Perseverance. Smorgasboard has a Perseverance soul.
Connectee to Thee. When 2 Smorgasboard are within 5 ft. of each other, they can fuse together to gain +4 to Strength, Dexterity, and Constitution, increase their size by 1, and increase their maximum HP by 2x. Smorgasboards can fuse like this until they are Large size.
Fissionalism (Fight). -1 to hit, range 30 ft., one target. Hit: 3 (1d6 - 1) Bludgeoning damage. (Perseverance, 2 attack rolls, 4% Tension) Like capitalism, but agender.
Cardboard Glob (Item). Smorgasboard throws a small part of itself as a harmless projectile to a 5 ft. space with a range of 60 ft. When a creature steps in the glob, it hardens into cardboard, making the creature Restrained. The creature can make a DC (Cardboard Glob throw roll/2 + 2) Strength saving throw to break free. (Patience, +1, +2, +3) Gum under the des-LITERALLY just gum under the school desk.
Enter the description for how legendary actions work for your monster here.
Legendary Action Name (Costs # Actions). Enter the description for your legendary action.
Mythic Action Name. Enter the description for how mythic actions work for your monster here.
Mythic Action Name (Costs # Actions). Enter the description for your mythic action.
Description
Usually skirmish, these bumbling pieces want nothing more than to make ends meet, even though they need a therapist more.
Used for a Deltarune homebrew system. If used in regular dnd, ignore the Perseverance trait, "(Perseverance, 2 attack rolls, 4% Tension)" and "(Patience, +1, +2, +3)".
Same dude who created "■Deltarune■ Hathy" and "■Deltarune■ Rudinn" monsters, as well as "■Deltarune■ Lovely Grasp" "■Deltarune■ Heart Cage", and "■Deltarune■ Diamond Cutter" spells.
Lair and Lair Actions
Enter a description of your monster's lair here.
Lair Actions
On initiative count # (losing initiative ties), the [monster name] takes a lair action to cause one of the following effects; the [monster name] can’t use the same effect two rounds in a row:
- Enter a description for a lair action.
- Enter a description for a lair action.
Regional Effects
The region containing a legendary [monster name]’s lair is [enter the effect description], which creates one or more of the following effects:
- Enter a regional effect description.
- Enter a regional effect description.
If the [monster name] dies, these effects fade over the course of #d# days.







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Posted Dec 9, 2025Combat
Fight;
Usually violent actions that have the purpose of dealing damage. Usually not context dependant. Most likely takes an action. Roll equals (d20 + STR/DEX + weapon proficiency)
Act;
Usually peaceful actions that have a variety of effects, almost never dealing damage. Context dependant. Roll equals (d20 + CHA/relevant modifier + relevant proficiency)
Magic;
Casting a spell. Roll equals (\_:)_/)
Item;
Use an item. Roll equals (d20 + INT/WIS + relevant proficiency)
Spare;
Peaceful actions or actions that please targets fill the Mercy guage. At maximum Mercy gauge, a target can be Spared and removed from the fight. Takes ALL of your actions, and you can'tuse this if you took the FIGHT action this turn. Roll equals (d20 + CHA + proficiency)
Mercy Gauge Increases
●5-10% normal positive ACT
●15%-25% particularly effective ACT
●50% using a target's quirk
Defend;
As an an action, you gain 33% resistance to all attacks for 1 round, and increase you Tension Points by 10%.
Souls;
Every creature has a soul, and every ability has a Soul type.
Patience; You gain 15% Tension Points from taking the Defend action instead of 10%. Patience abilities also give progressively larger boosts to Item rolls after use for 1 round; +2 round 1, +4 round 2, +6 round 3. You also have proficiency with toy weapons.
Perseverance; You gain +2 to rolls using the Act action after previously taking the same Act action. Perseverance abilities also make additional rolls to deplete enemy TP; 3 ACT rolls at -2, each draining 10% TP. You also have proficiency with tools or weapons that relate to the mind.
Integrity; You use 10% less Tension Points. Integrity abilities also increase the amount of resistance you get from Defending next turn; 33% -> 45%. You also have proficiency with weapons or tools that increase your mobility.
Determination; You have 10% increased maximum hit points. Determination abilities also heal the user slightly; 1d4 per turn (cantrip scaling). You also proficiency with knives and sticks.
Bravery; You have +3 to rolls against the Frightened and Charmed conditions. Bravery abilities also give you progressively bigger damage boosts for 1 round after use; +2 round 1, +4 round 2, +6 round 3. You also have proficiency with armor or weapons that enhance your unarmed strikes.
Kindness; You heal 20% more with abilities. Kindness abilities also slightly fill the Mercy gauge; 10%. You also have proficiency with things that are usuallt cooking utensils.
Justice; You gain +2 to Spare/Fight action rolls after immediately doing the other. Justice abilities also give the user a bonus to their AC for 1 round after their use; +2. You also have proficiency with firearms.
Tension Points;
At the start of every battle, Tension Points start at 0% and can be raised to a maximum of 100%. Most abilities use Tension Points, and ones limited to "x amount of times before rest" instead use Tension Points. Tension Points are shared between a team, and outside battle, Tension Points are halved.
Other Ways to Gain Tension Points
●Taking Damage (damage taken/max HP) /2
●Successful Act (5-10%)
●Critical Hit (10%)
●Dealing Damage (damage dealt/target's max HP) /3
Spells to Tension Points;
1 | 2 | 3 | 4 | 5
Cantrip; 24%, 20%, 16%, 12%, 8%
1st ; 36%, 32%, 28%, 24%, 20%
2nd ; 44%, 40%, 36%, 32%, 28%
3rd ; 52%, 48%, 44%, 40%, 36%
4th ; 60%, 56%, 52%, 48%, 44%
5th ; 70%, 66%, 62%, 58%, 54%
6th ; 80%, 76%, 72%, 68%, 64%
7th ; 90%, 86%, 82%, 78%, 74%
8th ; 100%, 96%, 94%, 90%, 86%
9th Level spells are treated as special occasions, used for plot points and turning points in battle.
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Posted Dec 9, 2025Huh???