rougarou makes one Claws attack (dire wolf or hybrid form only) or one Longsword attack (humanoid form only).
Unearthly Revivification (Costs 2 Actions). The rougarou chooses up to three creatures within 30 feet of it that it killed within the past minute. The creatures are animated as zombies under its control until they're reduced to 0 hit points or it dismisses them as a bonus action.
Bite (Costs 3 Actions). The rougarou changes into hybrid or dire wolf form and then makes one Bite attack.
Description
The rougarou is the ultimate werewolf, a being on par with the power of even a demon lord. Only one person can possess the curse of a rougarou at a time, and when they do, they always appear sickly in their humanoid form. Unlike most ordinary werewolves, which are afflicted by a bestial rage in their hybrid and wolf forms, the rougarou is fully aware at all times. But their mind is not their own.
The first rougarou, and the progenitor of all werewolves, is only known as the Beast King. The Beast King made a pact with a powerful night hag called Baba Roga. Baba Roga turned him into a rougarou, at the cost of all that made him human. Though the body of the Beast King died long ago, his mind lives on, whenever the rougarou embraces their bestial form.
Rougarou Lycanthropy
A Humanoid who succumbs to the rougarou’s lycanthropy becomes a loup garou. This form of lycanthropy can’t be removed by anything short of the wish spell. See the Monster Manual for details on lycanthropy.
PenelopeTheWeaver's The Phantom Lover The Phantom Lover is a monster from AD&D that surprisingly had little info on the web. However, I took what I found and tried to make it into a monster that's cohesive and unique.
Shapechanger. If the phantom lover isn’t in sunlight, he can use his action to polymorph into a Tiny poisonous snake or a Medium cloud of mist, or back into his true form.
While in poisonous snake form, the phantom lover can’t speak, and he has a swimming speed of 30 feet. His statistics, other than its size and speed, are unchanged. Anything he is wearing transforms with him, but nothing he is carrying does. He reverts to his true form if he dies.
While in mist form, the phantom lover can’t take any actions, speak, or manipulate objects. He is weightless, has a flying speed of 20 feet, can hover, and can enter a hostile creature’s space and stop there. In addition, if air can pass through a space, the mist can do so without squeezing, and it can’t pass through water. He has advantage on Strength, Dexterity, and Constitution saving throws, and he is immune to all nonmagical damage, except the damage he takes from sunlight.
Legendary Resistance (3/Day). If the phantom lover fails a saving throw, he can choose to succeed instead.
Phantom Lover Weaknesses. The phantom lover has the following flaws:
Immortality. If the phantom lover is killed, he is resurrected in his domain at full health 1d4 days later.
Permeable Charm. If a creature under the effect of the phantom lover's Charm action remains outdoors for three whole days, the charm breaks and the phantom lover is trapped in his domain for 2d6 days.
Sunlight Hypersensitivity. The phantom lover takes 25 radiant damage when he starts his turn in sunlight. While in sunlight, he has disadvantage on attack rolls and ability checks.
Regeneration. The phantom lover regains 25 hit points at the start of his turn if he has at least 1 hit point and isn’t in sunlight. If the phantom lover takes radiant damage or damage from holy water, this trait doesn’t function at the start of the phantom lover's next turn.
Innate Spellcasting. The phantom lover's innate spellcasting ability is Charisma (spell save DC 19, +11 to hit with spell attacks). He can innately cast the following spells, requiring no material components:
Multiattack. (Phantom Lover Form Only). The phantom lover makes two touch attacks.
Poisonous Touch (Phantom Lover or Snake Form Only). Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 13 (2d6 + 6) necrotic damage, and if the target is a creature, it must succeed on a DC 19 Constitution saving throw or take an additional 13 (3d8) poison damage.
Insidious Touch. (Phantom Lover Form Only). Melee Weapon Attack: +11 to hit, reach 5 ft., one creature. Hit: 13 (2d6 + 6) necrotic damage, and the creature must succeed on a DC 19 Charisma save or be frightened for 1 minute. The creature can repeat the save at the end of each of its turns, ending the effect on a success.
Charm. The phantom lover targets one humanoid he can see within 30 feet of him. If the target can see the phantom lover, the target must succeed on a DC 19 Wisdom saving throw against this magic or be charmed by the phantom lover. The charmedtarget regards the phantom lover as an object of its affection, provided he is of a species and gender the target is attracted to.
Each time the phantom lover or the phantom lover’s companions do anything harmful to the target, it can repeat the saving throw, ending the effect on itself on a success. It can also choose the repeat the saving throw after 24 hours have passed. The phantom lover can only have one target charmed in this way at a time.
Legendary Actions
The phantom lover can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. The phantom lover regains spent legendary actions at the start of his turn.
Shapechange. The phantom lover polymorphs into his snake form, his mist form, or back into his natural form.
Poisonous Touch. The phantom lover makes one poisonous touch attack.
Dark Sign (Costs 2 Actions). One creature of the phantom lover's choice within 60 feet of him must succeed on a DC 19 Charisma saving throw or become invisible for 1 minute. While invisible in this way, the creature takes 10 (3d6) psychic damage at the start of each of its turns.
Description
Sometimes known as Leederik, the phantom lover is a powerful undead and the Darklord of his own dread domain. Unlike most other Darklords, the phantom lover has the ability to travel in and out of his domain at will. However, he's just as bound as they are.
In life, Leederik was a selfish man who broke many hearts with his false promises of love. When he was on his deathbed, the Mists closed around him, denying him the chance to a peaceful end. Instead, Leederik was reincarnated as an undead entity, cursed to never find rest until he had fed off the grief and sorrow of every woman with a broken heart in the entirety of the Material Plane.
Lair and Lair Actions
The Phantom Lover’s Lair
The phantom lover makes his lair in a fortified tower at the center of his labyrinthine dread domain. The dark tower is protected by a loyal army of gargoyles and zombies, as well as an array of magical defenses. It's rumored that the bedchambers of the phantom lover's victims become part of his dread domain, adding on to his tower.
Regional Effects
The region surrounding the phantom lover's lair is warped by his’s unnatural presence, creating one or more of the following effects:
A creeping darkness hangs in the air within 500 feet of the lair. Any sufficiency shadowed area is counted as dimly lit.
Unnatural voices without an origin call out to travelers within 1 mile of the lair.
Snakes are much more common within 1 mile of the lair.
If the phantom lover is destroyed, these effects end after 2d6 days, though the snakes remain where they are.
Well... that's it for this time! However, with some luck, Halfastbracegirdle's request will be coming soon.
*Sweet! also please check C&KI PM*
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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.
[ 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
Shes just depressed and crying... She caught on...
Get... get my what?
Make it seem like you let her go, and then grab her neck from behind.
... Nothing... Nevermind... Go to sleep.. Youll be out when you awaken
Alright... Ill try....
I... I don't want to.
It will work. Trust me.
(I wont do anything... You cant get out of the pit without help... I need you asleep for me to help you, unless you want to do it his way)
(Thank you...)
I... I can't.
(Why?)
I can't fall asleep.
(... Why cant you? Can I help?)
I... I don't want to.
(Why? I cant get you out if you dont sleep... Itll only be 5 minutes...)
I can't... I can't just fall asleep. My body doesn't work like that.
(Do you need something specific? Music? Perhaps that Kane guy?)
No... I... He's not really here.
(... What do you need to sleep?)
I... I don't know. I need to be tired.
(Alright!! I have tge perfect thing!!) The area at the pit bottom morphs, becoming a giant treadmill, pushing towards spikes
Astara lets it move her towards the spikes. Thank... thank you.
(No!! The spikes arent meant for that!!) They shrink to look like theyll just hurt a little, not kill (Use the treadmill!! Get tired!! Run!!!)
I... I don't want to.
Why?? I cant let you go if you dont get tired ad sleep
Please... just stop with the tricks. Let me die.
(This isnt a trick.... If you sleep, Ill get you out if the pit. I promise.)
You... you've lied about so many things.
(I dont lie on promises... Sleep, and youll be out of the pit)
No, I... I won't play your game.
(This isnt some game... Please....)
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NNCHRIS: SOUL THIEF, MASTER OF THE ARCANE, AND KING OF NEW YORKNN Gdl Creator of Ilheia and her Knights of the Fallen Stars ldG Lesser Student of Technomancy [undergrad student in computer science] Supporter of the 2014 rules, and a MASSIVE Homebrewer. Come to me all ye who seek salvation in wording thy brews! Open to homebrew trades at any time!! Or feel free to request HB, and Ill see if I can get it done for ya! Characters (Outdated)
Shes just depressed and crying... She caught on...
Get... get my what?
Make it seem like you let her go, and then grab her neck from behind.
... Nothing... Nevermind... Go to sleep.. Youll be out when you awaken
Alright... Ill try....
I... I don't want to.
It will work. Trust me.
(I wont do anything... You cant get out of the pit without help... I need you asleep for me to help you, unless you want to do it his way)
(Thank you...)
I... I can't.
(Why?)
I can't fall asleep.
(... Why cant you? Can I help?)
I... I don't want to.
(Why? I cant get you out if you dont sleep... Itll only be 5 minutes...)
I can't... I can't just fall asleep. My body doesn't work like that.
(Do you need something specific? Music? Perhaps that Kane guy?)
No... I... He's not really here.
(... What do you need to sleep?)
I... I don't know. I need to be tired.
(Alright!! I have tge perfect thing!!) The area at the pit bottom morphs, becoming a giant treadmill, pushing towards spikes
Astara lets it move her towards the spikes. Thank... thank you.
(No!! The spikes arent meant for that!!) They shrink to look like theyll just hurt a little, not kill (Use the treadmill!! Get tired!! Run!!!)
I... I don't want to.
Why?? I cant let you go if you dont get tired ad sleep
Please... just stop with the tricks. Let me die.
(This isnt a trick.... If you sleep, Ill get you out if the pit. I promise.)
You... you've lied about so many things.
(I dont lie on promises... Sleep, and youll be out of the pit)
No, I... I won't play your game.
(This isnt some game... Please....)
I won't let you enjoy this. You... you're a monster.
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All stars fade. Some stars forever fall. ------------------------------------------------------------------------------------------------- Homebrew (Mostly Outdated):Magic Items,Monsters,Spells,Subclasses ------------------------------------------------------------------------------------------------- If there was no light, people wouldn't fear the dark.
Anyone currently in the tavern hears an explosion from Lyra’s room.
E and Kyo run up to check, Shardia watches from downstairs
*Sorry. I was super busy yesterday.*
Lyra’s door is wide open. She’s laying on her bed asleep and fully dressed surrounded by a light blue aura. Anyone with Arcana can see that there were once two portals in this room, but they’re both closed now. Other than that the room looks completely intact. No one else is there and there’s no sign of any explosion.
Konyan runs up to the room. "What happened to her?"
@ttb thanks for the homebrew! These are all great 😊
Konyan sees a kindly old man wearing long white robes standing next to Lyra. The man smiles and shakes his head. “She is safe.”
If Konyan has Arcana he can spot the remains of two closed portals in the room.
Anyone currently in the tavern hears an explosion from Lyra’s room.
E and Kyo run up to check, Shardia watches from downstairs
*Sorry. I was super busy yesterday.*
Lyra’s door is wide open. She’s laying on her bed asleep and fully dressed surrounded by a light blue aura. Anyone with Arcana can see that there were once two portals in this room, but they’re both closed now. Other than that the room looks completely intact. No one else is there and there’s no sign of any explosion.
Konyan runs up to the room. "What happened to her?"
@ttb thanks for the homebrew! These are all great 😊
Konyan sees a kindly old man wearing long white robes standing next to Lyra. The man smiles and shakes his head. “She is safe.”
If Konyan has Arcana he can spot the remains of two closed portals in the room.
*Thanks!*
"Who even are you? She doesn't look safe to me."
*His Arcana is +4. If I should roll, then 13.*
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All stars fade. Some stars forever fall. ------------------------------------------------------------------------------------------------- Homebrew (Mostly Outdated):Magic Items,Monsters,Spells,Subclasses ------------------------------------------------------------------------------------------------- If there was no light, people wouldn't fear the dark.
*One portal once led to the Feywild, the other to a swirling cloud of various colors, shades and tints and tones all swirling together.*
The man nods. “I have many names, but you can call me Fizban. I have known Lyra for many years. She’s safe. Her spirit is off on a quest while her body rests.”
*One portal once led to the Feywild, the other to a swirling cloud of various colors, shades and tints and tones all swirling together.*
The man nods. “I have many names, but you can call me Fizban. I have known Lyra for many years. She’s safe. Her spirit is off on a quest while her body rests.”
"If you knew her for so long, why has she never mentioned you? Why is her spirit "on a quest?" And why is there a portal to the Feywild and Limbo?" Konyan sounds frustrated.
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All stars fade. Some stars forever fall. ------------------------------------------------------------------------------------------------- Homebrew (Mostly Outdated):Magic Items,Monsters,Spells,Subclasses ------------------------------------------------------------------------------------------------- If there was no light, people wouldn't fear the dark.
“I was her tutor at Strixhaven, when she was much younger. Her spirit is off on a quest in the Feywild. And that is not Limbo.”
"Strixhaven? Was that a school she went to?"
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All stars fade. Some stars forever fall. ------------------------------------------------------------------------------------------------- Homebrew (Mostly Outdated):Magic Items,Monsters,Spells,Subclasses ------------------------------------------------------------------------------------------------- If there was no light, people wouldn't fear the dark.
All stars fade. Some stars forever fall. ------------------------------------------------------------------------------------------------- Homebrew (Mostly Outdated):Magic Items,Monsters,Spells,Subclasses ------------------------------------------------------------------------------------------------- If there was no light, people wouldn't fear the dark.
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
To post a comment, please login or register a new account.
*Okay, I have a rowing race today, so I need to wake up bright and early*
Hi everyone! I'm working up the will to finalize my signature, so... I guess this will be the signature for now
*Sorry. I was super busy yesterday.*
Lyra’s door is wide open. She’s laying on her bed asleep and fully dressed surrounded by a light blue aura. Anyone with Arcana can see that there were once two portals in this room, but they’re both closed now. Other than that the room looks completely intact. No one else is there and there’s no sign of any explosion.
Enethia will cast identify on her, to figure out thr blue aura
NNCHRIS: SOUL THIEF, MASTER OF THE ARCANE, AND KING OF NEW YORKNN
Gdl Creator of Ilheia and her Knights of the Fallen Stars ldG
Lesser Student of Technomancy [undergrad student in computer science]
Supporter of the 2014 rules, and a MASSIVE Homebrewer. Come to me all ye who seek salvation in wording thy brews!
Open to homebrew trades at any time!! Or feel free to request HB, and Ill see if I can get it done for ya!
Characters (Outdated)
Temporal Stasis. A 9th level that basically freezes her in time.
"... Well... Thats interesting...." She wonders if this was on purpose or not, and if she should dispel
NNCHRIS: SOUL THIEF, MASTER OF THE ARCANE, AND KING OF NEW YORKNN
Gdl Creator of Ilheia and her Knights of the Fallen Stars ldG
Lesser Student of Technomancy [undergrad student in computer science]
Supporter of the 2014 rules, and a MASSIVE Homebrewer. Come to me all ye who seek salvation in wording thy brews!
Open to homebrew trades at any time!! Or feel free to request HB, and Ill see if I can get it done for ya!
Characters (Outdated)
A kindly old man wearing a long white robe appears. Only Enethia can see him. He shakes his head, indicating that she should not dispel the spell. “She is safe.”
Halloween Homebrew
As most people on the thread know, I took requests for spooky-themed homebrew a while back. Though I was unable to complete Halfastbracegirdle's on time, due to my complete inability to make an artificer subclass, the rest are below.
Nikoli_Goodfellow_King_Of_Random's Amulet of Horror
Nikoli's request was for a magic item that makes someone behave like they were in a horror movie, and I hope this fits the bill.
Amulet of Horror
Wondrous Item, rare (requires attunement)
You have advantage on death saves while wearing this amulet, and your movement speed increases by 10 while you are frightened.
Curse. This amulet is cursed. As long as you remain cursed, you are unwilling to part with the amulet, keeping it on your person at all times. While you wear it, you have disadvantage on saving throws against being frightened and on Wisdom (Perception) checks made to detect hostile creatures. In addition, you constantly feel like you're being watched.
Casting remove curse or a similar spell on the amulet breaks the curse.
PugofUtterDestruction's College of Necrodancy
Pug asked for a bard subclass that was based around dancing and humor more than creepiness, which I did my best to deliver.
College of Necrodancy
Bards of the College of Necrodancy harness the dark powers of undeath to bolster their party vibes. Though some question their morals, most people agree that having a College of Necrodancy bard always make a party better.
Backup Dancers
3rd-level College of Necrodancy feature
Whenever you cast a bard spell of 1st level or higher, you can summon two skeletal backup dancers, which last for 1 minute or until they take damage. While at least one backup dancer remains, you have advantage on your choice of Charisma (Performance) or (Intimidation) checks.
Party Armor
3rd-level College of Necrodancy feature
Whenever you give a creature a Bardic Inspiration die, you can choose to give it magical party attire, which appears over what they're already wearing. You can choose what the party armor looks like, but it is always obviously magical. A creature wearing party armor has advantage on saving throws against being poisoned and disease, and they also have advantage on Charisma checks. The party armor lasts for 1 hour, or until it's dismissed as a bonus action.
Once you use this feature, you can’t do so again until you finish a short or long rest.
Strobe Skulls
6th-level College of Necrodancy feature
As an action, you can conjure up to six glowing skulls in unoccupied spaces within 60 feet of you. The skulls have an AC of 12, hit points equal to 5 times your Charisma modifier, and immunity to poison and psychic damage. As a bonus action, you can move a skull up to 15 feet in any direction and detonate it, choosing one of the options below:
Glow. Each creature within 10 feet of the skull must succeed on a Constitution saving throw or be blinded until the start of your next turn.
Burst. Each creature within 5 feet of the skull must succeed on a Dexterity saving throw or take force damage equal to your bard level.
Glimmer. Until the end of your next turn, each creature within 5 feet of the skull sheds dim light in a 5 foot radius and has disadvantage on Dexterity (Stealth) checks.
Once a skull is detonated, it is destroyed. Once you use this feature, you can't use it again until you complete a long rest.
Master of Festivities
14th-level College of Necrodancy feature
You gain immunity to being poisoned. In addition, if you spend a short rest lightly partying, you gain 2d8 temporary hit points.
Pallghost's Laventus
Pallghost asked me to make a dread domain where the plants are withered and vampiric until they have blood, when they become lively. I made two monsters for this: Adrinna Nightflower and a Starved Dryad.
Blood Drinker. Adrinna has advantage on melee attack rolls against any creature that doesn't have all its hit points. If Adrinna reduces a creature to 0 hit points, she regains 13 (3d8) hit points, and gains immunity to necrotic damage for 1 hour.
Spellcasting. Adrinna is a 6th-level spellcaster. Her spellcasting ability is Wisdom (spell save DC 15, +7 to hit with spell attacks). She has the following druid spells prepared:
Cantrips (at will): druidcraft, frostbite, thorn whip
1st level (4 slots): entangle, faerie fire, longstrider, goodberry
2nd level (3 slots): earthbind, spike growth
3rd level (3 slots): plant growth, sleet storm
Multiattack. Adrinna makes two slam attacks. She can then cast one of her cantrips.
Slam. Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 13 (3d6+3) bludgeoning damage. If this damage reduces a creature to 0 hit points, it dies and cannot be resurrected by anything short of the wish spell, unless Adrinna wants it to.
Hemocraft (Recharge 5-6). Adrinna chooses up to three creatures within 60 feet of her that don't have all of their hit points. They become frightened or poisoned for 1 minute, Adrinna's choice. She then takes 28 (8d6) necrotic damage.
Description
Adrinna is the Darklord of the Dread Domain of Laventus. She stalks the dead and withered forests of Laventus in the form of a sickly dryad with bloodstains running down her wooden skin, searching for travelers or townsfolk to prey upon. Every citizen of Laventus fears her, ritually sacrificing their blood to keep the forest around them alive. Adrinna longs for youth and growth, but she's only able to summon dead or desiccated plants with her magic. Long before Adrinna was the Darklord of Laventus, she was a simple druid that wanted to protect the wilds.
In her youth, Adrinna was part of a druid circle devoted to keeping the wilderness safe. Along with the others in her circle, she drove those who desecrated the wild, while quietly bringing good fortune upon those who respected it. But one day, as she walked through the forest, she came upon a group of woodsmen chopping trees with their axes. She used her magic to drive them away, but soon they returned, with armed guards to protect them. Desperate, Adrinna pleaded with them to cease harming the forest. But they would not listen.
So Adrinna told the others in her circle of her plan, to kill the woodsmen and therefore protect the wilderness. But they wouldn't help her with her slaughter, calling her a murderer. Bitter and emboldened with rage, Adrinna attacker the intruders who dared to injure the woods, slaughtering them with ease. After realizing what she had done, her circle attempted to stop her, and she killed them, too, the trees around her dripping with blood as the Mists closed in.
Adrinna's Powers and Dominion
Though the few villages throughout Laventus have an intense loathing and fear of Adrinna, the wilderness is fully her domain.
Bloodlust. Adrinna's lust for blood and carnage has been reflected in every plant in Laventus. Every tree, every bush, every flower is withered and frail. But with enough blood, they can regain a faint trance of their usual vigor, if only for a moment.
Dark Goddess. Even though Adrinna is hated by the few people who still live in Laventus, they still respect her. Often, a blood sacrifice is left outside of each town to placate her, though this is often taken by starving dryads. The sacrifice is a weekly occurrence, and in most of the towns, all must donate some of their blood, whether rich or poor.
Closing the Borders. Adrinna has the ability to open and close the borders of Mist around Laventus. However, Adrinna almost never has the borders open, since she scorns the painful reminders that there's a world beyond the one she's trapped in.
Adrinna's Torment
Adrinna still strives to keep the wilderness safe. But she's begun to fear that her aspirations are impossible to fulfill:
Blood Drinker. The dryad has advantage on melee attack rolls against any creature that doesn't have all its hit points. If the dryad reduces a creature to 0 hit points, she regains 9 (2d8) hit points, and gains immunity to necrotic damage for 1 hour.
Innate Spellcasting. The dryad's innate spellcasting ability is Charisma (spell save DC 14). The dryad can innately cast the following spells, requiring no material components:
At will: druidcraft
3/day each: bane, entangle
1/day each: pass without trace, vampiric touch
Magic Resistance. The dryad has advantage on saving throws against spells and other magical effects.
Tree Stride. Once on her turn, the dryad can use 10 feet of her movement to step magically into one living tree within her reach and emerge from a second living tree within 60 feet of the first tree, appearing in an unoccupied space within 5 feet of the second tree. The dryad then takes 7 (2d6) necrotic damage. Both trees must be Large or bigger.
Club. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 5 (2d4) bludgeoning damage.
Fey Charm. The dryad targets one humanoid or beast that she can see within 30 feet of her. If the target can see the dryad, it must succeed on a DC 14 Wisdom saving throw or be magically charmed. The charmedcreature regards the dryad as a trusted friend to be heeded and protected. Although the target isn't under the dryad's control, it takes the dryad's requests or actions in the most favorable way it can.
Each time the dryad or its allies do anything harmful to the target, it can repeat the saving throw, ending the effect on itself on a success. Otherwise, the effect lasts 24 hours or until the dryad dies, is on a different plane of existence from the target, or ends the effect as a bonus action. If a target's saving throw is successful, the target is immune to the dryad's Fey Charm for the next 24 hours.
The dryad can have no more than one humanoid and up to three beasts charmed at a time. At the start of each of its turns, the dryad takes 3 (1d6) necrotic damage for each creature it has charmed.
Description
Usually fickle and mischievous, dryads reflect the state of their trees. In the Dread Domain of Laventus, the trees themselves hunger for blood, appearing sickly and weak unless they're fully sated. The dryads of Laventus have acquired the same trait, leading them to enter murderous rampages until they can feast and regain their fleeting vigor.
Bobthebarb27's Oath of Tribulation Paladin
Next on the list was a paladin themed around weakening their enemies, requested by BTB. While it's not 100% spooky, it could be used well in a horror-themed game.
Oath of Tribulation
Paladins of the Oath of Tribulation swear to bring misery and hopelessness upon their foes. While their ends might not all be evil, they use the darkest of magics to accomplish their goals, maiming their enemies' bodies and minds.
Oath Spells
3rd-level Oath of Tribulation feature
You gain oath spells at the paladin levels listed in the Oath of Tribulation table. See the Sacred Oath class feature for how oath spells work.
Oath of the Tribulation Spells
Channel Divinity
3rd-level Oath of Tribulation feature
You gain the following Channel Divinity options. See the Sacred Oath class feature for how Channel Divinity works.
Desolating Blight. You can use your Channel Divinity to slowly corrupt the bodies of your foes. As a bonus action, you can imbue your next successful melee weapon attack with dark energy, forcing the target to succeed on a Constitution saving throw or be poisoned for 1 minute. While poisoned in this way, the target takes 1d4 necrotic damage at the start of each of its turns.
Mutilating Hex. You can use your Channel Divinity to hideously wound your enemies. As an action, you can force a creature that you can see within 30 feet of you to make a Charisma saving throw or take 2d6 force damage. Additionally, on a fail, for 1 minute the target's walking speed is reduced by 10 feet, and it has disadvantage on ability checks that rely on Dexterity or Strength.
Aura of Malice
7th-level Oath of Tribulation feature
You emit an aura of poisonous hate while you aren’t incapacitated. Each creature of your choice within 10 feet of you has disadvantage on Constitution saving throws.
At 18th level, the range of this aura increases to 30 feet.
Sadistic Defense
15th-level Oath of Tribulation feature
You've learned how to strengthen your defensive abilities when you injure others. As a reaction when you reduce a creature to 0 hit points, you can gain temporary hit points equal to your level.
Corrupted Vessel
20th-level Oath of Tribulations feature
You channel a flood of unholy power, a twisted tendril of darkness. As a bonus action, you gain the following benefits for 1 minute:
Once you use this bonus action, you can’t use it again until you finish a long rest, unless you expend a 5th-level spell slot to use it again.
Redpelt's Otherworldy Heart Sorcerer
Redpelt asked me for a sorcerer subclass based on ghostly ancestors. Though I modified it slightly so that it works for pretty much any ghost, I hope the mechanics are close enough to what he wanted.
Otherwordly Heart
Sorcerers of the otherworldly heart derive their power from ethereal spirits, whether from their ancestors, their fallen comrades, or even their slain foes. These sorcerers are often wanderers, since their ability to commune with specters and apparitions doesn't allow them the chance to live a mundane life.
Otherworldly Magic
1st-level Otherworldly Heart feature
You learn additional spells when you reach certain levels in this class, as shown on the Otherworldly Spells table. Each of these spells counts as a sorcerer spell for you, but it doesn’t count against the number of sorcerer spells you know.
Whenever you gain a sorcerer level, you can replace one spell you gained from this feature with another spell of the same level. The new spell must be a divination or a necromancy spell from the sorcerer, warlock, or wizard spell list.
Clockwork Spells
In addition, consult the Manifestations of Athanasia table and choose or randomly determine a way your connection to spirits manifests while you are casting any of your sorcerer spells.
Manifestations of Athanasia
Wraith Sight
1st-level Otherworldly Heart feature
Your ability to channel spirits allows you to see incorporeal undead. You are able to see undead creatures in the Ethereal Plane out to a range of 60 feet.
Sempiternal Puppets
6th-level Otherworldly Heart feature
You can cause one of the spirits that's linked to you to temporarily enter a recently deceased corpse. As an action, you can expend 4 sorcery points to animate a humanoid you can see that died within the past minute as a zombie under your control. The zombie remains animated for 10 minutes or until it's reduced to 0 hit points.
Once you use this feature, you can't use it against until you finish a long rest.
Dreams of Afterlife
14th-level Otherworldly Heart feature
You gain the ability to call upon the spirits inside you and see flickers of the uncertain future. As an action, you can enter a trance that lasts for 1 minute. While in this trance, you are unconscious, and you can only be woken by taking damage, in which case the trance ends and you gain no benefits from it. If you complete the trance, you are able to sense the coming of death for the next 1 hour. For the duration, you have advantage on death saving throws, and you know the damage resistances, vulnerabilities, and immunities of each creature within 60 feet of you.
Once you use this feature, you can't use it again until you finish a long rest.
Spectral Form
18th-level Otherworldly Heart feature
You summon the spirits that are linked to you in their most primal forms. As an action, you summon the spirits in a 30-foot sphere centered on you. For 1 minute, the spirits grant the following effects in that area:
Once you use this action, you can’t use it again until you finish a long rest, unless you spend 9 sorcery points to use it again.
Cynophobia_'s Rougarou
Cynophobia requested the rougarou, a werewolf-like monster in Lousiana's folklore. I did a bit of research to find out how to distinguish it from a werewolf, while also adding some of my own touches. I hope it turned out well.
Accursed Blood. If the rougarou takes 10 or more piercing or slashing damage from a single attack, its blood spurts on the attacker. The attacker takes 10 (3d6) acid damage, and if it is a Humanoid, it must succeed on a DC 20 Constitution saving throw or be infected with rougarou lycanthropy.
Blood Frenzy. The rougarou has advantage on attack rolls against a creature that doesn’t have all its hit points.
Legendary Resistance (3/Day). When the rougarou fails a saving throw, it can choose to succeed instead.
Life Beyond Death. If the rougarou is killed, the last living person it infected with lycanthropy becomes the rougarou.
Regeneration. The rougarou regains 15 hit points at the start of each of its turns. If the rougarou takes damage from a silver weapon, this trait doesn’t function at the start of the rougarou’s next turn. The rougarou dies only if it starts its turn with 0 hit points and doesn’t regenerate.
Multiattack. The rougarou makes two attacks: two with its Greatsword (humanoid form) or one with its Bite and two with its Claws (dire wolf or hybrid form).
Bite (Dire Wolf or Hybrid Form Only). Melee Weapon Attack: +12 to hit, reach 10 ft., one target. Hit: 24 (4d8 + 6) piercing damage plus 7 (2d6) acid damage. If the target is a Humanoid, it must succeed on a DC 20 Constitution saving throw or be cursed with rougarou lycanthropy.
Claws (Dire Wolf or Hybrid Form Only). Melee Weapon Attack: +12 to hit, reach 15 ft., one target. Hit: 16 (3d6 + 6) slashing damage. If the target is a creature, it must succeed on a DC 20 Charisma saving throw or take an additional 9 (2d8) psychic damage.
Greatsword (Humanoid Form Only). Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 20 (4d6 + 6) slashing damage.
Change Shape. The rougarou polymorphs into a Huge wolf-humanoid hybrid or into a Large dire wolf, or back into its true form, which appears humanoid. Its statistics, other than its size and speed, are the same in each form. Any equipment it is wearing or carrying isn’t transformed. It reverts to its true form if it dies.
The rougarou can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time, and only at the end of another creature’s turn. The rougarou regains spent legendary actions at the start of its turn.
Swipe. The rougarou makes one Claws attack (dire wolf or hybrid form only) or one Longsword attack (humanoid form only).
Unearthly Revivification (Costs 2 Actions). The rougarou chooses up to three creatures within 30 feet of it that it killed within the past minute. The creatures are animated as zombies under its control until they're reduced to 0 hit points or it dismisses them as a bonus action.
Bite (Costs 3 Actions). The rougarou changes into hybrid or dire wolf form and then makes one Bite attack.
Description
The rougarou is the ultimate werewolf, a being on par with the power of even a demon lord. Only one person can possess the curse of a rougarou at a time, and when they do, they always appear sickly in their humanoid form. Unlike most ordinary werewolves, which are afflicted by a bestial rage in their hybrid and wolf forms, the rougarou is fully aware at all times. But their mind is not their own.
The first rougarou, and the progenitor of all werewolves, is only known as the Beast King. The Beast King made a pact with a powerful night hag called Baba Roga. Baba Roga turned him into a rougarou, at the cost of all that made him human. Though the body of the Beast King died long ago, his mind lives on, whenever the rougarou embraces their bestial form.
Rougarou Lycanthropy
A Humanoid who succumbs to the rougarou’s lycanthropy becomes a loup garou. This form of lycanthropy can’t be removed by anything short of the wish spell. See the Monster Manual for details on lycanthropy.
PenelopeTheWeaver's The Phantom Lover
The Phantom Lover is a monster from AD&D that surprisingly had little info on the web. However, I took what I found and tried to make it into a monster that's cohesive and unique.
Shapechanger. If the phantom lover isn’t in sunlight, he can use his action to polymorph into a Tiny poisonous snake or a Medium cloud of mist, or back into his true form.
While in poisonous snake form, the phantom lover can’t speak, and he has a swimming speed of 30 feet. His statistics, other than its size and speed, are unchanged. Anything he is wearing transforms with him, but nothing he is carrying does. He reverts to his true form if he dies.
While in mist form, the phantom lover can’t take any actions, speak, or manipulate objects. He is weightless, has a flying speed of 20 feet, can hover, and can enter a hostile creature’s space and stop there. In addition, if air can pass through a space, the mist can do so without squeezing, and it can’t pass through water. He has advantage on Strength, Dexterity, and Constitution saving throws, and he is immune to all nonmagical damage, except the damage he takes from sunlight.
Legendary Resistance (3/Day). If the phantom lover fails a saving throw, he can choose to succeed instead.
Phantom Lover Weaknesses. The phantom lover has the following flaws:
Immortality. If the phantom lover is killed, he is resurrected in his domain at full health 1d4 days later.
Permeable Charm. If a creature under the effect of the phantom lover's Charm action remains outdoors for three whole days, the charm breaks and the phantom lover is trapped in his domain for 2d6 days.
Sunlight Hypersensitivity. The phantom lover takes 25 radiant damage when he starts his turn in sunlight. While in sunlight, he has disadvantage on attack rolls and ability checks.
Regeneration. The phantom lover regains 25 hit points at the start of his turn if he has at least 1 hit point and isn’t in sunlight. If the phantom lover takes radiant damage or damage from holy water, this trait doesn’t function at the start of the phantom lover's next turn.
Innate Spellcasting. The phantom lover's innate spellcasting ability is Charisma (spell save DC 19, +11 to hit with spell attacks). He can innately cast the following spells, requiring no material components:
At will: alter self, calm emotions, misty step
3/day each: dream, teleport
Multiattack. (Phantom Lover Form Only). The phantom lover makes two touch attacks.
Poisonous Touch (Phantom Lover or Snake Form Only). Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 13 (2d6 + 6) necrotic damage, and if the target is a creature, it must succeed on a DC 19 Constitution saving throw or take an additional 13 (3d8) poison damage.
Insidious Touch. (Phantom Lover Form Only). Melee Weapon Attack: +11 to hit, reach 5 ft., one creature. Hit: 13 (2d6 + 6) necrotic damage, and the creature must succeed on a DC 19 Charisma save or be frightened for 1 minute. The creature can repeat the save at the end of each of its turns, ending the effect on a success.
Charm. The phantom lover targets one humanoid he can see within 30 feet of him. If the target can see the phantom lover, the target must succeed on a DC 19 Wisdom saving throw against this magic or be charmed by the phantom lover. The charmedtarget regards the phantom lover as an object of its affection, provided he is of a species and gender the target is attracted to.
Each time the phantom lover or the phantom lover’s companions do anything harmful to the target, it can repeat the saving throw, ending the effect on itself on a success. It can also choose the repeat the saving throw after 24 hours have passed. The phantom lover can only have one target charmed in this way at a time.
The phantom lover can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. The phantom lover regains spent legendary actions at the start of his turn.
Shapechange. The phantom lover polymorphs into his snake form, his mist form, or back into his natural form.
Poisonous Touch. The phantom lover makes one poisonous touch attack.
Dark Sign (Costs 2 Actions). One creature of the phantom lover's choice within 60 feet of him must succeed on a DC 19 Charisma saving throw or become invisible for 1 minute. While invisible in this way, the creature takes 10 (3d6) psychic damage at the start of each of its turns.
Description
Sometimes known as Leederik, the phantom lover is a powerful undead and the Darklord of his own dread domain. Unlike most other Darklords, the phantom lover has the ability to travel in and out of his domain at will. However, he's just as bound as they are.
In life, Leederik was a selfish man who broke many hearts with his false promises of love. When he was on his deathbed, the Mists closed around him, denying him the chance to a peaceful end. Instead, Leederik was reincarnated as an undead entity, cursed to never find rest until he had fed off the grief and sorrow of every woman with a broken heart in the entirety of the Material Plane.
Lair and Lair Actions
The Phantom Lover’s Lair
The phantom lover makes his lair in a fortified tower at the center of his labyrinthine dread domain. The dark tower is protected by a loyal army of gargoyles and zombies, as well as an array of magical defenses. It's rumored that the bedchambers of the phantom lover's victims become part of his dread domain, adding on to his tower.
Regional Effects
The region surrounding the phantom lover's lair is warped by his’s unnatural presence, creating one or more of the following effects:
If the phantom lover is destroyed, these effects end after 2d6 days, though the snakes remain where they are.
Well... that's it for this time! However, with some luck, Halfastbracegirdle's request will be coming soon.
All stars fade. Some stars forever fall.
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If there was no light, people wouldn't fear the dark.
No, I... I won't play your game.
All stars fade. Some stars forever fall.
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If there was no light, people wouldn't fear the dark.
Konyan runs up to the room. "What happened to her?"
All stars fade. Some stars forever fall.
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If there was no light, people wouldn't fear the dark.
*Sweet! also please check C&KI PM*
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
(This isnt some game... Please....)
NNCHRIS: SOUL THIEF, MASTER OF THE ARCANE, AND KING OF NEW YORKNN
Gdl Creator of Ilheia and her Knights of the Fallen Stars ldG
Lesser Student of Technomancy [undergrad student in computer science]
Supporter of the 2014 rules, and a MASSIVE Homebrewer. Come to me all ye who seek salvation in wording thy brews!
Open to homebrew trades at any time!! Or feel free to request HB, and Ill see if I can get it done for ya!
Characters (Outdated)
I won't let you enjoy this. You... you're a monster.
All stars fade. Some stars forever fall.
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If there was no light, people wouldn't fear the dark.
@ttb thanks for the homebrew! These are all great 😊
Konyan sees a kindly old man wearing long white robes standing next to Lyra. The man smiles and shakes his head. “She is safe.”
If Konyan has Arcana he can spot the remains of two closed portals in the room.
*Thanks!*
"Who even are you? She doesn't look safe to me."
*His Arcana is +4. If I should roll, then 13.*
All stars fade. Some stars forever fall.
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If there was no light, people wouldn't fear the dark.
*One portal once led to the Feywild, the other to a swirling cloud of various colors, shades and tints and tones all swirling together.*
The man nods. “I have many names, but you can call me Fizban. I have known Lyra for many years. She’s safe. Her spirit is off on a quest while her body rests.”
"If you knew her for so long, why has she never mentioned you? Why is her spirit "on a quest?" And why is there a portal to the Feywild and Limbo?" Konyan sounds frustrated.
All stars fade. Some stars forever fall.
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If there was no light, people wouldn't fear the dark.
“I was her tutor at Strixhaven, when she was much younger. Her spirit is off on a quest in the Feywild. And that is not Limbo.”
"Strixhaven? Was that a school she went to?"
All stars fade. Some stars forever fall.
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If there was no light, people wouldn't fear the dark.
*GTG, bye!*
All stars fade. Some stars forever fall.
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Homebrew (Mostly Outdated): Magic Items, Monsters, Spells, Subclasses
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If there was no light, people wouldn't fear the dark.
*Bye*
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