Awesome. I’ll get to work making it. Did Correlion die? I have not been on for a few days and it looks like everything is crumbling.
No, currently Hettie is stuck in a forcecage and was with Umbraveth trying to kill Correlion. Umbraveth tried to call his allies to jump Correlion, but Tree's character fled after Correlion damaged them.
how much hp are you at?
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"The Biggest problem D&D player face is their own bad decisions." "What doesn't kill you makes you more likely to die."- Thauraeln_The_Bol "Well, hey, if it ain't broke, then break it!"Former_Queen_Yvonne See my homebrew spells, monsters, and this thread part of the cult of science, and the Cult of the Nothic, and plays on Tenbrae Sine Fine Please help us!!! (Link) Nickname is Colton. PM ME THE WORD TOMATO. The best name for the mad gibber
Awesome. I’ll get to work making it. Did Correlion die? I have not been on for a few days and it looks like everything is crumbling.
No, currently Hettie is stuck in a forcecage and was with Umbraveth trying to kill Correlion. Umbraveth tried to call his allies to jump Correlion, but Tree's character fled after Correlion damaged them.
how much hp are you at?
You don't need to know that.
Rollback Post to RevisionRollBack
— δ cyno • he/him • number one paladin fanδ — making a smoothie for meta ——————| EXTENDED SIG |—————— Φ • redpelt’s biggest fan :) DM, minmaxer, microbiology student, and lover of anything colored red • Φ
Awesome. I’ll get to work making it. Did Correlion die? I have not been on for a few days and it looks like everything is crumbling.
No, currently Hettie is stuck in a forcecage and was with Umbraveth trying to kill Correlion. Umbraveth tried to call his allies to jump Correlion, but Tree's character fled after Correlion damaged them.
how much hp are you at?
You don't need to know that.
ill tell you what hettie is at please
Rollback Post to RevisionRollBack
"The Biggest problem D&D player face is their own bad decisions." "What doesn't kill you makes you more likely to die."- Thauraeln_The_Bol "Well, hey, if it ain't broke, then break it!"Former_Queen_Yvonne See my homebrew spells, monsters, and this thread part of the cult of science, and the Cult of the Nothic, and plays on Tenbrae Sine Fine Please help us!!! (Link) Nickname is Colton. PM ME THE WORD TOMATO. The best name for the mad gibber
Wondrous Item, artifact (requires attunement by a by a creature with a wisdom score of more than 17)
These 9 black orbs float around the bearer, whispering things in a language they cannot understand
The orbs give the bearer telepathy with a range of 120 ft and Truesight within a range of 60 ft.
The attuner may use one or more of the orbs to enhance an attack or check. If they enhance an attack, they add 2d6 psychic damage for every orb they use. If they enhance a check, they add 1 to their roll for every orb used. They cannot enhance checks caused by this Artifact. However, if they use more than 4 orbs they must make a DC 15 WIS check or take 1d12+2 psychic damage, bypassing Resistance and Immunity, and giving Disadvantage to all attacks and checks on their next turn.
The attuner may also make the following action: The Shattering(Once per long rest): As an action, the attuner targets up to 9 creatures in a 60ft radius and make a WIS check equal to the highest wisdom score among those creatures minus 3. If they succeed, the orbs shoot out towards the targets, blasting their minds with overwhelming psychic energy, dealing damage equal to the Attuner's wisdom score times 2, and applying the effects of the Enthrall spell. If this attack uses more than 4 orbs they must make a DC 16 WIS check or take the total damage dealt, bypassing Resistance and Immunity, and stunning the Attuner for their next turn.
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Hi! I'm EJO. I am a silly billy who forgets to play Genshin Impact every day totally DOESN'T simp for at least three different ninja girls. Some other facts about me:
I main Milio in League of Legends, and therefore have extreme anxiety whenever my glass cannon Vayne main teammate charges at the enemy while I'm at the spawn zone.
My average accuracy in Marvel Rivals is about 19%.
If anyone says the words "Spider man lord" in my presence I will immediately lock myself in my room.
Wondrous Item, artifact (requires attunement by a by a creature with a wisdom score of more than 17)
These 9 black orbs float around the bearer, whispering things in a language they cannot understand
The orbs give the bearer telepathy with a range of 120 ft and Truesight within a range of 60 ft.
The attuner may use one or more of the orbs to enhance an attack or check. If they enhance an attack, they add 2d6 psychic damage for every orb they use. If they enhance a check, they add 1 to their roll for every orb used. They cannot enhance checks caused by this Artifact. However, if they use more than 4 orbs they must make a DC 15 WIS check or take 1d12+2 psychic damage, bypassing Resistance and Immunity, and giving Disadvantage to all attacks and checks on their next turn.
I’d change this to say that when you fail the check, you also lose the benefit of the orbs on that attack. And the check should equal DC 15+ the amount of orbs you are using in your attack. And taking a number of d12 psychic damage equal go the amount of orbs used.
The attuner may also make the following action: The Shattering(Once per long rest): As an action, the attuner targets up to 9 creatures in a 60ft radius and make a WIS check equal to the highest wisdom score among those creatures minus 3. If they succeed, the orbs shoot out towards the targets, blasting their minds with overwhelming psychic energy, dealing damage equal to the Attuner's wisdom score times 2, and applying the effects of the Enthrall spell. If this attack uses more than 4 orbs they must make a DC 16 WIS check or take the total damage dealt, bypassing Resistance and Immunity, and stunning the Attuner for their next turn.
Same rule for the check as the previous.
Rollback Post to RevisionRollBack
— δ cyno • he/him • number one paladin fanδ — making a smoothie for meta ——————| EXTENDED SIG |—————— Φ • redpelt’s biggest fan :) DM, minmaxer, microbiology student, and lover of anything colored red • Φ
Appearance: A small, batlike creature with the body of a snake. He has a large, pointy head with big eyes, and four short, sickle-shaped wings to keep him aloft. His body is mostly black, but his underbelly is a light grayish red.
Level: 3
Traits:
Arcane Blast- Grimm gains a new attack that uses Charisma as the attack modifier. It has a range of 120 ft., one target, and deals 3d6 + CHA fire damage.
Destructo-Beam (Recharges after a Long rest)- As an action, Grimm can unleash a blast of destructive energy in a line 15 feet wide and 100 feet long. Any creature caught in this area must make a DC 18 DEX save or take 9d10 fire damage.
Monstrous Technique- Grimm gains the benefits of the Second Chance feat.
Less than Normal- Grimm is Tiny, and gains the following traits. His AC becomes 15 plus his dexterity modifier, and he gains 15 feet of fly speed. Grimm's hit dice also become d4s. Enemies that are Large or larger have disadvantage on attack rolls against Grimm, and he has advantage on stealth checks. Grimm cannot be grappled by any creature larger than Medium size, and his movement doesn’t provoke opportunity attacks.
Cannot be Outrun- Grimm gains 50 feet of fly speed.
Greed for Power- Grimm gains +2 to CHA.
Flaws:
Signs Clear As Glass- Grimm gives obvious signals when he's going to attack. When Grimm targets a creature with an attack, that creature may add +2 to their AC against that attack as a reaction.
Gluttony- Grimm requires food and water to survive, and must eat or drink at least once per day. For every day he goes without food or water, he suffers one level of exhaustion. This exhaustion cannot be removed by anything other then eating or drinking while taking a long rest.
Speak No Evil- Grimm can't knowingly tell a lie.
True To Your Word- Grimm cannot willingly break a spoken promise or deal. Upon his death, the fealty oaths he swore remain.
Do No Evil- When Grimm is killed, the killer can cause him to be imprisoned in chains by spending experience points-- the more points, the stronger the chain. While these chains are applied, Grimm is considered to be paralyzed. To free Grimm, someone else needs to go to him and apply the same amount of XP that was used in the creation of the chains.
Dread Points: 0
Size: Tiny
Behavior: Grimm mostly just flies around, getting on everyone's nerves and being cute.
Pokemon Master, Hero of Hyrule, Jedi Knight, Minecrafter, Celestial Being Beyond Comprehension, Bounty Hunter, Salmon Runner, Nailmaster, Yarn Yoshi Enjoyer, Animal Lover, Math Rock Roller, Nerd King in all Aspects.
(And, of course, Dragon Tamer. It is in the name, after all)
Appearance: A gigantic, six-legged dragon with wings of pure shadow. Each wing has three gigantic red claws, capable of inflicting massive damage.
Level: 9
Traits:
Draconic Breath- Giratina can exhale a 60 ft cone of energy as an action. Each creature within that area must make a DC 17 DEX save. On a fail, they take 14d6 force damage, taking only half on a success.
Regeneration- Giratina regains 10 hit points at the start of each of its turns. If it takes damage from poison or psychic damage, this trait doesn't function at the start of its next turn. While at 0 hp, Giratina doesn’t regenerate. This regeneration can restore missing limbs and other body parts as part of the regenerate spell.
Master of Pain- Giratina adds half of its STR modifier(rounded down) to the attack and damage rolls of its Rend attacks.
Multiattack- When Giratina makes a Rend attack as an action, it may make two attacks instead of one.
Bloodlust (x3)- Giratina gains +3 damage dice to its Rend attack.
Sinful Shield- Giratina gains +2 AC.
Adamantine Skin- Any critical hit against Giratina becomes a normal hit, and it has a damage threshold of 5. This means that anything that deals 5 or less damage to it in a single instance instead deals no damage.
Greed for Power- +6 to STR.
Greater than Normal- Giratina is Huge, and gains the following features: It loses 10 ft of walking speed, and its hit dice are d12s. Its armor class becomes 12 plus its STR modifier, and its reach increases by 5 ft.
Cannot Be Outrun- Giratina gains +10 to its walking speed and +60 to its flying speed.
Flaws:
Do No Evil- When Giratina is killed, it can be imprisoned in chains by spending experience points-- the more points, the stronger the chain. While these chains are applied, it can't do anything and nobody can do any harm to it. To free Giratina, someone else needs to go to it and apply the same amount of XP used to imprison it in the first place.
Fatal Vulnerability- Giratina is vulnerable to cold damage. Nobody knows this except for it.
Dread Points: 0
Size: Huge
Behavior: Giratina quests to gain power and rip away the boundaries between the worlds. It will make alliances with any other dark beings to meet these ends, as long as the other being has use to it.
Pokemon Master, Hero of Hyrule, Jedi Knight, Minecrafter, Celestial Being Beyond Comprehension, Bounty Hunter, Salmon Runner, Nailmaster, Yarn Yoshi Enjoyer, Animal Lover, Math Rock Roller, Nerd King in all Aspects.
(And, of course, Dragon Tamer. It is in the name, after all)
Appearance: He has four dragon legs with a human like upper half, emanating from his hair is a purple energy. He has purple and black wings on his lower half.
Traits: Unleashable(s): Peaceful Limbo Passive(s): Blades of The Unholy (Simple Melee Weapons), Dipped Talons and Blades, Weapon Master Flaw(s): Slothful
Size: Large
Behavior: Typically acts in a way that makes him seem to have hardly any interest in other people or beings.
If you don’t know where I am, I’m either sleeping or roleplaying. If I’m doing neither of those things, except the worst. (Do not actually expect the worst) If you need to talk then PM me. Head Acolyte of The Tree Cult.
Appearance: A small, batlike creature with the body of a snake. He has a large, pointy head with big eyes, and four short, sickle-shaped wings to keep him aloft. His body is mostly black, but his underbelly is a light grayish red.
Level: 4
Traits:
Arcane Blast- Grimm gains a new attack that uses Charisma as the attack modifier. It has a range of 120 ft., one target, and deals 3d6 + CHA fire damage.
Monstrous Technique- Grimm gains the benefits of the Second Chance feat.
Less than Normal- Grimm is Tiny, and gains the following traits. His AC becomes 15 plus his dexterity modifier, and he gains 15 feet of walk speed. Grimm's hit dice also become d4s. Enemies that are Large or larger have disadvantage on attack rolls against Grimm, and he has advantage on stealth checks. Grimm cannot be grappled by any creature larger than Medium size, and his movement doesn’t provoke opportunity attacks.
Cannot be Outrun- Grimm gains 100 feet of fly speed, at the expense of 40 feet of walk speed.
Greed for Power- Grimm gains +2 to CHA.
Flaws:
Signs Clear As Glass- Grimm gives obvious signals when he's going to attack. When Grimm targets a creature with an attack, that creature may add +2 to their AC against that attack as a reaction.
Gluttony- Grimm requires food and water to survive, and must eat or drink at least once per day. For every day he goes without food or water, he suffers one level of exhaustion. This exhaustion cannot be removed by anything other then eating or drinking while taking a long rest.
Speak No Evil- Grimm can't knowingly tell a lie.
True To Your Word- Grimm cannot willingly break a spoken promise or deal. Upon his death, the fealty oaths he swore remain.
Do No Evil- When Grimm is killed, the killer can cause him to be imprisoned in chains by spending experience points-- the more points, the stronger the chain. While these chains are applied, Grimm is considered to be paralyzed. To free Grimm, someone else needs to go to him and apply the same amount of XP that was used in the creation of the chains.
Dread Points: 0
Size: Tiny
Behavior: Grimm mostly just flies around, getting on everyone's nerves and being cute.
Age: Baby
Rollback Post to RevisionRollBack
Pokemon Master, Hero of Hyrule, Jedi Knight, Minecrafter, Celestial Being Beyond Comprehension, Bounty Hunter, Salmon Runner, Nailmaster, Yarn Yoshi Enjoyer, Animal Lover, Math Rock Roller, Nerd King in all Aspects.
(And, of course, Dragon Tamer. It is in the name, after all)
Terrain: As diverse as Earth’s but with more extremes, floating crystals reflecting light and dividing the ‘sky’ from the ground, or the ground from the ’sky’ from others perspective.
Effects: tbd
Description:
Close your eyes and visualize. The world we know today, with all its trees and sand and clay and stone. With its vast deserts and endangered rainforests. The endless horizon hiding secrets unknown to all but those who travel. Now, imagine it without mankind. The forests no longer harmed. The world colder that it is now, unaffected by the heat of pollution. No towers or dams to obstruct your view nor the rivers. The world, the planet, in its supposedly unhurt state.
Now see it, but larger. Flora the size of titans. Creatures thought dead frolicking in their shade, from the feathered reptiles to the specimens lost thanks to mortal greed. Canyons that could hold entire civilizations and still have room. Deserts more expansive than the true material plane is. Oceans whose depths reach into hell itself. A world so unimaginably huge, and so unimaginably diverse, it may well be the birthplace of the gods themselves. But it is not, for this still is the The Endless Dark.
Now, one final request. Within your mind, fold this impossible world over itself and populate with floating crystals between. Gravity follows less rules than before, and the sky is its ground and the ground is the others sky. Trees hanging from their roots and animal’s whose backs face others. The crystals that divide the two parallel yet matching realms float with no support, except perhaps the light that reflects and refracts through them, mocking sunlight from the material in this woefully underground place.
Okay, I assumed something like that after reading some old posts. I thought I got banned from the thread or something, with the error message it gave me. If they can't give us back the full thread I'll declare war on the mods (Trust)
Appearance: A small, batlike creature with the body of a snake. He has a large, pointy head with big eyes, and four short, sickle-shaped wings to keep him aloft. His body is mostly black, but his underbelly is a light grayish red.
Level: 5
Traits:
Arcane Blast- Grimm gains a new attack that uses Charisma as the attack modifier. It has a range of 120 ft., one target, and deals 3d6 + CHA fire damage.
Destructo-Beam (Recharges after a Long rest)- As an action, Grimm can unleash a blast of powerful energy. This blast is in a line 15 feet wide and 100 feet long. Any creature caught in this area must make a DC 20 DEX save or take 11d10 fire damage.
Monstrous Technique- Grimm gains the benefits of the Second Chance feat.
Less than Normal- Grimm is Tiny, and gains the following traits. His AC becomes 15 plus his dexterity modifier, and he gains 15 feet of walk speed. Grimm's hit dice also become d4s. Enemies that are Large or larger have disadvantage on attack rolls against Grimm, and he has advantage on stealth checks. Grimm cannot be grappled by any creature larger than Medium size, and his movement doesn’t provoke opportunity attacks.
Cannot be Outrun- Grimm gains 100 feet of fly speed, at the expense of 40 feet of walk speed.
Greed for Power- Grimm gains +2 to CHA.
Flaws:
Signs Clear As Glass- Grimm gives obvious signals when he's going to attack. When Grimm targets a creature with an attack, that creature may add +2 to their AC against that attack as a reaction.
Gluttony- Grimm requires food and water to survive, and must eat or drink at least once per day. For every day he goes without food or water, he suffers one level of exhaustion. This exhaustion cannot be removed by anything other then eating or drinking while taking a long rest.
Speak No Evil- Grimm can't knowingly tell a lie.
True To Your Word- Grimm cannot willingly break a spoken promise or deal. Upon his death, the fealty oaths he swore remain.
Do No Evil- When Grimm is killed, the killer can cause him to be imprisoned in chains by spending experience points-- the more points, the stronger the chain. While these chains are applied, Grimm is considered to be paralyzed. To free Grimm, someone else needs to go to him and apply the same amount of XP that was used in the creation of the chains.
Dread Points: 0
Size: Tiny
Behavior: Grimm mostly just flies around, getting on everyone's nerves and being cute.
Pokemon Master, Hero of Hyrule, Jedi Knight, Minecrafter, Celestial Being Beyond Comprehension, Bounty Hunter, Salmon Runner, Nailmaster, Yarn Yoshi Enjoyer, Animal Lover, Math Rock Roller, Nerd King in all Aspects.
(And, of course, Dragon Tamer. It is in the name, after all)
Appearance: A small, batlike creature with the body of a snake. He has a large, pointy head with big eyes, and four short, sickle-shaped wings to keep him aloft. His body is mostly black, but his underbelly is a light grayish red.
Level: 6
Traits:
Arcane Blast- Grimm gains a new attack that uses Charisma as the attack modifier. It has a range of 120 ft., one target, and deals 3d6 + CHA fire damage.
Destructo-Beam (Recharges after a Long rest)- As an action, Grimm can unleash a blast of powerful energy. This blast is in a line 15 feet wide and 100 feet long. Any creature caught in this area must make a DC 20 DEX save or take 11d10 fire damage.
Monstrous Technique- Grimm gains the benefits of the Second Chance feat.
Less than Normal- Grimm is Tiny, and gains the following traits. His AC becomes 15 plus his dexterity modifier, and he gains 15 feet of walk speed. Grimm's hit dice also become d4s. Enemies that are Large or larger have disadvantage on attack rolls against Grimm, and he has advantage on stealth checks. Grimm cannot be grappled by any creature larger than Medium size, and his movement doesn’t provoke opportunity attacks.
Cannot be Outrun- Grimm gains 100 feet of fly speed, at the expense of 40 feet of walk speed.
Greed for Power- Grimm gains +4 to DEX and +2 to CHA.
Flaws:
Signs Clear As Glass- Grimm gives obvious signals when he's going to attack. When Grimm targets a creature with an attack, that creature may add +2 to their AC against that attack as a reaction.
Gluttony- Grimm requires food and water to survive, and must eat or drink at least once per day. For every day he goes without food or water, he suffers one level of exhaustion. This exhaustion cannot be removed by anything other then eating or drinking while taking a long rest.
Speak No Evil- Grimm can't knowingly tell a lie.
True To Your Word- Grimm cannot willingly break a spoken promise or deal. Upon his death, the fealty oaths he swore remain.
Do No Evil- When Grimm is killed, the killer can cause him to be imprisoned in chains by spending experience points-- the more points, the stronger the chain. While these chains are applied, Grimm is considered to be paralyzed. To free Grimm, someone else needs to go to him and apply the same amount of XP that was used in the creation of the chains.
Dread Points: 1
Size: Tiny
Behavior: Grimm mostly just flies around, getting on everyone's nerves and being cute.
Age: Baby
Rollback Post to RevisionRollBack
Pokemon Master, Hero of Hyrule, Jedi Knight, Minecrafter, Celestial Being Beyond Comprehension, Bounty Hunter, Salmon Runner, Nailmaster, Yarn Yoshi Enjoyer, Animal Lover, Math Rock Roller, Nerd King in all Aspects.
(And, of course, Dragon Tamer. It is in the name, after all)
HE'S BACK... AND WEIRDER THAN EVER!
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how much hp are you at?
"The Biggest problem D&D player face is their own bad decisions." "What doesn't kill you makes you more likely to die."- Thauraeln_The_Bol "Well, hey, if it ain't broke, then break it!"Former_Queen_Yvonne
See my homebrew spells, monsters, and this thread
part of the cult of science, and the Cult of the Nothic, and plays on Tenbrae Sine Fine
Please help us!!! (Link) Nickname is Colton. PM ME THE WORD TOMATO.
The best name for the mad gibber
You don't need to know that.
— δ cyno • he/him • number one paladin fan δ —
making a smoothie for meta
——————| EXTENDED SIG |——————
Φ • redpelt’s biggest fan :) DM, minmaxer, microbiology student, and lover of anything colored red • Φ
ill tell you what hettie is at please
"The Biggest problem D&D player face is their own bad decisions." "What doesn't kill you makes you more likely to die."- Thauraeln_The_Bol "Well, hey, if it ain't broke, then break it!"Former_Queen_Yvonne
See my homebrew spells, monsters, and this thread
part of the cult of science, and the Cult of the Nothic, and plays on Tenbrae Sine Fine
Please help us!!! (Link) Nickname is Colton. PM ME THE WORD TOMATO.
The best name for the mad gibber
These 9 black orbs float around the bearer, whispering things in a language they cannot understand
The orbs give the bearer telepathy with a range of 120 ft and Truesight within a range of 60 ft.
The attuner may use one or more of the orbs to enhance an attack or check. If they enhance an attack, they add 2d6 psychic damage for every orb they use. If they enhance a check, they add 1 to their roll for every orb used. They cannot enhance checks caused by this Artifact. However, if they use more than 4 orbs they must make a DC 15 WIS check or take 1d12+2 psychic damage, bypassing Resistance and Immunity, and giving Disadvantage to all attacks and checks on their next turn.
The attuner may also make the following action:
The Shattering(Once per long rest): As an action, the attuner targets up to 9 creatures in a 60ft radius and make a WIS check equal to the highest wisdom score among those creatures minus 3. If they succeed, the orbs shoot out towards the targets, blasting their minds with overwhelming psychic energy, dealing damage equal to the Attuner's wisdom score times 2, and applying the effects of the Enthrall spell. If this attack uses more than 4 orbs they must make a DC 16 WIS check or take the total damage dealt, bypassing Resistance and Immunity, and stunning the Attuner for their next turn.
Hi! I'm EJO. I am a silly billy who forgets to play Genshin Impact every day totally DOESN'T simp for at least three different ninja girls. Some other facts about me:
I main Milio in League of Legends, and therefore have extreme anxiety whenever my glass cannon Vayne main teammate charges at the enemy while I'm at the spawn zone.
My average accuracy in Marvel Rivals is about 19%.
If anyone says the words "Spider man lord" in my presence I will immediately lock myself in my room.
I like cheese.
I’d change this to say that when you fail the check, you also lose the benefit of the orbs on that attack. And the check should equal DC 15+ the amount of orbs you are using in your attack. And taking a number of d12 psychic damage equal go the amount of orbs used.
Same rule for the check as the previous.
— δ cyno • he/him • number one paladin fan δ —
making a smoothie for meta
——————| EXTENDED SIG |——————
Φ • redpelt’s biggest fan :) DM, minmaxer, microbiology student, and lover of anything colored red • Φ
Name: Grimm
Appearance: A small, batlike creature with the body of a snake. He has a large, pointy head with big eyes, and four short, sickle-shaped wings to keep him aloft. His body is mostly black, but his underbelly is a light grayish red.
Level: 3
Traits:
Arcane Blast- Grimm gains a new attack that uses Charisma as the attack modifier. It has a range of 120 ft., one target, and deals 3d6 + CHA fire damage.
Destructo-Beam (Recharges after a Long rest)- As an action, Grimm can unleash a blast of destructive energy in a line 15 feet wide and 100 feet long. Any creature caught in this area must make a DC 18 DEX save or take 9d10 fire damage.
Monstrous Technique- Grimm gains the benefits of the Second Chance feat.
Less than Normal- Grimm is Tiny, and gains the following traits. His AC becomes 15 plus his dexterity modifier, and he gains 15 feet of fly speed. Grimm's hit dice also become d4s. Enemies that are Large or larger have disadvantage on attack rolls against Grimm, and he has advantage on stealth checks. Grimm cannot be grappled by any creature larger than Medium size, and his movement doesn’t provoke opportunity attacks.
Cannot be Outrun- Grimm gains 50 feet of fly speed.
Greed for Power- Grimm gains +2 to CHA.
Flaws:
Signs Clear As Glass- Grimm gives obvious signals when he's going to attack. When Grimm targets a creature with an attack, that creature may add +2 to their AC against that attack as a reaction.
Gluttony- Grimm requires food and water to survive, and must eat or drink at least once per day. For every day he goes without food or water, he suffers one level of exhaustion. This exhaustion cannot be removed by anything other then eating or drinking while taking a long rest.
Speak No Evil- Grimm can't knowingly tell a lie.
True To Your Word- Grimm cannot willingly break a spoken promise or deal. Upon his death, the fealty oaths he swore remain.
Do No Evil- When Grimm is killed, the killer can cause him to be imprisoned in chains by spending experience points-- the more points, the stronger the chain. While these chains are applied, Grimm is considered to be paralyzed. To free Grimm, someone else needs to go to him and apply the same amount of XP that was used in the creation of the chains.
Dread Points: 0
Size: Tiny
Behavior: Grimm mostly just flies around, getting on everyone's nerves and being cute.
Age: Baby
Pokemon Master, Hero of Hyrule, Jedi Knight, Minecrafter, Celestial Being Beyond Comprehension, Bounty Hunter, Salmon Runner, Nailmaster, Yarn Yoshi Enjoyer, Animal Lover, Math Rock Roller, Nerd King in all Aspects.
(And, of course, Dragon Tamer. It is in the name, after all)
HE'S BACK... AND WEIRDER THAN EVER!
Name: Giratina
Appearance: A gigantic, six-legged dragon with wings of pure shadow. Each wing has three gigantic red claws, capable of inflicting massive damage.
Level: 9
Traits:
Draconic Breath- Giratina can exhale a 60 ft cone of energy as an action. Each creature within that area must make a DC 17 DEX save. On a fail, they take 14d6 force damage, taking only half on a success.
Regeneration- Giratina regains 10 hit points at the start of each of its turns. If it takes damage from poison or psychic damage, this trait doesn't function at the start of its next turn. While at 0 hp, Giratina doesn’t regenerate. This regeneration can restore missing limbs and other body parts as part of the regenerate spell.
Master of Pain- Giratina adds half of its STR modifier(rounded down) to the attack and damage rolls of its Rend attacks.
Multiattack- When Giratina makes a Rend attack as an action, it may make two attacks instead of one.
Bloodlust (x3)- Giratina gains +3 damage dice to its Rend attack.
Sinful Shield- Giratina gains +2 AC.
Adamantine Skin- Any critical hit against Giratina becomes a normal hit, and it has a damage threshold of 5. This means that anything that deals 5 or less damage to it in a single instance instead deals no damage.
Greed for Power- +6 to STR.
Greater than Normal- Giratina is Huge, and gains the following features: It loses 10 ft of walking speed, and its hit dice are d12s. Its armor class becomes 12 plus its STR modifier, and its reach increases by 5 ft.
Cannot Be Outrun- Giratina gains +10 to its walking speed and +60 to its flying speed.
Flaws:
Do No Evil- When Giratina is killed, it can be imprisoned in chains by spending experience points-- the more points, the stronger the chain. While these chains are applied, it can't do anything and nobody can do any harm to it. To free Giratina, someone else needs to go to it and apply the same amount of XP used to imprison it in the first place.
Fatal Vulnerability- Giratina is vulnerable to cold damage. Nobody knows this except for it.
Dread Points: 0
Size: Huge
Behavior: Giratina quests to gain power and rip away the boundaries between the worlds. It will make alliances with any other dark beings to meet these ends, as long as the other being has use to it.
Age: Older than time itself
Pokemon Master, Hero of Hyrule, Jedi Knight, Minecrafter, Celestial Being Beyond Comprehension, Bounty Hunter, Salmon Runner, Nailmaster, Yarn Yoshi Enjoyer, Animal Lover, Math Rock Roller, Nerd King in all Aspects.
(And, of course, Dragon Tamer. It is in the name, after all)
HE'S BACK... AND WEIRDER THAN EVER!
Name: Heryston
Appearance: He has four dragon legs with a human like upper half, emanating from his hair is a purple energy. He has purple and black wings on his lower half.
Traits: Unleashable(s): Peaceful Limbo
Passive(s): Blades of The Unholy (Simple Melee Weapons), Dipped Talons and Blades, Weapon Master Flaw(s): Slothful
Size: Large
Behavior: Typically acts in a way that makes him seem to have hardly any interest in other people or beings.
Age: You’ll Never Know.
Lightning flashes, it creates ash. The ash forms a human.
If you don’t know where I am, I’m either sleeping or roleplaying. If I’m doing neither of those things, except the worst. (Do not actually expect the worst) If you need to talk then PM me. Head Acolyte of The Tree Cult.
Name:The herald of Hypnos
Appearance: Some sort of mist swarmed with purple-blue-pink flowers, casually takes the form of a human, two Amethyst eyes.
Traits Unleashable(s): Arcane burst
Passive(s): Amorphous, Fraudulent disguise, Greater detection(truesight60ft), Blades of the unholy(martial melee(Longsword)
Flaw(s): Do no evil, Think no evil, Broken soul, Fatal vulnerability
Dread Points:9
Size: Large mist, though the humanoid it takes the form of isn’t as big
Behaviour: Quite mad, very slothful, doesn’t always take things as seriously as they should.
Age: Very, very old, though the form they currently take is quite new to it, probably around 30-50 years old
Name: Grimm
Appearance: A small, batlike creature with the body of a snake. He has a large, pointy head with big eyes, and four short, sickle-shaped wings to keep him aloft. His body is mostly black, but his underbelly is a light grayish red.
Level: 4
Traits:
Arcane Blast- Grimm gains a new attack that uses Charisma as the attack modifier. It has a range of 120 ft., one target, and deals 3d6 + CHA fire damage.
Monstrous Technique- Grimm gains the benefits of the Second Chance feat.
Less than Normal- Grimm is Tiny, and gains the following traits. His AC becomes 15 plus his dexterity modifier, and he gains 15 feet of walk speed. Grimm's hit dice also become d4s. Enemies that are Large or larger have disadvantage on attack rolls against Grimm, and he has advantage on stealth checks. Grimm cannot be grappled by any creature larger than Medium size, and his movement doesn’t provoke opportunity attacks.
Cannot be Outrun- Grimm gains 100 feet of fly speed, at the expense of 40 feet of walk speed.
Greed for Power- Grimm gains +2 to CHA.
Flaws:
Signs Clear As Glass- Grimm gives obvious signals when he's going to attack. When Grimm targets a creature with an attack, that creature may add +2 to their AC against that attack as a reaction.
Gluttony- Grimm requires food and water to survive, and must eat or drink at least once per day. For every day he goes without food or water, he suffers one level of exhaustion. This exhaustion cannot be removed by anything other then eating or drinking while taking a long rest.
Speak No Evil- Grimm can't knowingly tell a lie.
True To Your Word- Grimm cannot willingly break a spoken promise or deal. Upon his death, the fealty oaths he swore remain.
Do No Evil- When Grimm is killed, the killer can cause him to be imprisoned in chains by spending experience points-- the more points, the stronger the chain. While these chains are applied, Grimm is considered to be paralyzed. To free Grimm, someone else needs to go to him and apply the same amount of XP that was used in the creation of the chains.
Dread Points: 0
Size: Tiny
Behavior: Grimm mostly just flies around, getting on everyone's nerves and being cute.
Age: Baby
Pokemon Master, Hero of Hyrule, Jedi Knight, Minecrafter, Celestial Being Beyond Comprehension, Bounty Hunter, Salmon Runner, Nailmaster, Yarn Yoshi Enjoyer, Animal Lover, Math Rock Roller, Nerd King in all Aspects.
(And, of course, Dragon Tamer. It is in the name, after all)
HE'S BACK... AND WEIRDER THAN EVER!
Name: The Hollow Material
Terrain: As diverse as Earth’s but with more extremes, floating crystals reflecting light and dividing the ‘sky’ from the ground, or the ground from the ’sky’ from others perspective.
Effects: tbd
Description:
Close your eyes and visualize. The world we know today, with all its trees and sand and clay and stone. With its vast deserts and endangered rainforests. The endless horizon hiding secrets unknown to all but those who travel. Now, imagine it without mankind. The forests no longer harmed. The world colder that it is now, unaffected by the heat of pollution. No towers or dams to obstruct your view nor the rivers. The world, the planet, in its supposedly unhurt state.
Now see it, but larger. Flora the size of titans. Creatures thought dead frolicking in their shade, from the feathered reptiles to the specimens lost thanks to mortal greed. Canyons that could hold entire civilizations and still have room. Deserts more expansive than the true material plane is. Oceans whose depths reach into hell itself. A world so unimaginably huge, and so unimaginably diverse, it may well be the birthplace of the gods themselves. But it is not, for this still is the The Endless Dark.
Now, one final request. Within your mind, fold this impossible world over itself and populate with floating crystals between. Gravity follows less rules than before, and the sky is its ground and the ground is the others sky. Trees hanging from their roots and animal’s whose backs face others. The crystals that divide the two parallel yet matching realms float with no support, except perhaps the light that reflects and refracts through them, mocking sunlight from the material in this woefully underground place.
Hi, I’m DrakenBrine, here’s my Sig and characters
I am The Grand Envisioner!
What happened to the main thread!?!?!
It's gone!?!?
Gibber was editing the original post and it was marked as spam. We’re trying to fix it.
Hi, I’m DrakenBrine, here’s my Sig and characters
I am The Grand Envisioner!
Oh dear. Either Gibber deleted it, or a mod did…
"Meddle not in the affairs of dragons, for thou art crunchy and taste good with ketchup."
Characters for Tenebris Sine Fine
RoughCoronet's Greater Wills
Or that
"Meddle not in the affairs of dragons, for thou art crunchy and taste good with ketchup."
Characters for Tenebris Sine Fine
RoughCoronet's Greater Wills
Yeah, I added Draken's layer and I guess having so many layers made it marked as spam? I've made a post about the issue and now we're just waiting.
Hello! I am a perfectly sane gibberer. Hi! :D
Locations are dead, the Temple of Potassium has fallen but its ideals live on
A mysterious link of chain... (Extended signature). PRAISE JEFF THE EVIL ROOMBA! REALLY cool video.
One of the Warlock Patrons on the forums. Low, low price of your soul, your firstborn child and your liver!
Titles: The Echoing Story Spewer from Drummer, the Endless Maws from Isis, the Mad Murderer from PJ
Okay, I assumed something like that after reading some old posts. I thought I got banned from the thread or something, with the error message it gave me. If they can't give us back the full thread I'll declare war on the mods (Trust)
Name: Grimm
Appearance: A small, batlike creature with the body of a snake. He has a large, pointy head with big eyes, and four short, sickle-shaped wings to keep him aloft. His body is mostly black, but his underbelly is a light grayish red.
Level: 5
Traits:
Arcane Blast- Grimm gains a new attack that uses Charisma as the attack modifier. It has a range of 120 ft., one target, and deals 3d6 + CHA fire damage.
Destructo-Beam (Recharges after a Long rest)- As an action, Grimm can unleash a blast of powerful energy. This blast is in a line 15 feet wide and 100 feet long. Any creature caught in this area must make a DC 20 DEX save or take 11d10 fire damage.
Monstrous Technique- Grimm gains the benefits of the Second Chance feat.
Less than Normal- Grimm is Tiny, and gains the following traits. His AC becomes 15 plus his dexterity modifier, and he gains 15 feet of walk speed. Grimm's hit dice also become d4s. Enemies that are Large or larger have disadvantage on attack rolls against Grimm, and he has advantage on stealth checks. Grimm cannot be grappled by any creature larger than Medium size, and his movement doesn’t provoke opportunity attacks.
Cannot be Outrun- Grimm gains 100 feet of fly speed, at the expense of 40 feet of walk speed.
Greed for Power- Grimm gains +2 to CHA.
Flaws:
Signs Clear As Glass- Grimm gives obvious signals when he's going to attack. When Grimm targets a creature with an attack, that creature may add +2 to their AC against that attack as a reaction.
Gluttony- Grimm requires food and water to survive, and must eat or drink at least once per day. For every day he goes without food or water, he suffers one level of exhaustion. This exhaustion cannot be removed by anything other then eating or drinking while taking a long rest.
Speak No Evil- Grimm can't knowingly tell a lie.
True To Your Word- Grimm cannot willingly break a spoken promise or deal. Upon his death, the fealty oaths he swore remain.
Do No Evil- When Grimm is killed, the killer can cause him to be imprisoned in chains by spending experience points-- the more points, the stronger the chain. While these chains are applied, Grimm is considered to be paralyzed. To free Grimm, someone else needs to go to him and apply the same amount of XP that was used in the creation of the chains.
Dread Points: 0
Size: Tiny
Behavior: Grimm mostly just flies around, getting on everyone's nerves and being cute.
Age: Baby
Pokemon Master, Hero of Hyrule, Jedi Knight, Minecrafter, Celestial Being Beyond Comprehension, Bounty Hunter, Salmon Runner, Nailmaster, Yarn Yoshi Enjoyer, Animal Lover, Math Rock Roller, Nerd King in all Aspects.
(And, of course, Dragon Tamer. It is in the name, after all)
HE'S BACK... AND WEIRDER THAN EVER!
Name: Grimm
Appearance: A small, batlike creature with the body of a snake. He has a large, pointy head with big eyes, and four short, sickle-shaped wings to keep him aloft. His body is mostly black, but his underbelly is a light grayish red.
Level: 6
Traits:
Arcane Blast- Grimm gains a new attack that uses Charisma as the attack modifier. It has a range of 120 ft., one target, and deals 3d6 + CHA fire damage.
Destructo-Beam (Recharges after a Long rest)- As an action, Grimm can unleash a blast of powerful energy. This blast is in a line 15 feet wide and 100 feet long. Any creature caught in this area must make a DC 20 DEX save or take 11d10 fire damage.
Monstrous Technique- Grimm gains the benefits of the Second Chance feat.
Less than Normal- Grimm is Tiny, and gains the following traits. His AC becomes 15 plus his dexterity modifier, and he gains 15 feet of walk speed. Grimm's hit dice also become d4s. Enemies that are Large or larger have disadvantage on attack rolls against Grimm, and he has advantage on stealth checks. Grimm cannot be grappled by any creature larger than Medium size, and his movement doesn’t provoke opportunity attacks.
Cannot be Outrun- Grimm gains 100 feet of fly speed, at the expense of 40 feet of walk speed.
Greed for Power- Grimm gains +4 to DEX and +2 to CHA.
Flaws:
Signs Clear As Glass- Grimm gives obvious signals when he's going to attack. When Grimm targets a creature with an attack, that creature may add +2 to their AC against that attack as a reaction.
Gluttony- Grimm requires food and water to survive, and must eat or drink at least once per day. For every day he goes without food or water, he suffers one level of exhaustion. This exhaustion cannot be removed by anything other then eating or drinking while taking a long rest.
Speak No Evil- Grimm can't knowingly tell a lie.
True To Your Word- Grimm cannot willingly break a spoken promise or deal. Upon his death, the fealty oaths he swore remain.
Do No Evil- When Grimm is killed, the killer can cause him to be imprisoned in chains by spending experience points-- the more points, the stronger the chain. While these chains are applied, Grimm is considered to be paralyzed. To free Grimm, someone else needs to go to him and apply the same amount of XP that was used in the creation of the chains.
Dread Points: 1
Size: Tiny
Behavior: Grimm mostly just flies around, getting on everyone's nerves and being cute.
Age: Baby
Pokemon Master, Hero of Hyrule, Jedi Knight, Minecrafter, Celestial Being Beyond Comprehension, Bounty Hunter, Salmon Runner, Nailmaster, Yarn Yoshi Enjoyer, Animal Lover, Math Rock Roller, Nerd King in all Aspects.
(And, of course, Dragon Tamer. It is in the name, after all)
HE'S BACK... AND WEIRDER THAN EVER!