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criticalrolo · 11 days
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do u guys even know about vaelmir......
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criticalrolo · 1 month
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twitch
the honkshooning.
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criticalrolo · 1 month
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CLEANSING RAIN 4th-level Abjuration
Casting Time: 1 Action Range: 60 ft. Components: V, S, M (A vial of rainwater) Duration: Concentration, up to 1 minute
You create a 10 ft radius cloud of rain that pours gentle, cool rain onto those below. When a creature is standing in the rain and is affected by an effect that lets them make a saving throw at the end of their turn to end an effect, they may instead make the save at the beginning of their turn.
Suggested Classes: Cleric & Druid
A spell commission for @thenuinn. My commission information can be found here.
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criticalrolo · 2 months
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new kestrel / willow designs @actionsurges
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criticalrolo · 2 months
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AASIMAR IN JACKAL GULCH
In Jackal Gulch, aasimar are created. Members of the clergy of Pholtus each hope that during their baptism rite, they will be claimed and recognized with an Archangel's Blessing and become an aasimar. There are many theories about what qualifies one to be an aasimar, whether it is at the mere whims of each Archangel or whether they see their strengths within a mortal and give them the tools to further their prowess. Some parents try to mold their children in specific ways to fit the virtues and value of a specific archangel in hopes that their child will be baptized and blessed as an aasimar.   Aasimar that turn against their blessing, the path of Pholtus and his angels, and fall to sin become Apostates. Additionally, those who were once blessed by the fallen Zariel have become Apostates, those who were once blessed by the deceased Rachel have lost their blessings.
Ability Scores. Choose one of: (a) Choose any +2; choose any other +1 (b) Choose three different +1
Size. Small or Medium
Speed. 30 ft. 
Darkvision. You can see in dim light within 60 feet of you as if it were bright light and in darkness as if it were dim light. You discern colors in that darkness only as shades of gray.
Celestial Resistance. You have resistance to radiant damage.
Archangel's Blessing. You have been blessed and chosen by a specific archangel and bear an aspect of their power. You choose Intelligence, Wisdom, or Charisma as your spellcasting ability for your cantrip. You choose which ability when you select this lineage. Each blessing is accompanied by an awakened essence of their power you can draw out known as a Celestial Revelation, which you gain at 3rd level. You can use a bonus action to unleash the celestial energy within yourself, gaining the benefits of that revelation. Your transformation lasts for 1 minute or until you end it as a bonus action. Once you transform using your revelation below, you can't use it again until you finish a long rest. Choose one of the following blessings: 
Blessing of Ananiel. You are blessed by the Angel of Calamity. You know the Lightning Lure cantrip. In addition, you have resistance to lightning damage. 
Celestial Revelation. When you manifest your Celestial Revelation as a bonus action, a dust devil engulfs a 10 ft. radius around you. As a bonus action on your subsequent turns, you can force creatures within the tornado to make a Strength saving throw. the DC equals 8 + your proficiency bonus + the ability modifier you chose for your cantrip. On a failed save they are pushed 10 ft. away from you. Until the transformation ends, once on each of your turns, you can deal extra lightning damage to one target when you deal damage to it with an attack or a spell. The extra damage equals your proficiency bonus.
Blessing of Cadriel. You are blessed by the Angel of Valor. You know the Sword Burst cantrip. In addition, you can choose to gain proficiency with martial weapons or medium and heavy armor. If you have proficiency in both, you gain a fighting style from the Fighter class. 
Celestial Revelation. When you manifest your Celestial Revelation as a bonus action, searing light temporarily radiates from your eyes and mouth. For the duration, you shed bright light in a 10-foot radius and dim light for an additional 10 feet, and at the end of each of your turns, each creature within 10 feet of you takes radiant damage equal to your proficiency bonus. Until the transformation ends, once on each of your turns, you can deal extra radiant damage to one target when you deal damage to it with an attack or a spell. The extra damage equals your proficiency bonus.
Blessing of Daniel. You are blessed by the Angel of Innovation. You know the Mending cantrip. In addition, you gain two tool proficiencies. Your proficiency bonus is doubled for any ability check you make with them. You cannot gain expertise with these tools in the future. 
Celestial Revelation. When you manifest your Celestial Revelation as a bonus action, two luminous wings sprout from your back temporarily. Until the transformation ends, you have a flying speed equal to your walking speed. In addition, while transformed, as a reaction you can grant you or an ally within 10 ft. a bonus to an attack or saving throw equal to your proficiency modifier. 
Blessing of Hadrien. You are blessed by the Angel of Patience. You know the Light cantrip. In addition, you learn Shield of Faith, and at 3rd level, you learn Arc of Light. You can cast each spell once per day without expending a spell slot.  You can also cast these spells using any spell slots you have of the appropriate level. 
Celestial Revelation. When you manifest your Celestial Revelation as a bonus action, two luminous wings sprout from your back temporarily. Until the transformation ends, you have a flying speed equal to your walking speed.
Blessing of Neriah. You know the Guidance cantrip. In addition, as an action, you can touch a creature and cause it to regain a number of hit points equal to your level. Once you use this trait, you can't use it again until you finish a long rest.
Celestial Revelation. When you manifest your Celestial Revelation as a bonus action, you shed bright light in a 10-foot radius and dim light for an additional 10 feet. At the start of your turn, you and allies within 10 ft gain temporary hit points equal to your proficiency bonus. 
Alternatively, some aasimar after turning their back on their faith become an Apostate, the setting's version of a Fallen Aasimar. Replace the Archangel's Blessing feature with the following:
Apostate's Burden. You know the Thaumaturgy cantrip. Your status creates both fear and respect depending on where you walk and who you are with. You have Proficiency in Intimidation and Persuasion. Additionally, your sense of conviction is unmatched. You have advantage on saving throws against being Charmed or Frightened. 
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criticalrolo · 2 months
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🇵🇸 DONATION COMMISSIONS FOR PALESTINE 🇵🇸
hey want a customized spell, feat, or magic item for your 5e character? all it takes is donating 5$ or more dollars to the PCRF and dming me with proof of your receipt (no personal details needed, just the confirmation).
receipt example below as well as examples of my work:
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information about how my commissions work can be found here and examples of my homebrew can be found here and here.
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criticalrolo · 2 months
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criticalrolo · 2 months
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and what if I said they should kiss. what if i said elio deserves the world @actionsurges
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criticalrolo · 3 months
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So I know I'm a little late to the fandom but this is ep 131 of The Magnus Archives if it was good
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criticalrolo · 3 months
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i simply think they should be friends @actionsurges
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criticalrolo · 3 months
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ELDORIS LLYR • Triton Shepherds Druid
"Denizens of the sea, guide me."
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criticalrolo · 3 months
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ryker & vaelmir @rebuketheviolent
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criticalrolo · 4 months
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manslut dad. the father of the year award goes to: not this guy.
graz’zt commission for @actionsurges in their @jackalgulch setting!
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criticalrolo · 5 months
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criticalrolo · 5 months
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CATACLYSM SORCERER
A dangerous power threatens to burst from you, creating only havoc for those around you. How can you hold this power in? And what imbibed you with such devastation?
One thing lead to another and so I ended up turning the "Living Magic Bomb" trope into a playable subclass for a player in an upcoming campaign of mine. It was definitely hard to write in a way that felt authentic to the flavor without being frustrating and punitive to play or too flagrantly unbalanced. I am happy with what I've done and it's even inspired an idea for a future campaign setting! I hope you all enjoy.
DESTRUCTIVE CORE – At 1st level, you choose the element at the nucleus of your destructive power. The damage type associated with each core is used by features you gain later. 
        Name           |      Damage Type  Irradiate Core Radiant Damage Tenebrous Core Necrotic Damage Weave Core Force Damage
You also learn additional spells when you reach certain levels in this class, as shown on the table below. Each of these spells counts as a sorcerer spell for you, but it doesn't count against the number of sorcerer spells you know.
IRRADIATE CORE 1st. Sacred Flame & Hellish Rebuke 3rd. Blur 5th. Minute Meteors 7th. Sickening Radiance 9th. Flame Strike
TENEBROUS CORE 1st. Toll the Dead & Inflict Wounds 3rd. Mirror Image 5th. Bestow Curse 7th. Blight 9th. Destructive Wave
WEAVE CORE 1st. Sapping Sting & Magic Missile 3rd. Kinetic Jaunt 5th. Pulse Wave 7th. Gravity Sinkhole 9th. Temporal Shunt
VOLATILE MAGIC  – At 1st level, whenever you start casting a spell of 1st level or higher using a spell slot your magic erupts from you. This eruption causes creatures within 10 feet of you to take damage equal to half your sorcerer level (minimum of 1). The damage type is the damage type of your Destructive Core.
In addition, if you wish to suppress the power within you, you make a Constitution saving throw to prevent this magical eruption. The DC is equal to 10 + the spell's level. 
UNSTABLE FISSION – At 6th level, you can fuel your destructive core to increase the raw potential of your magic. As a bonus action, you expend 5 sorcery points to temporarily empower your destructive core. This ability lasts up to one minute or until you fall unconscious. You cannot end it willingly. It confers the following effects:
You gain a +1 bonus to your spell attack rolls and spell save DC.
When you roll damage you deal additional damage equal to your Charisma modifier. 
At the start of each turn you take damage equal to your proficiency modifier. The damage type is the same as your destructive core and cannot be reduced in any way. 
BRIMMING POTENTIAL  – At 14th level, the magic inside of you threatens to burst, however, you find ways to redirect the energy to your benefit. When you use your Flexible Casting to turn spell slots into sorcery points you gain one additional sorcery point. 
CALAMITY UNLEASHED – At 18th level, you've mastered some control of the apocalyptic power within you. You also know how to release it in full. As an action you can detonate your destructive core, releasing a massive burst of magical energy powerful enough to level buildings. You are instantly reduced to 1 hit point and creatures and objects of your choice within a 120 ft radius of you must make Constitution saving throw. On a failed save, they take 10d10 damage. This damage is the same type as your destructive core. Additionally, you can expend a sorcery point to add an additional 1d10 of damage for every point you expend. On a successful save, they take half damage.
You regain this ability after a long rest.
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criticalrolo · 5 months
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ryker vaelmir kisses. because. ive lost control of my life @rebuketheviolent
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criticalrolo · 5 months
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Halsin needing to be rescued by my paladin 3 times over the course of the campaign
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