One of my favorite powers in fiction is Suguru Geto's ability to consume curses, demons, and other paranormal, ephemeral horrors and control them. He's less of an enslaver and more of a messiah, at least in the monsters' eyes.
Another one is Boss Midora's Hungry Space, but that's pretty complicated just to explain, and is ridiculously OP anyway, so I think I can safely forget about it.
Jujutsu Sorcerer: You are a sorcerer working under jujutsu high, you will be targeted by curse users and cursed spirits. Your goal is to exorcise curses.
Curse User: You are a sorcerer for your own gain, partner with cursed spirits to bring down jujutsu sorcerer and make either profit or misery for fun.
Races:
Human: You are a regular person.
Cursed Doll: A doll bewitched by a cursed technique, even though you're fragile, it's hard to kill you.
Blood Painting Death Womb: Born of a human mother and cursed spirit father, your cursed technique is some variation of Blood Manipulation.
Reincarnated Sorcerer: Reincarnated human, created to take part in the Culling Games
Aware Vessel: Variant of Reincarnated Sorcerer that can take control of their body.
Awakened Sorcerer: A person without a cursed technique transfigured by Idle Transfiguration to take part in the Culling Games.
Vengeful Cursed Spirit: Killed by a weapon with no cursed energy, your vengeance causes you to be reincarnated as a cursed spirit.
Rollback Post to RevisionRollBack
He/Him
Call me Rage or Rageguy or if you are technical little guy (gender neutral) call me _RageGuy139_
I do not know how to make races and classes so they are all basically the same except for the difference in morals between the classes and Death. Wombs having Blood Manipulation
Rollback Post to RevisionRollBack
He/Him
Call me Rage or Rageguy or if you are technical little guy (gender neutral) call me _RageGuy139_
Every player starts with 100 CE (Cursed Energy), every use of cursed techniques (excluding storing cursed spirits with Cursed Spirit Manipulation and the body swap ability of Will) costs 1d6 CE, and CE recovers 5d6 with short rests and 100 with long rests
Cursed properties are special effects on your cursed energy, discuss these with your DM
Rough Energy: Your unarmed hits are amplified by 1d4
Electric Energy: You can cast Call Lightning as a cantrip (Must be accompanied by Mythical Beast Amber)
No Channeled Cursed Energy: Your unarmed hits or hits with unmagical items deal 0 damage to all types of cursed spirits
Twins: Your cursed energy is cut by half
Absorbed Twin: You have four eyes and arms, as well as a mouth on your stomach
Cursed Techniques are the cornerstone of sorcery, depending on the campaign, different cursed techniques will be available, discuss your cursed technique with your DM
Tier 0 Cursed Techniques:
Claw Hand: Your right hand is a claw, your unarmed hits have a damage bonus of 1d6
Scorpion Hair: The end of your hair is sharp, and you can manipulate it to your liking
Pudding Summon: Summon a small dessert as a bonus action
Helicopter Head/Jet Hair: You can fly 6d10 meters up into the air (check every time you fly)
Tier 1 Cursed Techniques:
Contractual Recreation: Every item you buy from a shop, you can summon again, as long as the shop gave you a contract (each summon costs different amounts of CE, determined by your DM)
Explode Body: Your body parts are explosive, (detonating costs CE)
Tier 2 Cursed Techniques:
Rot: You can spew out acidic blood (Costs CE) and if your blood comes into contact with someones skin, you can activate your cursed technique, once your cursed technique is activated on someone, each of their attacks is 1d4 (decided when technique is first activated) less when it comes to seeing if they hit their opponents, and they take 1d4-1 damage every turn (Rot Cursed Technique activation costs 1d6 CE each turn, even if it isn't yours or the techniques victims turn)
Inversion: Attacks that would damage you >20 health deal 20 less damage and attacks 5>x>2 deal 15 more damage
Auspicious Beasts Summon:
Kaichi: Homing horn that deals damage
Reiki: Cursed water that pads out damage, +10 speed and no damage taken with fall damage (costs CE each turn active)
Kirin: Boosts 1d4 (decided during first activation) damage (does not cost CE each turn active)
Ryu: I have no idea what this does, Gege has never showed us
to be continued
Rollback Post to RevisionRollBack
He/Him
Call me Rage or Rageguy or if you are technical little guy (gender neutral) call me _RageGuy139_
Seance: Summon a dead sorcerer into the body of a helper. This process drains your CE, no the helpers
Cursed Speech: Make a command, then, make a DC10 if the enemy is higher level, if you fail, you lose 1d10 health
Anti Gravity System: Activating your technique, nearby objects are no longer affected by gravity
Penmanship: I have no idea how to make seeing the future work in DnD, if someone figures out how to make Charles possible, please tell me
Boogie Woogie: For 1d4 CE, swap any two objects with cursed energy
Deadly Sentencing: Gives you the ability to unlimitedly Deadly Sentencing Domain and the Extended Gavel weapon
Nails: Collect parts of your opponent and smash a nail into it, this costs CE and immediately deals 1d12 of damage
Blood Manipulation: Every time you use Blood Manipulation, deal 1d4 damage to yourself if you are not a Death Painting. You can cast any water spell, except now with blood
Projection Sorcery: Every turn, roll DC5, and if you succeed, then you get +10 meters speed. Every time you use unarmed strike, your opponent must roll a dexterity saving throw or get frozen their next turn
Tier 4 Cursed Techniques:
Ten Shadows: You have to defeat all of the beasts, except for divine dogs, to use them in battle, keeping them subtracts CE every round
Divine Dogs: Use the dogs bites as a bonus action
Toad: roll a dexterity check (without your modifiers, it is Toad doing it) to see if you hit a target, then they must roll a dexterity saving throw, failure results in them being pulled 10 meters in front of you, you can then make another dexterity check to trap them in Toad's mouth
Nue: For each turn Nue is active, you can cast Chain Lightning as a cantrip (this subtracts your CE for both each turn active and each spell cast)
Orochi: For each turn Orochi is active, you can have it eat your opponent, this attack has the same properties as poison breath, the snake then disappears
Great Elephant: Summon the elephant on top of your opponent, requiring a DC20, failure results in 1d12 damage, the elephant then disappears
Round Deer: Every turn Round Deer is active, as a bonus action, heal yourself 1d6
Charging Bull: The bull travels in a straight line until it hits something, if it hits a person, force them to make a DC(2+meters traveled/10), failure results in 1d4+meters traveled/10 damage, the bull then disappears
Tiger Funeral: A shadow jumps out at your opponent, dealing 1d12 damage if they fail a DC16, then the shadow disappears
Six Eyes: The CE cost for cursed techniques is now 1d4-1
Creation: make a generic magical object at will, each use expends 1d10 CE
Idle Death Gamble: You can summon train doors and unlimitedly cast the Idle Death Gamble domain
Angel: You gain the ability to fly, similar to Helicopter Head/Jet Hair, and you can cast Jacob's Ladder, dealing 2d12 damage and instantly killing Reincarnated Sorcerers and Aware Vessels
Tier 5 Cursed Techniques:
Limitless: This cursed technique is only usable with the Six Eyes. You can activate Infinity, preventing all attacks, or blue. When using blue, choose a 10x10 square meter tile to activate it on, then force nearby objects (in a 50 meter range) to make a DC20 check, if they fail, draw them into blue's tile and deal 1d12 damage
Copy: Have 2 of any cursed technique
Will: Have 2 of any cursed technique
Malevolent Shrine: Cut. Anything. For. 1d4. CE
Adaptation: This cursed technique is exclusive to Mahoraga and Ten Shadows users who tamed it. Every time you are hit by an attack, roll 1d4, and add it to your "Adaption For (Attack) Number", once this number reaches 10, you are immune to the attacks effects, any and all phenomena
Cursed Spirit Manipulation: Once you've exorcised a curse, add it to your inventory, and summon them at will. Special Grades have to be attuned to
Star Rage: Apply mass to yourself and your shikigami, boosting 1d6 to both your hit and damage
Rollback Post to RevisionRollBack
He/Him
Call me Rage or Rageguy or if you are technical little guy (gender neutral) call me _RageGuy139_
I have no idea on how to balance Idle Transfigure, let alone comedian, and we just don't see enough of the Zenin clan, even for there to be Tier 0 Cursed Techniques, so I'm just not doing them
(I am so tired)
Rollback Post to RevisionRollBack
He/Him
Call me Rage or Rageguy or if you are technical little guy (gender neutral) call me _RageGuy139_
Domain expansions cost 4d4 CE unless said otherwise
Malevolent Shrine (domain of Malevolent Shrine): Every inside is cut, over and over again
Idle Death Gamble (domain of Idle Death Gamble): Search it up
Infinite Void (domain of Limitless): Everyone in the domain except for the caster and everyone touching the caster is stuck in place, due to infinite information flooding their minds
Womb Protrusion (domain of Will (probably)): Apply any of your two cursed techniques
Authentic Mutual Love (domain of Copy): Swords litter the ground, grabbing one of them gives you a bonus cursed technique
Deadly Sentencing (domain of Deadly Sentencing): Look it up
Chimera Shadow Garden (domain of Ten Shadows): Each ten shadows can appear without CE cost
(Just realized that in the cursed technique part, I skipped Mythical Beast Amber, Sky Manipulation, whatever's going on with Ryu, whatever's going on with Dhruv, whatever's going on with the cockroach guy, you get the point)
Rollback Post to RevisionRollBack
He/Him
Call me Rage or Rageguy or if you are technical little guy (gender neutral) call me _RageGuy139_
PokemonxDnD is similar to the mystery dungeon games where you are playing as the Pokemon, if you were the trainer, there would be six character sheets (not including yours) at the same time, and that sucks.
How it works:
At level 1, you choose a Pokemon that cannot be evolved, unless they are the evolution of a baby Pokemon, for example, you can still play Pikachu even though it evolves, because Pichu is a baby Pokemon, you can still play Pichu tho. Pokemon Evolution goes like this, with an example Pokemon:
Trade Evolution for 3rd Stage (Gengar): Level 6 evolution, find link cable and use to evolve
Item Evolution for 3rd Stage (Vileplume): Level 6 evolution, find item and use to evolve
Item Trade Evolution for 3rd Stage (Rhyperior): Level 6 evolution, find item and link cable and use both to evolve
Item Trade Evolution for 2nd Stage (Scizor): Find item and link cable and use both to evolve
Item Trade Evolution for Both Stages (Porygon-Z): Find item and link cable and use both to evolve, twice
Split Evolution at
Split Evolution at 3rd Stage (Vileplume/Bellosom): Level 6 evolution, pick evolution and get items from there
Friendship Evolution (Lopunny): Defeat an enemy with the rest of your party 5 times
Complicated Split Evolution (Hydrapple):As an Applin, get the item necessary to evolve into the form you want, if it is Dipplin, you evolve through the learn move method
Learning Move Evolution (Yanmega): Learn a move the same type as the evolution while leveling up into level 6 or higher
Repeat Move Evolution (Basculegion, Annihilape, etc): Use the same move 20 times, then level up into level 6 or higher
Mega Evolution (Mega Feraligatr, Mega Blaziken, etc): Find your megastone and mega-evolve
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He/Him
Call me Rage or Rageguy or if you are technical little guy (gender neutral) call me _RageGuy139_
Every time you win a battle, roll a d4, and if it is 4, then learn a new move.
Typing= Roll a d20, 1-15= if your Pokemon is monotype, then the move is their type, if it is dual typed, then roll a d4, with one of types as 1-2 and the other as 3-4, if the d20 is 16-18, then it is normal type, if it is 19-20, then you choose the typing
Damage= 1d4+your level
Accuracy= 1d4, 1=DC5, 2=DC4, 3=DC2, 4= roll a d4 again, if 1,2,3, then DC1, if 4, then always accurate
Special Effects: roll a d12
1=Flinch (your opponent must make a DC7 dexterity saving throw or lose their turn)
2=Paralyze (your opponent must roll 1, 2, or 3 on a d4 to move with 1 initiative if paralyzed, and paralyzing moves have a DC16 chance to paralyze, opponent will roll a d20 every start of their turn, if it is DC14 dexterity, then they are cured of paralysis)
3=Freeze (freezing moves have a DC16 chance to freeze, at the start of every turn for a frozen Pokemon, they must roll a DC10 constitution to cure themselves of frozen, if they don't make it, then they can't move)
4=Burn (burning moves have a DC16 chance to burn, at the start of every turn for a burned Pokemon, they must roll a DC13 constitution check to cure themselves of burning, burning deals 1d4 damage every turn)
5=Poison (same as burnin but strength check)
6=Confusion (confusing moves have a DC16 chance to confuse, at the start of the turn for a confused Pokemon, they must roll a DC15 intelligence check to cure themselves of poison, confused Pokemon have a chance (rolling a 1 with a d4) to hit themselves and waste their turn, dealing 1d10 damage)
7= Lower (roll d6) 1=strength, 2=dexterity, etc etc you get it, by 1d4 (for example, if the d6 lands on 1, and the d4 lands on 4, and the strength was 14, then strength is lowered by 4)
8= No Status
9= Roll twice, gain two effects (this does nothing if you roll it from a reroll from another 9)
10=1d8 recoil
11=Boost yourself (this works the same as lowering opponent's stat, except you are adding, not subtracting
12=Hits all opponents, similar to dazzling gleam
From here, either appropriate these stats into a real move, or keep the stats as is and make a new move
Hello! What if you could add your favorite characters and abilities to DnD?In this thread, I will make home-brew hypotheticals of franchises in DnD
He/Him
Call me Rage or Rageguy or if you are technical little guy (gender neutral) call me _RageGuy139_
Inferniak's Followers: https://www.dndbeyond.com/forums/off-topic/adohands-kitchen/237064-cult-of-inferniak
Enter Stormdriven: https://www.dndbeyond.com/forums/dungeons-dragons-discussion/story-lore/236865-stormdriven-homebrew-world
Neverending Tavern: https://www.dndbeyond.com/forums/off-topic/adohands-kitchen/237476-neverending-tavern
One of my favorite powers in fiction is Suguru Geto's ability to consume curses, demons, and other paranormal, ephemeral horrors and control them. He's less of an enslaver and more of a messiah, at least in the monsters' eyes.
Another one is Boss Midora's Hungry Space, but that's pretty complicated just to explain, and is ridiculously OP anyway, so I think I can safely forget about it.
Let him who is without sin cast the first stone.
Awake, impure, divine
Breathgiver of the Strugels
JJKxDnD (part 1)
Classes:
Jujutsu Sorcerer: You are a sorcerer working under jujutsu high, you will be targeted by curse users and cursed spirits. Your goal is to exorcise curses.
Curse User: You are a sorcerer for your own gain, partner with cursed spirits to bring down jujutsu sorcerer and make either profit or misery for fun.
Races:
Human: You are a regular person.
Cursed Doll: A doll bewitched by a cursed technique, even though you're fragile, it's hard to kill you.
Blood Painting Death Womb: Born of a human mother and cursed spirit father, your cursed technique is some variation of Blood Manipulation.
Reincarnated Sorcerer: Reincarnated human, created to take part in the Culling Games
Aware Vessel: Variant of Reincarnated Sorcerer that can take control of their body.
Awakened Sorcerer: A person without a cursed technique transfigured by Idle Transfiguration to take part in the Culling Games.
Vengeful Cursed Spirit: Killed by a weapon with no cursed energy, your vengeance causes you to be reincarnated as a cursed spirit.
He/Him
Call me Rage or Rageguy or if you are technical little guy (gender neutral) call me _RageGuy139_
Inferniak's Followers: https://www.dndbeyond.com/forums/off-topic/adohands-kitchen/237064-cult-of-inferniak
Enter Stormdriven: https://www.dndbeyond.com/forums/dungeons-dragons-discussion/story-lore/236865-stormdriven-homebrew-world
Neverending Tavern: https://www.dndbeyond.com/forums/off-topic/adohands-kitchen/237476-neverending-tavern
I do not know how to make races and classes so they are all basically the same except for the difference in morals between the classes and Death. Wombs having Blood Manipulation
He/Him
Call me Rage or Rageguy or if you are technical little guy (gender neutral) call me _RageGuy139_
Inferniak's Followers: https://www.dndbeyond.com/forums/off-topic/adohands-kitchen/237064-cult-of-inferniak
Enter Stormdriven: https://www.dndbeyond.com/forums/dungeons-dragons-discussion/story-lore/236865-stormdriven-homebrew-world
Neverending Tavern: https://www.dndbeyond.com/forums/off-topic/adohands-kitchen/237476-neverending-tavern
You can make species, but not full classes, in the Homebrew Builder.
(edit: unless they took that away with the new UI...)
Build us a door
And rest here with me
Lights are on
But nobody's home...
extended sig
JJKxDnD (part 2)
Every player starts with 100 CE (Cursed Energy), every use of cursed techniques (excluding storing cursed spirits with Cursed Spirit Manipulation and the body swap ability of Will) costs 1d6 CE, and CE recovers 5d6 with short rests and 100 with long rests
Cursed properties are special effects on your cursed energy, discuss these with your DM
Rough Energy: Your unarmed hits are amplified by 1d4
Electric Energy: You can cast Call Lightning as a cantrip (Must be accompanied by Mythical Beast Amber)
No Channeled Cursed Energy: Your unarmed hits or hits with unmagical items deal 0 damage to all types of cursed spirits
Twins: Your cursed energy is cut by half
Absorbed Twin: You have four eyes and arms, as well as a mouth on your stomach
Cursed Techniques are the cornerstone of sorcery, depending on the campaign, different cursed techniques will be available, discuss your cursed technique with your DM
Tier 0 Cursed Techniques:
Claw Hand: Your right hand is a claw, your unarmed hits have a damage bonus of 1d6
Scorpion Hair: The end of your hair is sharp, and you can manipulate it to your liking
Pudding Summon: Summon a small dessert as a bonus action
Helicopter Head/Jet Hair: You can fly 6d10 meters up into the air (check every time you fly)
Tier 1 Cursed Techniques:
Contractual Recreation: Every item you buy from a shop, you can summon again, as long as the shop gave you a contract (each summon costs different amounts of CE, determined by your DM)
Explode Body: Your body parts are explosive, (detonating costs CE)
Tier 2 Cursed Techniques:
Rot: You can spew out acidic blood (Costs CE) and if your blood comes into contact with someones skin, you can activate your cursed technique, once your cursed technique is activated on someone, each of their attacks is 1d4 (decided when technique is first activated) less when it comes to seeing if they hit their opponents, and they take 1d4-1 damage every turn (Rot Cursed Technique activation costs 1d6 CE each turn, even if it isn't yours or the techniques victims turn)
Inversion: Attacks that would damage you >20 health deal 20 less damage and attacks 5>x>2 deal 15 more damage
Auspicious Beasts Summon:
Kaichi: Homing horn that deals damage
Reiki: Cursed water that pads out damage, +10 speed and no damage taken with fall damage (costs CE each turn active)
Kirin: Boosts 1d4 (decided during first activation) damage (does not cost CE each turn active)
Ryu: I have no idea what this does, Gege has never showed us
to be continued
He/Him
Call me Rage or Rageguy or if you are technical little guy (gender neutral) call me _RageGuy139_
Inferniak's Followers: https://www.dndbeyond.com/forums/off-topic/adohands-kitchen/237064-cult-of-inferniak
Enter Stormdriven: https://www.dndbeyond.com/forums/dungeons-dragons-discussion/story-lore/236865-stormdriven-homebrew-world
Neverending Tavern: https://www.dndbeyond.com/forums/off-topic/adohands-kitchen/237476-neverending-tavern
Tier 3 Cursed Techniques:
Seance: Summon a dead sorcerer into the body of a helper. This process drains your CE, no the helpers
Cursed Speech: Make a command, then, make a DC10 if the enemy is higher level, if you fail, you lose 1d10 health
Anti Gravity System: Activating your technique, nearby objects are no longer affected by gravity
Penmanship: I have no idea how to make seeing the future work in DnD, if someone figures out how to make Charles possible, please tell me
Boogie Woogie: For 1d4 CE, swap any two objects with cursed energy
Deadly Sentencing: Gives you the ability to unlimitedly Deadly Sentencing Domain and the Extended Gavel weapon
Nails: Collect parts of your opponent and smash a nail into it, this costs CE and immediately deals 1d12 of damage
Blood Manipulation: Every time you use Blood Manipulation, deal 1d4 damage to yourself if you are not a Death Painting. You can cast any water spell, except now with blood
Projection Sorcery: Every turn, roll DC5, and if you succeed, then you get +10 meters speed. Every time you use unarmed strike, your opponent must roll a dexterity saving throw or get frozen their next turn
Tier 4 Cursed Techniques:
Ten Shadows: You have to defeat all of the beasts, except for divine dogs, to use them in battle, keeping them subtracts CE every round
Divine Dogs: Use the dogs bites as a bonus action
Toad: roll a dexterity check (without your modifiers, it is Toad doing it) to see if you hit a target, then they must roll a dexterity saving throw, failure results in them being pulled 10 meters in front of you, you can then make another dexterity check to trap them in Toad's mouth
Nue: For each turn Nue is active, you can cast Chain Lightning as a cantrip (this subtracts your CE for both each turn active and each spell cast)
Orochi: For each turn Orochi is active, you can have it eat your opponent, this attack has the same properties as poison breath, the snake then disappears
Great Elephant: Summon the elephant on top of your opponent, requiring a DC20, failure results in 1d12 damage, the elephant then disappears
Round Deer: Every turn Round Deer is active, as a bonus action, heal yourself 1d6
Charging Bull: The bull travels in a straight line until it hits something, if it hits a person, force them to make a DC(2+meters traveled/10), failure results in 1d4+meters traveled/10 damage, the bull then disappears
Tiger Funeral: A shadow jumps out at your opponent, dealing 1d12 damage if they fail a DC16, then the shadow disappears
Six Eyes: The CE cost for cursed techniques is now 1d4-1
Creation: make a generic magical object at will, each use expends 1d10 CE
Idle Death Gamble: You can summon train doors and unlimitedly cast the Idle Death Gamble domain
Angel: You gain the ability to fly, similar to Helicopter Head/Jet Hair, and you can cast Jacob's Ladder, dealing 2d12 damage and instantly killing Reincarnated Sorcerers and Aware Vessels
Tier 5 Cursed Techniques:
Limitless: This cursed technique is only usable with the Six Eyes. You can activate Infinity, preventing all attacks, or blue. When using blue, choose a 10x10 square meter tile to activate it on, then force nearby objects (in a 50 meter range) to make a DC20 check, if they fail, draw them into blue's tile and deal 1d12 damage
Copy: Have 2 of any cursed technique
Will: Have 2 of any cursed technique
Malevolent Shrine: Cut. Anything. For. 1d4. CE
Adaptation: This cursed technique is exclusive to Mahoraga and Ten Shadows users who tamed it. Every time you are hit by an attack, roll 1d4, and add it to your "Adaption For (Attack) Number", once this number reaches 10, you are immune to the attacks effects, any and all phenomena
Cursed Spirit Manipulation: Once you've exorcised a curse, add it to your inventory, and summon them at will. Special Grades have to be attuned to
Star Rage: Apply mass to yourself and your shikigami, boosting 1d6 to both your hit and damage
He/Him
Call me Rage or Rageguy or if you are technical little guy (gender neutral) call me _RageGuy139_
Inferniak's Followers: https://www.dndbeyond.com/forums/off-topic/adohands-kitchen/237064-cult-of-inferniak
Enter Stormdriven: https://www.dndbeyond.com/forums/dungeons-dragons-discussion/story-lore/236865-stormdriven-homebrew-world
Neverending Tavern: https://www.dndbeyond.com/forums/off-topic/adohands-kitchen/237476-neverending-tavern
I have no idea on how to balance Idle Transfigure, let alone comedian, and we just don't see enough of the Zenin clan, even for there to be Tier 0 Cursed Techniques, so I'm just not doing them
(I am so tired)
He/Him
Call me Rage or Rageguy or if you are technical little guy (gender neutral) call me _RageGuy139_
Inferniak's Followers: https://www.dndbeyond.com/forums/off-topic/adohands-kitchen/237064-cult-of-inferniak
Enter Stormdriven: https://www.dndbeyond.com/forums/dungeons-dragons-discussion/story-lore/236865-stormdriven-homebrew-world
Neverending Tavern: https://www.dndbeyond.com/forums/off-topic/adohands-kitchen/237476-neverending-tavern
JJKxDnD (part 3)
Domain expansions cost 4d4 CE unless said otherwise
Malevolent Shrine (domain of Malevolent Shrine): Every inside is cut, over and over again
Idle Death Gamble (domain of Idle Death Gamble): Search it up
Infinite Void (domain of Limitless): Everyone in the domain except for the caster and everyone touching the caster is stuck in place, due to infinite information flooding their minds
Womb Protrusion (domain of Will (probably)): Apply any of your two cursed techniques
Authentic Mutual Love (domain of Copy): Swords litter the ground, grabbing one of them gives you a bonus cursed technique
Deadly Sentencing (domain of Deadly Sentencing): Look it up
Chimera Shadow Garden (domain of Ten Shadows): Each ten shadows can appear without CE cost
(Just realized that in the cursed technique part, I skipped Mythical Beast Amber, Sky Manipulation, whatever's going on with Ryu, whatever's going on with Dhruv, whatever's going on with the cockroach guy, you get the point)
He/Him
Call me Rage or Rageguy or if you are technical little guy (gender neutral) call me _RageGuy139_
Inferniak's Followers: https://www.dndbeyond.com/forums/off-topic/adohands-kitchen/237064-cult-of-inferniak
Enter Stormdriven: https://www.dndbeyond.com/forums/dungeons-dragons-discussion/story-lore/236865-stormdriven-homebrew-world
Neverending Tavern: https://www.dndbeyond.com/forums/off-topic/adohands-kitchen/237476-neverending-tavern
And with that concludes JJKxDnD!
Not that finished, but maybe I'll come back to it
He/Him
Call me Rage or Rageguy or if you are technical little guy (gender neutral) call me _RageGuy139_
Inferniak's Followers: https://www.dndbeyond.com/forums/off-topic/adohands-kitchen/237064-cult-of-inferniak
Enter Stormdriven: https://www.dndbeyond.com/forums/dungeons-dragons-discussion/story-lore/236865-stormdriven-homebrew-world
Neverending Tavern: https://www.dndbeyond.com/forums/off-topic/adohands-kitchen/237476-neverending-tavern
Dead Cells!
…and his brother loved worms. AVACADO
I don't play Dead Cells
He/Him
Call me Rage or Rageguy or if you are technical little guy (gender neutral) call me _RageGuy139_
Inferniak's Followers: https://www.dndbeyond.com/forums/off-topic/adohands-kitchen/237064-cult-of-inferniak
Enter Stormdriven: https://www.dndbeyond.com/forums/dungeons-dragons-discussion/story-lore/236865-stormdriven-homebrew-world
Neverending Tavern: https://www.dndbeyond.com/forums/off-topic/adohands-kitchen/237476-neverending-tavern
Awww man.
…and his brother loved worms. AVACADO
PokemonxDnD (part 1)
PokemonxDnD is similar to the mystery dungeon games where you are playing as the Pokemon, if you were the trainer, there would be six character sheets (not including yours) at the same time, and that sucks.
How it works:
At level 1, you choose a Pokemon that cannot be evolved, unless they are the evolution of a baby Pokemon, for example, you can still play Pikachu even though it evolves, because Pichu is a baby Pokemon, you can still play Pichu tho. Pokemon Evolution goes like this, with an example Pokemon:
Non-evolving Pokemon (Lapras): No evolution
2 Stage Pokemon (Duraludon): Level 5 evolution
3 Stage Pokemon (Charizard): Level 6 evolution, Level 12 evolution
Trade Evolution for 3rd Stage (Gengar): Level 6 evolution, find link cable and use to evolve
Item Evolution for 3rd Stage (Vileplume): Level 6 evolution, find item and use to evolve
Item Trade Evolution for 3rd Stage (Rhyperior): Level 6 evolution, find item and link cable and use both to evolve
Item Trade Evolution for 2nd Stage (Scizor): Find item and link cable and use both to evolve
Item Trade Evolution for Both Stages (Porygon-Z): Find item and link cable and use both to evolve, twice
Split Evolution at
Split Evolution at 3rd Stage (Vileplume/Bellosom): Level 6 evolution, pick evolution and get items from there
Friendship Evolution (Lopunny): Defeat an enemy with the rest of your party 5 times
Complicated Split Evolution (Hydrapple):As an Applin, get the item necessary to evolve into the form you want, if it is Dipplin, you evolve through the learn move method
Learning Move Evolution (Yanmega): Learn a move the same type as the evolution while leveling up into level 6 or higher
Repeat Move Evolution (Basculegion, Annihilape, etc): Use the same move 20 times, then level up into level 6 or higher
Mega Evolution (Mega Feraligatr, Mega Blaziken, etc): Find your megastone and mega-evolve
He/Him
Call me Rage or Rageguy or if you are technical little guy (gender neutral) call me _RageGuy139_
Inferniak's Followers: https://www.dndbeyond.com/forums/off-topic/adohands-kitchen/237064-cult-of-inferniak
Enter Stormdriven: https://www.dndbeyond.com/forums/dungeons-dragons-discussion/story-lore/236865-stormdriven-homebrew-world
Neverending Tavern: https://www.dndbeyond.com/forums/off-topic/adohands-kitchen/237476-neverending-tavern
Star Wars…
Build us a door
And rest here with me
Lights are on
But nobody's home...
extended sig
(specifically a class/subclass for Sith/Jedi. I think that’d be cool)
Build us a door
And rest here with me
Lights are on
But nobody's home...
extended sig
Oooh… Dragon Pearl pretty much already exists, so I’ll say Percy Jackson.
Hello! You can call me Link. Here’s a bit about me:
Roomba Knight, Architect of the Cataclysm, Foxy Lunar Archpriest. Dubbed The Fluffy Bowman by Golden. He/Him
Theatre Kid, Ravenclaw, bookworm, DM, Lego fanatic, mythology nerd, pedantic about spelling. I also love foxes, cats, otters, and red pandas!
I love K-pop Demon Hunters and Korean Mythology. If you want to ask me about something, send me a PM!
I try to keep the peace and be neutral most of the time…
PokemonxDnD (part 2)
Move learning!
Every time you win a battle, roll a d4, and if it is 4, then learn a new move.
Typing= Roll a d20, 1-15= if your Pokemon is monotype, then the move is their type, if it is dual typed, then roll a d4, with one of types as 1-2 and the other as 3-4, if the d20 is 16-18, then it is normal type, if it is 19-20, then you choose the typing
Damage= 1d4+your level
Accuracy= 1d4, 1=DC5, 2=DC4, 3=DC2, 4= roll a d4 again, if 1,2,3, then DC1, if 4, then always accurate
Special Effects: roll a d12
1=Flinch (your opponent must make a DC7 dexterity saving throw or lose their turn)
2=Paralyze (your opponent must roll 1, 2, or 3 on a d4 to move with 1 initiative if paralyzed, and paralyzing moves have a DC16 chance to paralyze, opponent will roll a d20 every start of their turn, if it is DC14 dexterity, then they are cured of paralysis)
3=Freeze (freezing moves have a DC16 chance to freeze, at the start of every turn for a frozen Pokemon, they must roll a DC10 constitution to cure themselves of frozen, if they don't make it, then they can't move)
4=Burn (burning moves have a DC16 chance to burn, at the start of every turn for a burned Pokemon, they must roll a DC13 constitution check to cure themselves of burning, burning deals 1d4 damage every turn)
5=Poison (same as burnin but strength check)
6=Confusion (confusing moves have a DC16 chance to confuse, at the start of the turn for a confused Pokemon, they must roll a DC15 intelligence check to cure themselves of poison, confused Pokemon have a chance (rolling a 1 with a d4) to hit themselves and waste their turn, dealing 1d10 damage)
7= Lower (roll d6) 1=strength, 2=dexterity, etc etc you get it, by 1d4 (for example, if the d6 lands on 1, and the d4 lands on 4, and the strength was 14, then strength is lowered by 4)
8= No Status
9= Roll twice, gain two effects (this does nothing if you roll it from a reroll from another 9)
10=1d8 recoil
11=Boost yourself (this works the same as lowering opponent's stat, except you are adding, not subtracting
12=Hits all opponents, similar to dazzling gleam
From here, either appropriate these stats into a real move, or keep the stats as is and make a new move
You can only have 4 moves at a time
He/Him
Call me Rage or Rageguy or if you are technical little guy (gender neutral) call me _RageGuy139_
Inferniak's Followers: https://www.dndbeyond.com/forums/off-topic/adohands-kitchen/237064-cult-of-inferniak
Enter Stormdriven: https://www.dndbeyond.com/forums/dungeons-dragons-discussion/story-lore/236865-stormdriven-homebrew-world
Neverending Tavern: https://www.dndbeyond.com/forums/off-topic/adohands-kitchen/237476-neverending-tavern
PokemonxDnD (part 3)
Extra details
When learning a new move, you can choose to have it as a status move, it will no longer have damage, but, rolling an 8 will be a reroll
TMs exist too
So do Pokemon centers, though they are also run by Pokemon
If you play this, I highly recommend giving your players Pokédex entries
He/Him
Call me Rage or Rageguy or if you are technical little guy (gender neutral) call me _RageGuy139_
Inferniak's Followers: https://www.dndbeyond.com/forums/off-topic/adohands-kitchen/237064-cult-of-inferniak
Enter Stormdriven: https://www.dndbeyond.com/forums/dungeons-dragons-discussion/story-lore/236865-stormdriven-homebrew-world
Neverending Tavern: https://www.dndbeyond.com/forums/off-topic/adohands-kitchen/237476-neverending-tavern