What a day, what a day. I come home ,and my dog is passed out on the floor right next to her bed. She was so tired, that she couldn't take five more steps to get in her bed. No. This is close enough, pass out right here on the ground. She's in her bed now, but it was a funny sight.
Rollback Post to RevisionRollBack
"We are what we repeatedy do. Excellence, then, is not an act, but a habit." - Aristotle.
The classy class clown passes cracked black brass glasses in class. (try saying that really fast.)
Resisting is simply standing in front of the tide and pushing at it. Even if you endure at first, you will eventually break down. Adapting, by contrast, is turning into a fish.
-me
Rangers are not underpowered. They’re just exploration-oriented.
Resisting is simply standing in front of the tide and pushing at it. Even if you endure at first, you will eventually break down. Adapting, by contrast, is turning into a fish.
-me
Rangers are not underpowered. They’re just exploration-oriented.
Resisting is simply standing in front of the tide and pushing at it. Even if you endure at first, you will eventually break down. Adapting, by contrast, is turning into a fish.
-me
Rangers are not underpowered. They’re just exploration-oriented.
at 1st level you gain double proficiency with arcana, and learn any 2 wizard cantrips.
Elemental Affinity.
starting at 1st level, you learn how to wield one element with great skill. choose an element from the following: thunder, lightning, fire, cold, poison, or acid. when you cast a spell that deals your chosen type of damage, you may add you intelligence modifier to the damage.
Arcane Specialty.
at 6th level, you choose one wizard subclass, and gain an ability based off of what you choose.
Blade Singing. you can invoke a secret elven magic called the Bladesong, provided that you aren’t wearing medium or heavy armor or using a shield. It graces you with supernatural speed, agility, and focus. You can use a bonus action to start the Bladesong, which lasts for 1 minute. It ends early if you are incapacitated, if you don medium or heavy armor or a shield, or if you use two hands to make an attack with a weapon. You can also dismiss the Bladesong at any time you choose (no action required). While your Bladesong is active, you gain the following benefits:
You gain a bonus to your AC equal to your charisma modifier (minimum of +1).
Your walking speed increases by 10 feet.
You have advantage on Dexterity (Acrobatics) checks.
You gain a bonus to any Constitution saving throw you make to maintain your concentration on a spell. The bonus equals your charisma modifier (minimum of +1).
You can use this feature twice. You regain all expended uses of it when you finish a short or long rest. additionally, you gain proficiency in light armor and all one handed weapon. you may use your charisma modifier instead of strength or dexterity from weapons while you blade song is active. you may only choose this arcane specialty if you are an elf or half elf.
Chronurgy Magic. You can magically exert limited control over the flow of time around a creature. As a reaction, after you or a creature you can see within 30 feet of you makes an attack roll, an ability check, or a saving throw, you can force the creature to reroll. You make this decision after you see whether the roll succeeds or fails. The target must use the result of the second roll. You can use this ability twice, and you regain any expended uses when you finish a long rest. additionally, you learn the spell slow and it does not count against the number of warlock spells you can learn.
Graviturgy Magic. You’ve learned how to manipulate gravity around a living being: whenever you cast a spell on a creature, you can move the target 5 feet to an unoccupied space of your choice if the target is willing to move, the spell hits it with an attack, or it fails a saving throw against the spell. additionally, you learn the spell magnify gravity , and it does not count against the number of warlock spells you can learn.
Order of Scribes. when you finish a long rest, you can create one magic scroll. when you do, you must have access to paper and a writing utensil. when you do, you choose one of your warlock spells that if level 1 or 2. when you cast that spell, if you have the magic scroll on your person, the spell acts as if you cast it at one higher level than you did. the scroll in incomprehensible, and useless to anyone else. the scroll vanishes after you use it, or you complete another long rest. additionally, you gain proficiency in history.
School of Abjuration. you can weave magic around yourself for protection. When you cast an abjuration spell of 1st level or higher, you can simultaneously use a strand of the spell’s magic to create a magical ward on yourself that lasts until you finish a long rest. The ward has a hit point maximum equal to twice your warlock level + your charisma modifier. Whenever you take damage, the ward takes the damage instead. If this damage reduces the ward to 0 hit points, you take any remaining damage. While the ward has 0 hit points, it can’t absorb damage, but its magic remains. Whenever you cast an abjuration spell of 1st level or higher, the ward regains a number of hit points equal to twice the level of the spell slot you used. Once you create the ward, you can’t create it again until you finish a long rest. additionally, you learn an abjuration spell of your choice that is of a level equal or lower than your highest level spell slot. the spell can be from any spell list, and does not count against the number of warlock spells you can learn.
School of Conjuration. you can use your action to teleport up to 30 feet to an unoccupied space that you can see. Alternatively, you can choose a space within range that is occupied by a Small or Medium creature. If that creature is willing, you both teleport, swapping places. Once you use this feature, you can’t use it again until you finish a long rest or you cast a conjuration spell of 1st level or higher. additionally, you learn the spell find familiar, and it does not count against the number of warlock spells you can learn.
School of Divination. glimpses of the future begin to press in on your awareness. When you finish a long rest, roll two d20s and record the numbers rolled. You can replace any attack roll, saving throw, or ability check made by you or a creature that you can see with one of these foretelling rolls. You must choose to do so before the roll, and you can replace a roll in this way only once per turn. Each foretelling roll can be used only once. When you finish a long rest, you lose any unused foretelling rolls. additionally, you learn the spell identify, and it does not count against the number of warlock spell you can learn.
School of Enchantment. your soft words and enchanting gaze can magically enthrall another creature. As an action, choose one creature that you can see within 5 feet of you. If the target can see or hear you, it must succeed on a Wisdom saving throw against your warlock spell save DC or be charmed by you until the end of your next turn. The charmed creature’s speed drops to 0, and the creature is incapacitated and visibly dazed. On subsequent turns, you can use your action to maintain this effect, extending its duration until the end of your next turn. However, the effect ends if you move more than 5 feet away from the creature, if the creature can neither see nor hear you, or if the creature takes damage. Once the effect ends, or if the creature succeeds on its initial saving throw against this effect, you can’t use this feature on that creature again until you finish a long rest. additionally, you learn a enchantment spell of you choosing that is of a level equal or lower than your highest level spell slot. the spell can be from any spell list, and does not count against the number of warlock spells you can learn.
School of Evocation. your damaging cantrips affect even creatures that avoid the brunt of the effect. When a creature succeeds on a saving throw against your cantrip, the creature takes half the cantrip’s damage (if any) but suffers no additional effect from the cantrip. additionally, you learn 2 cantrips of your choosing, that are evocations. these do not count against the number of warlock cantrips you can learn, and can be from any spell list.
School of Illusion. you learn the minor illusion cantrip. If you already know this cantrip, you learn a different wizard cantrip of your choice. The cantrip doesn’t count against your number of cantrips known. When you cast minor illusion, you can create both a sound and an image with a single casting of the spell. additionally, you can cast minor illusion as a bonus action.
School of Necromancy. you learn the animate dead spell, and it does not count against the number of warlock spell you can learn.. When you cast animate dead, you can target one additional corpse or pile of bones, creating another zombie or skeleton, as appropriate.Whenever you create an undead using a necromancy spell, it has additional benefits:
The creature’s hit point maximum is increased by an amount equal to your warlock level.
The creature adds your proficiency bonus to its weapon damage rolls.
School of Transmutation. you learn the fly spell, and it does not count against the number of warlock spells you can learn. once long rests, you may cast it without using a spell slot, at 3rd level.
War Magic. you can store magical energy within yourself to later empower your damaging spells. In its stored form, this energy is called a power surge. You can store a maximum number of power surges equal to your charisma modifier (minimum of one). Whenever you finish a long rest, your number of power surges resets to one. Whenever you successfully end a spell with dispel magic or counterspell, you gain one power surge, as you steal magic from the spell you foiled. If you end a short rest with no power surges, you gain one power surge. Once per turn when you deal damage to a creature or object with a warlock spell, you can spend one power surge to deal extra force damage to that target. The extra damage equals half your warlock level.
Mystic Affinity.
starting at 10th level, you learn how to wield one mystical power with great skill. choose a damage from the following from the following: psychic, necrotic, or radiant. when you cast a spell that deals your chosen type of damage, you may add you intelligence modifier to the damage.
Signature Spells.
at level 14, you choose 1 level 1 spell. it becomes at signature spell, and you can cast it without expending a spell slot.
Sure! I do have my Arcane One Warlock that was inspired by your Archmage pact a bit, but I'd be happy to look over it. I also have an "undead" race, the Vezyi.
Rollback Post to RevisionRollBack
Please check out my homebrew, I would appreciate feedback:
Sure! I do have my Arcane One Warlock that was inspired by your Archmage pact a bit, but I'd be happy to look over it. I also have an "undead" race, the Vezyi.
really? I'd like to see the race! could you send it, or the thread it on?
I added my archmage subclass to the my post above.
Resisting is simply standing in front of the tide and pushing at it. Even if you endure at first, you will eventually break down. Adapting, by contrast, is turning into a fish.
-me
Rangers are not underpowered. They’re just exploration-oriented.
Resisting is simply standing in front of the tide and pushing at it. Even if you endure at first, you will eventually break down. Adapting, by contrast, is turning into a fish.
-me
Rangers are not underpowered. They’re just exploration-oriented.
Okay
Please check out my homebrew, I would appreciate feedback:
Spells, Monsters, Subclasses, Races, Arcknight Class, Occultist Class, World, Enigmatic Esoterica forms
What a day, what a day. I come home ,and my dog is passed out on the floor right next to her bed. She was so tired, that she couldn't take five more steps to get in her bed. No. This is close enough, pass out right here on the ground. She's in her bed now, but it was a funny sight.
"We are what we repeatedy do. Excellence, then, is not an act, but a habit." - Aristotle.
The classy class clown passes cracked black brass glasses in class.
(try saying that really fast.)
:)
Please check out my homebrew, I would appreciate feedback:
Spells, Monsters, Subclasses, Races, Arcknight Class, Occultist Class, World, Enigmatic Esoterica forms
I love how this forum has so many comments
All hail the great and mighty platypus.
Resisting is simply standing in front of the tide and pushing at it. Even if you endure at first, you will eventually break down. Adapting, by contrast, is turning into a fish.
-me
Rangers are not underpowered. They’re just exploration-oriented.
My homebrew setting: https://www.dndbeyond.com/forums/d-d-beyond-general/story-lore/94809-wakai-a-setting-inspired-by-japanese-folklore-and
This account is kinda old and I haven’t used it in a while
Yep
Please check out my homebrew, I would appreciate feedback:
Spells, Monsters, Subclasses, Races, Arcknight Class, Occultist Class, World, Enigmatic Esoterica forms
Aha! You have ousted me! But can you oust this?
All hail the great and mighty platypus.
Resisting is simply standing in front of the tide and pushing at it. Even if you endure at first, you will eventually break down. Adapting, by contrast, is turning into a fish.
-me
Rangers are not underpowered. They’re just exploration-oriented.
My homebrew setting: https://www.dndbeyond.com/forums/d-d-beyond-general/story-lore/94809-wakai-a-setting-inspired-by-japanese-folklore-and
This account is kinda old and I haven’t used it in a while
Yes
Please check out my homebrew, I would appreciate feedback:
Spells, Monsters, Subclasses, Races, Arcknight Class, Occultist Class, World, Enigmatic Esoterica forms
Of course.
A fool pulls the leaves. A brute chops the trunk. A sage digs the roots.
My Improved Lineage System
Easy
Please check out my homebrew, I would appreciate feedback:
Spells, Monsters, Subclasses, Races, Arcknight Class, Occultist Class, World, Enigmatic Esoterica forms
EZ GG
A fool pulls the leaves. A brute chops the trunk. A sage digs the roots.
My Improved Lineage System
Yep
Please check out my homebrew, I would appreciate feedback:
Spells, Monsters, Subclasses, Races, Arcknight Class, Occultist Class, World, Enigmatic Esoterica forms
Nope
All hail the great and mighty platypus.
Resisting is simply standing in front of the tide and pushing at it. Even if you endure at first, you will eventually break down. Adapting, by contrast, is turning into a fish.
-me
Rangers are not underpowered. They’re just exploration-oriented.
My homebrew setting: https://www.dndbeyond.com/forums/d-d-beyond-general/story-lore/94809-wakai-a-setting-inspired-by-japanese-folklore-and
This account is kinda old and I haven’t used it in a while
I'm winning!
Please check out my homebrew, I would appreciate feedback:
Spells, Monsters, Subclasses, Races, Arcknight Class, Occultist Class, World, Enigmatic Esoterica forms
But can anyone truly ever win?
"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
third, could you maybe review my undead race when its done, and my the arch-mage pact? it would be super helpful!
EDIT: here's the subclass if you want to give it a look:
The Archmage, Subclass (warlock)
these are warlock who get their magic from doing a deal with a powerful arch mage.
Expanded Spell List.
the following are warlock spell for you :
Archmage Expanded Spells
1st
shield, Magic Missile
2nd
Acid Arrow, Arcane Lock
3rd
Fireball, Glyph of Warding
4th
Faithful Hound, Polymorph
5th
Arcane Hand, Wall of Force
Arcane Power.
at 1st level you gain double proficiency with arcana, and learn any 2 wizard cantrips.
Elemental Affinity.
starting at 1st level, you learn how to wield one element with great skill. choose an element from the following: thunder, lightning, fire, cold, poison, or acid. when you cast a spell that deals your chosen type of damage, you may add you intelligence modifier to the damage.
Arcane Specialty.
at 6th level, you choose one wizard subclass, and gain an ability based off of what you choose.
Blade Singing. you can invoke a secret elven magic called the Bladesong, provided that you aren’t wearing medium or heavy armor or using a shield. It graces you with supernatural speed, agility, and focus. You can use a bonus action to start the Bladesong, which lasts for 1 minute. It ends early if you are incapacitated, if you don medium or heavy armor or a shield, or if you use two hands to make an attack with a weapon. You can also dismiss the Bladesong at any time you choose (no action required). While your Bladesong is active, you gain the following benefits:
You can use this feature twice. You regain all expended uses of it when you finish a short or long rest. additionally, you gain proficiency in light armor and all one handed weapon. you may use your charisma modifier instead of strength or dexterity from weapons while you blade song is active. you may only choose this arcane specialty if you are an elf or half elf.
Chronurgy Magic. You can magically exert limited control over the flow of time around a creature. As a reaction, after you or a creature you can see within 30 feet of you makes an attack roll, an ability check, or a saving throw, you can force the creature to reroll. You make this decision after you see whether the roll succeeds or fails. The target must use the result of the second roll. You can use this ability twice, and you regain any expended uses when you finish a long rest. additionally, you learn the spell slow and it does not count against the number of warlock spells you can learn.
Graviturgy Magic. You’ve learned how to manipulate gravity around a living being: whenever you cast a spell on a creature, you can move the target 5 feet to an unoccupied space of your choice if the target is willing to move, the spell hits it with an attack, or it fails a saving throw against the spell. additionally, you learn the spell magnify gravity , and it does not count against the number of warlock spells you can learn.
Order of Scribes. when you finish a long rest, you can create one magic scroll. when you do, you must have access to paper and a writing utensil. when you do, you choose one of your warlock spells that if level 1 or 2. when you cast that spell, if you have the magic scroll on your person, the spell acts as if you cast it at one higher level than you did. the scroll in incomprehensible, and useless to anyone else. the scroll vanishes after you use it, or you complete another long rest. additionally, you gain proficiency in history.
School of Abjuration. you can weave magic around yourself for protection. When you cast an abjuration spell of 1st level or higher, you can simultaneously use a strand of the spell’s magic to create a magical ward on yourself that lasts until you finish a long rest. The ward has a hit point maximum equal to twice your warlock level + your charisma modifier. Whenever you take damage, the ward takes the damage instead. If this damage reduces the ward to 0 hit points, you take any remaining damage. While the ward has 0 hit points, it can’t absorb damage, but its magic remains. Whenever you cast an abjuration spell of 1st level or higher, the ward regains a number of hit points equal to twice the level of the spell slot you used. Once you create the ward, you can’t create it again until you finish a long rest. additionally, you learn an abjuration spell of your choice that is of a level equal or lower than your highest level spell slot. the spell can be from any spell list, and does not count against the number of warlock spells you can learn.
School of Conjuration. you can use your action to teleport up to 30 feet to an unoccupied space that you can see. Alternatively, you can choose a space within range that is occupied by a Small or Medium creature. If that creature is willing, you both teleport, swapping places. Once you use this feature, you can’t use it again until you finish a long rest or you cast a conjuration spell of 1st level or higher. additionally, you learn the spell find familiar, and it does not count against the number of warlock spells you can learn.
School of Divination. glimpses of the future begin to press in on your awareness. When you finish a long rest, roll two d20s and record the numbers rolled. You can replace any attack roll, saving throw, or ability check made by you or a creature that you can see with one of these foretelling rolls. You must choose to do so before the roll, and you can replace a roll in this way only once per turn. Each foretelling roll can be used only once. When you finish a long rest, you lose any unused foretelling rolls. additionally, you learn the spell identify, and it does not count against the number of warlock spell you can learn.
School of Enchantment. your soft words and enchanting gaze can magically enthrall another creature. As an action, choose one creature that you can see within 5 feet of you. If the target can see or hear you, it must succeed on a Wisdom saving throw against your warlock spell save DC or be charmed by you until the end of your next turn. The charmed creature’s speed drops to 0, and the creature is incapacitated and visibly dazed. On subsequent turns, you can use your action to maintain this effect, extending its duration until the end of your next turn. However, the effect ends if you move more than 5 feet away from the creature, if the creature can neither see nor hear you, or if the creature takes damage. Once the effect ends, or if the creature succeeds on its initial saving throw against this effect, you can’t use this feature on that creature again until you finish a long rest. additionally, you learn a enchantment spell of you choosing that is of a level equal or lower than your highest level spell slot. the spell can be from any spell list, and does not count against the number of warlock spells you can learn.
School of Evocation. your damaging cantrips affect even creatures that avoid the brunt of the effect. When a creature succeeds on a saving throw against your cantrip, the creature takes half the cantrip’s damage (if any) but suffers no additional effect from the cantrip. additionally, you learn 2 cantrips of your choosing, that are evocations. these do not count against the number of warlock cantrips you can learn, and can be from any spell list.
School of Illusion. you learn the minor illusion cantrip. If you already know this cantrip, you learn a different wizard cantrip of your choice. The cantrip doesn’t count against your number of cantrips known. When you cast minor illusion, you can create both a sound and an image with a single casting of the spell. additionally, you can cast minor illusion as a bonus action.
School of Necromancy. you learn the animate dead spell, and it does not count against the number of warlock spell you can learn.. When you cast animate dead, you can target one additional corpse or pile of bones, creating another zombie or skeleton, as appropriate.Whenever you create an undead using a necromancy spell, it has additional benefits:
School of Transmutation. you learn the fly spell, and it does not count against the number of warlock spells you can learn. once long rests, you may cast it without using a spell slot, at 3rd level.
War Magic. you can store magical energy within yourself to later empower your damaging spells. In its stored form, this energy is called a power surge. You can store a maximum number of power surges equal to your charisma modifier (minimum of one). Whenever you finish a long rest, your number of power surges resets to one. Whenever you successfully end a spell with dispel magic or counterspell, you gain one power surge, as you steal magic from the spell you foiled. If you end a short rest with no power surges, you gain one power surge. Once per turn when you deal damage to a creature or object with a warlock spell, you can spend one power surge to deal extra force damage to that target. The extra damage equals half your warlock level.
Mystic Affinity.
starting at 10th level, you learn how to wield one mystical power with great skill. choose a damage from the following from the following: psychic, necrotic, or radiant. when you cast a spell that deals your chosen type of damage, you may add you intelligence modifier to the damage.
Signature Spells.
at level 14, you choose 1 level 1 spell. it becomes at signature spell, and you can cast it without expending a spell slot.
I am an average mathematics enjoyer.
>Extended Signature<
Sure! I do have my Arcane One Warlock that was inspired by your Archmage pact a bit, but I'd be happy to look over it. I also have an "undead" race, the Vezyi.
Please check out my homebrew, I would appreciate feedback:
Spells, Monsters, Subclasses, Races, Arcknight Class, Occultist Class, World, Enigmatic Esoterica forms
really? I'd like to see the race! could you send it, or the thread it on?
I added my archmage subclass to the my post above.
thanks!
I am an average mathematics enjoyer.
>Extended Signature<
I have been overtaken! But I shall return... now!
All hail the great and mighty platypus.
Resisting is simply standing in front of the tide and pushing at it. Even if you endure at first, you will eventually break down. Adapting, by contrast, is turning into a fish.
-me
Rangers are not underpowered. They’re just exploration-oriented.
My homebrew setting: https://www.dndbeyond.com/forums/d-d-beyond-general/story-lore/94809-wakai-a-setting-inspired-by-japanese-folklore-and
This account is kinda old and I haven’t used it in a while
just defeated you again
I am an average mathematics enjoyer.
>Extended Signature<
Or have you?
All hail the great and mighty platypus.
Resisting is simply standing in front of the tide and pushing at it. Even if you endure at first, you will eventually break down. Adapting, by contrast, is turning into a fish.
-me
Rangers are not underpowered. They’re just exploration-oriented.
My homebrew setting: https://www.dndbeyond.com/forums/d-d-beyond-general/story-lore/94809-wakai-a-setting-inspired-by-japanese-folklore-and
This account is kinda old and I haven’t used it in a while