Almost all entrances to this layer emerge onto rocky ground, strewn with bones. Drakan’s Felgor army patrols the bottom. Otherwise, nothing is here. Looking up, however, is where the layer’s majority is seen. Mountains spear into the sky, each one hundreds of metres in height. Climbing them is difficult, and even then, the air, reeking of blood and bones, is too thin for many creatures to breathe. At the centre is the tallest mountain, Mount Skulgorr itself, housing Drakan’s Hall of Bones at its peak. It is estimated to stand 1000 metres high, piercing the dark clouds. Drakan himself has his own private entrance directly to the Hall of Bones to bypass the faff of getting to and from the hall using the public gates.
Layer 12: The Endless Necropolis
Nobody knows how large this layer truly is. Above ground, it is a long-forgotten battlefield, strewn with the bones of the deceased. Titanic weapons and skeletons lie at random. Buildings sit in the middle of fields of broken swords. Mobs of undead slope and skitter around. A perpetual blue-grey mist lies over the land. Underneath, however, is a different story. Under the ground is a sprawling labyrinth. Halls of black stone wind through the bedrock, filled with traps and undead guards. Much of it is redundant and leads nowhere, with no treasure or purpose, simply there to waste travellers time. Others lead to a wider network, eventually coming to the centre, where a pyramid made of the corpses of previous travellers stands. Underneath this structure is a huge, trap-laden, intricately designed temple where Kavalos himself is said to stay, along with his treasures, for anyone daring-or stupid- enough to attempt to take them.
Cool! Adding them.
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Hello! I am a perfectly sane gibberer. Hi! :D
Locations are dead, the Temple of Potassium has fallen but its ideals live on
He has BotU. technically, his artifact is making BotU attacks while dealing the damage and using the effects of rend.
I don’t remember if I’m the one that approved that artifact, but that removes the main balance of having Rend do more base damage and Blades of the Unholy having more effects. Your artifact can deal the damage of Rend but it can only be boosted by Blades of the Unholy abilities, not Rend boosting abilities because it is still a weapon and not a Rend attack. Otherwise you’re doing crazy damage with expanded crit range and triple multiattack and bonus action attack.
So... he loses like 3d8 damage. still at 4d8 with Send them to Hell. Seems fair.
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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.
He has BotU. technically, his artifact is making BotU attacks while dealing the damage and using the effects of rend.
I don’t remember if I’m the one that approved that artifact, but that removes the main balance of having Rend do more base damage and Blades of the Unholy having more effects. Your artifact can deal the damage of Rend but it can only be boosted by Blades of the Unholy abilities, not Rend boosting abilities because it is still a weapon and not a Rend attack. Otherwise you’re doing crazy damage with expanded crit range and triple multiattack and bonus action attack.
So you can have your weapon do Rend damage (3d8) with bolstered blades twice (5d8) plus the psychic damage (6d8) and then make 3-4 attacks per turn that’s perfectly acceptable.
OK, cool.
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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.
Here is a bit of a write up of abilities for my homebrew Blade of the Storm Lord. It's based off of the Sword of Zariel.
Primordial Language. You can speak, read. and write Primordial.
Storm Resistance. You have resistance to Lightning and Thunder damage.
Primordial Presence. Your Strength score becomes 20, unless it is already 20 or higher.
Fly Like The Wind. You gain the ability to glide through the air with ease, gaining a speed of 90 feet and the ability to hover.
Blindsight. You can sense even the faintest of movement in the air around you. You have blindsight out to a range of 60 feet.
Random Properties. While attuned to the artifact, you have resistance against Poison.Also while attuned to the artifact, you gain a +1 bonus to Armor Class.
Shock Numbing Strike. The sword deals an extra 9 (2d8) lightning damage to any creature it hits. A creature that takes this lightning damage must succeed on a DC 17 Constitution saving throw or have its speed halved until the end of its next turn.
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"Meddle not in the affairs of dragons, for thou art crunchy and taste good with ketchup."
Man, if I had a nickel for every time someone based their artifact off the Sword of Zariel, I would have two nickels. Which isn't a lot but it's weird that it happened twice...
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Hello! I am a perfectly sane gibberer. Hi! :D
Locations are dead, the Temple of Potassium has fallen but its ideals live on
— 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
Effects: Cyrrendale’s gravity and atmosphere are relatively standard, with a temperate climate. However, around 500 ft out from the walls of Moonvale, ending at the wall itself, gravity is increasing and fly speed is reduced to 0 for all but Correlion. In addition, physical projectiles automatically miss when fired in this area, as the gravity increase pulls them downwards to the ground.
Starting around 10 miles from the center, the vampiric Herroflower begins to bloom at greater strength. Creatures that start their turn in Herroflower blooms must make a CON save against Correlion’s Spell Save DC, suffering a bleeding effect until its next long rest. This effect is ended early by taking fire damage or by being healed by another creature. If the creature has the Regeneration trait, being healed does not stop the bloom and it must be cleared out by fire. A creature that starts its turns with the bleeding effect takes 2d4 magical slashing damage, which increases at the start of each of their subsequent turns by 1d4. Night’s Cavalry riders will offer strangers safe passage to Moonvale for a soul coin fee.
Once past the walls of Moonvale, all creatures inside the city are subjected to the effects of the Moonbeam spell (with no damage). All true forms are revealed, and invisible creatures lose the benefit of their invisibility.
One of the main traits of Cyrrendale is the tenants of the honored duel, a law woven into the land. Once a creature makes an attack against a creature, harms a creature, casts a spell on a creature with the intent to harm(this includes charm spells), or by any means declare a challenge invoking Correlion’s name, both creatures involved become bathed in a reddish glow. These two creatures can now no longer move more than 200 ft from eachother for the next 10 minutes and cannot harm or target any other creature. Any damage another outside creature takes from the two duelists is negated, as well as any effects. Within ten miles of Cyrrendale, this range instead becomes 100 ft, and the effect does not end until one of the creatures dies or surrenders, at which point the surrendering creature’s max hp is reduced to 1 hp for the next 8 hours. Alternatively, a surrendering creature can give up half of its current XP to the other challenger. A surrender must be willing (a creature cannot be charmed into surrendering). Additionally, while in Cyrrendale, no creature can willingly speak lies. A lie in this case is a statement that you do not believe or know to be true, either partially or fully.
While within 10 miles from the center of the layer, antimagic effects are suppressed due to the ambient arcane energy, and spells such as counterspell and dispel magic automatically fail. All creatures with spell slots that do not come from an item gain a bonus to their saving throws equal to the level of spell they can cast with their highest spell slot.
As well, creatures with fealty related abilities have those abilities suppressed completely while within Cyrrendale. A creature with fealty has a minus to its attack and damage rolls equal to the amount of creatures sworn fealty to it.
— 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
Effects: Cyrrendale’s gravity and atmosphere are relatively standard, with a temperate climate. However, around 500 ft out from the walls of Moonvale, ending at the wall itself, gravity is increasing and fly speed is reduced to 0 for all but Correlion. In addition, physical projectiles automatically miss when fired in this area, as the gravity increase pulls them downwards to the ground.
Aww man, guess Grimm doesn't get to go to Cyrrendale. He's gonna eventually have a walking speed of 0.
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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)
So for Mushisama’s magic item, the concept is his mask which grants the following;
Voice of the Beast. You are permanently under the effects of the Speak with Animals spell and may speak to them telepathically.
Forest Father. You are able to cast Plant Growth at will.
Summon Subjects. (Recharge 6) (This one is subject to change) Using an action, you are able to summon monsters of the beast and monstrosity typing, appearing in any available space within 30 feet of you. These monsters cannot be higher than a CR of 8.
I need help figuring out how many you should be able to summon of each CR in such a way that is balanced. Any help is appreciated.
So for Mushisama’s magic item, the concept is his mask which grants the following;
Voice of the Beast. You are permanently under the effects of the Speak with Animals spell and may speak to them telepathically.
Forest Father. You are able to cast Plant Growth at will.
Summon Subjects. (Recharge 6) (This one is subject to change) Using an action, you are able to summon monsters of the beast and monstrosity typing, appearing in any available space within 30 feet of you. These monsters cannot be higher than a CR of 8.
I need help figuring out how many you should be able to summon of each CR in such a way that is balanced. Any help is appreciated.
Summon subjects as a recharge is really strong. That’s infinite summons theoretically. As well as CR 8. I’d possibly suggest giving it something similar to the 14th level circle of shepherd’s druid feature, or an already existing conjuring spell which has a time limit as well as set parameters. Or have it conjure creatures whose combined CR must be 8 or lower, with a maximum of 8 creatures total? Monstrosity typing too immediately buffs that.
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— 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
Almost all entrances to this layer emerge onto rocky ground, strewn with bones. Drakan’s Felgor army patrols the bottom. Otherwise, nothing is here. Looking up, however, is where the layer’s majority is seen. Mountains spear into the sky, each one hundreds of metres in height. Climbing them is difficult, and even then, the air, reeking of blood and bones, is too thin for many creatures to breathe. At the centre is the tallest mountain, Mount Skulgorr itself, housing Drakan’s Hall of Bones at its peak. It is estimated to stand 1000 metres high, piercing the dark clouds. Drakan himself has his own private entrance directly to the Hall of Bones to bypass the faff of getting to and from the hall using the public gates.
EFFECTS:
The ground within a 1 mile radius of Mt. Skulgorr is prone to sudden seismic events. Every 3 rounds a creature remains on the ground level in this radius, roll a percentile die. There is a 25% chance the ground within 10 ft of the creature is subjected to the effects of the Earthquake spell. Throughout the layer there is the danger of rockfalls. There is a 35% chance of a rockfall starting whenever a creature is climbing one of the mountains, causing boulders to fall down the slope nearby. A DC 15 DEX check is required to avoid the larger boulders, or get hit, take 5d10 bludgeoning damage, and become stunned.
Layer 12: The Endless Necropolis
Nobody knows how large this layer truly is. Above ground, it is a long-forgotten battlefield, strewn with the bones of the deceased. Titanic weapons and skeletons lie at random. Buildings sit in the middle of fields of broken swords. Mobs of undead slope and skitter around. A perpetual blue-grey mist lies over the land.
Underneath, however, is a different story. Under the ground is a sprawling labyrinth. Halls of black stone wind through the bedrock, filled with traps and undead guards. Much of it is redundant and leads nowhere, with no treasure or purpose, simply there to waste travellers time. Others lead to a wider network, eventually coming to the centre, where a pyramid made of the corpses of previous travellers stands. Underneath this structure is a huge, trap-laden, intricately designed temple where Kavalos himself is said to stay, along with his treasures, for anyone daring-or stupid- enough to attempt to take them.
EFFECTS: Staying long above ground takes a toll on a creature’s body. Every 3 days, the creature gains one level of exhaustion, capping out at 3 levels. On the 10th day above ground, the creature can no longer take long rests, since the undead patrolling the layer become attracted to the creature’s weakened body. These effects do not occur if the creature is an Undead or Construct.
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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.
Running Eborix's artifact by here for moderation and naming suggestions. Currently they're the 'Mind orbs' or 'Orbs of Madness'
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. 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.
The attuner may also make the following action: The Shattering(Once per long rest): 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. add 2 to the damage output for every orb that targets the same person. If this attack uses more than 4 orbs they must make a DC 17 WIS check or take 2d12+24 psychic damage, bypassing Resistance and Immunity.
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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.
Running Eborix's artifact by here for moderation and naming suggestions. Currently they're the 'Mind orbs' or 'Orbs of Madness'
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. 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.
The attuner may also make the following action: The Shattering(Once per long rest): 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. add 2 to the damage output for every orb that targets the same person. If this attack uses more than 4 orbs they must make a DC 17 WIS check or take 2d12+24 psychic damage, bypassing Resistance and Immunity.
The wisdom check DCs are pretty low, and the damage isn’t very punishing in comparison to the maximum of 18d6 psychic damage per attack since the orbs don’t have a limit of how many times you can use them, how many you can apply in a turn, or however many you can apply per attack. And for the shattering, it should probably say that you can’t target the same creature twice. It’s pretty easy to get a wisdom score of 30 on the thread, and with all nine orbs, that’s a total damage of 540 flat psychic damage on a single creature. Even failing the check doesn’t stop you from dealing the damage, it just damages you a little bit. It also doesn’t state if the shattering takes an action or not.
Plus using the orbs to enhance a check when you need to make a check to avoid taking the damage is a bit unbalanced, I’d suggest adding some kind of limit to the orb usage, raising the DC of the check and having the effect be nullified on a fail or you take the same amount of damage you dealt.
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— 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
Layer 3: Velkrith, City of Shadows. (Owned by Umbraveth/Ash_the_evil)
The entrances to this layer step out onto steel bridges over the void. Nothing can be seen, except the path in front of you, and strange floating structures with unseen inhabitants. All the time you walk the path you feel like you are being watched, judged, discussed, others deciding your fate while you walk alone.
In the center of these paths is a mountain surrounded by flat plains and rivers that fall off into the darkness. This place seems to be like an island in the void, the only place safe from shadows. The landscape consists of black rock, grey grass, and blue, silver, and dark grey trees. With a wall of thorns to keep out any intruders surrounding the entrances.
In the center of this place is a city, almost entirely made of steel and stone. If one looks close enough, they may see tunnels leading to a underground city. Adventures must be careful though, as one may easily become lost in the caverns. If one looks close enough, they may see figures going about their day, but they seem to stay away from everyone, preferring to stay to their tasks.
While the majority of this place is bleak, there is several places of beauty. There is places that have been built for many people, from cozy homes, meadows with strange purple flowers, and forests with black trees and pink leaves, this place can accommodate many.
Creatures in this layer gain the following effects while they remain. (More soon.)
Bludgeoning, piercing, and slashing from nonmagical attacks while in dim light or darkness. -resistance.
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 lighter gray.
Level: 2
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 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 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)
So for Mushisama’s magic item, the concept is his mask which grants the following;
Voice of the Beast. You are permanently under the effects of the Speak with Animals spell and may speak to them telepathically.
Forest Father. You are able to cast Plant Growth at will.
Summon Subjects. (Recharge 6) (This one is subject to change) Using an action, you are able to summon monsters of the beast and monstrosity typing, appearing in any available space within 30 feet of you. These monsters cannot be higher than a CR of 8.
I need help figuring out how many you should be able to summon of each CR in such a way that is balanced. Any help is appreciated.
Summon subjects as a recharge is really strong. That’s infinite summons theoretically. As well as CR 8. I’d possibly suggest giving it something similar to the 14th level circle of shepherd’s druid feature, or an already existing conjuring spell which has a time limit as well as set parameters. Or have it conjure creatures whose combined CR must be 8 or lower, with a maximum of 8 creatures total? Monstrosity typing too immediately buffs that.
So like an amount of times equal to proficiency bonus? And what about 1 beast at CR 8 or lower, 2 at CR 4 or lower, 4 at CR 2 or lower, and 8 at CR 1 or lower? The monstrosity is to include Ankheg because it fits with Mushisama.
So for Mushisama’s magic item, the concept is his mask which grants the following;
Voice of the Beast. You are permanently under the effects of the Speak with Animals spell and may speak to them telepathically.
Forest Father. You are able to cast Plant Growth at will.
Summon Subjects. (Recharge 6) (This one is subject to change) Using an action, you are able to summon monsters of the beast and monstrosity typing, appearing in any available space within 30 feet of you. These monsters cannot be higher than a CR of 8.
I need help figuring out how many you should be able to summon of each CR in such a way that is balanced. Any help is appreciated.
Summon subjects as a recharge is really strong. That’s infinite summons theoretically. As well as CR 8. I’d possibly suggest giving it something similar to the 14th level circle of shepherd’s druid feature, or an already existing conjuring spell which has a time limit as well as set parameters. Or have it conjure creatures whose combined CR must be 8 or lower, with a maximum of 8 creatures total? Monstrosity typing too immediately buffs that.
So like an amount of times equal to proficiency bonus? And what about 1 beast at CR 8 or lower, 2 at CR 4 or lower, 4 at CR 2 or lower, and 8 at CR 1 or lower? The monstrosity is to include Ankheg because it fits with Mushisama.
I'd say half of proficiency bonus, and yes that works.
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— 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
So for Mushisama’s magic item, the concept is his mask which grants the following;
Voice of the Beast. You are permanently under the effects of the Speak with Animals spell and may speak to them telepathically.
Forest Father. You are able to cast Plant Growth at will.
Summon Subjects. (Recharge 6) (This one is subject to change) Using an action, you are able to summon monsters of the beast and monstrosity typing, appearing in any available space within 30 feet of you. These monsters cannot be higher than a CR of 8.
I need help figuring out how many you should be able to summon of each CR in such a way that is balanced. Any help is appreciated.
Summon subjects as a recharge is really strong. That’s infinite summons theoretically. As well as CR 8. I’d possibly suggest giving it something similar to the 14th level circle of shepherd’s druid feature, or an already existing conjuring spell which has a time limit as well as set parameters. Or have it conjure creatures whose combined CR must be 8 or lower, with a maximum of 8 creatures total? Monstrosity typing too immediately buffs that.
So like an amount of times equal to proficiency bonus? And what about 1 beast at CR 8 or lower, 2 at CR 4 or lower, 4 at CR 2 or lower, and 8 at CR 1 or lower? The monstrosity is to include Ankheg because it fits with Mushisama.
I'd say half of proficiency bonus, and yes that works.
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.
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.
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— 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
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Cool! Adding them.
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
So... he loses like 3d8 damage. still at 4d8 with Send them to Hell. Seems fair.
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.
OK, cool.
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.
Here is a bit of a write up of abilities for my homebrew Blade of the Storm Lord. It's based off of the Sword of Zariel.
"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
Man, if I had a nickel for every time someone based their artifact off the Sword of Zariel, I would have two nickels. Which isn't a lot but it's weird that it happened twice...
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
Its more than just two Cyno did it too.
Nah, I revised mine.
— 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
Update, and I’m working on their lair currently.
— 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
Aww man, guess Grimm doesn't get to go to Cyrrendale. He's gonna eventually have a walking speed of 0.
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!
So for Mushisama’s magic item, the concept is his mask which grants the following;
Voice of the Beast. You are permanently under the effects of the Speak with Animals spell and may speak to them telepathically.
Forest Father. You are able to cast Plant Growth at will.
Summon Subjects. (Recharge 6) (This one is subject to change) Using an action, you are able to summon monsters of the beast and monstrosity typing, appearing in any available space within 30 feet of you. These monsters cannot be higher than a CR of 8.
I need help figuring out how many you should be able to summon of each CR in such a way that is balanced. Any help is appreciated.
Hi, I’m DrakenBrine, here’s my Sig and characters
I am The Grand Envisioner!
Summon subjects as a recharge is really strong. That’s infinite summons theoretically. As well as CR 8. I’d possibly suggest giving it something similar to the 14th level circle of shepherd’s druid feature, or an already existing conjuring spell which has a time limit as well as set parameters. Or have it conjure creatures whose combined CR must be 8 or lower, with a maximum of 8 creatures total? Monstrosity typing too immediately buffs that.
— δ cyno • he/him • number one paladin fan δ —
making a smoothie for meta
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Φ • redpelt’s biggest fan :) DM, minmaxer, microbiology student, and lover of anything colored red • Φ
Effects for Drakan and Kavalos' layers
Layer 11: The Skulgorr peaks
Almost all entrances to this layer emerge onto rocky ground, strewn with bones. Drakan’s Felgor army patrols the bottom. Otherwise, nothing is here. Looking up, however, is where the layer’s majority is seen. Mountains spear into the sky, each one hundreds of metres in height. Climbing them is difficult, and even then, the air, reeking of blood and bones, is too thin for many creatures to breathe. At the centre is the tallest mountain, Mount Skulgorr itself, housing Drakan’s Hall of Bones at its peak. It is estimated to stand 1000 metres high, piercing the dark clouds. Drakan himself has his own private entrance directly to the Hall of Bones to bypass the faff of getting to and from the hall using the public gates.
EFFECTS:
The ground within a 1 mile radius of Mt. Skulgorr is prone to sudden seismic events. Every 3 rounds a creature remains on the ground level in this radius, roll a percentile die. There is a 25% chance the ground within 10 ft of the creature is subjected to the effects of the Earthquake spell.
Throughout the layer there is the danger of rockfalls. There is a 35% chance of a rockfall starting whenever a creature is climbing one of the mountains, causing boulders to fall down the slope nearby. A DC 15 DEX check is required to avoid the larger boulders, or get hit, take 5d10 bludgeoning damage, and become stunned.
Layer 12: The Endless Necropolis
Nobody knows how large this layer truly is. Above ground, it is a long-forgotten battlefield, strewn with the bones of the deceased. Titanic weapons and skeletons lie at random. Buildings sit in the middle of fields of broken swords. Mobs of undead slope and skitter around. A perpetual blue-grey mist lies over the land.
Underneath, however, is a different story.
Under the ground is a sprawling labyrinth. Halls of black stone wind through the bedrock, filled with traps and undead guards. Much of it is redundant and leads nowhere, with no treasure or purpose, simply there to waste travellers time. Others lead to a wider network, eventually coming to the centre, where a pyramid made of the corpses of previous travellers stands. Underneath this structure is a huge, trap-laden, intricately designed temple where Kavalos himself is said to stay, along with his treasures, for anyone daring-or stupid- enough to attempt to take them.
EFFECTS:
Staying long above ground takes a toll on a creature’s body. Every 3 days, the creature gains one level of exhaustion, capping out at 3 levels. On the 10th day above ground, the creature can no longer take long rests, since the undead patrolling the layer become attracted to the creature’s weakened body. These effects do not occur if the creature is an Undead or Construct.
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.
Running Eborix's artifact by here for moderation and naming suggestions. Currently they're the 'Mind orbs' or 'Orbs of Madness'
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. 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.
The attuner may also make the following action:
The Shattering(Once per long rest): 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. add 2 to the damage output for every orb that targets the same person. If this attack uses more than 4 orbs they must make a DC 17 WIS check or take 2d12+24 psychic damage, bypassing Resistance and Immunity.
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.
The wisdom check DCs are pretty low, and the damage isn’t very punishing in comparison to the maximum of 18d6 psychic damage per attack since the orbs don’t have a limit of how many times you can use them, how many you can apply in a turn, or however many you can apply per attack. And for the shattering, it should probably say that you can’t target the same creature twice. It’s pretty easy to get a wisdom score of 30 on the thread, and with all nine orbs, that’s a total damage of 540 flat psychic damage on a single creature. Even failing the check doesn’t stop you from dealing the damage, it just damages you a little bit. It also doesn’t state if the shattering takes an action or not.
Plus using the orbs to enhance a check when you need to make a check to avoid taking the damage is a bit unbalanced, I’d suggest adding some kind of limit to the orb usage, raising the DC of the check and having the effect be nullified on a fail or you take the same amount of damage you dealt.
— 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
Layer 3: Velkrith, City of Shadows. (Owned by Umbraveth/Ash_the_evil)
The entrances to this layer step out onto steel bridges over the void. Nothing can be seen, except the path in front of you, and strange floating structures with unseen inhabitants. All the time you walk the path you feel like you are being watched, judged, discussed, others deciding your fate while you walk alone.
In the center of these paths is a mountain surrounded by flat plains and rivers that fall off into the darkness. This place seems to be like an island in the void, the only place safe from shadows. The landscape consists of black rock, grey grass, and blue, silver, and dark grey trees. With a wall of thorns to keep out any intruders surrounding the entrances.
In the center of this place is a city, almost entirely made of steel and stone. If one looks close enough, they may see tunnels leading to a underground city. Adventures must be careful though, as one may easily become lost in the caverns. If one looks close enough, they may see figures going about their day, but they seem to stay away from everyone, preferring to stay to their tasks.
While the majority of this place is bleak, there is several places of beauty. There is places that have been built for many people, from cozy homes, meadows with strange purple flowers, and forests with black trees and pink leaves, this place can accommodate many.
Creatures in this layer gain the following effects while they remain. (More soon.)
Bludgeoning, piercing, and slashing from nonmagical attacks while in dim light or darkness. -resistance.
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 lighter gray.
Level: 2
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 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 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!
So like an amount of times equal to proficiency bonus? And what about 1 beast at CR 8 or lower, 2 at CR 4 or lower, 4 at CR 2 or lower, and 8 at CR 1 or lower? The monstrosity is to include Ankheg because it fits with Mushisama.
Hi, I’m DrakenBrine, here’s my Sig and characters
I am The Grand Envisioner!
I'd say half of proficiency bonus, and yes that works.
— 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
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.
Hi, I’m DrakenBrine, here’s my Sig and characters
I am The Grand Envisioner!
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.
— 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