Best Bond - You target a humanoid. If they fail a Wisdom saving throw, they become your bestie.
Wall of Horns - You create a wall of blaring trumpets, megaphones, and air horns. Any creature that comes within 60 feet of it must succeed on a Constitution saving throw or take 7d8 thunder damage and become stunned until the end of its next turn. Success or fail, the creature is [condition]deafened[/conditon] for 1 minute. It can make a Constitution saving throw at the end of its turns, provided that its out of range of the effect. The powerful blast of sound deals double damage to objects and structures. The horns can be heard from up to 500 feet away. Creatures within 150 feet of the wall must make a Constitution saving throw to avoid being deafened, but don't take thunder damage.
Rail of Thorns: Makes a guardrail or railroad become spiky. A creature in contact of the object when you cast this spell must succeed on a Dexterity saving throw, taking 1d8 piercing damage on a failed save, or half as much damage on a successful one. A creature must take this damage with no saving throw if it comes in contact with the spiky object for a the first time on its turn, or ends its turn touching it. Moving along a spiky railing or railroad deals 1d4 slashing damage for every 2 ft. moved.
Unseen Savant: Creates an invisible genius that has a that same statistics as a normal unseen servant, but with an Intelligence of 24. Has proficiency in all Intelligence-based skills, and its proficiency bonus equals your bonus. You can command it to make an Intelligence check for you, or cast the guidance cantrip. It can also unerringly solve unfathomably complex math calculations without the help of a calcuator or pencil and paper. This geek also understands every language, and it can communicate telepathically up to 120 ft. only with the caster who summoned it into existance. It can also cast identify and augury as an action once each. The savant remains for 1 hour.
Conjure Carriage (conjure barrage): Makes a stagecoach appear out of nowhere. The stagecoach takes on the appearance of which you choose, and it comes with two beasts of burden of your choice (choose from cow (oxen), draft horse, mule, camel, giant lizard, or giant goat (buffalo). The beasts of burden can't attack, but they can move twice as fast as they normally would.
Healing Wort (healing word): Heals 2d6 + spellcasting ability hit points, but causes a nasty wort to appear where the wound was healed.
3rd Level Transmutation, 1 action, range 60 feet Concentration up to 24 hours
You target at least 2 fiends that you can see or hear within range and for the spell's duration they get the following benefits
The fiends get a +8 bonus to AC, Dex saving throws, Dex checks, Initiative and attack rolls that use Dexterity (basically +8 to dex bonus, but listed 1 by 1)
Any movement speed the fiends have is quadrupled
On any turn the fiends can make 4 times as many attacks as they normally can for example a fiend that can normally make 2 attacks on its turn can now make 8 attacks and can make 4 attacks with a reaction
This spell has no effect if at least 1 of its targets is not a fiend or if it only targets 1 fiend
Dire Bolt (Fire Bolt): You target one creature within 60 feet with a bolt of pure adrenaline. An unwilling creature must succeed on a WIS saving throw to avoid the affect.
The bolt causes the target to no longer see its companions as allies, and is Frightened of the caster for the next minute.
Rollback Post to RevisionRollBack
Former Spider Queen of the Spider Guild, and friendly neighborhood scheming creature.
"Made by spiders, for spiders, of spiders."
My pronouns are she/her.
Web Weaver of Everlasting Narrative! (title bestowed by Drummer)
Fare Bolt (misspell of fire bolt) - Zings a tiny copper penny at a creature of your choice, dealing slashing damage equal to your spellcasting ability modifier (minimum of 1 damage).
Warding Wand (misspell of warding wind) - Conjures a spectral wand that allows you to cast counterspell, dispel magic, and shield without expending a spell slot. You can cast any of these spells from the wand even if you have already casted a leveled spell during your last turn.
Investiture of Fame (misspell of investiture of flame) - Makes you famous. You gain a +10 bonus to all Charisma checks, and you gain the effects of the sanctuary spell for 24 hours. This spell also conjures up an entourage of magical underlings that follow you around and do non-combat menial tasks for you. The underlings have the statistics of nobles, but they can't attack, and have one of the following creature types instead of humanoid: celestial, construct, fey, fiend. Reality also alters in a way that would make you famous. You suddenly gain legal intelliectual property rights of famous creations (structures, art, music, etc.), and common people treat you like a noble.
A mass of 5-foot-tall men appear in the sky above you and begin falling in a 30-foot radius centered on a point you can see within range. Until the spell ends, that area is difficult terrain, and any creature that starts its turn there must succeed on a Dexterity saving throw or take 6d6 bludgeoning damage.
What happens to the men after they hit the ground. Do they dissappear or die? Or do they start slapping people?
Rollback Post to RevisionRollBack
Brains over brawn? Mind over matter? These canny warriors rightly answer, "Why not both?" - Tasha
You pave over some land, which is destructive to the ecosystem.
Rollback Post to RevisionRollBack
My cults are dead, let's talk about myself where they used to be. I am The_cool_Elsecaller, a transfem lesbian who is still in the closet to all but a few people I know IRL. I enjoy video games, reading, writing, and sleeping. Feel free to PM me if you want writing advice or just want to talk.
"Life before death. Strength before weakness. Journey before destination"
bold(hold) person
a commoner who is bold appears
Same with bold monster
Cont. Aging (contagion)
Choose a creature that can’t age within 30 feet of you. That creature continues aging for ten years.
Come participate in the Competition of the Finest Brews, Edition XXV?
My homebrew stuff:
Spells, Monsters, Magic Items, Feats, Subclasses.
I am an Archfey, but nobody seems to notice.
Extended Signature
Power sword(word) ______
modifies any power word(power word heal, power word kill, etc)
only component is a material component,-a longsword, shortsword, or scimitar
Fish(Wish), summons an army of immortal fish to flop on all who dare oppose you
Gelatinous cubes are by far the most sophisticated of ooze variants
I want to hear about your favorite D&D Races
about twenty people on this thread already came up with that.
Confucion(confusion):
Target creature starts quoting chinese proverbs.
Trog cloud(Fog cloud)
Summons a cloud of troglodytes
Gelatinous cubes are by far the most sophisticated of ooze variants
I want to hear about your favorite D&D Races
Tragic mouth(Magic mouth)
causes whomever it is cast on to tell about tragedies of the future
Gelatinous cubes are by far the most sophisticated of ooze variants
I want to hear about your favorite D&D Races
Furball
A big ball of hair appears. That's it its just a ball of fur
my name is not Bryce
Actor
Certified Dark Sun enjoyer
usually on forum games and not contributing to conversations ¯\_ (ツ)_/
For every user who writes 5 paragraph essays as each of their posts: Remember to touch grass occasionally
vulnerability(invulnerability):
It's kind of obvious what this does.
This is amazing!
Brains over brawn? Mind over matter? These canny warriors rightly answer, "Why not both?" - Tasha
My Homebrews: Monsters, Magic Items, Spells, Races
Rhulg- Hobgoblin Gunsmith
Bright (Blight)
Light overtakes the creature or plant you targeted, and it shines like a miniature sun for the next 24 hours.
Want a place to roleplay in your spare time? Here: Lord's Rest Inn
Please don't hide your imperfections, if one part is beautiful, it all is.
I don't like rp-heavy games, I LOVE them.
Best Bond - You target a humanoid. If they fail a Wisdom saving throw, they become your bestie.
Wall of Horns - You create a wall of blaring trumpets, megaphones, and air horns. Any creature that comes within 60 feet of it must succeed on a Constitution saving throw or take 7d8 thunder damage and become stunned until the end of its next turn. Success or fail, the creature is [condition]deafened[/conditon] for 1 minute. It can make a Constitution saving throw at the end of its turns, provided that its out of range of the effect. The powerful blast of sound deals double damage to objects and structures. The horns can be heard from up to 500 feet away. Creatures within 150 feet of the wall must make a Constitution saving throw to avoid being deafened, but don't take thunder damage.
Rail of Thorns: Makes a guardrail or railroad become spiky. A creature in contact of the object when you cast this spell must succeed on a Dexterity saving throw, taking 1d8 piercing damage on a failed save, or half as much damage on a successful one. A creature must take this damage with no saving throw if it comes in contact with the spiky object for a the first time on its turn, or ends its turn touching it. Moving along a spiky railing or railroad deals 1d4 slashing damage for every 2 ft. moved.
Unseen Savant: Creates an invisible genius that has a that same statistics as a normal unseen servant, but with an Intelligence of 24. Has proficiency in all Intelligence-based skills, and its proficiency bonus equals your bonus. You can command it to make an Intelligence check for you, or cast the guidance cantrip. It can also unerringly solve unfathomably complex math calculations without the help of a calcuator or pencil and paper. This geek also understands every language, and it can communicate telepathically up to 120 ft. only with the caster who summoned it into existance. It can also cast identify and augury as an action once each. The savant remains for 1 hour.
Conjure Carriage (conjure barrage): Makes a stagecoach appear out of nowhere. The stagecoach takes on the appearance of which you choose, and it comes with two beasts of burden of your choice (choose from cow (oxen), draft horse, mule, camel, giant lizard, or giant goat (buffalo). The beasts of burden can't attack, but they can move twice as fast as they normally would.
Healing Wort (healing word): Heals 2d6 + spellcasting ability hit points, but causes a nasty wort to appear where the wound was healed.
Brains over brawn? Mind over matter? These canny warriors rightly answer, "Why not both?" - Tasha
My Homebrews: Monsters, Magic Items, Spells, Races
Rhulg- Hobgoblin Gunsmith
Fast Fiends
3rd Level Transmutation, 1 action, range 60 feet Concentration up to 24 hours
You target at least 2 fiends that you can see or hear within range and for the spell's duration they get the following benefits
This spell has no effect if at least 1 of its targets is not a fiend or if it only targets 1 fiend
Animus Messenger
Basically animal messenger but the message has to be a death threat
Dire Bolt (Fire Bolt): You target one creature within 60 feet with a bolt of pure adrenaline. An unwilling creature must succeed on a WIS saving throw to avoid the affect.
The bolt causes the target to no longer see its companions as allies, and is Frightened of the caster for the next minute.
Former Spider Queen of the Spider Guild, and friendly neighborhood scheming creature.
"Made by spiders, for spiders, of spiders."
My pronouns are she/her.
Web Weaver of Everlasting Narrative! (title bestowed by Drummer)
Yeah. Go see the Cult of Grammar. You too MasterOfTheDungeons, for misspelling singular.
Brains over brawn? Mind over matter? These canny warriors rightly answer, "Why not both?" - Tasha
My Homebrews: Monsters, Magic Items, Spells, Races
Rhulg- Hobgoblin Gunsmith
Fare Bolt (misspell of fire bolt) - Zings a tiny copper penny at a creature of your choice, dealing slashing damage equal to your spellcasting ability modifier (minimum of 1 damage).
Warding Wand (misspell of warding wind) - Conjures a spectral wand that allows you to cast counterspell, dispel magic, and shield without expending a spell slot. You can cast any of these spells from the wand even if you have already casted a leveled spell during your last turn.
Investiture of Fame (misspell of investiture of flame) - Makes you famous. You gain a +10 bonus to all Charisma checks, and you gain the effects of the sanctuary spell for 24 hours. This spell also conjures up an entourage of magical underlings that follow you around and do non-combat menial tasks for you. The underlings have the statistics of nobles, but they can't attack, and have one of the following creature types instead of humanoid: celestial, construct, fey, fiend. Reality also alters in a way that would make you famous. You suddenly gain legal intelliectual property rights of famous creations (structures, art, music, etc.), and common people treat you like a noble.
Brains over brawn? Mind over matter? These canny warriors rightly answer, "Why not both?" - Tasha
My Homebrews: Monsters, Magic Items, Spells, Races
Rhulg- Hobgoblin Gunsmith
What happens to the men after they hit the ground. Do they dissappear or die? Or do they start slapping people?
Brains over brawn? Mind over matter? These canny warriors rightly answer, "Why not both?" - Tasha
My Homebrews: Monsters, Magic Items, Spells, Races
Rhulg- Hobgoblin Gunsmith
Destructive Pave.
You pave over some land, which is destructive to the ecosystem.
My cults are dead, let's talk about myself where they used to be. I am The_cool_Elsecaller, a transfem lesbian who is still in the closet to all but a few people I know IRL. I enjoy video games, reading, writing, and sleeping. Feel free to PM me if you want writing advice or just want to talk.
"Life before death. Strength before weakness. Journey before destination"
-First Ideal of the Knights Radiant
Extended Signature. Real Extended Signature