Alright, everyone! Here's the homebrew I've created for the Tavern's Anniversary, all by request. I apologize if any of the homebrew isn't satisfactory, and I'll remake it if you want.
First up is Bobthebarb27's request for my personal take on Duckthulu. I hope I delivered.
Amphibious. Anatisilithon can breathe air and water.
Bane of Ferretkind. Anatisilithon has advantage on Wisdom (Perception) checks made to detect ferrets, and it has advantage on attack rolls against them.
Legendary Resistance (3/Day). If Anatisilithon fails a saving throw, it can choose to succeed instead.
Magic Resistance. Anatisilithon has advantage on saving throws against spells and other magical effects.
Vengeance of the Consumed. At the start of Anatisilithon's turn, each creature within 60 feet of it that has ever eaten a duck takes 7 (2d6) psychic damage.
Actions
Multiattack. Anatisilithon makes two beak of disemboweling attacks.
Beak of Disemboweling. Melee Weapon Attack: +17 to hit, reach 5 ft., one target. Hit: 24 (4d6 + 10) piercing damage. If Anatisilithon rolls a 20 on the attack roll, the target's stomach is devoured, and it instantly dies unless it doesn't have a stomach or doesn't need one to survive.
Nightmare Barrage (Recharge 5-6). Anatisilithon releases a barrage of psychic energy. Each creature within 30 feet of it must succeed on a DC 23 Charisma save or take 9 (2d8) psychic damage, and Anatisilithon gains temporary hit point equal to half of the total damage dealt.
Legendary Actions
Anatisilithon 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. Anatisilithon regains spent legendary actions at the start of its turn.
Beak of Disemboweling. Anatisilithon makes a beak of disemboweling attack.
Teleport. Anatisilithon magically teleports, along with any equipment it is wearing or carrying, up to 120 feet to an unoccupied space it can see.
Impalpable Tendrils (Costs 3 Actions). A flood of ghostly tentacles stream forth from Anatisilithon's maw. Each creature of its choice within 60 feet of it must succeed on a DC 23 Strength saving throw or take 10 (3d6) necrotic damage and be restrained until the start of its next turn.
Description
Anatisilithon is the unholy patron of all ducks- a dark messiah from the Far Realm, who's inscrutable mind is focused on the eradication of all ferrets. Even the most wicked of cults and darkest of sorcerers dare not speak Anatisilithon's name, for fear that it will come for them, change them into something... other. A twisted amalgamation of flesh and thought encased in the hollow shell of the being they used to be- a mere extension of Anatisilithon's cruel will.
Through its unnatural power, Anatisilithon has conquered an entire world, shaping the Material Plane throughs its malevolent presence alone. This world is Anatisilithon's lair, its name lost to time, save in the Black Book of Quackthulon, an ancient tome that holds the most wicked secrets of Anatisilithon and its duck followers.
Lair and Lair Actions
Anatisilithon's Lair.
Anatisilithon's world is a massive swamp filled with taints of darkness that ripple outwards endlessly. Ducks and similar fiends abound, occasionally resting on the sparse dirt mounds or rocky outcroppings. Anatisilithon makes its lair in the center of the world, in an underwater cave below the only large area of ground- an immense rocky hill covered in slime and moss.
Lair Actions
On initiative count 20 (losing initiative ties), Anatisilithon can take a lair action to cause one of the following effects; it can’t use the same effect two rounds in a row:
Anatisilithon causes the pressure in the lair to rise. Each creature within the lair that isn't a duck takes 5 (2d4) bludgeoning damage.
Anatisilithon summons an undersea current that sweeps through the lair. Up to three creatures of its choice within 120 feet of it are moved up to 60 feet in any direction of its choice.
Anatisilithon conjures an oversized duck, which follows uses the giant shark statistics, and follows Anatisilithon's commands.
Regional Effects
The region containing Anatisilithon’s lair is warped by Anatisilithon’s magic, creating one or more of the following effects:
Any ducks within 1 mile of the lair return to life 2d6 hours later if they die.
The water within 1 mile of the lair is full of slime and muck that tends to stick to the skin.
If a humanoid or ferret spends at least 1 hour within 1 mile of the lair, that creature must succeed on a DC 23 Wisdom saving throw or descend into a madness determined by the Madness of Anatisilithon table. A creature that succeeds on this saving throw can’t be affected by this regional effect again for 24 hours.
If Anatisilithon dies, these effects fade over the course of 1d10 days.
Madness of Anatisilithon
If a creature goes mad in Anatisilithon’s lair or within line of sight of the duck lord, roll on the Madness of Anatisilithon table to determine the nature of the madness, which is a character flaw that lasts until cured. See the Dungeon Master’s Guide for more on madness.
Madness of Anatisilithon
d100
Flaw (lasts until cured)
01–20
“All ferrets must be skinned and eaten raw, in the most painful way possible.”
21–40
“If a creature looks remotely similar to a duck, I must worship it as a god.”
41–60
“I enjoy killing small animals for fun.”
61–80
“I have an unhealthy obsession with psychopathy and similar mental disorders.”
81–00
“I have no friends, only slaves that must be forced into subjugation.”
Next is Nikoli_Goodfellow_King_Of_Random's request, which was to create an item by the name of "Bullets of Binding Fire." Though this one wasn't hard to make, I tried to make it a fun and unique magic item.
Bullets of Binding Fire Weapon (bullet), rare
You have a +1 bonus to attack and damage rolls made with this piece of magic ammunition. In addition, it deals an additional 2d4 fire damage, and the target must succeed on a DC 15 Strength saving throw or be restrained. While the target is restrained in this way, it takes 1d4 fire damage at the start of each of its turns. The target can repeat the save at the end of each of its turns, ending the effect on a success.
Once it hits a target, the ammunition is no longer magical.
My next request was by Bullethawk, to make a companion creature based off of her cat. Though I never knew him, I did my best to capture his personality from what BH told me.
Calming Aura. Any creature that pets Major Stubbs is subjected the effects of calm emotions, and begins smiling with joy.
Keen Smell. Major Stubbs has advantage on Wisdom (Perception) checks that rely on smell.
Actions
Adorable Purr. Major Stubbs purrs. One creature of his choice within 30 feet of him must succeed on a DC 14 Charisma saving throw or be charmed by Major Stubbs for 1 minute. A creature can choose to fail this save.
Claws. Melee Weapon Attack: +0 to hit, reach 5 ft., one target. Hit: 1 slashing damage.
Description
Major Stubbs is a ginger cat that's slightly chubby. He always looks like he's smiling, and has a two-inch stub tail.
The request after that was from Alaric_Bloodhunter. He asked me to make a magic item that was feared by the gods, but appeared as mundane. While I apologize for diverging a bit from the original request, I hope this is close enough.
Spindle of Everlasting Slumber Wondrous item, legendary
This cursed spindle appears as an ordinary object of its kind. However, it houses powerful and ancient magic within it. Any thread spun with the spindle becomes cursed. If a creature comes in contact with the thread for at least 1 hour without interruptions, it must succeed on a DC 18 Constitution saving throw or fall unconscious. If a creature falls unconscious while touching the thread, they must also make the save. A creature that's knocked unconscious in this way gains one level of exhaustion for each period of 24 hours they remain asleep. Only by touching the spindle or by means of the wish spell can the unconscious creature be awoken.
My final request was from Halfastbracegirdle. They asked me to make a high challenge rating plant that had legendary actions. It took me a lot of brainstorming, but I finally came up with something that fit those requirements.
Legendary Resistance. If the Lifetree fails a saving throw, it can choose to succeed instead.
Life's Glow. The Lifetree sheds dim light in a 30 foot radius around it. Each plant of the Lifetree's choice that starts its turn within the light regains 2d6 hit points.
Siege Monster. The Lifetree deals double damage to objects and structures.
Speak With Plants and Beasts. The Lifetree can communicate with beasts and plants as if they shared a language.
Actions
Multiattack. The Lifewood makes two melee attacks.
Crushing Branches.Melee Weapon Attack: +15 to hit, reach 30 ft., one target. Hit: 33 (7d6 + 9) bludgeoning damage.
Writhing Roots. Melee Weapon Attack: +15 to hit, reach 15 ft., one target. Hit: 22 (3d8 + 9) bludgeoning damage, and the target must succeed on a DC 23 Strength saving throw or be grappled (escape DC 17). While grappled in this way, the target is restrained, and takes 9 (2d8) bludgeoning damage at the start of each of its turns, until the grapple ends.
Blight of Rebirth (Recharge 6). A wave of devastation sweeps out from the Lifetree, instantly killing any plants that aren't creatures within 60 feet of it. All other creatures within the range must make a DC 20 Constitution saving throw, taking 40 (9d8) necrotic damage on a failed save, or half as much on a successful one. If a creature is reduced to 0 hit points by this damage, it dies, and an awakened tree rises from the spot where it perished 2d6 days later.
Legendary Actions
The Lifewood 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 Lifewood regains spent legendary actions at the start of its turn.
Sun's Rejuvenation. The Lifewood regains 16 (3d10) hit points.
Crushing Branches (Costs 2 Actions). The Lifewood makes a crushing branches attack.
Blinding Earth (Costs 3 Actions). A web of light spreads outwards from the bottom of the Lifewood's trunk. Each creature in contact with the ground within 60 feet of it must make a DC 20 Dexterity saving throw, taking 21 (6d6) radiant damage on a failed save, or half as much on a successful one. If a creature fails the saving throw by 5 or more, it's also blinded until the end of the Lifewood's next turn.
Description
It's said that when a mortal king attempted to rise and become a god, he fought in a mighty duel against the deity of sun. In the end, the mortal king died, crushed by the sun god's spear, which he had thrown with so much force even he couldn't pry it out of the ground. The shaft of the spear bloomed and became the Lifetree, towering over the forest around it. Without the Lifetree, the forest would die, withering away to become a desolate as the wasteland that surrounds it.
Lair and Lair Actions
Regional Effects
The region containing the Lifewood’s lair is warped by its magic, which creates one or more of the following effects:
Any plants within 6 miles of the lair grow twice as quickly as normal, and are often healthier and more vibrant than others of their kind.
Animals within 1 mile of the lair are sentient and can speak Sylvan.
Any wooden object within 1 mile of the lair that touches the ground for more than an hour at a time takes root and begins growing.
If the Lifewood dies, vegetation remains as it has grown, but the other effects fade over 1d10 days.
Well, that's it for now! I hope this homebrew was to your liking!
*Pallghost silently wishes that They had mentioned wanting a stat block for meroving but it doesn't really matter*
*All that aside, You have my applause*
*Thanks! Just as a heads up, I'll make on homebrew thing for someone on their birthday, so if you tell me then, I can make it for you.*
*March 8th so not any time soon*
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Hi everyone! I'm working up the will to finalize my signature, so... I guess this will be the signature for now
Alright, everyone! Here's the homebrew I've created for the Tavern's Anniversary, all by request. I apologize if any of the homebrew isn't satisfactory, and I'll remake it if you want.
First up is Bobthebarb27's request for my personal take on Duckthulu. I hope I delivered.
Amphibious. Anatisilithon can breathe air and water.
Bane of Ferretkind. Anatisilithon has advantage on Wisdom (Perception) checks made to detect ferrets, and it has advantage on attack rolls against them.
Legendary Resistance (3/Day). If Anatisilithon fails a saving throw, it can choose to succeed instead.
Magic Resistance. Anatisilithon has advantage on saving throws against spells and other magical effects.
Vengeance of the Consumed. At the start of Anatisilithon's turn, each creature within 60 feet of it that has ever eaten a duck takes 7 (2d6) psychic damage.
Actions
Multiattack. Anatisilithon makes two beak of disemboweling attacks.
Beak of Disemboweling. Melee Weapon Attack: +17 to hit, reach 5 ft., one target. Hit: 24 (4d6 + 10) piercing damage. If Anatisilithon rolls a 20 on the attack roll, the target's stomach is devoured, and it instantly dies unless it doesn't have a stomach or doesn't need one to survive.
Nightmare Barrage (Recharge 5-6). Anatisilithon releases a barrage of psychic energy. Each creature within 30 feet of it must succeed on a DC 23 Charisma save or take 9 (2d8) psychic damage, and Anatisilithon gains temporary hit point equal to half of the total damage dealt.
Legendary Actions
Anatisilithon 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. Anatisilithon regains spent legendary actions at the start of its turn.
Beak of Disemboweling. Anatisilithon makes a beak of disemboweling attack.
Teleport. Anatisilithon magically teleports, along with any equipment it is wearing or carrying, up to 120 feet to an unoccupied space it can see.
Impalpable Tendrils (Costs 3 Actions). A flood of ghostly tentacles stream forth from Anatisilithon's maw. Each creature of its choice within 60 feet of it must succeed on a DC 23 Strength saving throw or take 10 (3d6) necrotic damage and be restrained until the start of its next turn.
Description
Anatisilithon is the unholy patron of all ducks- a dark messiah from the Far Realm, who's inscrutable mind is focused on the eradication of all ferrets. Even the most wicked of cults and darkest of sorcerers dare not speak Anatisilithon's name, for fear that it will come for them, change them into something... other. A twisted amalgamation of flesh and thought encased in the hollow shell of the being they used to be- a mere extension of Anatisilithon's cruel will.
Through its unnatural power, Anatisilithon has conquered an entire world, shaping the Material Plane throughs its malevolent presence alone. This world is Anatisilithon's lair, its name lost to time, save in the Black Book of Quackthulon, an ancient tome that holds the most wicked secrets of Anatisilithon and its duck followers.
Lair and Lair Actions
Anatisilithon's Lair.
Anatisilithon's world is a massive swamp filled with taints of darkness that ripple outwards endlessly. Ducks and similar fiends abound, occasionally resting on the sparse dirt mounds or rocky outcroppings. Anatisilithon makes its lair in the center of the world, in an underwater cave below the only large area of ground- an immense rocky hill covered in slime and moss.
Lair Actions
On initiative count 20 (losing initiative ties), Anatisilithon can take a lair action to cause one of the following effects; it can’t use the same effect two rounds in a row:
Anatisilithon causes the pressure in the lair to rise. Each creature within the lair that isn't a duck takes 5 (2d4) bludgeoning damage.
Anatisilithon summons an undersea current that sweeps through the lair. Up to three creatures of its choice within 120 feet of it are moved up to 60 feet in any direction of its choice.
Anatisilithon conjures an oversized duck, which follows uses the giant shark statistics, and follows Anatisilithon's commands.
Regional Effects
The region containing Anatisilithon’s lair is warped by Anatisilithon’s magic, creating one or more of the following effects:
Any ducks within 1 mile of the lair return to life 2d6 hours later if they die.
The water within 1 mile of the lair is full of slime and muck that tends to stick to the skin.
If a humanoid or ferret spends at least 1 hour within 1 mile of the lair, that creature must succeed on a DC 23 Wisdom saving throw or descend into a madness determined by the Madness of Anatisilithon table. A creature that succeeds on this saving throw can’t be affected by this regional effect again for 24 hours.
If Anatisilithon dies, these effects fade over the course of 1d10 days.
Madness of Anatisilithon
If a creature goes mad in Anatisilithon’s lair or within line of sight of the duck lord, roll on the Madness of Anatisilithon table to determine the nature of the madness, which is a character flaw that lasts until cured. See the Dungeon Master’s Guide for more on madness.
Madness of Anatisilithon
d100
Flaw (lasts until cured)
01–20
“All ferrets must be skinned and eaten raw, in the most painful way possible.”
21–40
“If a creature looks remotely similar to a duck, I must worship it as a god.”
41–60
“I enjoy killing small animals for fun.”
61–80
“I have an unhealthy obsession with psychopathy and similar mental disorders.”
81–00
“I have no friends, only slaves that must be forced into subjugation.”
Next is Nikoli_Goodfellow_King_Of_Random's request, which was to create an item by the name of "Bullets of Binding Fire." Though this one wasn't hard to make, I tried to make it a fun and unique magic item.
Bullets of Binding Fire Weapon (bullet), rare
You have a +1 bonus to attack and damage rolls made with this piece of magic ammunition. In addition, it deals an additional 2d4 fire damage, and the target must succeed on a DC 15 Strength saving throw or be restrained. While the target is restrained in this way, it takes 1d4 fire damage at the start of each of its turns. The target can repeat the save at the end of each of its turns, ending the effect on a success.
Once it hits a target, the ammunition is no longer magical.
My next request was by Bullethawk, to make a companion creature based off of her cat. Though I never knew him, I did my best to capture his personality from what BH told me.
Calming Aura. Any creature that pets Major Stubbs is subjected the effects of calm emotions, and begins smiling with joy.
Keen Smell. Major Stubbs has advantage on Wisdom (Perception) checks that rely on smell.
Actions
Adorable Purr. Major Stubbs purrs. One creature of his choice within 30 feet of him must succeed on a DC 14 Charisma saving throw or be charmed by Major Stubbs for 1 minute. A creature can choose to fail this save.
Claws. Melee Weapon Attack: +0 to hit, reach 5 ft., one target. Hit: 1 slashing damage.
Description
Major Stubbs is a ginger cat that's slightly chubby. He always looks like he's smiling, and has a two-inch stub tail.
The request after that was from Alaric_Bloodhunter. He asked me to make a magic item that was feared by the gods, but appeared as mundane. While I apologize for diverging a bit from the original request, I hope this is close enough.
Spindle of Everlasting Slumber Wondrous item, legendary
This cursed spindle appears as an ordinary object of its kind. However, it houses powerful and ancient magic within it. Any thread spun with the spindle becomes cursed. If a creature comes in contact with the thread for at least 1 hour without interruptions, it must succeed on a DC 18 Constitution saving throw or fall unconscious. If a creature falls unconscious while touching the thread, they must also make the save. A creature that's knocked unconscious in this way gains one level of exhaustion for each period of 24 hours they remain asleep. Only by touching the spindle or by means of the wish spell can the unconscious creature be awoken.
My final request was from Halfastbracegirdle. They asked me to make a high challenge rating plant that had legendary actions. It took me a lot of brainstorming, but I finally came up with something that fit those requirements.
Legendary Resistance. If the Lifetree fails a saving throw, it can choose to succeed instead.
Life's Glow. The Lifetree sheds dim light in a 30 foot radius around it. Each plant of the Lifetree's choice that starts its turn within the light regains 2d6 hit points.
Siege Monster. The Lifetree deals double damage to objects and structures.
Speak With Plants and Beasts. The Lifetree can communicate with beasts and plants as if they shared a language.
Actions
Multiattack. The Lifewood makes two melee attacks.
Crushing Branches.Melee Weapon Attack: +15 to hit, reach 30 ft., one target. Hit: 33 (7d6 + 9) bludgeoning damage.
Writhing Roots. Melee Weapon Attack: +15 to hit, reach 15 ft., one target. Hit: 22 (3d8 + 9) bludgeoning damage, and the target must succeed on a DC 23 Strength saving throw or be grappled (escape DC 17). While grappled in this way, the target is restrained, and takes 9 (2d8) bludgeoning damage at the start of each of its turns, until the grapple ends.
Blight of Rebirth (Recharge 6). A wave of devastation sweeps out from the Lifetree, instantly killing any plants that aren't creatures within 60 feet of it. All other creatures within the range must make a DC 20 Constitution saving throw, taking 40 (9d8) necrotic damage on a failed save, or half as much on a successful one. If a creature is reduced to 0 hit points by this damage, it dies, and an awakened tree rises from the spot where it perished 2d6 days later.
Legendary Actions
The Lifewood 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 Lifewood regains spent legendary actions at the start of its turn.
Sun's Rejuvenation. The Lifewood regains 16 (3d10) hit points.
Crushing Branches (Costs 2 Actions). The Lifewood makes a crushing branches attack.
Blinding Earth (Costs 3 Actions). A web of light spreads outwards from the bottom of the Lifewood's trunk. Each creature in contact with the ground within 60 feet of it must make a DC 20 Dexterity saving throw, taking 21 (6d6) radiant damage on a failed save, or half as much on a successful one. If a creature fails the saving throw by 5 or more, it's also blinded until the end of the Lifewood's next turn.
Description
It's said that when a mortal king attempted to rise and become a god, he fought in a mighty duel against the deity of sun. In the end, the mortal king died, crushed by the sun god's spear, which he had thrown with so much force even he couldn't pry it out of the ground. The shaft of the spear bloomed and became the Lifetree, towering over the forest around it. Without the Lifetree, the forest would die, withering away to become a desolate as the wasteland that surrounds it.
Lair and Lair Actions
Regional Effects
The region containing the Lifewood’s lair is warped by its magic, which creates one or more of the following effects:
Any plants within 6 miles of the lair grow twice as quickly as normal, and are often healthier and more vibrant than others of their kind.
Animals within 1 mile of the lair are sentient and can speak Sylvan.
Any wooden object within 1 mile of the lair that touches the ground for more than an hour at a time takes root and begins growing.
If the Lifewood dies, vegetation remains as it has grown, but the other effects fade over 1d10 days.
Well, that's it for now! I hope this homebrew was to your liking!
*Nice!*
*I'm glad you like it!*
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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.
Tefeerinn is walking around the prison slowly, waiting
Shardia is walking around
Kalnor is shivering
Mithris opens the door to his room. She has a plate of chicken tenders and cheese fries with her, plus a cup filled with ranch sauce.
".. Hello again... How are you?"
"I'm well. How are you?"
Rollback Post to RevisionRollBack
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.
Alright, everyone! Here's the homebrew I've created for the Tavern's Anniversary, all by request. I apologize if any of the homebrew isn't satisfactory, and I'll remake it if you want.
First up is Bobthebarb27's request for my personal take on Duckthulu. I hope I delivered.
Amphibious. Anatisilithon can breathe air and water.
Bane of Ferretkind. Anatisilithon has advantage on Wisdom (Perception) checks made to detect ferrets, and it has advantage on attack rolls against them.
Legendary Resistance (3/Day). If Anatisilithon fails a saving throw, it can choose to succeed instead.
Magic Resistance. Anatisilithon has advantage on saving throws against spells and other magical effects.
Vengeance of the Consumed. At the start of Anatisilithon's turn, each creature within 60 feet of it that has ever eaten a duck takes 7 (2d6) psychic damage.
Actions
Multiattack. Anatisilithon makes two beak of disemboweling attacks.
Beak of Disemboweling. Melee Weapon Attack: +17 to hit, reach 5 ft., one target. Hit: 24 (4d6 + 10) piercing damage. If Anatisilithon rolls a 20 on the attack roll, the target's stomach is devoured, and it instantly dies unless it doesn't have a stomach or doesn't need one to survive.
Nightmare Barrage (Recharge 5-6). Anatisilithon releases a barrage of psychic energy. Each creature within 30 feet of it must succeed on a DC 23 Charisma save or take 9 (2d8) psychic damage, and Anatisilithon gains temporary hit point equal to half of the total damage dealt.
Legendary Actions
Anatisilithon 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. Anatisilithon regains spent legendary actions at the start of its turn.
Beak of Disemboweling. Anatisilithon makes a beak of disemboweling attack.
Teleport. Anatisilithon magically teleports, along with any equipment it is wearing or carrying, up to 120 feet to an unoccupied space it can see.
Impalpable Tendrils (Costs 3 Actions). A flood of ghostly tentacles stream forth from Anatisilithon's maw. Each creature of its choice within 60 feet of it must succeed on a DC 23 Strength saving throw or take 10 (3d6) necrotic damage and be restrained until the start of its next turn.
Description
Anatisilithon is the unholy patron of all ducks- a dark messiah from the Far Realm, who's inscrutable mind is focused on the eradication of all ferrets. Even the most wicked of cults and darkest of sorcerers dare not speak Anatisilithon's name, for fear that it will come for them, change them into something... other. A twisted amalgamation of flesh and thought encased in the hollow shell of the being they used to be- a mere extension of Anatisilithon's cruel will.
Through its unnatural power, Anatisilithon has conquered an entire world, shaping the Material Plane throughs its malevolent presence alone. This world is Anatisilithon's lair, its name lost to time, save in the Black Book of Quackthulon, an ancient tome that holds the most wicked secrets of Anatisilithon and its duck followers.
Lair and Lair Actions
Anatisilithon's Lair.
Anatisilithon's world is a massive swamp filled with taints of darkness that ripple outwards endlessly. Ducks and similar fiends abound, occasionally resting on the sparse dirt mounds or rocky outcroppings. Anatisilithon makes its lair in the center of the world, in an underwater cave below the only large area of ground- an immense rocky hill covered in slime and moss.
Lair Actions
On initiative count 20 (losing initiative ties), Anatisilithon can take a lair action to cause one of the following effects; it can’t use the same effect two rounds in a row:
Anatisilithon causes the pressure in the lair to rise. Each creature within the lair that isn't a duck takes 5 (2d4) bludgeoning damage.
Anatisilithon summons an undersea current that sweeps through the lair. Up to three creatures of its choice within 120 feet of it are moved up to 60 feet in any direction of its choice.
Anatisilithon conjures an oversized duck, which follows uses the giant shark statistics, and follows Anatisilithon's commands.
Regional Effects
The region containing Anatisilithon’s lair is warped by Anatisilithon’s magic, creating one or more of the following effects:
Any ducks within 1 mile of the lair return to life 2d6 hours later if they die.
The water within 1 mile of the lair is full of slime and muck that tends to stick to the skin.
If a humanoid or ferret spends at least 1 hour within 1 mile of the lair, that creature must succeed on a DC 23 Wisdom saving throw or descend into a madness determined by the Madness of Anatisilithon table. A creature that succeeds on this saving throw can’t be affected by this regional effect again for 24 hours.
If Anatisilithon dies, these effects fade over the course of 1d10 days.
Madness of Anatisilithon
If a creature goes mad in Anatisilithon’s lair or within line of sight of the duck lord, roll on the Madness of Anatisilithon table to determine the nature of the madness, which is a character flaw that lasts until cured. See the Dungeon Master’s Guide for more on madness.
Madness of Anatisilithon
d100
Flaw (lasts until cured)
01–20
“All ferrets must be skinned and eaten raw, in the most painful way possible.”
21–40
“If a creature looks remotely similar to a duck, I must worship it as a god.”
41–60
“I enjoy killing small animals for fun.”
61–80
“I have an unhealthy obsession with psychopathy and similar mental disorders.”
81–00
“I have no friends, only slaves that must be forced into subjugation.”
Next is Nikoli_Goodfellow_King_Of_Random's request, which was to create an item by the name of "Bullets of Binding Fire." Though this one wasn't hard to make, I tried to make it a fun and unique magic item.
Bullets of Binding Fire Weapon (bullet), rare
You have a +1 bonus to attack and damage rolls made with this piece of magic ammunition. In addition, it deals an additional 2d4 fire damage, and the target must succeed on a DC 15 Strength saving throw or be restrained. While the target is restrained in this way, it takes 1d4 fire damage at the start of each of its turns. The target can repeat the save at the end of each of its turns, ending the effect on a success.
Once it hits a target, the ammunition is no longer magical.
My next request was by Bullethawk, to make a companion creature based off of her cat. Though I never knew him, I did my best to capture his personality from what BH told me.
Calming Aura. Any creature that pets Major Stubbs is subjected the effects of calm emotions, and begins smiling with joy.
Keen Smell. Major Stubbs has advantage on Wisdom (Perception) checks that rely on smell.
Actions
Adorable Purr. Major Stubbs purrs. One creature of his choice within 30 feet of him must succeed on a DC 14 Charisma saving throw or be charmed by Major Stubbs for 1 minute. A creature can choose to fail this save.
Claws. Melee Weapon Attack: +0 to hit, reach 5 ft., one target. Hit: 1 slashing damage.
Description
Major Stubbs is a ginger cat that's slightly chubby. He always looks like he's smiling, and has a two-inch stub tail.
The request after that was from Alaric_Bloodhunter. He asked me to make a magic item that was feared by the gods, but appeared as mundane. While I apologize for diverging a bit from the original request, I hope this is close enough.
Spindle of Everlasting Slumber Wondrous item, legendary
This cursed spindle appears as an ordinary object of its kind. However, it houses powerful and ancient magic within it. Any thread spun with the spindle becomes cursed. If a creature comes in contact with the thread for at least 1 hour without interruptions, it must succeed on a DC 18 Constitution saving throw or fall unconscious. If a creature falls unconscious while touching the thread, they must also make the save. A creature that's knocked unconscious in this way gains one level of exhaustion for each period of 24 hours they remain asleep. Only by touching the spindle or by means of the wish spell can the unconscious creature be awoken.
My final request was from Halfastbracegirdle. They asked me to make a high challenge rating plant that had legendary actions. It took me a lot of brainstorming, but I finally came up with something that fit those requirements.
Legendary Resistance. If the Lifetree fails a saving throw, it can choose to succeed instead.
Life's Glow. The Lifetree sheds dim light in a 30 foot radius around it. Each plant of the Lifetree's choice that starts its turn within the light regains 2d6 hit points.
Siege Monster. The Lifetree deals double damage to objects and structures.
Speak With Plants and Beasts. The Lifetree can communicate with beasts and plants as if they shared a language.
Actions
Multiattack. The Lifewood makes two melee attacks.
Crushing Branches.Melee Weapon Attack: +15 to hit, reach 30 ft., one target. Hit: 33 (7d6 + 9) bludgeoning damage.
Writhing Roots. Melee Weapon Attack: +15 to hit, reach 15 ft., one target. Hit: 22 (3d8 + 9) bludgeoning damage, and the target must succeed on a DC 23 Strength saving throw or be grappled (escape DC 17). While grappled in this way, the target is restrained, and takes 9 (2d8) bludgeoning damage at the start of each of its turns, until the grapple ends.
Blight of Rebirth (Recharge 6). A wave of devastation sweeps out from the Lifetree, instantly killing any plants that aren't creatures within 60 feet of it. All other creatures within the range must make a DC 20 Constitution saving throw, taking 40 (9d8) necrotic damage on a failed save, or half as much on a successful one. If a creature is reduced to 0 hit points by this damage, it dies, and an awakened tree rises from the spot where it perished 2d6 days later.
Legendary Actions
The Lifewood 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 Lifewood regains spent legendary actions at the start of its turn.
Sun's Rejuvenation. The Lifewood regains 16 (3d10) hit points.
Crushing Branches (Costs 2 Actions). The Lifewood makes a crushing branches attack.
Blinding Earth (Costs 3 Actions). A web of light spreads outwards from the bottom of the Lifewood's trunk. Each creature in contact with the ground within 60 feet of it must make a DC 20 Dexterity saving throw, taking 21 (6d6) radiant damage on a failed save, or half as much on a successful one. If a creature fails the saving throw by 5 or more, it's also blinded until the end of the Lifewood's next turn.
Description
It's said that when a mortal king attempted to rise and become a god, he fought in a mighty duel against the deity of sun. In the end, the mortal king died, crushed by the sun god's spear, which he had thrown with so much force even he couldn't pry it out of the ground. The shaft of the spear bloomed and became the Lifetree, towering over the forest around it. Without the Lifetree, the forest would die, withering away to become a desolate as the wasteland that surrounds it.
Lair and Lair Actions
Regional Effects
The region containing the Lifewood’s lair is warped by its magic, which creates one or more of the following effects:
Any plants within 6 miles of the lair grow twice as quickly as normal, and are often healthier and more vibrant than others of their kind.
Animals within 1 mile of the lair are sentient and can speak Sylvan.
Any wooden object within 1 mile of the lair that touches the ground for more than an hour at a time takes root and begins growing.
If the Lifewood dies, vegetation remains as it has grown, but the other effects fade over 1d10 days.
Well, that's it for now! I hope this homebrew was to your liking!
*Awesome. Its like the spindle from sleeping beauty*
*Fun, that bullet is exactly what I wanted.*
*Awesome! I'm glad I got it right!*
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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.
Tefeerinn is walking around the prison slowly, waiting
Shardia is walking around
Kalnor is shivering
Mithris opens the door to his room. She has a plate of chicken tenders and cheese fries with her, plus a cup filled with ranch sauce.
".. Hello again... How are you?"
"I'm well. How are you?"
"... A little better than earlier."
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)
*But my characters were still willing to give Orion a chance after that.*
*Maybe if he could be in the tavern for more than five seconds without being attacked, that could have happened*
*1. If someone mutilates someone, people hate that person. 2. He was also a problem because he was powercreeped (and then became an archdevil). PowerFUL is not powerCREEP. 3. What Orion did shouldn't be at the table unless people give consent (or at least with my perspective).*
*I agree with all of that. For the 3rd i especially agree. but from what i've seen, TTB doesn't disagree with all of that happening(Correct me if i'm wrong TTB), since even when orion was retconned out of the world, they chose to keep the fact that astara lost her wings*
*Yeah, it was an unexpected change that caused her character to develop in a unique way I never would have planned for.*
*Btw, whats the archdevil that sarana works for's name?*
*Fierna.*
*Oh sarana is going to want to meet guitar person*
*She would probably know who he is already if he's from Phlegethos.*
*Not just that. But i'll have to reveal that IC for rp purposes*
The changeling walks over to Sanara *If they are in the tavern*
"Hello, how is it going?"
*She's not, sorry.*
Rollback Post to RevisionRollBack
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.
*But my characters were still willing to give Orion a chance after that.*
*Maybe if he could be in the tavern for more than five seconds without being attacked, that could have happened*
*1. If someone mutilates someone, people hate that person. 2. He was also a problem because he was powercreeped (and then became an archdevil). PowerFUL is not powerCREEP. 3. What Orion did shouldn't be at the table unless people give consent (or at least with my perspective).*
*I agree with all of that. For the 3rd i especially agree. but from what i've seen, TTB doesn't disagree with all of that happening(Correct me if i'm wrong TTB), since even when orion was retconned out of the world, they chose to keep the fact that astara lost her wings*
*Yeah, it was an unexpected change that caused her character to develop in a unique way I never would have planned for.*
*Btw, whats the archdevil that sarana works for's name?*
*Fierna.*
*Oh sarana is going to want to meet guitar person*
*She would probably know who he is already if he's from Phlegethos.*
*Not just that. But i'll have to reveal that IC for rp purposes*
*Ah, okay.*
Rollback Post to RevisionRollBack
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.
Alright, everyone! Here's the homebrew I've created for the Tavern's Anniversary, all by request. I apologize if any of the homebrew isn't satisfactory, and I'll remake it if you want.
First up is Bobthebarb27's request for my personal take on Duckthulu. I hope I delivered.
Amphibious. Anatisilithon can breathe air and water.
Bane of Ferretkind. Anatisilithon has advantage on Wisdom (Perception) checks made to detect ferrets, and it has advantage on attack rolls against them.
Legendary Resistance (3/Day). If Anatisilithon fails a saving throw, it can choose to succeed instead.
Magic Resistance. Anatisilithon has advantage on saving throws against spells and other magical effects.
Vengeance of the Consumed. At the start of Anatisilithon's turn, each creature within 60 feet of it that has ever eaten a duck takes 7 (2d6) psychic damage.
Actions
Multiattack. Anatisilithon makes two beak of disemboweling attacks.
Beak of Disemboweling. Melee Weapon Attack: +17 to hit, reach 5 ft., one target. Hit: 24 (4d6 + 10) piercing damage. If Anatisilithon rolls a 20 on the attack roll, the target's stomach is devoured, and it instantly dies unless it doesn't have a stomach or doesn't need one to survive.
Nightmare Barrage (Recharge 5-6). Anatisilithon releases a barrage of psychic energy. Each creature within 30 feet of it must succeed on a DC 23 Charisma save or take 9 (2d8) psychic damage, and Anatisilithon gains temporary hit point equal to half of the total damage dealt.
Legendary Actions
Anatisilithon 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. Anatisilithon regains spent legendary actions at the start of its turn.
Beak of Disemboweling. Anatisilithon makes a beak of disemboweling attack.
Teleport. Anatisilithon magically teleports, along with any equipment it is wearing or carrying, up to 120 feet to an unoccupied space it can see.
Impalpable Tendrils (Costs 3 Actions). A flood of ghostly tentacles stream forth from Anatisilithon's maw. Each creature of its choice within 60 feet of it must succeed on a DC 23 Strength saving throw or take 10 (3d6) necrotic damage and be restrained until the start of its next turn.
Description
Anatisilithon is the unholy patron of all ducks- a dark messiah from the Far Realm, who's inscrutable mind is focused on the eradication of all ferrets. Even the most wicked of cults and darkest of sorcerers dare not speak Anatisilithon's name, for fear that it will come for them, change them into something... other. A twisted amalgamation of flesh and thought encased in the hollow shell of the being they used to be- a mere extension of Anatisilithon's cruel will.
Through its unnatural power, Anatisilithon has conquered an entire world, shaping the Material Plane throughs its malevolent presence alone. This world is Anatisilithon's lair, its name lost to time, save in the Black Book of Quackthulon, an ancient tome that holds the most wicked secrets of Anatisilithon and its duck followers.
Lair and Lair Actions
Anatisilithon's Lair.
Anatisilithon's world is a massive swamp filled with taints of darkness that ripple outwards endlessly. Ducks and similar fiends abound, occasionally resting on the sparse dirt mounds or rocky outcroppings. Anatisilithon makes its lair in the center of the world, in an underwater cave below the only large area of ground- an immense rocky hill covered in slime and moss.
Lair Actions
On initiative count 20 (losing initiative ties), Anatisilithon can take a lair action to cause one of the following effects; it can’t use the same effect two rounds in a row:
Anatisilithon causes the pressure in the lair to rise. Each creature within the lair that isn't a duck takes 5 (2d4) bludgeoning damage.
Anatisilithon summons an undersea current that sweeps through the lair. Up to three creatures of its choice within 120 feet of it are moved up to 60 feet in any direction of its choice.
Anatisilithon conjures an oversized duck, which follows uses the giant shark statistics, and follows Anatisilithon's commands.
Regional Effects
The region containing Anatisilithon’s lair is warped by Anatisilithon’s magic, creating one or more of the following effects:
Any ducks within 1 mile of the lair return to life 2d6 hours later if they die.
The water within 1 mile of the lair is full of slime and muck that tends to stick to the skin.
If a humanoid or ferret spends at least 1 hour within 1 mile of the lair, that creature must succeed on a DC 23 Wisdom saving throw or descend into a madness determined by the Madness of Anatisilithon table. A creature that succeeds on this saving throw can’t be affected by this regional effect again for 24 hours.
If Anatisilithon dies, these effects fade over the course of 1d10 days.
Madness of Anatisilithon
If a creature goes mad in Anatisilithon’s lair or within line of sight of the duck lord, roll on the Madness of Anatisilithon table to determine the nature of the madness, which is a character flaw that lasts until cured. See the Dungeon Master’s Guide for more on madness.
Madness of Anatisilithon
d100
Flaw (lasts until cured)
01–20
“All ferrets must be skinned and eaten raw, in the most painful way possible.”
21–40
“If a creature looks remotely similar to a duck, I must worship it as a god.”
41–60
“I enjoy killing small animals for fun.”
61–80
“I have an unhealthy obsession with psychopathy and similar mental disorders.”
81–00
“I have no friends, only slaves that must be forced into subjugation.”
Next is Nikoli_Goodfellow_King_Of_Random's request, which was to create an item by the name of "Bullets of Binding Fire." Though this one wasn't hard to make, I tried to make it a fun and unique magic item.
Bullets of Binding Fire Weapon (bullet), rare
You have a +1 bonus to attack and damage rolls made with this piece of magic ammunition. In addition, it deals an additional 2d4 fire damage, and the target must succeed on a DC 15 Strength saving throw or be restrained. While the target is restrained in this way, it takes 1d4 fire damage at the start of each of its turns. The target can repeat the save at the end of each of its turns, ending the effect on a success.
Once it hits a target, the ammunition is no longer magical.
My next request was by Bullethawk, to make a companion creature based off of her cat. Though I never knew him, I did my best to capture his personality from what BH told me.
Calming Aura. Any creature that pets Major Stubbs is subjected the effects of calm emotions, and begins smiling with joy.
Keen Smell. Major Stubbs has advantage on Wisdom (Perception) checks that rely on smell.
Actions
Adorable Purr. Major Stubbs purrs. One creature of his choice within 30 feet of him must succeed on a DC 14 Charisma saving throw or be charmed by Major Stubbs for 1 minute. A creature can choose to fail this save.
Claws. Melee Weapon Attack: +0 to hit, reach 5 ft., one target. Hit: 1 slashing damage.
Description
Major Stubbs is a ginger cat that's slightly chubby. He always looks like he's smiling, and has a two-inch stub tail.
The request after that was from Alaric_Bloodhunter. He asked me to make a magic item that was feared by the gods, but appeared as mundane. While I apologize for diverging a bit from the original request, I hope this is close enough.
Spindle of Everlasting Slumber Wondrous item, legendary
This cursed spindle appears as an ordinary object of its kind. However, it houses powerful and ancient magic within it. Any thread spun with the spindle becomes cursed. If a creature comes in contact with the thread for at least 1 hour without interruptions, it must succeed on a DC 18 Constitution saving throw or fall unconscious. If a creature falls unconscious while touching the thread, they must also make the save. A creature that's knocked unconscious in this way gains one level of exhaustion for each period of 24 hours they remain asleep. Only by touching the spindle or by means of the wish spell can the unconscious creature be awoken.
My final request was from Halfastbracegirdle. They asked me to make a high challenge rating plant that had legendary actions. It took me a lot of brainstorming, but I finally came up with something that fit those requirements.
Legendary Resistance. If the Lifetree fails a saving throw, it can choose to succeed instead.
Life's Glow. The Lifetree sheds dim light in a 30 foot radius around it. Each plant of the Lifetree's choice that starts its turn within the light regains 2d6 hit points.
Siege Monster. The Lifetree deals double damage to objects and structures.
Speak With Plants and Beasts. The Lifetree can communicate with beasts and plants as if they shared a language.
Actions
Multiattack. The Lifewood makes two melee attacks.
Crushing Branches.Melee Weapon Attack: +15 to hit, reach 30 ft., one target. Hit: 33 (7d6 + 9) bludgeoning damage.
Writhing Roots. Melee Weapon Attack: +15 to hit, reach 15 ft., one target. Hit: 22 (3d8 + 9) bludgeoning damage, and the target must succeed on a DC 23 Strength saving throw or be grappled (escape DC 17). While grappled in this way, the target is restrained, and takes 9 (2d8) bludgeoning damage at the start of each of its turns, until the grapple ends.
Blight of Rebirth (Recharge 6). A wave of devastation sweeps out from the Lifetree, instantly killing any plants that aren't creatures within 60 feet of it. All other creatures within the range must make a DC 20 Constitution saving throw, taking 40 (9d8) necrotic damage on a failed save, or half as much on a successful one. If a creature is reduced to 0 hit points by this damage, it dies, and an awakened tree rises from the spot where it perished 2d6 days later.
Legendary Actions
The Lifewood 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 Lifewood regains spent legendary actions at the start of its turn.
Sun's Rejuvenation. The Lifewood regains 16 (3d10) hit points.
Crushing Branches (Costs 2 Actions). The Lifewood makes a crushing branches attack.
Blinding Earth (Costs 3 Actions). A web of light spreads outwards from the bottom of the Lifewood's trunk. Each creature in contact with the ground within 60 feet of it must make a DC 20 Dexterity saving throw, taking 21 (6d6) radiant damage on a failed save, or half as much on a successful one. If a creature fails the saving throw by 5 or more, it's also blinded until the end of the Lifewood's next turn.
Description
It's said that when a mortal king attempted to rise and become a god, he fought in a mighty duel against the deity of sun. In the end, the mortal king died, crushed by the sun god's spear, which he had thrown with so much force even he couldn't pry it out of the ground. The shaft of the spear bloomed and became the Lifetree, towering over the forest around it. Without the Lifetree, the forest would die, withering away to become a desolate as the wasteland that surrounds it.
Lair and Lair Actions
Regional Effects
The region containing the Lifewood’s lair is warped by its magic, which creates one or more of the following effects:
Any plants within 6 miles of the lair grow twice as quickly as normal, and are often healthier and more vibrant than others of their kind.
Animals within 1 mile of the lair are sentient and can speak Sylvan.
Any wooden object within 1 mile of the lair that touches the ground for more than an hour at a time takes root and begins growing.
If the Lifewood dies, vegetation remains as it has grown, but the other effects fade over 1d10 days.
Well, that's it for now! I hope this homebrew was to your liking!
*Nice!*
*I'm glad you like it!*
*Parts of the Lifewood call it the Lifetree, but other than that, it's good.*
Tefeerinn is walking around the prison slowly, waiting
Shardia is walking around
Kalnor is shivering
The changeling walks over to Shardia, shifts to human
"Hello, what is your name?"
"Shardia... Who are you?"
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)
Tefeerinn is walking around the prison slowly, waiting
Shardia is walking around
Kalnor is shivering
Mithris opens the door to his room. She has a plate of chicken tenders and cheese fries with her, plus a cup filled with ranch sauce.
".. Hello again... How are you?"
"I'm well. How are you?"
"... A little better than earlier."
"That's good." She sets the plate down. "Will you eat?"
Rollback Post to RevisionRollBack
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.
Alright, everyone! Here's the homebrew I've created for the Tavern's Anniversary, all by request. I apologize if any of the homebrew isn't satisfactory, and I'll remake it if you want.
First up is Bobthebarb27's request for my personal take on Duckthulu. I hope I delivered.
Amphibious. Anatisilithon can breathe air and water.
Bane of Ferretkind. Anatisilithon has advantage on Wisdom (Perception) checks made to detect ferrets, and it has advantage on attack rolls against them.
Legendary Resistance (3/Day). If Anatisilithon fails a saving throw, it can choose to succeed instead.
Magic Resistance. Anatisilithon has advantage on saving throws against spells and other magical effects.
Vengeance of the Consumed. At the start of Anatisilithon's turn, each creature within 60 feet of it that has ever eaten a duck takes 7 (2d6) psychic damage.
Actions
Multiattack. Anatisilithon makes two beak of disemboweling attacks.
Beak of Disemboweling. Melee Weapon Attack: +17 to hit, reach 5 ft., one target. Hit: 24 (4d6 + 10) piercing damage. If Anatisilithon rolls a 20 on the attack roll, the target's stomach is devoured, and it instantly dies unless it doesn't have a stomach or doesn't need one to survive.
Nightmare Barrage (Recharge 5-6). Anatisilithon releases a barrage of psychic energy. Each creature within 30 feet of it must succeed on a DC 23 Charisma save or take 9 (2d8) psychic damage, and Anatisilithon gains temporary hit point equal to half of the total damage dealt.
Legendary Actions
Anatisilithon 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. Anatisilithon regains spent legendary actions at the start of its turn.
Beak of Disemboweling. Anatisilithon makes a beak of disemboweling attack.
Teleport. Anatisilithon magically teleports, along with any equipment it is wearing or carrying, up to 120 feet to an unoccupied space it can see.
Impalpable Tendrils (Costs 3 Actions). A flood of ghostly tentacles stream forth from Anatisilithon's maw. Each creature of its choice within 60 feet of it must succeed on a DC 23 Strength saving throw or take 10 (3d6) necrotic damage and be restrained until the start of its next turn.
Description
Anatisilithon is the unholy patron of all ducks- a dark messiah from the Far Realm, who's inscrutable mind is focused on the eradication of all ferrets. Even the most wicked of cults and darkest of sorcerers dare not speak Anatisilithon's name, for fear that it will come for them, change them into something... other. A twisted amalgamation of flesh and thought encased in the hollow shell of the being they used to be- a mere extension of Anatisilithon's cruel will.
Through its unnatural power, Anatisilithon has conquered an entire world, shaping the Material Plane throughs its malevolent presence alone. This world is Anatisilithon's lair, its name lost to time, save in the Black Book of Quackthulon, an ancient tome that holds the most wicked secrets of Anatisilithon and its duck followers.
Lair and Lair Actions
Anatisilithon's Lair.
Anatisilithon's world is a massive swamp filled with taints of darkness that ripple outwards endlessly. Ducks and similar fiends abound, occasionally resting on the sparse dirt mounds or rocky outcroppings. Anatisilithon makes its lair in the center of the world, in an underwater cave below the only large area of ground- an immense rocky hill covered in slime and moss.
Lair Actions
On initiative count 20 (losing initiative ties), Anatisilithon can take a lair action to cause one of the following effects; it can’t use the same effect two rounds in a row:
Anatisilithon causes the pressure in the lair to rise. Each creature within the lair that isn't a duck takes 5 (2d4) bludgeoning damage.
Anatisilithon summons an undersea current that sweeps through the lair. Up to three creatures of its choice within 120 feet of it are moved up to 60 feet in any direction of its choice.
Anatisilithon conjures an oversized duck, which follows uses the giant shark statistics, and follows Anatisilithon's commands.
Regional Effects
The region containing Anatisilithon’s lair is warped by Anatisilithon’s magic, creating one or more of the following effects:
Any ducks within 1 mile of the lair return to life 2d6 hours later if they die.
The water within 1 mile of the lair is full of slime and muck that tends to stick to the skin.
If a humanoid or ferret spends at least 1 hour within 1 mile of the lair, that creature must succeed on a DC 23 Wisdom saving throw or descend into a madness determined by the Madness of Anatisilithon table. A creature that succeeds on this saving throw can’t be affected by this regional effect again for 24 hours.
If Anatisilithon dies, these effects fade over the course of 1d10 days.
Madness of Anatisilithon
If a creature goes mad in Anatisilithon’s lair or within line of sight of the duck lord, roll on the Madness of Anatisilithon table to determine the nature of the madness, which is a character flaw that lasts until cured. See the Dungeon Master’s Guide for more on madness.
Madness of Anatisilithon
d100
Flaw (lasts until cured)
01–20
“All ferrets must be skinned and eaten raw, in the most painful way possible.”
21–40
“If a creature looks remotely similar to a duck, I must worship it as a god.”
41–60
“I enjoy killing small animals for fun.”
61–80
“I have an unhealthy obsession with psychopathy and similar mental disorders.”
81–00
“I have no friends, only slaves that must be forced into subjugation.”
Next is Nikoli_Goodfellow_King_Of_Random's request, which was to create an item by the name of "Bullets of Binding Fire." Though this one wasn't hard to make, I tried to make it a fun and unique magic item.
Bullets of Binding Fire Weapon (bullet), rare
You have a +1 bonus to attack and damage rolls made with this piece of magic ammunition. In addition, it deals an additional 2d4 fire damage, and the target must succeed on a DC 15 Strength saving throw or be restrained. While the target is restrained in this way, it takes 1d4 fire damage at the start of each of its turns. The target can repeat the save at the end of each of its turns, ending the effect on a success.
Once it hits a target, the ammunition is no longer magical.
My next request was by Bullethawk, to make a companion creature based off of her cat. Though I never knew him, I did my best to capture his personality from what BH told me.
Calming Aura. Any creature that pets Major Stubbs is subjected the effects of calm emotions, and begins smiling with joy.
Keen Smell. Major Stubbs has advantage on Wisdom (Perception) checks that rely on smell.
Actions
Adorable Purr. Major Stubbs purrs. One creature of his choice within 30 feet of him must succeed on a DC 14 Charisma saving throw or be charmed by Major Stubbs for 1 minute. A creature can choose to fail this save.
Claws. Melee Weapon Attack: +0 to hit, reach 5 ft., one target. Hit: 1 slashing damage.
Description
Major Stubbs is a ginger cat that's slightly chubby. He always looks like he's smiling, and has a two-inch stub tail.
The request after that was from Alaric_Bloodhunter. He asked me to make a magic item that was feared by the gods, but appeared as mundane. While I apologize for diverging a bit from the original request, I hope this is close enough.
Spindle of Everlasting Slumber Wondrous item, legendary
This cursed spindle appears as an ordinary object of its kind. However, it houses powerful and ancient magic within it. Any thread spun with the spindle becomes cursed. If a creature comes in contact with the thread for at least 1 hour without interruptions, it must succeed on a DC 18 Constitution saving throw or fall unconscious. If a creature falls unconscious while touching the thread, they must also make the save. A creature that's knocked unconscious in this way gains one level of exhaustion for each period of 24 hours they remain asleep. Only by touching the spindle or by means of the wish spell can the unconscious creature be awoken.
My final request was from Halfastbracegirdle. They asked me to make a high challenge rating plant that had legendary actions. It took me a lot of brainstorming, but I finally came up with something that fit those requirements.
Legendary Resistance. If the Lifetree fails a saving throw, it can choose to succeed instead.
Life's Glow. The Lifetree sheds dim light in a 30 foot radius around it. Each plant of the Lifetree's choice that starts its turn within the light regains 2d6 hit points.
Siege Monster. The Lifetree deals double damage to objects and structures.
Speak With Plants and Beasts. The Lifetree can communicate with beasts and plants as if they shared a language.
Actions
Multiattack. The Lifewood makes two melee attacks.
Crushing Branches.Melee Weapon Attack: +15 to hit, reach 30 ft., one target. Hit: 33 (7d6 + 9) bludgeoning damage.
Writhing Roots. Melee Weapon Attack: +15 to hit, reach 15 ft., one target. Hit: 22 (3d8 + 9) bludgeoning damage, and the target must succeed on a DC 23 Strength saving throw or be grappled (escape DC 17). While grappled in this way, the target is restrained, and takes 9 (2d8) bludgeoning damage at the start of each of its turns, until the grapple ends.
Blight of Rebirth (Recharge 6). A wave of devastation sweeps out from the Lifetree, instantly killing any plants that aren't creatures within 60 feet of it. All other creatures within the range must make a DC 20 Constitution saving throw, taking 40 (9d8) necrotic damage on a failed save, or half as much on a successful one. If a creature is reduced to 0 hit points by this damage, it dies, and an awakened tree rises from the spot where it perished 2d6 days later.
Legendary Actions
The Lifewood 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 Lifewood regains spent legendary actions at the start of its turn.
Sun's Rejuvenation. The Lifewood regains 16 (3d10) hit points.
Crushing Branches (Costs 2 Actions). The Lifewood makes a crushing branches attack.
Blinding Earth (Costs 3 Actions). A web of light spreads outwards from the bottom of the Lifewood's trunk. Each creature in contact with the ground within 60 feet of it must make a DC 20 Dexterity saving throw, taking 21 (6d6) radiant damage on a failed save, or half as much on a successful one. If a creature fails the saving throw by 5 or more, it's also blinded until the end of the Lifewood's next turn.
Description
It's said that when a mortal king attempted to rise and become a god, he fought in a mighty duel against the deity of sun. In the end, the mortal king died, crushed by the sun god's spear, which he had thrown with so much force even he couldn't pry it out of the ground. The shaft of the spear bloomed and became the Lifetree, towering over the forest around it. Without the Lifetree, the forest would die, withering away to become a desolate as the wasteland that surrounds it.
Lair and Lair Actions
Regional Effects
The region containing the Lifewood’s lair is warped by its magic, which creates one or more of the following effects:
Any plants within 6 miles of the lair grow twice as quickly as normal, and are often healthier and more vibrant than others of their kind.
Animals within 1 mile of the lair are sentient and can speak Sylvan.
Any wooden object within 1 mile of the lair that touches the ground for more than an hour at a time takes root and begins growing.
If the Lifewood dies, vegetation remains as it has grown, but the other effects fade over 1d10 days.
Well, that's it for now! I hope this homebrew was to your liking!
*Nice!*
*I'm glad you like it!*
*Parts of the Lifewood call it the Lifetree, but other than that, it's good.*
*Dang, I should have caught that! Sorry.*
Rollback Post to RevisionRollBack
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.
Tefeerinn is walking around the prison slowly, waiting
Shardia is walking around
Kalnor is shivering
Mithris opens the door to his room. She has a plate of chicken tenders and cheese fries with her, plus a cup filled with ranch sauce.
".. Hello again... How are you?"
"I'm well. How are you?"
"... A little better than earlier."
"That's good." She sets the plate down. "Will you eat?"
"... Im not hungry... You can have it"
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)
Alright, everyone! Here's the homebrew I've created for the Tavern's Anniversary, all by request. I apologize if any of the homebrew isn't satisfactory, and I'll remake it if you want.
First up is Bobthebarb27's request for my personal take on Duckthulu. I hope I delivered.
Amphibious. Anatisilithon can breathe air and water.
Bane of Ferretkind. Anatisilithon has advantage on Wisdom (Perception) checks made to detect ferrets, and it has advantage on attack rolls against them.
Legendary Resistance (3/Day). If Anatisilithon fails a saving throw, it can choose to succeed instead.
Magic Resistance. Anatisilithon has advantage on saving throws against spells and other magical effects.
Vengeance of the Consumed. At the start of Anatisilithon's turn, each creature within 60 feet of it that has ever eaten a duck takes 7 (2d6) psychic damage.
Actions
Multiattack. Anatisilithon makes two beak of disemboweling attacks.
Beak of Disemboweling. Melee Weapon Attack: +17 to hit, reach 5 ft., one target. Hit: 24 (4d6 + 10) piercing damage. If Anatisilithon rolls a 20 on the attack roll, the target's stomach is devoured, and it instantly dies unless it doesn't have a stomach or doesn't need one to survive.
Nightmare Barrage (Recharge 5-6). Anatisilithon releases a barrage of psychic energy. Each creature within 30 feet of it must succeed on a DC 23 Charisma save or take 9 (2d8) psychic damage, and Anatisilithon gains temporary hit point equal to half of the total damage dealt.
Legendary Actions
Anatisilithon 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. Anatisilithon regains spent legendary actions at the start of its turn.
Beak of Disemboweling. Anatisilithon makes a beak of disemboweling attack.
Teleport. Anatisilithon magically teleports, along with any equipment it is wearing or carrying, up to 120 feet to an unoccupied space it can see.
Impalpable Tendrils (Costs 3 Actions). A flood of ghostly tentacles stream forth from Anatisilithon's maw. Each creature of its choice within 60 feet of it must succeed on a DC 23 Strength saving throw or take 10 (3d6) necrotic damage and be restrained until the start of its next turn.
Description
Anatisilithon is the unholy patron of all ducks- a dark messiah from the Far Realm, who's inscrutable mind is focused on the eradication of all ferrets. Even the most wicked of cults and darkest of sorcerers dare not speak Anatisilithon's name, for fear that it will come for them, change them into something... other. A twisted amalgamation of flesh and thought encased in the hollow shell of the being they used to be- a mere extension of Anatisilithon's cruel will.
Through its unnatural power, Anatisilithon has conquered an entire world, shaping the Material Plane throughs its malevolent presence alone. This world is Anatisilithon's lair, its name lost to time, save in the Black Book of Quackthulon, an ancient tome that holds the most wicked secrets of Anatisilithon and its duck followers.
Lair and Lair Actions
Anatisilithon's Lair.
Anatisilithon's world is a massive swamp filled with taints of darkness that ripple outwards endlessly. Ducks and similar fiends abound, occasionally resting on the sparse dirt mounds or rocky outcroppings. Anatisilithon makes its lair in the center of the world, in an underwater cave below the only large area of ground- an immense rocky hill covered in slime and moss.
Lair Actions
On initiative count 20 (losing initiative ties), Anatisilithon can take a lair action to cause one of the following effects; it can’t use the same effect two rounds in a row:
Anatisilithon causes the pressure in the lair to rise. Each creature within the lair that isn't a duck takes 5 (2d4) bludgeoning damage.
Anatisilithon summons an undersea current that sweeps through the lair. Up to three creatures of its choice within 120 feet of it are moved up to 60 feet in any direction of its choice.
Anatisilithon conjures an oversized duck, which follows uses the giant shark statistics, and follows Anatisilithon's commands.
Regional Effects
The region containing Anatisilithon’s lair is warped by Anatisilithon’s magic, creating one or more of the following effects:
Any ducks within 1 mile of the lair return to life 2d6 hours later if they die.
The water within 1 mile of the lair is full of slime and muck that tends to stick to the skin.
If a humanoid or ferret spends at least 1 hour within 1 mile of the lair, that creature must succeed on a DC 23 Wisdom saving throw or descend into a madness determined by the Madness of Anatisilithon table. A creature that succeeds on this saving throw can’t be affected by this regional effect again for 24 hours.
If Anatisilithon dies, these effects fade over the course of 1d10 days.
Madness of Anatisilithon
If a creature goes mad in Anatisilithon’s lair or within line of sight of the duck lord, roll on the Madness of Anatisilithon table to determine the nature of the madness, which is a character flaw that lasts until cured. See the Dungeon Master’s Guide for more on madness.
Madness of Anatisilithon
d100
Flaw (lasts until cured)
01–20
“All ferrets must be skinned and eaten raw, in the most painful way possible.”
21–40
“If a creature looks remotely similar to a duck, I must worship it as a god.”
41–60
“I enjoy killing small animals for fun.”
61–80
“I have an unhealthy obsession with psychopathy and similar mental disorders.”
81–00
“I have no friends, only slaves that must be forced into subjugation.”
Next is Nikoli_Goodfellow_King_Of_Random's request, which was to create an item by the name of "Bullets of Binding Fire." Though this one wasn't hard to make, I tried to make it a fun and unique magic item.
Bullets of Binding Fire Weapon (bullet), rare
You have a +1 bonus to attack and damage rolls made with this piece of magic ammunition. In addition, it deals an additional 2d4 fire damage, and the target must succeed on a DC 15 Strength saving throw or be restrained. While the target is restrained in this way, it takes 1d4 fire damage at the start of each of its turns. The target can repeat the save at the end of each of its turns, ending the effect on a success.
Once it hits a target, the ammunition is no longer magical.
My next request was by Bullethawk, to make a companion creature based off of her cat. Though I never knew him, I did my best to capture his personality from what BH told me.
Calming Aura. Any creature that pets Major Stubbs is subjected the effects of calm emotions, and begins smiling with joy.
Keen Smell. Major Stubbs has advantage on Wisdom (Perception) checks that rely on smell.
Actions
Adorable Purr. Major Stubbs purrs. One creature of his choice within 30 feet of him must succeed on a DC 14 Charisma saving throw or be charmed by Major Stubbs for 1 minute. A creature can choose to fail this save.
Claws. Melee Weapon Attack: +0 to hit, reach 5 ft., one target. Hit: 1 slashing damage.
Description
Major Stubbs is a ginger cat that's slightly chubby. He always looks like he's smiling, and has a two-inch stub tail.
The request after that was from Alaric_Bloodhunter. He asked me to make a magic item that was feared by the gods, but appeared as mundane. While I apologize for diverging a bit from the original request, I hope this is close enough.
Spindle of Everlasting Slumber Wondrous item, legendary
This cursed spindle appears as an ordinary object of its kind. However, it houses powerful and ancient magic within it. Any thread spun with the spindle becomes cursed. If a creature comes in contact with the thread for at least 1 hour without interruptions, it must succeed on a DC 18 Constitution saving throw or fall unconscious. If a creature falls unconscious while touching the thread, they must also make the save. A creature that's knocked unconscious in this way gains one level of exhaustion for each period of 24 hours they remain asleep. Only by touching the spindle or by means of the wish spell can the unconscious creature be awoken.
My final request was from Halfastbracegirdle. They asked me to make a high challenge rating plant that had legendary actions. It took me a lot of brainstorming, but I finally came up with something that fit those requirements.
Legendary Resistance. If the Lifetree fails a saving throw, it can choose to succeed instead.
Life's Glow. The Lifetree sheds dim light in a 30 foot radius around it. Each plant of the Lifetree's choice that starts its turn within the light regains 2d6 hit points.
Siege Monster. The Lifetree deals double damage to objects and structures.
Speak With Plants and Beasts. The Lifetree can communicate with beasts and plants as if they shared a language.
Actions
Multiattack. The Lifewood makes two melee attacks.
Crushing Branches.Melee Weapon Attack: +15 to hit, reach 30 ft., one target. Hit: 33 (7d6 + 9) bludgeoning damage.
Writhing Roots. Melee Weapon Attack: +15 to hit, reach 15 ft., one target. Hit: 22 (3d8 + 9) bludgeoning damage, and the target must succeed on a DC 23 Strength saving throw or be grappled (escape DC 17). While grappled in this way, the target is restrained, and takes 9 (2d8) bludgeoning damage at the start of each of its turns, until the grapple ends.
Blight of Rebirth (Recharge 6). A wave of devastation sweeps out from the Lifetree, instantly killing any plants that aren't creatures within 60 feet of it. All other creatures within the range must make a DC 20 Constitution saving throw, taking 40 (9d8) necrotic damage on a failed save, or half as much on a successful one. If a creature is reduced to 0 hit points by this damage, it dies, and an awakened tree rises from the spot where it perished 2d6 days later.
Legendary Actions
The Lifewood 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 Lifewood regains spent legendary actions at the start of its turn.
Sun's Rejuvenation. The Lifewood regains 16 (3d10) hit points.
Crushing Branches (Costs 2 Actions). The Lifewood makes a crushing branches attack.
Blinding Earth (Costs 3 Actions). A web of light spreads outwards from the bottom of the Lifewood's trunk. Each creature in contact with the ground within 60 feet of it must make a DC 20 Dexterity saving throw, taking 21 (6d6) radiant damage on a failed save, or half as much on a successful one. If a creature fails the saving throw by 5 or more, it's also blinded until the end of the Lifewood's next turn.
Description
It's said that when a mortal king attempted to rise and become a god, he fought in a mighty duel against the deity of sun. In the end, the mortal king died, crushed by the sun god's spear, which he had thrown with so much force even he couldn't pry it out of the ground. The shaft of the spear bloomed and became the Lifetree, towering over the forest around it. Without the Lifetree, the forest would die, withering away to become a desolate as the wasteland that surrounds it.
Lair and Lair Actions
Regional Effects
The region containing the Lifewood’s lair is warped by its magic, which creates one or more of the following effects:
Any plants within 6 miles of the lair grow twice as quickly as normal, and are often healthier and more vibrant than others of their kind.
Animals within 1 mile of the lair are sentient and can speak Sylvan.
Any wooden object within 1 mile of the lair that touches the ground for more than an hour at a time takes root and begins growing.
If the Lifewood dies, vegetation remains as it has grown, but the other effects fade over 1d10 days.
Well, that's it for now! I hope this homebrew was to your liking!
*Nice!*
*I'm glad you like it!*
*Parts of the Lifewood call it the Lifetree, but other than that, it's good.*
Tefeerinn is walking around the prison slowly, waiting
Shardia is walking around
Kalnor is shivering
Mithris opens the door to his room. She has a plate of chicken tenders and cheese fries with her, plus a cup filled with ranch sauce.
".. Hello again... How are you?"
"I'm well. How are you?"
"... A little better than earlier."
"That's good." She sets the plate down. "Will you eat?"
"... Im not hungry... You can have it"
"Unless you're sick, you need to eat."
Rollback Post to RevisionRollBack
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.
*March 8th so not any time soon*
Hi everyone! I'm working up the will to finalize my signature, so... I guess this will be the signature for now
*I'm glad you like it!*
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.
"I'm well. How are you?"
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.
*Awesome! I'm glad I got it right!*
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.
"... A little better than earlier."
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)
*Not just that. But i'll have to reveal that IC for rp purposes*
I play a miriad of characters at the lord's rest inn
Two things are infinite: The universe, and human stupidity; and I'm not so sure about the universe.
Scifi horror is quite the trip :) Comics and a story
#FreeDND
The changeling walks over to Shardia, shifts to human
"Hello, what is your name?"
Hi everyone! I'm working up the will to finalize my signature, so... I guess this will be the signature for now
*She's not, sorry.*
All stars fade. Some stars forever fall.
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If there was no light, people wouldn't fear the dark.
*No name yet, atleast not revealed*
"I almost got mugged by someone."
I play a miriad of characters at the lord's rest inn
Two things are infinite: The universe, and human stupidity; and I'm not so sure about the universe.
Scifi horror is quite the trip :) Comics and a story
#FreeDND
*Ah, okay.*
All stars fade. Some stars forever fall.
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If there was no light, people wouldn't fear the dark.
*Parts of the Lifewood call it the Lifetree, but other than that, it's good.*
I have a weird sense of humor.
I also make maps.(That's a link)
"Shardia... Who are you?"
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)
"That's good." She sets the plate down. "Will you eat?"
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.
*It's fine*
Hi everyone! I'm working up the will to finalize my signature, so... I guess this will be the signature for now
*Dang, I should have caught that! Sorry.*
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.
"... Im not hungry... You can have it"
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)
"Well, that isn't good. Anything I can do to help?"
Hi everyone! I'm working up the will to finalize my signature, so... I guess this will be the signature for now
*I do that all the time.*
I have a weird sense of humor.
I also make maps.(That's a link)
"Unless you're sick, you need to eat."
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.
"Currently Alex. How is it going?"
Hi everyone! I'm working up the will to finalize my signature, so... I guess this will be the signature for now