Languages: Common, Celestial, understands all languages
Challenge Rating: 30 (155,000 XP)
Special Traits:
Divine Aura: Lord Whiskerfluff's mere presence exudes an aura of protection. Allies within 30 feet of Lord Whiskerfluff gain advantage on all saving throws.
Reality Bending: Lord Whiskerfluff can manipulate reality itself. It can cast any spell from any class list, and its spellcasting ability is Charisma. It can also modify spells on the fly, changing damage types, ranges, or targets.
Nap Time: As a bonus action, Lord Whiskerfluff can take a nap, healing 50 hit points per round for 3 rounds while becoming immune to damage.
Feline Teleport: Lord Whiskerfluff can teleport up to 100 feet as a free action.
Purr of Inspiration: As an action, Lord Whiskerfluff can purr melodiously. All allies within 60 feet regain 50 hit points and gain inspiration die that can be used on any ability check, attack roll, or saving throw.
Actions:
Multiattack: Lord Whiskerfluff can use its Divine Claw and Celestial Bite.
Divine Claw: Melee Weapon Attack: +18 to hit, reach 5 ft., one target. Hit: 25 (2d10 + 10) slashing damage and the target must succeed on a DC 25 Strength saving throw or be knocked prone.
Celestial Bite: Melee Weapon Attack: +18 to hit, reach 5 ft., one target. Hit: 30 (3d10 + 10) radiant damage. If the target is a creature, it must succeed on a DC 25 Constitution saving throw or be blinded for 1 minute.
It should be chaotic neutral
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Hi! Im Raven, im bi, trans and genderfae! I use she/her pronouns. I have ADHD, Dyslexia, PTSD and I've had complex PTSD since I was 1. I like making dice using Resin, i have a sub 20s 3x3 solve time. -Extended sig-
Architect of Cosmic Tapestries! Title given by Drum.
Hi! Im Raven, im bi, trans and genderfae! I use she/her pronouns. I have ADHD, Dyslexia, PTSD and I've had complex PTSD since I was 1. I like making dice using Resin, i have a sub 20s 3x3 solve time. -Extended sig-
Architect of Cosmic Tapestries! Title given by Drum.
Certainly! Here's a concept for a Warlock subclass called "The Cult Leader."
Warlock Subclass: The Cult Leader
As a Cult Leader, you have mastered the art of manipulation, persuasion, and devotion to gather followers and channel their power for your own dark purposes. You draw your strength from the loyalty and sacrifice of your cult, granting you unique abilities and control over your minions.
Cult Leader's Command (1st Level): You gain the ability to issue commands to your cult followers as a bonus action on your turn. When you do so, you can use your Charisma modifier instead of your Wisdom for the saving throw DC. Your followers must make a Wisdom saving throw against your spell save DC or be compelled to follow your command for one minute. The number of followers you can command simultaneously equals your Charisma modifier (minimum of 1).
Pact of Fidelity (6th Level): You can establish a magical bond with a cult follower willing to become your Pact Follower. This follower gains certain warlock class features, and you can communicate telepathically with them regardless of distance. If your Pact Follower dies, you can replace them after a long rest.
Dark Devotion (10th Level): Your cult's devotion empowers you further. When your Pact Follower takes damage, you can use your reaction to take the damage instead. Additionally, your followers become immune to fear while within 30 feet of you, and you gain advantage on Charisma checks made to influence or persuade them.
Cultist Uprising (14th Level): You can summon a horde of loyal cultists to your aid. As an action, you can summon a number of cultists equal to your Charisma modifier (minimum of 1) to fight for you. These cultists have hit points equal to your warlock level and use your proficiency bonus for their attack rolls and saving throws. They last for 1 hour, until reduced to 0 hit points, or until you dismiss them as a bonus action.
This subclass emphasizes the warlock's ability to lead and manipulate, drawing power from a devoted cult following. It offers a unique blend of crowd control, utility, and minions to support your character's role-playing as a charismatic and sinister cult leader. Remember to work closely with your DM to ensure that this subclass fits well within your campaign's storyline and balance.
Certainly! Here's a concept for a Warlock subclass called "The Cult Leader."
Warlock Subclass: The Cult Leader
As a Cult Leader, you have mastered the art of manipulation, persuasion, and devotion to gather followers and channel their power for your own dark purposes. You draw your strength from the loyalty and sacrifice of your cult, granting you unique abilities and control over your minions.
Cult Leader's Command (1st Level): You gain the ability to issue commands to your cult followers as a bonus action on your turn. When you do so, you can use your Charisma modifier instead of your Wisdom for the saving throw DC. Your followers must make a Wisdom saving throw against your spell save DC or be compelled to follow your command for one minute. The number of followers you can command simultaneously equals your Charisma modifier (minimum of 1).
Pact of Fidelity (6th Level): You can establish a magical bond with a cult follower willing to become your Pact Follower. This follower gains certain warlock class features, and you can communicate telepathically with them regardless of distance. If your Pact Follower dies, you can replace them after a long rest.
Dark Devotion (10th Level): Your cult's devotion empowers you further. When your Pact Follower takes damage, you can use your reaction to take the damage instead. Additionally, your followers become immune to fear while within 30 feet of you, and you gain advantage on Charisma checks made to influence or persuade them.
Cultist Uprising (14th Level): You can summon a horde of loyal cultists to your aid. As an action, you can summon a number of cultists equal to your Charisma modifier (minimum of 1) to fight for you. These cultists have hit points equal to your warlock level and use your proficiency bonus for their attack rolls and saving throws. They last for 1 hour, until reduced to 0 hit points, or until you dismiss them as a bonus action.
This subclass emphasizes the warlock's ability to lead and manipulate, drawing power from a devoted cult following. It offers a unique blend of crowd control, utility, and minions to support your character's role-playing as a charismatic and sinister cult leader. Remember to work closely with your DM to ensure that this subclass fits well within your campaign's storyline and balance.
OMG that is epic. As the leader of the scorpion cult I give you the rank Respected Person
Hi! Im Raven, im bi, trans and genderfae! I use she/her pronouns. I have ADHD, Dyslexia, PTSD and I've had complex PTSD since I was 1. I like making dice using Resin, i have a sub 20s 3x3 solve time. -Extended sig-
Architect of Cosmic Tapestries! Title given by Drum.
Certainly! Here's a concept for a Warlock subclass called "The Cult Leader."
Warlock Subclass: The Cult Leader
As a Cult Leader, you have mastered the art of manipulation, persuasion, and devotion to gather followers and channel their power for your own dark purposes. You draw your strength from the loyalty and sacrifice of your cult, granting you unique abilities and control over your minions.
Cult Leader's Command (1st Level): You gain the ability to issue commands to your cult followers as a bonus action on your turn. When you do so, you can use your Charisma modifier instead of your Wisdom for the saving throw DC. Your followers must make a Wisdom saving throw against your spell save DC or be compelled to follow your command for one minute. The number of followers you can command simultaneously equals your Charisma modifier (minimum of 1).
Pact of Fidelity (6th Level): You can establish a magical bond with a cult follower willing to become your Pact Follower. This follower gains certain warlock class features, and you can communicate telepathically with them regardless of distance. If your Pact Follower dies, you can replace them after a long rest.
Dark Devotion (10th Level): Your cult's devotion empowers you further. When your Pact Follower takes damage, you can use your reaction to take the damage instead. Additionally, your followers become immune to fear while within 30 feet of you, and you gain advantage on Charisma checks made to influence or persuade them.
Cultist Uprising (14th Level): You can summon a horde of loyal cultists to your aid. As an action, you can summon a number of cultists equal to your Charisma modifier (minimum of 1) to fight for you. These cultists have hit points equal to your warlock level and use your proficiency bonus for their attack rolls and saving throws. They last for 1 hour, until reduced to 0 hit points, or until you dismiss them as a bonus action.
This subclass emphasizes the warlock's ability to lead and manipulate, drawing power from a devoted cult following. It offers a unique blend of crowd control, utility, and minions to support your character's role-playing as a charismatic and sinister cult leader. Remember to work closely with your DM to ensure that this subclass fits well within your campaign's storyline and balance.
OMG that is epic. As the leader of the scorpion cult I give you the rank Respected Person
Can you make a wand that cures any illness by giving said illness to the wielder?
Here's the closest I could get without the ai caring about the moral implications
Certainly! Here's a homebrewed wand for D&D 5e that can cure diseases but transfers them to the wielder:
Wand of Disease TransferWand, rare (requires attunement)
This slender wand is made of dark wood and is adorned with intricate, eerie carvings.
While holding this wand, you can use an action to cast the "Cure Disease" spell. When you do so, you touch a creature afflicted with a disease, and that creature is immediately cured of the disease. However, the disease is not destroyed; instead, it is transferred to you.
Whenever you use the wand to cure a disease, you must make a Constitution saving throw (DC 15). On a failed save, you contract the disease, and its effects manifest in you. The disease remains in your system until you are cured by another means or until you pass a DC 15 Constitution saving throw at the end of a long rest. You can choose to continue using the wand, but each time you use it, you must make another saving throw.
Note: The specific disease and its effects should be determined by the Dungeon Master. This wand adds an interesting risk-reward dynamic to disease curing in your campaign.
Certainly! Here's a concept for a Warlock subclass called "The Cult Leader."
Warlock Subclass: The Cult Leader
As a Cult Leader, you have mastered the art of manipulation, persuasion, and devotion to gather followers and channel their power for your own dark purposes. You draw your strength from the loyalty and sacrifice of your cult, granting you unique abilities and control over your minions.
Cult Leader's Command (1st Level): You gain the ability to issue commands to your cult followers as a bonus action on your turn. When you do so, you can use your Charisma modifier instead of your Wisdom for the saving throw DC. Your followers must make a Wisdom saving throw against your spell save DC or be compelled to follow your command for one minute. The number of followers you can command simultaneously equals your Charisma modifier (minimum of 1).
Pact of Fidelity (6th Level): You can establish a magical bond with a cult follower willing to become your Pact Follower. This follower gains certain warlock class features, and you can communicate telepathically with them regardless of distance. If your Pact Follower dies, you can replace them after a long rest.
Dark Devotion (10th Level): Your cult's devotion empowers you further. When your Pact Follower takes damage, you can use your reaction to take the damage instead. Additionally, your followers become immune to fear while within 30 feet of you, and you gain advantage on Charisma checks made to influence or persuade them.
Cultist Uprising (14th Level): You can summon a horde of loyal cultists to your aid. As an action, you can summon a number of cultists equal to your Charisma modifier (minimum of 1) to fight for you. These cultists have hit points equal to your warlock level and use your proficiency bonus for their attack rolls and saving throws. They last for 1 hour, until reduced to 0 hit points, or until you dismiss them as a bonus action.
This subclass emphasizes the warlock's ability to lead and manipulate, drawing power from a devoted cult following. It offers a unique blend of crowd control, utility, and minions to support your character's role-playing as a charismatic and sinister cult leader. Remember to work closely with your DM to ensure that this subclass fits well within your campaign's storyline and balance.
OMG that is epic. As the leader of the scorpion cult I give you the rank Respected Person
Yoo lets go
No problem
Rollback Post to RevisionRollBack
Hi! Im Raven, im bi, trans and genderfae! I use she/her pronouns. I have ADHD, Dyslexia, PTSD and I've had complex PTSD since I was 1. I like making dice using Resin, i have a sub 20s 3x3 solve time. -Extended sig-
Architect of Cosmic Tapestries! Title given by Drum.
It should be chaotic neutral
Hi! Im Raven, im bi, trans and genderfae! I use she/her pronouns. I have ADHD, Dyslexia, PTSD and I've had complex PTSD since I was 1. I like making dice using Resin, i have a sub 20s 3x3 solve time.
-Extended sig-
Architect of Cosmic Tapestries! Title given by Drum.
Can you make a subclass for a warlock cult leader
Hi! Im Raven, im bi, trans and genderfae! I use she/her pronouns. I have ADHD, Dyslexia, PTSD and I've had complex PTSD since I was 1. I like making dice using Resin, i have a sub 20s 3x3 solve time.
-Extended sig-
Architect of Cosmic Tapestries! Title given by Drum.
Certainly! Here's a concept for a Warlock subclass called "The Cult Leader."
Warlock Subclass: The Cult Leader
As a Cult Leader, you have mastered the art of manipulation, persuasion, and devotion to gather followers and channel their power for your own dark purposes. You draw your strength from the loyalty and sacrifice of your cult, granting you unique abilities and control over your minions.
Expanded Spell List: 1st Level: Charm Person, Command 2nd Level: Calm Emotions, Suggestion 3rd Level: Hypnotic Pattern, Fear 4th Level: Dominate Beast, Compulsion 5th Level: Dominate Person, Geas
Cult Leader's Command (1st Level): You gain the ability to issue commands to your cult followers as a bonus action on your turn. When you do so, you can use your Charisma modifier instead of your Wisdom for the saving throw DC. Your followers must make a Wisdom saving throw against your spell save DC or be compelled to follow your command for one minute. The number of followers you can command simultaneously equals your Charisma modifier (minimum of 1).
Pact of Fidelity (6th Level): You can establish a magical bond with a cult follower willing to become your Pact Follower. This follower gains certain warlock class features, and you can communicate telepathically with them regardless of distance. If your Pact Follower dies, you can replace them after a long rest.
Dark Devotion (10th Level): Your cult's devotion empowers you further. When your Pact Follower takes damage, you can use your reaction to take the damage instead. Additionally, your followers become immune to fear while within 30 feet of you, and you gain advantage on Charisma checks made to influence or persuade them.
Cultist Uprising (14th Level): You can summon a horde of loyal cultists to your aid. As an action, you can summon a number of cultists equal to your Charisma modifier (minimum of 1) to fight for you. These cultists have hit points equal to your warlock level and use your proficiency bonus for their attack rolls and saving throws. They last for 1 hour, until reduced to 0 hit points, or until you dismiss them as a bonus action.
This subclass emphasizes the warlock's ability to lead and manipulate, drawing power from a devoted cult following. It offers a unique blend of crowd control, utility, and minions to support your character's role-playing as a charismatic and sinister cult leader. Remember to work closely with your DM to ensure that this subclass fits well within your campaign's storyline and balance.
PM me TOMATO let the games begin
Thomas the train
Our Friend Bob
That is my oh so glorious nickname according to drummer
https://www.dndbeyond.com/forums/off-topic/adohands-kitchen/173323-barbarian-wars
Join our ranks
Can you make a wand that cures any illness by giving said illness to the wielder?
Your friendly trans bard!
She/They pronouns
The Goddess of the Strings (thanks for the title Drummer!)
OMG that is epic. As the leader of the scorpion cult I give you the rank Respected Person
Hi! Im Raven, im bi, trans and genderfae! I use she/her pronouns. I have ADHD, Dyslexia, PTSD and I've had complex PTSD since I was 1. I like making dice using Resin, i have a sub 20s 3x3 solve time.
-Extended sig-
Architect of Cosmic Tapestries! Title given by Drum.
Yoo lets go
PM me TOMATO let the games begin
Thomas the train
Our Friend Bob
That is my oh so glorious nickname according to drummer
https://www.dndbeyond.com/forums/off-topic/adohands-kitchen/173323-barbarian-wars
Join our ranks
Here's the closest I could get without the ai caring about the moral implications
Certainly! Here's a homebrewed wand for D&D 5e that can cure diseases but transfers them to the wielder:
Wand of Disease Transfer Wand, rare (requires attunement)
This slender wand is made of dark wood and is adorned with intricate, eerie carvings.
While holding this wand, you can use an action to cast the "Cure Disease" spell. When you do so, you touch a creature afflicted with a disease, and that creature is immediately cured of the disease. However, the disease is not destroyed; instead, it is transferred to you.
Whenever you use the wand to cure a disease, you must make a Constitution saving throw (DC 15). On a failed save, you contract the disease, and its effects manifest in you. The disease remains in your system until you are cured by another means or until you pass a DC 15 Constitution saving throw at the end of a long rest. You can choose to continue using the wand, but each time you use it, you must make another saving throw.
Note: The specific disease and its effects should be determined by the Dungeon Master. This wand adds an interesting risk-reward dynamic to disease curing in your campaign.
PM me TOMATO let the games begin
Thomas the train
Our Friend Bob
That is my oh so glorious nickname according to drummer
https://www.dndbeyond.com/forums/off-topic/adohands-kitchen/173323-barbarian-wars
Join our ranks
That's pretty cool! Why was that the closest you could get, that's still sorta messed up, just not that much
Your friendly trans bard!
She/They pronouns
The Goddess of the Strings (thanks for the title Drummer!)
No problem
Hi! Im Raven, im bi, trans and genderfae! I use she/her pronouns. I have ADHD, Dyslexia, PTSD and I've had complex PTSD since I was 1. I like making dice using Resin, i have a sub 20s 3x3 solve time.
-Extended sig-
Architect of Cosmic Tapestries! Title given by Drum.
I started the cat thing, and let's see how far we can push it. MAKE IT MORE OP!!!!!(Also make it normal sized)
Cat. More. Powerful.
Have the AI create a monster that rickrolls people to kill them.
BOW DOWN TO YOUR ROBOT OVERLORDS