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#some homebrew race that i made:
arthur-liquor · 2 months
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Sorrey I keep forgetting to post here on tumblr but have these drawings I made for DnD tokens! (Characters on the left: Housah and Pluto. Characters on the right belong to my girfriend: Lilith and Arkularia)
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arcticwaters · 7 months
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wanna introduce y'all to my baby white dragon critical role oc who has taken up 90% of my brain space for the last three years. her name is moonghost she's a champion fighter* and fully exists to be yasha's trinket, her most favoritest person in the whole wide world
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bookclubforghosts · 5 months
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I’ve been working my way through Sof, Pel’le’lyth, Zasha, and Hieros. And my honor mode attempts. I love how many different variations I can get on this story, really makes me smile.
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psychhound · 19 days
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hey yall!!! new bundle :D
this is my 14 for 14 ttrpg bundle to pay off some of the debt from my top surgery!! you get 14 games and homebrew for 14 bucks, which is gonna run until june 14th (my birthday!!)
my top surgery was absolutely life changing and has made me so much more comfortable, confident, and happy. i dont regret it in the least. i also got hit with some surprise bills afterward that have me pretty heftily in debt because of it
some very kind souls have donated their games to help me pay some of this off, which was just so incredibly generous. which means its not just my games in here!! lots and lots of cool stuff, please check it out!!
in the bundle:
ttrpgs:
[BXLLET> : a game about systems of violence and power in the weird west apocalypse
disparateum: a dream-like reality-bending game where you hop worlds and tell strange stories
little celestial fieldwork guide: a city exploration photography game where you divine hidden spirits and take photos of them
beach day!: a system agnostic party bonding minigame where characters swap gifts and secrets
what they once feared: a solo journaling game where you play a folkloric monster forced to choose your path
the narrator paradox: a one page solo game where you play a storybook narrator whos protagonist has gained agency and is trying to change the story
the fool who got married (extended): a duet epistolary game of female hardship and connection in 1848
explorers of the forever city: a rules-light, fantasy role-playing game about ordinary people making extraordinary discoveries
homebrew:
riders: a pact for moth-light by justin ford, a fitd game. tame, bond with, and ride the terrifying predator moths
witch: a class for d&d 5e. be a con-based half-caster with curses, familiars, and a whole new way of doing spell slots
harmony with the wind: a ghibli-inspired d&d 5e pack with 5 feats, 4 backgrounds, 4 races, 6 monsters, and 3 subclasses
fairytale/feywild: a pack for d&d 5e with 1 background, 2 races, 1 subclass, and unique timekeeping mechanics for the feywild
burger wizard: a d&d 5e compatible narrative rpg about working as magical kitchen staff in a fantasy restaurant
argyth's arcane companion: 4 wizard subclasses, 3 feats, and 17 new spells for d&d 5e
you can get all of this for 14 bucks until june 14th!! it would really mean a lot to me for yall to check it out and also spread the word :D
check it out on itch!!
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dartagnantt · 27 days
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Dungeon Delver's Survival Guide | Or how I learned how to DC skill checks
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PDFs of this and more can be found over on at my Patreon here! I release everything for free, so your support makes this possible. I'm working on a new class for 5e! Follow the Kickstarter here!
Not to be mistaken for my other survival guide that has yet to go anywhere
A conversation and a youtube video made me consider re-examining some skill checks in a bubble, as opposed to just observing the weird table in the using ability scores section of the PHB and binary success or failure states.
So, enjoy me rambling and inventing game mechanics!
I considered doing an entry for insight check on creatures who aren't lying, but I ran out of time, and it was kind of off theme
And now to plug my stuff. I release homebrews weekly over on my Patreon. Anyone who pledges $1 or more per post don't have to wait a month to see them, and also help fund my being alive habit.
At the moment, they have exclusive access to the following:
Oath of Integrity
Path of Iron
Stranger than Fiction
Trickery Domain: Revised
I also have three classes, and a splatbook over on DriveThrueRPG to check out:
The Rift Binder. A class specialising in summoning monsters and controlling the battlefield.
The Witch Knight. A class that combines swords and sorcery in the most literal way.
The Werebeast. A class that turns you into a half beast to destroy your foes.
d'Artagnan's Adventurer Almanac. A compendium of races, subclasses, feats, spells, monsters and more!
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lonksadventures · 2 months
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Did someone say solar eclipse?! ☀️
Pretty sure I’ve posted these before but figured I should share some of my earlier sketches for the Sunscorched variant of the Startouched homebrew race I made a while back! Plus some of the sunset sketches because I think they’re neat :3
(The very first concept was actually made straight after my original Startouched post so it’s funny seeing how much my art style has changed since then)
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zalmoxis-the-great · 3 months
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About Orikan, Divinity, Divine Sparks and Speculations
C.W. Spoilers from TITD, T.W. mentions of death
A more technical aspect of Orikan's ascension can be explained in the D&D universe. There are a lot of real world religions that touch the subject of divinity, but I found a pretty satisfying explanation about reaching Godhood from role playing games, and by consulting forums online, as well as a well-made homebrew guide which clarified the information. I am sharing my understanding of what I read, as well as my own speculations.
In Dungeons and Dragons (the source I am using for this is The Extensive Guide to Godhood/ The Path to Godhood V1.2, which is homebrew, but the forums I consulted used the same concept from the 3.5E up to the 5E, and are very similar, but less organized), there are multiple methods to becoming a god, but all of them require the divine spark. A divine spark is what transforms a normal being into a divine entity. “To behold a divine spark, in the flesh, is akin to staring into a star”.  That is something that the divine has but mortals lack.
“If the soul is a flame, the divine spark is a star”. Depending on where you look, some will say that a few normal people are born with a bit of a divine spark in them, or that only a few special someones have some divine spark. But the facts are: it can be taken, gathered, accumulated, and after all that, if somehow, someone manages to absorb one, they get to go under Apotheotic Ascension, where “their bodies attempt to cope with the fluctuation of raw power inside of them, at the end of which their form will try it’s best to maintain that power without perishing”. That change is only the beginning of the transformation into godhood. Huh, that is an interesting and familiar concept. (Extensive Guide)
The issue is that many who dare try, fail to hold that power, those who succeed "will walk away with something more". In the book, Orikan didn’t explode nor die when absorbing the spark, therefor he succeeded his roll in absorbing it, otherwise, the only other outcome would have been complete and utter death and destruction of his being.
A way to acquire such a spark would be to simply slay a god and take their diviner spark(s) (dnd5e), other way would be to be worshiped by followers (“A deity’s divinity is measured by how much sparks they have”), another way mentioned in the guide is by harvesting the rare divinity of others within a week’s time, so pretty much mindless slaughter (the chaos gods growing fat with power from the divinity harvested by their worshipers), a less bloody way would be receiving it as a gift from another divinity, at the cost of theirs, them (the donor) growing weaker to birth a new god.
The eleven race, the equivalent of Aeldari, used Mythallas, magic items with a lot of power, that could manipulate the fabric of reality itself, drawing their energy from the weave (Dndbeyond 5E). Sometimes the essence of those Mythallas would contain the essence of the collection of hundreds or thousands of souls – that can form a divine spark. Sounds familiar? (Extensive Guide)
That is one way, the other way Orikan could get his divine spark is by using Mephet’ran.
We can assume that the Deceiver is a divine being, a star god. The more divine sparks you have, the greater the divine being you become, or are. Unfortunately for him, (the diviner) Orikan, cannibalized him at the end of the book. Since in the Warhammer universe, it is impossible to kill Star Gods without actually changing the natural order, since they are the embodiment of the laws of the universe, and killing them alternates the fabric of the reality, we can speculate he lost some of his divine ranking, by losing some of his divine sparks, consumed by the newly ascended god.
Based on the events in the book, I think Orikan has two divine sparks: one from the aeldari gem (which concentrated thousands of souls, and not any old regular souls, but aeldari souls, so long-lived and powerful), and another one from consuming the Deceiver.
Orikan right now seems to be a Quasi-deity, “he has enough divinity to be spectacularly powerful, but lacks worshipers, or power, has no clerics, no one to pray to him”. He is, I presume, an Ascended Being ( I liked how the Guide describes it, even if it is homebrew, “divinity being absorbed by him, able to walk among the material world unhindered, still bound by their “mortal shacks””).
So I think that Orikan might just become a deity of the Time Domain if he keeps on growing his powers, hopefully turning that divine spark into a fully fledge Godspark. (Extensive Guide)
~Z.
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littjara-mirrorlake · 1 month
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How much of the D&D Phyrexia homebrew you are making is directly emulating canon compared to headcanons or new content? I imagine you tried to stick to things as closely as possible but I also don’t know how fleshed out and specific things about Phyrexians are through source materials.
I try to emulate canon as much as possible, but there are some aspects (like the fine points of Phyrexian biology and inheritance, the dissolving of compleation mind control, or the praetors' backstories) that I can't get from it. In that case I use headcanons that try to follow established rules and make sense with what we see in canon.
For example, we know that it's possible to remove the mind control that comes with compleation using high-level magic. The only example that we've seen of this in canon is Jace's mind magic, but since it is a supernatural control effect, I surmised that dispel magic or remove curse would also make sense for breaking it within the rules of D&D.
There has also been a recent marked refusal in canon to consider Phyrexians whose ideologies diverge from their empire, or who oppose the goal of the political(?) entity "Phyrexia" in general, despite that being in the text. As a result I've had to expand on it more, but I don't quite consider most of it headcanon, as it is canonical fact that 1) Phyrexians are sapient beings with the ability to make moral decisions and 2) not every Phyrexian believes in expansion. To write Phyrexians with diverse moral attitudes is simply the logical continuation of what we see and are explicitly shown in the text.
When I first started to write Plane Shift: Mirrodin/New Phyrexia, one of my starting conditions was that Phyrexians must be playable. The supplement must expand upon, and take into consideration, their internal lives. They must be considered every bit as nuanced and "human" (for lack of a better word) as any other D&D race. The supplement largely presumes a party made up of both Mirrans and Phyrexians.
Needless to say, I am abolishing racial alignment and have considered omitting it from stat blocks as well.
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hhi could i. could i ask if you have any portal ford headcanons im being insane about him right now and your headcanons are So 💥‼️🎉🌈💥/pos
hi hello hows it goin
-he didn't get all of his tattoos in one sitting, and he actually has a few he gave to himself. some of the tattoos look like normal earth tattoos, but theres also a few that have cool effects to them. color-changing, moving slightly, shapeshifting from one creature to another, etc. etc.
-he gave himself a little sailboat tattoo in case he ever lost the photo. he also gave himself an axolotl after he met Jheselbraum
-when he was fresh into the portal, hed join other interdimensional travelers, make companions...he stopped after a while because the grief he felt every time he inevitably lost them became too much. he still misses the ones he did have, though. he gave himself a constellation tattoo to remember them- a star for each one.
-he has perhaps too many tattoos. most of them end up being covered up by scars, though
-speaking of scars- ford lost his right arm sometime while he was in the portal. An "anomaly" bit it off. He has a prosthetic now (in the future, he's going to keep forgetting to mention this to stan. which is. definitely not going to cause any problems at all (sarcastic))
-he has several scars that either look weird (slightly glow-in-the-dark, shimmers, etc.) or healed in strange patterns because they were caused by weapons very much not intended to interact with human flesh
-he has a lot of "speckle" scars all over him. theyre from corrosive rain
-Jheselbraum has been thoroughly established as a sort of secondary mother figure in his mind. She has also been given this role by many, many other versions of Ford. she is the space mom
-he once met a moth version of himself who borrowed a gun from him and never gave it back. hes still upset about that. no, he has not realized the connection
-he once held a full conversation with another version of stan without noticing who he was talking to. in his defense, it was dark out
-at some point, he developed a tapetum lucidum and nictitating membranes. this is the incredibly self-indulgent biology-hyperfixation-induced headcanon
-he thinks he can handle smoke and toxic air better because of how much time hes spent not being able to breathe properly. its actually made him more sensitive to things like that
-he has gotten better at not being poisoned though. this comes from years of eating random mushrooms and plants and bug-adjacent creatures. this doesnt apply to raw meat as much, but he can definitely handle it better than most other humans
-every now and then, the hyperfixation excitement will outweigh how horrible he feels all the time and he'll just end up staring at some sort of weird creature and taking mental notes about it for a really long time
-sometimes he'll name random creatures he sees just to kill time. waiting for your food to finish cooking? give your local fish-bird-thing a name
-he doesnt know this, but hes actually seen a few creatures that are considered cryptids in those dimensions
-his favorite dimensions are the ones filled with wildlife and starry skies and vibrant colors. theyre not nearly as common as youd think they are
-hes gotten more used to speaking non-earth languages than earth-languages. as such, hes started using lots of phrases that have...interesting translations in english
-he forgets how to speak sometimes. it used to be more distressing, but he doesnt typically come across many creatures that can understand language anyway. its more of an annoyance than anything at this point
-hes gotten really good at mimicking the calls of other creatures. really good. possibly too good (he will use this power for evil in the future. to terrorize his brother with seagull noises)
-this is technically post-portal, but he adapts the creatures hes seen into homebrew enemies and races in his DD&MD campaigns
-also post-portal, but he'll sometimes forget that that weird thing hes looking at is. yknow. weird and not just a normal part of life in this dimension. this is one of the two reasons why he asks stan to point out anomalies to him
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potionio · 11 months
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You've lost count at this point, the amount of days you've travelled but your pain tells a tale and a half. But Guild Amakiir's advertisements in the port town you just came from were too good to pass up. With the heavy rain it was almost impossible to locate the guild, but upon doing so the guild leader Creed offers quite the introduction...
More info under the cut!
Guild Amakiir is my excuse to have fun with people in the community. I've seen people do the bachelor and bachelorette but I haven't watched a single season- so I'll be damned if I don't do my own version with a fantasy twist!
Set in one of my many homebrew settings I've made for Dungeons and Dragons, Amakiir is a guild created well over 160 years ago. But after some unfortunate (see: entirely obvious) betrayals and tragedies they've fallen on hard times. What they need is a group of adventurers to gear up and make a name for themselves.
So, why not have everyone work together to do this? I figured why not have people make characters, and forge our own little band of misfits and see where they end up.
To send a Sim in they just need to meet the following requirments:
They have to be one of the D&D races, you can find these literally everywhere online. Go wild, hell if you find some cool homebrew why not!
They need to be assigned a class and subclass. You can once again find these online, DND Beyond is an amazing free resouce!
You absolutely do not need to roll stats for them. But if you're a dnd nerd and you want to, it's the roll 4d4, remove the lowest system- reroll any ones!
While I understand that they can't be CC minimal in some cases (sighs at aasimar and tabaxi etc), please try to not blow my computer up. thanks <3
Remember to have a download link available, or at least be ready for me to poke you about one.
I'll try to keep it to a ground of 6 picked out little gangs, and will probably add even more people!
I already have a few NPC's for the guild made but hell feel free to even make those if you want just poke me for any details.
use the #GuildAmakiirTryouts : )! I'll peek in next Friday (14th of June) and post who has gotten accepted into the guild!
I just want a fantasy collaborate event with people. And I am a tryhard so I did all of this.
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ask-dcf · 6 months
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Phizzy the Rogue
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Say hi to my newest dnd character I really love! This here is Phizzy. She is a Rogue Heretic Brownie. I’ll start with her race. She is a brownie, for those who don’t know there is a fairy tale creature known as a brownie that are basically kinda like tiny elves. This isn’t what they typically look like. In fact she more like a fey goblin. I got the idea of her when I was browsing dnd ideas on YouTube and found this interesting video. In the description is a free homebrew document of the race and the video goes into details of the origin.
youtube
I instantly fell in love with the race cuz they so dang adorable and their abilities are so cool. And they can even climb walls like monkeys! So cuuuute! Just imagine one hanging out on your shoulder! X3 Now her class. She is what’s known as a Rogue Heretic. It’s another homebrew class made by the incredible creator Griffons saddlebag.
Him and his team create a Dnd TREASURE TROVE VAULT of settings, monsters, subclasses, and over a THOUSAND (and counting! No im not joking) Magical items! All playtested and balanced out! One of the Subclasses they made, the Rogue Heretic, is basically a multiclass of a rogue and a cleric. What really struck me as interesting was that they can use other deities to push their own goals in both story and battle, even if it doesn’t follow the same principles as one of the other gods. When I saw that it gave me an idea for Phizzy, and this is what I came up with.
History: Phizzy’s kind was saved by the Queen of Air and Darkness that sent many goblinoid races to the alien realms and corrupted them, hence the known goblins everyone knows. The Queen however was but a mere Archfey and not a typical Prime Deity. And so Phizzy requested to show her thankfulness as her kind are very in line to pay their life debts to anyone that helps them. Phizzy asked to help spread the word of the Queen and gain followers to make her a deity. And so the Archfey made a deal with the other deities both good, obscure, and evil. To spread her doctrine and to use some of their philosophy in order to gain followers. Considering the Gods may be able to gain more benefit then harm from one lowly Brownie from gaining followers that follows their doctrine. They allowed it to be so and so Phizzy was sent on a journey to spread the word of the Queen. All the while picking up religious trinkets and artifacts in order to keep her going without harm.
And that’s her basic backstory. She basically like a Religious Fast Pass in temples. I really really love her and she so dang cute. Once I get a chance I wanna play a one shot with her if I can find it. Thank you @xjunjox for the pic you always amazing!
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How to Play: Wayne from Letterkenny
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Like Popeye, this is pretty straightforward, but also I feel like there are at least a couple ways you can go with it.
5e
Race
Wayne's a human (preferably Variant), let's be honest.
That said, Half-Orc is definitely a defensible choice with it's ability bonuses, Relentless Endurance, Savage Attacks, and free Intimidate proficiency.
Class
The main way to go, I think, is with some homebrew from DnDBeyond, because when I stated thinking about this build, Barbarian seemed the key way to go. Unfortunately, the normal Barbarian paths don't quite work, and 5e made unarmed combat even more of a "Only Monks Need Apply" thing than 3.X.
HOWEVER, there are of course multiple Brawler paths on DnDBeyond. This one is the highest rated one, and looking at the others, I can see why. It's just simpler and cleaner. It gives you an unarmed strike with improving damage as you level like the monk's Martial Arts feature, your fists are treated as magical weapons (an integral thing when playing a puncher in D&D as you level up), and some other nice abilities as you level up. Wayne's a pretty straightforward brawler, but I feel like he's not above throwing a fucker or using a beer bottle in a life and death situation.
Barbarian? Yeah.
Wayne's pretty stoic and quiet, but you can tell when he's angry, and he has a standard "preparing for a fight" action:
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Background
In normal core 5e, there isn't a farmer background, but again, DnDBeyond of course has multiple farmer backgrounds in the homebrew. This one feels fitting, between the Advantage on Animal Handling and the "you know enough Druidic to say hello or ask for directions" if you call Druidic "Queebeckois" and druids Degens.
"My DM doesn't like Homebrew"
Ok, that's cool. I think Homebrew is much easier to allow in 5e because everything is so formulated, but, hey, there are valid reasons to not include it even then (like "I work full time and I'm not going to go look over every custom thing everyone wants to use.")
In that case, it's a bit weirder and will ask for more handwaving/refluffing, but I think a Kensai Monk/Zealot Barbarian could work. If you just want to dip a level or two of Barbarian for the rage and not hit third for a path, I feel like that's defensible, since it's the unarmed damage of the monk you're going to want to focus on.
For a non-Homebrew Background, you probably want to go with Folk Hero. I think Wayne definitely qualifies as a Folk Hero, and it's the closest published stuff comes to a "commoner who turns adventurer" background. It gives you Animal Handling and Survival (yes, Barbarian can get those, but you can then use your class proficiencies to take Athletics and Intimidation, or Nature instead of one of those). Rustic Hospitality also feels fitting.
Feats
Your first feat (assuming your GM is allowing feats, but my impression is that that's pretty standard) should be Magic Initiate.
Yes, I know, Wayne isn't a magic user. But take Magic Initiate and choose Bard, because then you can get the cantrip Vicious Mockery, and you can hurt people just by chirping at them, which is very in-theme for Wayne. Think of the cold open with the hockey players coming up the laneway. They are definitely taking psychic damage from Wayne, Daryl and Dan just verbally handing them their asses. For your other spells, I would take Mending and Speak with Animals. They just feel appropriate for Wayne, things that would be useful on a farm.
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Other options
Ok, so, I'm saying Wayne needs some Bard spells.
Why not dip Bard?
Well... because multiclassing can already be brutal to your overall effectiveness. BUT, a level of Bard would be pretty fitting instead of the Magic Initiate feat. "Pitter Patter, let's get at 'er" is just so fitting as a way of giving your allies Bardic Inspiration. In this case, your 1st level spells should probably be Animal Friendship, Healing Word, Heroism and Speak with Animals.
Pathfinder
Pathfinder actually has a Brawler class, which a Fighter/Monk hybrid, and would be perfect. Dip some Barbarian for rage, and maybe use the Exemplar archetype to get some limited Bard-ness. But you could also go pure Barbarian with Improved Unarmed Strike and such.
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drinkmoarwater · 25 days
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Dannymay Day 13: DND
I may have let my autism take the wheel and made a functional race and class based on Danny Phantom. Fair warning now, it's overpowered for regular dnd and has not been play tested (yet).
Race: Portal-Touched
Balanced Halfa
Unstable Halfa
Class: The Obsessed
Ice Core
Fire Core
Manufactured Core
This is a long post.
TLDR; I made a Constitution based half caster with subclasses themed to Danny, Vlad, and Danielle. I'll be uploading this to the DND wiki as homebrew at some point, but for now, here's the content. Obviously I don't own either Danny Phantom or DND.
Race: Portal-Touched
You were once human, until contact with a ghost portal changed you down to your core. You are now a unique cross between human and ghost, and able to switch between your human and ghost forms with a flash.
Subrace: Balanced Halfa
You had some self reflection and discovered your purpose, something that keeps you tethered to both the physical and infinite realms. 
Ability Score Increase. Your Dexterity increases by 2 and your Constitution increases by 1.
Age. Halfas’ human forms age slowly, while their ghost form does not need to age at all. Most halfas have ghost forms that match the age they perceive themselves as. Halfas can live to be 200 years old, but reach maturity by age 20. 
Alignment. Balanced Halfas are good or neutral aligned. 
Size. Medium, though halfas can be compressed into any small space that could capture a ghost, such as a thermos or vacuum. 
Speed. 30 feet walking speed, 40 feet flying speed. 
Languages. Common and Ghostspeak. 
Rearranged Molecules. You are capable of transforming into both a human and a ghost, classifying you as both humanoid and undead. You can transform into your opposite form as a bonus action, or at will. When human, you have advantage on saving throws targeting undead, but can still be affected. You also can use your ghostly traits at half effectiveness (flying speed of 20 feet, half damage on attacks that use your ghost abilities, etc) not including invisibility and intangibility. When ghostly, you can be affected by anything that affects undead, but you have advantage on saving throws for Turn Undead.
Phantom Form. Your ghost form is natural to you, but requires focus. You do not require air while in ghost form. You are immune to disease, being paralyzed, and being petrified in ghost form, but resistant to each in human form. You can take the following actions: 
Flight: In your ghost form, you can fly at will with a flying speed of 40 feet. In human form, your flight speed is halved. 
Intangibility: You can walk through solid objects and creatures as if they were not there as a bonus action. You can use this feature a number of times equal to your proficiency bonus per long rest. You can access this ability while in human or phantom form. 
Invisibility: You can cast Invisibility on yourself as an action without using a spell slot. You can use this feature a number of times equal to your proficiency bonus per long rest. You can access this ability while in human or phantom form. 
Ectoblast. You can shoot ectoplasm from your hands as an action, so long as you have one empty hand. Think of this as a cantrip with a range of 30 feet. Your ectoplasmic blast adds your proficiency bonus and your Dexterity modifier to hit, and 1d8 + your Dexterity modifier lightning, force, fire, or cold damage. Once you select a damage type for your ectoblast, you cannot change it. This damage increases to 2d8 at 6th level, 3d8 at 11th level, and 4d8 at 16th level. Damage output is halved in human form. 
Blood Blossom Allergy. You, like any ghost, cannot be within 15 feet of a blood blossom or anything made with blood blossoms. If you are near it, you will take 1d4 poison damage at the start of every turn. If you touch a blood blossom, or anything made with one, you will take 1d12 poison damage at the start of every turn until you remove the item or flower. Damage taken from blood blossoms is critical in ghost form, meaning double the damage or roll two dice. 
Spiritual Purpose. Your obsession has developed into something new, you are a half-ghost with a purpose. Your purpose is what you have dedicated your existence to, a goal that extends beyond yourself, such as defending your family, finding lost knowledge, or allegiance to a leader or cause. You will do almost anything to accomplish this goal, even if it means sacrificing yourself. When fulfilling your purpose, you have advantage on related attack rolls and saving throws, though “related rolls” are at DM discretion. Without a purpose, or with a purpose that conflicts with your alignment, you become unstable and use the Unstable Halfa subclass unless you regain a purpose. 
Subrace: Unstable Halfa
The unease within yourself manifests outward in your body. That is, if you happen to have a body at the time. 
Ability Score Increase. Your Dexterity increases by 2 and your Constitution increases by 1. 
Age. Halfas’ human forms age slowly, while their ghost form does not need to age at all. Most halfas have ghost forms that match the age they perceive themselves as. Halfas can live to be 200 years old, but reach maturity by age 20. 
Alignment. Any alignment, with a tendency toward lawfulness. 
Size. Medium, though halfas can be compressed into any small space that could capture a ghost, such as a thermos or vacuum. 
Speed. 30 feet walking speed, 40 feet flying speed.
Languages. Common, Ghostspeak, and any 1 language. 
Rearranged Molecules. You are capable of transforming into both a human and a ghost, classifying you as both humanoid and undead. You can transform into your opposite form as a bonus action. When human, you have advantage on saving throws targeting undead, but can still be affected. You also can use your ghostly traits at half effectiveness (flying speed of 20 feet, half damage on attacks that use your ghost abilities, etc) not including invisibility and intangibility. When ghostly, you can be affected by anything that affects undead, but you have advantage on saving throws for Turn Undead.
Phantom Form. Your ghost form is natural to you, but requires focus. You do not require air while in ghost form. You are immune to disease, being paralyzed, and being petrified in ghost form, but resistant to each in human form. You can take the following actions: 
Flight: In your ghost form, you can fly at will with a flying speed of 40 feet. In human form, your flight speed is halved. 
Intangibility: You can walk through solid objects and creatures as if they were not there as a bonus action. You can use this feature a number of times equal to your proficiency bonus per long rest. You can access this ability while in human or phantom form. 
Invisibility: You can cast Invisibility on yourself as an action without using a spell slot. You can use this feature a number of times equal to your proficiency bonus per long rest. You can access this ability while in human or phantom form. 
Ectoblast. You can shoot ectoplasm from your hands as an action, so long as you have one empty hand. Think of this as a cantrip with a range of 30 feet. Your ectoplasmic blast adds your proficiency bonus and your Dexterity modifier to hit, and 1d8 + your Dexterity modifier lightning, force, fire, or cold damage. Once you select a damage type for your ectoblast, you cannot change it. This damage increases to 2d8 at 6th level, 3d8 at 11th level, and 4d8 at 16th level. Damage output is halved in human form. 
Blood Blossom Allergy. You, like any ghost, cannot be within 15 feet of a blood blossom or anything made with blood blossoms. If you are near it, you will take 1d4 poison damage at the start of every turn. If you touch a blood blossom, or anything made with one, you will take 1d12 poison damage at the start of every turn until you remove the item or flower. Damage taken from blood blossoms is critical in ghost form, meaning double the damage or roll two dice. 
Unstable Form. The beginning of your life as a halfa, whether through a portal accident or cloning, is challenging on your body. You have disadvantage on Constitution saving throws unless provided a ‘fix.’ This fix can be a cure, a familiar, or magical item to cancel out the disadvantage. If your fix is more than 30 feet from you, you will continue to have disadvantage until this is corrected. Optional: After casting a spell, make a DC10 Constitution saving throw. If you fail, you start to melt into ectoplasm. Your movement is reduced to zero and you must make another Constitution saving throw at the end of your next turn to solidify your body. While melting or melted, you are immune to being grappled and resistant to being restrained. Discovering Purpose. You can develop a Spiritual Purpose with your DM’s guidance. Your purpose must be tangentially related to your obsession, at minimum. Gaining a purpose does not remove your obsession, only calms it. If you have a purpose, you can gain advantage on either Wisdom (Insight) checks or Charisma (Persuasion) checks.
Class - The Obsessed
You must have the Halfa or Ghost Race and a Constitution of 13 required to multiclass in or out of this class. 
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[ID: A table listing the features, cantrips, and spells allowed for the fanmade Obsessed class. The cantrips and spells are the same for the Paladin class with one extra cantrip starting at 16th level, and the features are listed in text below.]
Hit Points
Hit Dice: 1d10 per obsessed level Hit Points at 1st Level: 10 + your Constitution modifier Hit Points at Higher Levels: 1d10 (or 6) + your Constitution modifier per obsessed level after 1st
Proficiencies
Armor: Light armor Weapons: Simple weapons
Tools: None Saving Throws: Dexterity, Constitution Skills: Choose two from Arcana, Athletics, Intimidation, Persuasion, and Sleight of Hand
Immunities: petrified, paralyzed, diseased
Equipment
You start with the following equipment, in addition to the equipment granted by your background:
a simple weapon
any light armor
an explorer's pack
a ghost capture device, either (a) a thermos or (b) a vacuum
Ghostly Obsession
You have an obsession, like any ghost. Your obsession is your reason for existing–you will do just about anything to fulfill your obsession, be it violence, endurance, or self-sacrifice. An obsession can be anything, such as a person, a concept, or even a mundane object like boxes. Add your proficiency bonus to any Intelligence (History) and Intelligence (Arcana) checks related to your obsession. When fulfilling your obsession, you have advantage on related attack rolls and saving throws. If you do not have a clear obsession, you will wander or lash out at others until you find one. Without an obsession, you will have disadvantage on either Wisdom (Insight) checks or Charisma (Persuasion) checks. 
Core Type
At 1st level, select a core type. You can have an ice core, a fire core, or a manufactured core. 
Spellcasting
You have an innate ability to cast spells, channeling magic through your ghost half. Most of your magic seems to extend from or be a part of your body. 
Cantrips (0-Level Spells)
At 2nd level, you know two cantrips of your choice from the obsessed spell list (to be determined). At higher levels, you learn additional obsessed cantrips of your choice, as shown in the Cantrips Known column of the obsessed table.
When you gain a level in this class, you can replace one of the obsessed cantrips you know with another cantrip from the obsessed spell list.
Preparing and Casting Spells
The obsessed table shows how many spell slots you have to cast your obsessed spells. To cast one of your obsessed spells of 1st level or higher, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.
You prepare the list of artificer spells that are available for you to cast, choosing from the obsessed spell list. When you do so, choose a number of obsessed spells equal to your Constitution modifier + half your obsessed level, rounded down (minimum of one spell). The spells must be of a level for which you have spell slots.
For example, if you are a 5th-level obsessed, you have four 1st-level and two 2nd-level spell slots. With an Constitution of 14, your list of prepared spells can include four spells of 1st or 2nd level, in any combination. If you prepare the 1st-level spell Magic Missile, you can cast it using a lst-level or a 2nd-level slot. Casting the spell doesn't remove it from your list of prepared spells.
You can change your list of prepared spells when you finish a long rest. Preparing a new list of obsessed spells requires time spent practicing your abilities: at least 1 minute per spell level for each spell on your list.
Spellcasting Ability
Constitution is your spellcasting ability for your obsessed spells; your unique physiology grants you the ability to manipulate your own ectoplasm into magic. You use your Constitution whenever an obsessed spell refers to your spellcasting ability. In addition, you use your Constitution modifier when setting the saving throw DC for an obsessed spell you cast and when making an attack roll with one.
Spell save DC = 8 + your proficiency bonus + your Constitution modifier
Spell attack modifier = your proficiency bonus + your Constitution modifier
Ritual Casting
You can cast an obsessed spell as a ritual if that spell has the ritual tag and you have the spell prepared.
Undead Endurance
At 2nd level, you have False Life always prepared, and it does not count toward your prepared spells. 
Fighting Style
Starting at 2nd level, you adopt a particular style of fighting as your specialty. Choose one of the following options. You can't take a Fighting Style option more than once, even if you later get to choose again.
Intrinsic Warrior. You learn two cantrips of your choice from the sorcerer spell list. They count as obsessed spells for you, and Constitution is your spellcasting ability for them. Whenever you gain a level in this class, you can replace one of these cantrips with another cantrip from the sorcerer spell list. 
Defense. While you are wearing armor, you gain a +1 bonus to AC.
Dueling. When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.
Fighting Dirty. You’re scrappy and aren’t afraid to do whatever it takes. You can attack your opponents weak spots, such as strikes below the belt or to specific nerves, a number of times equal to your proficiency bonus per long rest. When you use this ability, you add 1d8 of bludgeoning damage in addition to whatever damage you dealt, which is magical when in your ghost form. 
Frequent Flyer. You spend more time in the air than on the ground. When flying, attackers have disadvantageous on opportunity attacks against you when you move out of their melee range. When in human form, your flying speed is equal to your walking speed, instead of half of your flying speed. 
Great Weapon Fighting. When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.
Obsessive Protector. When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. If you are holding a shield, or have casted the Shield spell, then you can reduce the damage dealt to the target by half or 1d10 + your proficiency bonus (to a minimum of 0 damage). 
Tunnel Fighter (UA). As a bonus action, you can enter a defensive stance that lasts until the start of your next turn. While in your defensive stance, you can make opportunity attacks without using your reaction, and you can use your reaction to make a melee attack against a creature that moves more than 5 feet while within your reach.
Unlikely Hero. You learned how to fight as you were fighting someone. You have proficiency in improvised weapons and your unarmed strikes can deal bludgeoning damage equal to 1d6 + your Strength or Dexterity modifier. When in ghost form, your unarmed strikes deal magical bludgeoning damage. 
Ghost Sense
At 3rd level, you can sense other undead within a sixty feet radius of you without using a spell slot. This feature is triggered automatically. In other words, your DM must inform you if there are other undead within sixty feet of you without you prompting them to do so. If you choose, you can expand the range of this feature to a 120 feet radius a number of times equal to your proficiency bonus per long rest. 
Martial Versatility (Optional)
Whenever you reach a level in this class that grants the Ability Score Improvement feature, you can replace a fighting style you know with another fighting style available to the obsessed. This replacement represents a shift of focus in your martial practice.
Extra Attack
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
Fast Flyer
Your flying speed increases to 50 feet at 6th level and 60 feet at 11th level. 
Overshadowing
At 7th level, you can overshadow, or possess, living creatures. You can use your action to touch a living creature and use your intangibility to take over their body and pilot it as your own. You cannot overshadow other undead or a corpse. If you overshadow a willing creature, then you can overshadow them as long as they are willing. 
If you overshadow an unwilling creature, the creature must succeed on a Wisdom saving throw to resist being overshadowed using your spell save DC. The creature can reroll this Wisdom saving throw dependent on your level. At 7th level, they can reroll every round, every two rounds at 10th level, every minute at 13th level, every hour at 16th, and every dawn at 19th. The creature can also reroll the Wisdom saving throw if you are attempting to cause the creature to harm itself. If the creature passes the Wisdom saving throw, then you are thrown out of their body and are knocked prone. The same happens if the creature you are overshadowing is reduced to zero hit points, if two ghosts try to overshadow one creature, or if you try to overshadow a corpse or undead. 
While overshadowing a creature, you use the creature’s ability scores. You cannot cast spells, but can use ghostly abilities, such as flight, invisibility, and intangibility. If you are attacked by non magical damage, the creature’s hit points are reduced, but not your own. If you are attacked with magical damage or if an attacker hits you with something that targets undead while you are overshadowing, you are affected by the attack and take the same amount of damage as the creature you are overshadowing. 
After releasing a creature from overshadowing, the creature has foggy memories or has completely forgotten what happened. You will take a point of exhaustion for every day you continue to overshadow the creature. The creature will also take a point of exhaustion for every day you do not allow them to sleep or trance, if that is something they require. 
Duplication
You can split yourself into multiple duplicates of yourself. You can make one duplicate at 9th level, 2 duplicates at 12th level, 3 duplicates at 15th level, and 4 duplicates at 18th level. Hit points and hit point maximums are halved, divided by three, or quartered for yourself and your duplicate(s), depending on how many you make. Subtract 1 from every ability score for yourself and your duplicate for every duplicate you make. For example, if you create three duplicates, all of your and your duplicates’ ability scores would decrease by three, bringing your Constitution down from 18 to 15 and your Intelligence down from 10 to 7, and so on. This would apply to all skill checks, spell saves, spell attack modifiers, attack rolls, tool use, etc. Otherwise, you can choose to use your unaltered character sheet, but subtract from every roll dependent on or affected by ability scores equal to the number of duplicates made. 
You and your duplicates each have an action, bonus action, reaction, and movement. You can act together, but are not required to. Your spell slots are split amongst all duplicates, including ghostly abilities. You must roll for each duplicate separately. Any equipment or physical objects you have stay with the original and you cannot duplicate anything except for yourself. 
When a duplicate has 0 hit points, it disappears and you absorb its ectoplasm, bringing the original’s abilities up by 1 each or reducing the number you subtract from the original’s rolls by 1. The remaining duplicates would remain unaffected. When you absorb a fallen duplicate, you absorb their hit point maximum and you regain hit points equal to your proficiency bonus + your Constitution modifier. For example, if you made four duplicates and one had 0 hit points, the hit point maximum of the original would increase by the hit point maximum of the fallen duplicate (say 50 hit points, bringing the original up to a hit point maximum of 100) and the original would increase their current hit points by your proficiency bonus + your Constitution modifier (6 + Constitution). 
The Restful Dead
When healing during a short or long rest, you can add twice your Constitution modifier to your hit point dice at 10th level. 
Ecto-Shield
At 14th level, when you cast Shield, you can either extend your shield to cover you and another creature within 5 feet of you, or increase your AC by 7 instead of 5. You can use this ability any time you cast Shield, but only once per long rest.
Ghostly Wail
At 18th level, you unlock a terrifying power. Once per long rest, you can scream with untold strength. You automatically deal critical damage to structures and objects. Your wail is a 120 feet cone of 12d12 thunder damage and costs an action. Any creatures within this cone are deafened and must make a Constitution saving throw to take half damage. Afterward, you revert to human form (if applicable), you are knocked prone until your next turn, suffer 2 points of exhaustion, and cannot take reactions until after your next turn. At 20th level, you suffer 1 point of exhaustion but nothing else. 
Phantasmal Touch
At level 20, you find a way to share your ghostly abilities onto other living creatures safely. You are able to extend your ghost abilities of intangibility and invisibility onto one other creature Large or smaller via touch. This ability can be used as often as you use your intangibility and invisibility, totalling up to twice your proficiency bonus per long rest. 
You can use this ability on the same action or bonus action you spend to use a ghostly ability. To affect two creatures at once, you can use a second action for invisibility, or a separate action for intangibility. To affect a creature that is Huge, make a spell attack DC15. For a Gargantuan creature, make a spell attack DC18. Note that all creatures you affect with this ability now are considered both undead and humanoid (or whatever creature they may be). 
Core Types (subclasses)
Ice Core
Chilly Exterior
Starting at 1st level, your core takes on a natural ability to manipulate and endure extremely low temperatures. You are resistant to cold damage and can manipulate ice in the following ways:
Minor ice sculpting. You can create small ice sculptures or objects at will, no longer than two feet and no heavier than 40 pounds. 
Temperature control. You can manipulate the temperature around you, but only to make it colder. You can make up to 10 feet around you cold enough to freeze water, or 30 feet around you cold enough to keep food from spoiling. 
Ice maker. When you touch water, you can instantly freeze it, up to 10 gallons per second. 
Bitter cold. You can make a creature cold enough to have frostbite up to 20 feet away as an action. You deal 1d6 + 4 cold damage. 
Frozen Knowledge
Starting at 3rd level, you always have certain spells prepared. Each spell corresponds to your obsessed level in the table below. 
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[ID: A table showing the spells in the Frozen Knowledge feature, which include Frost Fingers at 3rd level, Rime's Binding Ice at 5th level, Sleet Storm at 9th level, Fire Shield at 13th level, and Cone of Cold at 17th level.]
Cold-Hearted Catcher
Starting at 6th level, you are proficient in using FentonWorks Thermoses, meaning you can add your proficiency bonus to tool use skill checks. 
Ectoplasmic Pulse (Ice)
At 11th level, you can use your action to send out a pulse of ecto-energy. Every creature must make a Dexterity saving throw against your spell save DC or be restrained by magical ice. On a failed save, they take 2d10 ice damage or half damage on a successful save. You can use this feature once per short rest. 
Cold Snap
At 15th level, you can use your reaction to create an ice structure to help an ally. If an ally is within 15 feet from you and you can see them, you can impose disadvantage on attack rolls made against one ally until the start of your next turn. You can use this feature once per short rest. 
Shattered Hail
At 19th level, your duplicates can use your Ectoplasmic Pulse, once per duplicate, once per short rest. You must roll separately for each duplicate.
Fire Core
Wildfire 
At first level, your core develops the natural ability to manipulate and endure high temperatures. You are resistant to fire damage and can manipulate fire in the following ways: 
Fire starter: You produce small fires from your hands that can be used to light candles, spark bonfires, or controlled brush fires. Your fire can be no larger than your hand.
Turn up the heat. You can manipulate the temperature around you, but only to make it hotter. You can make the air or objects around you hot enough to boil water up to 10 feet, or hot enough to cook meat up to 30 feet away. 
Tea maker. You can instantly boil water you come into contact with up to 10 gallons per second. 
Tiny forge. You can heat metal to the point of being pliable enough to shape into something else. This requires you touch the metal for a full minute and the area you affect is only as big as your hands. 
Intuitive Inferno
Starting at 3rd level, you always have certain spells prepared. Each spell corresponds to your obsessed level in the table below. 
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[ID: A table showing the spells in the Intuitive Inferno feature, which includes Burning Hands at 3rd level, Heat Metal at 5th level, Fireball at 9th level, Fire Shield at 13th level, and Flame Strike at 17th level.]
Hot-Shot Trapper
Starting at 6th level, you have advantage on Intelligence skill checks to capture ghosts using Dalv Co. technology. 
Ectoplasmic Pulse (Fire)
At 11th level, you can use your action to send out a pulse of ecto-energy. Every creature must make a Dexterity saving throw against your spell save DC or become blinded. On a failed save, they take 2d10 fire damage or half damage on a successful save. You can use this feature once per short rest. 
Hot Flash
At 15th level, you can warm up your allies within 30 feet of you. If you see your allies taking cold damage, you can use your reaction to create enough heat to reduce the cold damage by half. This effect lasts until the start of your next turn. You can use this feature once per short rest. 
Heat Wave
At 19th level, your duplicates can use your Hot Flash ability once per duplicate, once per short rest.
Manufactured Core
A New Unlife
At 1st level, your core only just developed into something real and unliving. You entered this world as someone else’s creation and you’re going to make it everyone else’s problem. You are resistant to force damage and can manipulate your core to do the following: 
Test tube baby. You can manipulate your body into the consistency of ectoplasm, a thick slime like substance. You can fit into any container with at least 4 gallons capacity. 
States of Matter. Solidity is a suggestion to you, something you wear when convenient. You can squeeze through any space larger than straw so long as you can get to the other side. You can use this feature as an action and a number of times equal to your Dexterity modifier per long rest. 
Standardized Magic
Starting at 3rd level, you always have certain spells prepared. Each spell corresponds to your obsessed level in the table below. 
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[ID: A table showing the spells in the Standardized Magic Feature, which includes Zephyr Strike at 3rd level, Gentle Repose at 5th level, Pulse Wave at 9th level, Gravity Sinkhole at 13th level, and Steel Wind Strike at 17th level.]
Synthetic Snare
At 6th level, you are proficient in creating traps to capture ghosts. Add your proficiency bonus to Dexterity (Sleight of Hand) or Charisma (Deception) checks related to trapping ghosts. 
Ectoplasmic Pulse (Force)
At 11th level, you can use your action to send out a pulse of ecto-energy. Every creature within 10 feet of you must make a Dexterity saving throw against your spell save DC or be knocked prone, and 5 feet away from you if they are size Large or smaller. On a failed save, they take 2d10 force damage or half damage on a successful save. If they fail and are pushed out of your melee range, you may use your reaction to take an opportunity attack against one opponent. You can use this feature once per short rest. 
Undead Tracker
Starting at 15th level, your Ghost Sense extends to a 120 feet radius centered on you. You can expend this range to a 300 feet radius a number of times equal to your proficiency bonus per long rest.
Copy and Paste
At 19th level, you can mimic one ability from the Fire or Ice Core types of your choosing, with the exception of their always prepared spells (Frozen Knowledge and Intuitive Inferno). 
The Obsessed spell list will be on its way when I have time and hopefully one day I will have enough motivation to make builds for the ghosts and for Sam and Tucker. Someone please roll a luck check for me.
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keganexe · 1 year
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D&D, The OGL, and a Better Future for Actual Play Content
So this is spinning out of a post I made on twitter about how I legitimately believe the future of Actual Play (or AP for short) is in working alongside indie rpg folks
You can see that thread here, but I'm gonna recap anyway
Lets talk about the OGL and D&D first
Thanks to some great reporting from journalist Linda Codega (@lincodega), we know the general shape of the new Open Gaming License (or OGL) that WotC is running for Dungeons & Dragons moving forward. In short it sucks, I am not super interested in getting into it here, especially because Linda (once again) did really solid reporting here. Generally this spells a very bad time for a number of bigger third party creators (Green Ronin, Paizo, Kobold Press, probably Critical Role if we assume they aren't in on it which I would not assume tbh), and it also spells out specifically that Hasbro's desire to monetize even harder is in full swing.
One of the more interesting bits to this whole thing to me though, is how Wizards is looking at Fan Content, and I think its very likely this is going to be a major rub for AP Producers in the future. The OGL is now much clearer that AP work needs to fall under the Fan Content Policy, which means in broad strokes there is to be no monetization of your content. This is an old policy, but one I think a lot of folks are blithely unaware of. Specifically
You can't require payments, downloads, subscriptions, or email registration to access your content
You can't sell or license this content to a third party
Your content must be free for others to view, access, share, and use without paying you anything, obtaining approval, or giving credit.
You specifically can run things like a Ko-Fi or a Patreon, but you can't hide content behind a paywall. It also is... unclear on the ability to do things like live shows for money? I'm not a lawyer.
Regardless I think its high time people left, and that brings me to part 2 here
D&D and APs
Fundamentally D&D has always been bad for Actual Play. It's a quagmire of conflicting rules and bubblegum fixes, it crunches in weird spots, it doesn't do half the things people play it for, and its expensive to get into. Furthermore, it requires a lot of prep, it doesn't adapt well, and fundamentally it makes bad radio.
Where we see the most successes in the niche of D&D APs is hyper edited, super slick, and wildly unachievable setups; with major changes in rules, players who can make a living doing it, and entire production studios working on them (looking at you Critical Role, Dimension 20, etc). Within these (and within a ton of other APs) we also see a wild amount of homebrew to bend an inflexible and inelegant system into something that tells the stories we're interested in telling in games. Be this the wild changes to death in Dimension 20's Neverafter, full new classes and mechanics across Critical Role, magic items and homebrew in every AP I can think of, etc.
Generally also D&D is bad radio. The exacting measurements on battle maps don't make great Theatre of the Mind (certainly not as well as games designed for it), the rolls + stat modifiers + misc. shit on your sheet requires a lot of boring and frequently had to follow math*, etc.
Point here being, when we see it done well** it's less on the hands of D&D being good at these things, and more because production is changing major aspects of gameplay to make a game make good radio.
We should also talk about the messy legacy of D&D, but honestly that would be a few thousand extra words from me, and I don't have it in me. If the OGL doesn't scare you, it's worth thinking about what you're cosigning by staying around. Here's some extra articles if this is the first you're hearing about Wizards having major problems tho
Why Race is Still a Problem by Linda Codega gets into a lot of it
Wizards is still making money off of Oriental Adventures (and an article on that)
Mike Mearls still works there, this was weirdly hard to find a good article on, but here's a reddit post where its discussed
A Better Future for Actual Plays
This brings me to the point of this thread, which is that I don't think the future of Actual Plays has ever... actually been in making 5e content. This is a thing I feel pretty strongly about as a person who makes non-5e ap content (and this is a bias, sure). To me a better future has always been in indie rpgs, and in making content hand in hand with designers and producers working together.
What does this look like though? In short it rocks, and it's a thing bigger folks in the AP sphere are clearly already looking it. I'll list some examples below, and then I'll talk more about what it looks like on smaller scale, and what my experience with that has been like
So first off here's a few examples of what this looks like on the higher production end of the scale. I'm specifically looking at examples of campaign APs, working with the designer of the system, and not one shots which are doing this a bunch already.
Dimension 20's Shriek Week with Gabe Hick's Mythic System
Yazeba's Bed & Breakfast Podcast getting made alongside Possum Creek (it is a series of one shots, but also a shared universe, so I'm counting it here)
Into the Motherlands moving to their own system eventually
Iron Edda: Puppet Strings with Tracy Hicks on the One Shot Podcasting Network (edited to add this example)
On the smaller end this is something I legitimately have some experience with, and this is where the thread was always heading. Let's talk about Renegade Racers, the game I made specifically for one person, what that has looked like for me, and why I think it's the future of APs to make content this way.
So a while ago I got on a Fast & Furious bend and watched all the movies. Not content to just watch movies though, I talked to some folks about if they had seen games based on it, and got linked to a video of @0sarahxfrank0 running a F&F inspired honey heist hack (I'm not gonna link it because the community it spun out of has had a lot happen and I don't wanna give them clicks tbh).
The short version of this is that I watched the game, built a system to better handle what folks were trying to do, and then sent it back to Sarah. She loved it. We made some changes, we rebuilt around the players and stories people wanted to tell, we released the game and the first AP together afterwards. Now Sarah and I do a lot of work together, we're planning bigger things like this for the future, and it's so far been a lot of fun and super rewarding for everyone involved.
We've seen some other stuff like this as well, even if not in campaign play. Offhand, Plus One Exp's home Down We Go system is a great example of working with a designer to stamp a system as the home system, and find community within it. We've been able to watch sorta in slow motion as DWG moved from a little one page OSR hack that potentially gets lost in the shuffle, to something big and exciting that both parties are happy to put a stamp on.
This is the exact future I see for AP campaign play, and not a wild dream I don't think.
What does Actual Play look like when it's tied to designers who want to help you tell your stories in the ways you want to tell them? What would it look like for a community to say "actually we've had enough"? What happens when we work with people who give a shit instead of faceless megacorps? What does it look like when we invest in people willing to invest in us?
I've seen the future and it's golden, we just have to reach for it.
*hard to follow in that if the players aren't saying out loud what exactly they're adding the numbers are nonsense **by well here I do mean "expensive and award winning" I do not mean I think they're particularly master classes in game running or production, but that's a whole separate topic
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dartagnantt · 2 months
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It's a Trap! | Dangerous Spells to keep those pesky adventurers out of your tower!
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PDFs of this and more can be found over on at my Patreon here!
Some trapping spells, which while not technically 'sealing' as per the theme, are similar, that and I think the ranger needs more iconic spells. These spells, are (at least initially) inspired by the Snare spell from Xanathar's which I modify here for… reasons, and because another thing I like in my spells are the ability to scale. Which I made sure every one of these could do.
As I alluded to before, these spells are designed for rangers, and only really have expanded options, because, making things is the artificer's thing, and wizards classically have wacky traps. But, with the ranger in mind, almost all of these spells have a material you need to gather or pre-prepare which seems like a vary ranger thing to do.
Guillotine
A classic dungeon trap, and one of the few whose materials cannot be improvised but I couldn't help myself. Now the party barbarian can kill their foes in their sleep, assuming they lend you their axe
Pitfall
A classic trap and one whose construction seems very in the vein of what a ranger would produce
Rake-in-the-Grass
I couldn't resist, this idea was just to funny to pass up. It's not powerful in the slightest, but incredibly irritating and I made it a ritual for the sole purpose of, if you were to put in the time, you could absolutely booby trap a massive area… assuming you had enough rakes, I'm sure there's a feat for that somewhere. I considered making it a cantrip based on how weak it was, but instead decided that the 8 hour duration was still too powerful for that, so ritual it was.
Rising Action
Another classic dungeon trap and a contender for the spell with the most oddly specific material component. I seem to have a thing for rising pillars that crush people.
Rockfall
Speaking of crushing, rocks fall and everyone die, or are moderately inconvenienced if my experience in Skyrim is anything to go by.
Sling Snare
This is like the snare spell, as follows, but with the comedic power of those traps in cartoons that involve flinging the offending party a great distance.
Snare
As mentioned before, this is based roughly on the spell of the same name from Xanathar's but with the important change of, if it's not triggered, giving you the rope, an actually useful material and one of the few here that actually costs something, back.
Sudden Spikes
A final familiar dungeon trap with some built in versatility, in case you want to stab people with adamantine spikes.
And now to plug my stuff. I release homebrews weekly over on my Patreon. Anyone who pledges $1 or more per post don't have to wait a month to see them, and also help fund my being alive habit.
At the moment, they have exclusive access to the following:
Judgement Domain
The Greatwyrm Patron
Breaking and Exiting
Dungeon Delver's Survival Guide
I also have three classes, and a splatbook over on DriveThrueRPG to check out:
The Rift Binder. A class specialising in summoning monsters and controlling the battlefield.
The Witch Knight. A class that combines swords and sorcery in the most literal way.
The Werebeast. A class that turns you into a half beast to destroy your foes.
d'Artagnan's Adventurer Almanac. A compendium of races, subclasses, feats, spells, monsters and more!
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lonksadventures · 8 months
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With all 6 startouched sheets finished I thought it would be nice to redraw my very first character I drew for this race! I made this original piece back in late summer of 2022 and it’s cool to see how much my art has improved :D
ALSO since I think I somewhat forgot to mention this in the homebrew sheets themselves, Startouched subrace and looks are dictated by the time of day/night they’re born in and the sky at that time. Their skin reflects the sky at the moment they were born, displaying clouds, stars and anything else that could be crossing the heavens. While most have some form of stars/sparkles on their skin the patterns can vary wildly and each startouched is slightly unique, making for some fun character design options hehe
Also I've decided to name this guy Verin because I can :)
If yall ever have questions about this homebrew race and can’t find answers on my page my asks are always open 💖
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