Hey, It's me, RaccoonMaster! I'm back! I disappeared for a while there, but now everything's good and I'm trying to get into more games!
I'm an actor, writer, singer (opera, musical theatre, and rock are my preferred genres), backpacker, and tall person (6'5 and counting). Pronouns are whatever, I mostly use They/Them though.
My Characters: Elsenia Selevarum:The Popular Paladin, Aasimar Noble, Level 5 Paladin of Redemption;
Tawmis, Bard, Wysp, Amnon, Choir… anybody? Any feedback at all? Or are they that bad you don’t want to say?
Heh - I was the one who said I'd only ever played M:TG once. And that was eons ago. I know nothing of the game, really.
I’ll be reviewing soon! Lots of stuff going on in life right now, but I want to make time to look them over! I’ll do some serious reviewing ASAP! At a glance, they look fun, spells included!
Create Fungal Plots is a bit OP. 20d4 healing even if it's only on you is quite a lot for a lvl 1 spell.
Summon Saproling Migration seems a bit strong as well. The saproling swarm is significantly stronger than a skeleton or zombie. If both spells are cast at level 3 then you get 2 swarms vs 1 skeleton or zombie. the swarm has triple the hp and double the damage output. You can also burn all of your spell slots which the Animate Dead is still trying to get their spell off. 1 Action vs 1 minute.
True the swarm only hangs for a minute and the undead for much longer but fights already over in a minute.
Alright, made some adjustments to both Fungal Plot and the Swarm.
For Plot, I dropped the healing down to 1d4/sacrifice, so now even if you happen to have 10 corpses nearby that are all of the qualifying types, and you blow all 10 actions and all 10 bonus actions for a full minute, while concentrating, the most you can heal yourself for is 10d4. It’s an statistical average of 25ish total HP.
For the Swarm, I added back the fire damage vulnerability, cut the HP & hit dice in half (to 18 (4d8)), and dropped the damage dice down to d4s.
1 - I'm delighted to see the thallid cards getting some love 2 - Heck yes, the game needs more plant monsters 3 - Good idea to circumvent the incremental counters nonsense. D&D has even more happen per turn cycle than MTG, and even in MTG it's uncommon to get enough spore counters to do anything before the creature dies. So that was never going to work. I wonder if you could maintain the predictive play pattern -- i.e., that one there is about to pop off, so I better do something about it. Maybe roll the recharge at the end of the creature's turn rather than the beginning? 4 - The math isn't really my area of expertise. Any advice I gave on the numbers would do more harm than good lol 5 - I definitely never got the impression thallids could talk at all
1 - I'm delighted to see the thallid cards getting some love 2 - Heck yes, the game needs more plant monsters 3 - Good idea to circumvent the incremental counters nonsense. D&D has even more happen per turn cycle than MTG, and even in MTG it's uncommon to get enough spore counters to do anything before the creature dies. So that was never going to work. I wonder if you could maintain the predictive play pattern -- i.e., that one there is about to pop off, so I better do something about it. Maybe roll the recharge at the end of the creature's turn rather than the beginning? 4 - The math isn't really my area of expertise. Any advice I gave on the numbers would do more harm than good lol 5 - I definitely never got the impression thallids could talk at all
I like the one that can't attack lol.
😁
I concur. I’ve been working on some other non-M:tG inspired plant monsters too.
Thanks. I dunno, I had/have a whole thallid tribal deck and when I used to play it I had so many thallids on the board, with so many counters on them that I had to color code them (green = 1, red = 10), and so many saprolngs on the board I had to color code them too (G=1,R=10, & Black = 100 yes, I used to occasionally spawn that many saprolings against some decks). It was one of my most powerful decks at the time. I don’t know if that would work or not. I’d have to eff around with it and find out.
No worries. I need feedback of all types!
Well, I figure they must somehow communicate with each other. And if I recall they were created as a species of servants or something (kinda like the thrulls), and I figured they must be able to at least understand a language. Right? But that’s not critical to them, so I could drop that if it doesn’t fit.
Okay, so…. Thanks to the feedback I got from a couple of you here and some other folks, plus a deep lore dive I did over the weekend, here are the revised versions of the Thallid imports I have been working on. Some stuff changed, much of them is intact from before, and some of them have been altered in rather subtle ways such as languages, skills, or creature sizes. I also added a few new ones to the list too, they've been marked for your convenience.
Last but not least are the spells I imported, including a couple of new ones of those too. One of the new spells was inspired as a mashup of half of each of two M:tG spells rolled together into one D&D spell. I am especially looking forward to feedback about that one.
I have organized and presented them all a bit better this time too, so hopefully now it'll be easier to look through them all. Any and all feedback I can get would be greatly appreciated. Thanks again!
"Token Creatures" referred to by other creatures monsters and spells:
Tawmis, Bard, Wysp, Amnon, Choir… anybody? Any feedback at all? Or are they that bad you don’t want to say?
Heh - I was the one who said I'd only ever played M:TG once. And that was eons ago. I know nothing of the game, really.
I’ll be reviewing soon! Lots of stuff going on in life right now, but I want to make time to look them over! I’ll do some serious reviewing ASAP! At a glance, they look fun, spells included!
Sorry, I didn’t see this before. I appreciate whatever feedback you’ll be able to give me when you can get to it. I’m glad you like what you saw so far!!
I hope things work out for you with whatever is going on. 🤞 Fingers crossed for you!
The story telling and roleplay aspects. It is a fantastic improv activity and it is fun to think up of cool story ideas and watch them play out in unexpected ways.
Combat. I use a really detailed combat system from a different RPG that my dad used to GM, back from the days of AD&D. It's pretty cool but it has about 120 pages
Rollback Post to RevisionRollBack
Heya everyone! I'm EJO, DDB's resident immortal Welsh medieval rat who appears randomly roughly once every week.
I'm not active much, but always up to talk when I am.
I'm known as CptKurn nearly everywhere but here.
Do not ask me about anything I like because I WILL waffle on for half an hour.
Oddly enough, being a Dungeon Master. Because I love writing - being a DM is fantastic for me. I create an adventure that the players around the table engage in and often shape in different ways (because they will do something unexpected, or ask something that wasn't there, that I will put into the adventure). So the constant need of creativity and often thinking on my feet feeds my creativity and helps my brain remain calm. That coupled with the fact that it is people I love spending time with, who partake only adds to the fuel of it all.
Okay, so…. Thanks to the feedback I got from a couple of you here and some other folks, plus a deep lore dive I did over the weekend, here are the revised versions of the Thallid imports I have been working on. Some stuff changed, much of them is intact from before, and some of them have been altered in rather subtle ways such as languages, skills, or creature sizes. I also added a few new ones to the list too, they've been marked for your convenience.
Last but not least are the spells I imported, including a couple of new ones of those too. One of the new spells was inspired as a mashup of half of each of two M:tG spells rolled together into one D&D spell. I am especially looking forward to feedback about that one.
I have organized and presented them all a bit better this time too, so hopefully now it'll be easier to look through them all. Any and all feedback I can get would be greatly appreciated. Thanks again!
"Token Creatures" referred to by other creatures monsters and spells:
Not a criticism but why does the saproling swarm have a different damage type than saprolings? I would think a bunch of them would do the same thing as one of them?
I like the changes you made to the Devourer. It would only be able to eat 6 and saprolings don't grow on trees.
Vitaspore Haste - 24 hours seems like a long cooldown. The casting is "free" but a regular caster would be able to do it a couple of times before a long rest. At that, it would last a minute whereas the vita version only lasts until the end of it next turn.
Still a bit waffley on the Thorn Thallid. I know you want to retain the charge up mechanic without actually having the charge up mechanic. Am I correct in thinking there is a creature that gives spore counters? Would that give a bonus or auto success on recharge ability?
Flash Foliage - The card reads that it blocks an attacking creature. To retain the feel of the card, the saproling should become the target of the attack, at disadvantage. Reduce to level 2. Not sure how to simulate draw a card.
Rollback Post to RevisionRollBack
"Sooner or later, your Players are going to smash your railroad into a sandbox."
-Vedexent
"real life is a super high CR."
-OboeLauren
"............anybody got any potatoes? We could drop a potato in each hole an' see which ones get viciously mauled by horrible monsters?"
Okay, so…. Thanks to the feedback I got from a couple of you here and some other folks, plus a deep lore dive I did over the weekend, here are the revised versions of the Thallid imports I have been working on. Some stuff changed, much of them is intact from before, and some of them have been altered in rather subtle ways such as languages, skills, or creature sizes. I also added a few new ones to the list too, they've been marked for your convenience.
Last but not least are the spells I imported, including a couple of new ones of those too. One of the new spells was inspired as a mashup of half of each of two M:tG spells rolled together into one D&D spell. I am especially looking forward to feedback about that one.
I have organized and presented them all a bit better this time too, so hopefully now it'll be easier to look through them all. Any and all feedback I can get would be greatly appreciated. Thanks again!
"Token Creatures" referred to by other creatures monsters and spells:
Not a criticism but why does the saproling swarm have a different damage type than saprolings? I would think a bunch of them would do the same thing as one of them?
I like the changes you made to the Devourer. It would only be able to eat 6 and saprolings don't grow on trees.
Vitaspore Haste - 24 hours seems like a long cooldown. The casting is "free" but a regular caster would be able to do it a couple of times before a long rest. At that, it would last a minute whereas the vita version only lasts until the end of it next turn.
Still a bit waffley on the Thorn Thallid. I know you want to retain the charge up mechanic without actually having the charge up mechanic. Am I correct in thinking there is a creature that gives spore counters? Would that give a bonus or auto success on recharge ability?
Flash Foliage - The card reads that it blocks an attacking creature. To retain the feel of the card, the saproling should become the target of the attack, at disadvantage. Reduce to level 2. Not sure how to simulate draw a card.
The way I was treating it was any of them that used Dex as their combat stat got the Slash action, and the ones who used Str got Slam. Since the swarm has higher Str (due to the combined Str of a bunch of them), so I gave the swarm Slam instead of Slash. I could give them the Slash action and still use Str for it though, it just hadn’t occurred to me is all.
Thanks!
The way I have it currently, the Vitaspore thallid can use their Invigorating Spores over and over, once per round in fact provided you got enough sprouts to keep feeding them. They just can’t keep targeting the same creature with them, they have to spread it around to a different ally each time. I included that limitation in case a PC ever gets control of one. Without that caveat a player could theoretically spam it provided they had enough friendly sprouts.i had thought about putting a duration on the ability instead, but I wanted to maintain the turn based feeling from M:tG. So this just seemed like the easiest solution. At first I was thinking of a shorter cooldown, like maybe an hour, or I even considered a short rest, but most of the time this will probably be used by creatures hostile to the party on other creatures that are hostile to the party. We both know that the average life expectancy of a hostile creature is somewhere between 12 and 24 seconds after initiative has been rolled, so the length of cooldown in that case really doesn’t matter very much, and WotC usually uses 24 hours so just went with that. I could change it though. What do you suggest?
Yes, you are correct, there is one that effectively does the equivalent of dropping spore counters on thallids for these imports, the Sporesower Thallid. It adjusts the Recharge notation of every friendly thallid within 30 ft by lowering the minimum number by 1. So, in the case of the Thorn Thallid, it’s Recharge would change from 5–6 (⅓/33.33%) to 4–6 (½/50%) any round that thorny starts its turn in that radius. That’s mostly why I was sure to put (thallid) on even the ones that aren’t technically thallids, primarily for that interaction. Does that feel better now?
That’s an idea, to just have the sprout take the hit for you. The way I went about it was to ostensibly treat the attacker as if it had “Trample,” so the sprout got a chance to kill it, and if that failed it at least imposed disadvantage on the attacker’s attack as away to represent that. But your idea isn’t bad. Do you think it might be too powerful though? As for representing drawing a card I considered including that after you cast the spell (for a full 3rd-level slot), you would also then regain a spent 1st-level spell slot, but that felt too… un-D&D to me, so I binned that idea. Instead I took the convoke mechanic from that other card (Sprout Swarm) and used that as a replacement. (Otherwise I would have not included Convoke on this at all.) What do you think about that idea?
Thanks again for the review, I really do appreciate it. Does all that make sense? What are your thoughts and suggestions after reading my thought processes on these things?
3. The way I was looking at it was a PC could cast haste on an ally and that ally would be faster for 10 rounds, the caster could do it again with another ally or him/herself and be faster making two characters faster for 9/10 rounds. The thallid could only do two allies once for one round each. BUT I overlooked that it is a CR 1/4 creature. So it's fine the way it is.
4. That is a good solution!
5. As far as power is concerned, the 3rd level summons are significantly stronger than a saproling, so the spell shouldn't be lvl 3. I was looking at it as a defensive spell similar to Shield. Shield increases your AC until your next turn, the saproling might survive a single hit. The card is intended to block most attackers so forcing the attacker to hit the saproling has a better alignment to the card. I think Trample would be like the Charger or Mobile Feats or both combined (that's a scary thought).
Rollback Post to RevisionRollBack
"Sooner or later, your Players are going to smash your railroad into a sandbox."
-Vedexent
"real life is a super high CR."
-OboeLauren
"............anybody got any potatoes? We could drop a potato in each hole an' see which ones get viciously mauled by horrible monsters?"
3. The way I was looking at it was a PC could cast haste on an ally and that ally would be faster for 10 rounds, the caster could do it again with another ally or him/herself and be faster making two characters faster for 9/10 rounds. The thallid could only do two allies once for one round each. BUT I overlooked that it is a CR 1/4 creature. So it's fine the way it is.
4. That is a good solution!
5. As far as power is concerned, the 3rd level summons are significantly stronger than a saproling, so the spell shouldn't be lvl 3. I was looking at it as a defensive spell similar to Shield. Shield increases your AC until your next turn, the saproling might survive a single hit. The card is intended to block most attackers so forcing the attacker to hit the saproling has a better alignment to the card. I think Trample would be like the Charger or Mobile Feats or both combined (that's a scary thought).
3. The caster couldn’t do it to two characters at once because haste requires concentration.
4. 😁👍
5. You make a good point. I’ll have to rewrite it and then I’ll run it past again.
I am now recruiting for my new PBP game: Dungeon of the DEAD Mage: DOTMM with a twist!
https://www.dndbeyond.com/forums/d-d-beyond-general/play-by-post/193222-recruiting-for-dungeon-of-the-dead-mage-dotmm-with?comment=1
Hey, It's me, RaccoonMaster! I'm back! I disappeared for a while there, but now everything's good and I'm trying to get into more games!
I'm an actor, writer, singer (opera, musical theatre, and rock are my preferred genres), backpacker, and tall person (6'5 and counting). Pronouns are whatever, I mostly use They/Them though.
My Characters: Elsenia Selevarum: The Popular Paladin, Aasimar Noble, Level 5 Paladin of Redemption;
Hope to see you around!
I’ll be reviewing soon! Lots of stuff going on in life right now, but I want to make time to look them over! I’ll do some serious reviewing ASAP! At a glance, they look fun, spells included!
Alright, made some adjustments to both Fungal Plot and the Swarm.
For Plot, I dropped the healing down to 1d4/sacrifice, so now even if you happen to have 10 corpses nearby that are all of the qualifying types, and you blow all 10 actions and all 10 bonus actions for a full minute, while concentrating, the most you can heal yourself for is 10d4. It’s an statistical average of 25ish total HP.
For the Swarm, I added back the fire damage vulnerability, cut the HP & hit dice in half (to 18 (4d8)), and dropped the damage dice down to d4s.
You think that’s okay?
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1 - I'm delighted to see the thallid cards getting some love
2 - Heck yes, the game needs more plant monsters
3 - Good idea to circumvent the incremental counters nonsense. D&D has even more happen per turn cycle than MTG, and even in MTG it's uncommon to get enough spore counters to do anything before the creature dies. So that was never going to work. I wonder if you could maintain the predictive play pattern -- i.e., that one there is about to pop off, so I better do something about it. Maybe roll the recharge at the end of the creature's turn rather than the beginning?
4 - The math isn't really my area of expertise. Any advice I gave on the numbers would do more harm than good lol
5 - I definitely never got the impression thallids could talk at all
I like the one that can't attack lol.
I don’t know if that would work or not. I’d have to eff around with it and find out.
Thanks!! I like how that one came out too.
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M:tG —> D&D Conversions v.2.0
Okay, so…. Thanks to the feedback I got from a couple of you here and some other folks, plus a deep lore dive I did over the weekend, here are the revised versions of the Thallid imports I have been working on. Some stuff changed, much of them is intact from before, and some of them have been altered in rather subtle ways such as languages, skills, or creature sizes. I also added a few new ones to the list too, they've been marked for your convenience.
Last but not least are the spells I imported, including a couple of new ones of those too. One of the new spells was inspired as a mashup of half of each of two M:tG spells rolled together into one D&D spell. I am especially looking forward to feedback about that one.
I have organized and presented them all a bit better this time too, so hopefully now it'll be easier to look through them all. Any and all feedback I can get would be greatly appreciated. Thanks again!
"Token Creatures" referred to by other
creaturesmonsters and spells:Saproling: (https://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=209162)
Saproling Swarm:
Regular
CreaturesMonsters[NEW!] Deathspore Thallid: (https://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=509474)
Feral Thallid: (https://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=184485)
[NEW!] Mycoloth: (https://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=430348)
*Not technically a thallid, but being treated as one for interaction purposes.
[NEW!] Palid Mycoderm: (https://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=509396)
Savage Thallid: (https://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=106643)
Spore Flower: (https://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=184521)
*Not technically a thallid, but being treated as one for interaction purposes.
Sporesower Thallid: (https://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=509596)
Sporoloth Ancient: (https://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=509597)
Thallid: (https://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=370352)
Thallid Devourer: (https://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=184527)
Thallid Germinator: (https://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=509601)
Thallid Shell-Dweller: (https://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=509602)
Thorn Thallid: (https://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=159196)
Utopia Mycon: (https://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=509609)
Vitaspore Thallid: (https://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=128941)
Spells
Conjure Saproling Cluster: (https://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=21385)
Create Fungal Plot: (https://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=627755)
[NEW!] Flash Foleage: (https://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=107264) & (https://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=136042) (Hybridized)
[NEW!] Sprout Saproling: (https://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=122079)
Summon Saproling Migration: (https://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=443066)
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Sorry, I didn’t see this before. I appreciate whatever feedback you’ll be able to give me when you can get to it. I’m glad you like what you saw so far!!
I hope things work out for you with whatever is going on. 🤞 Fingers crossed for you!
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QotD: What’s your favorite part about D&D?
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I like the roleplaying aspects of D&D the best.
I really like D&D, especially Ravenloft and Forgotten Realms. My pronouns are she/they.
I like reading and writing too, but I’m not much of an artist.
The story telling and roleplay aspects. It is a fantastic improv activity and it is fun to think up of cool story ideas and watch them play out in unexpected ways.
Combat. I use a really detailed combat system from a different RPG that my dad used to GM, back from the days of AD&D. It's pretty cool but it has about 120 pages
Heya everyone! I'm EJO, DDB's resident immortal Welsh medieval rat who appears randomly roughly once every week.
I'm not active much, but always up to talk when I am.
I'm known as CptKurn nearly everywhere but here.
Do not ask me about anything I like because I WILL waffle on for half an hour.
Oddly enough, being a Dungeon Master. Because I love writing - being a DM is fantastic for me.
I create an adventure that the players around the table engage in and often shape in different ways (because they will do something unexpected, or ask something that wasn't there, that I will put into the adventure). So the constant need of creativity and often thinking on my feet feeds my creativity and helps my brain remain calm. That coupled with the fact that it is people I love spending time with, who partake only adds to the fuel of it all.
Check out my publication on DMs Guild: https://www.dmsguild.com/browse.php?author=Tawmis%20Logue
Check out my comedy web series - Neverending Nights: https://www.youtube.com/watch?v=8Wr4-u9-zw0&list=PLbRG7dzFI-u3EJd0usasgDrrFO3mZ1lOZ
Need a character story/background written up? I do it for free (but also take donations!) - https://forums.giantitp.com/showthread.php?591882-Need-a-character-background-written-up
Playing a game with friends.
"Sooner or later, your Players are going to smash your railroad into a sandbox."
-Vedexent
"real life is a super high CR."
-OboeLauren
"............anybody got any potatoes? We could drop a potato in each hole an' see which ones get viciously mauled by horrible monsters?"
-Ilyara Thundertale
Worldbuilding, of course!
Terra Lubridia archive:
The Bloody Barnacle | The Gut | The Athene Crusader | The Jewel of Atlantis
Not a criticism but why does the saproling swarm have a different damage type than saprolings? I would think a bunch of them would do the same thing as one of them?
I like the changes you made to the Devourer. It would only be able to eat 6 and saprolings don't grow on trees.
Vitaspore Haste - 24 hours seems like a long cooldown. The casting is "free" but a regular caster would be able to do it a couple of times before a long rest. At that, it would last a minute whereas the vita version only lasts until the end of it next turn.
Still a bit waffley on the Thorn Thallid. I know you want to retain the charge up mechanic without actually having the charge up mechanic. Am I correct in thinking there is a creature that gives spore counters? Would that give a bonus or auto success on recharge ability?
Flash Foliage - The card reads that it blocks an attacking creature. To retain the feel of the card, the saproling should become the target of the attack, at disadvantage. Reduce to level 2. Not sure how to simulate draw a card.
"Sooner or later, your Players are going to smash your railroad into a sandbox."
-Vedexent
"real life is a super high CR."
-OboeLauren
"............anybody got any potatoes? We could drop a potato in each hole an' see which ones get viciously mauled by horrible monsters?"
-Ilyara Thundertale
Thanks again for the review, I really do appreciate it. Does all that make sense? What are your thoughts and suggestions after reading my thought processes on these things?
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3. The way I was looking at it was a PC could cast haste on an ally and that ally would be faster for 10 rounds, the caster could do it again with another ally or him/herself and be faster making two characters faster for 9/10 rounds. The thallid could only do two allies once for one round each. BUT I overlooked that it is a CR 1/4 creature. So it's fine the way it is.
4. That is a good solution!
5. As far as power is concerned, the 3rd level summons are significantly stronger than a saproling, so the spell shouldn't be lvl 3. I was looking at it as a defensive spell similar to Shield. Shield increases your AC until your next turn, the saproling might survive a single hit. The card is intended to block most attackers so forcing the attacker to hit the saproling has a better alignment to the card. I think Trample would be like the Charger or Mobile Feats or both combined (that's a scary thought).
"Sooner or later, your Players are going to smash your railroad into a sandbox."
-Vedexent
"real life is a super high CR."
-OboeLauren
"............anybody got any potatoes? We could drop a potato in each hole an' see which ones get viciously mauled by horrible monsters?"
-Ilyara Thundertale
3. The caster couldn’t do it to two characters at once because haste requires concentration.
4. 😁👍
5. You make a good point. I’ll have to rewrite it and then I’ll run it past again.
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Question of the Day: Do you make a full world map for the settings of your campaigns?
Heck no. I ain’t got that kinda time.
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