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dungeonsanddrakes · 4 years
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The War Sworn. A dnd class centered on putting martial oriented players in a place where they have options and flavor to match spell casting classes. I often find it frustrating when I play a martial class that there is a low level of mechanical involvement with the character. The War Sworn is designed specifically to get into a fight, stay there, and provide center coverage for both allies and enemies. They move in and about the combat scenario, and use their special Counter and Area of Effect to change the tides of the fight.   War Sworn are people who have a deep attunement with weapons and the essence that lives inside all things designed for a purpose. They can inhabit that essence and draw it out of their armaments in a variety of powerful and captivating abilities known as Acts of War. Most War Sworn were raised with a significant exposure to warfare, battle, or death. They are changed by this relation and see the world as a flow and ebb of life forces; all of which can be adjusted and redirected. The War Sworn dedicates themselves wholly to their weapons, for it is from them that they draw their power and their purpose. 
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dungeonsanddrakes · 4 years
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The War Sworn. A dnd class centered on putting martial oriented players in a place where they have options and flavor to match spell casting classes. I often find it frustrating when I play a martial class that there is a low level of mechanical involvement with the character. The War Sworn is designed specifically to get into a fight, stay there, and provide center coverage for both allies and enemies. They move in and about the combat scenario, and use their special Counter and Area of Effect to change the tides of the fight.   War Sworn are people who have a deep attunement with weapons and the essence that lives inside all things designed for a purpose. They can inhabit that essence and draw it out of their armaments in a variety of powerful and captivating abilities known as Acts of War. Most War Sworn were raised with a significant exposure to warfare, battle, or death. They are changed by this relation and see the world as a flow and ebb of life forces; all of which can be adjusted and redirected. The War Sworn dedicates themselves wholly to their weapons, for it is from them that they draw their power and their purpose. 
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dungeonsanddrakes · 4 years
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The Path of the Dragon. A variant of some of the other Barbarian subclasses I’ve seen that use dragon inspiration. I added a lot of options to the class as a means of making Barbarians less simple for players that like a little more variation to their game play. I often find my main issue with martial classes to be the “I take my turn: I move towards the enemy and hit it” repetition, so adding things that make them feel more dynamic makes me feel like I might be giving y’all something you’re missing as well. 
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dungeonsanddrakes · 4 years
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The Path of the Dragon. A variant of some of the other Barbarian subclasses I’ve seen that use dragon inspiration. I added a lot of options to the class as a means of making Barbarians less simple for players that like a little more variation to their game play. I often find my main issue with martial classes to be the “I take my turn: I move towards the enemy and hit it” repetition, so adding things that make them feel more dynamic makes me feel like I might be giving y’all something you’re missing as well. 
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dungeonsanddrakes · 4 years
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Way of the Guiding Stars, a Monk Sub Class centered on western astrology. The idea itself came from a campaign I’m about to start running, and I think the flavor of the class is such that it will feel like manifesting otherworldly energy. Hopefully you all enjoy!
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dungeonsanddrakes · 4 years
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Way of the Guiding Stars, a Monk Sub Class centered on western astrology. The idea itself came from a campaign I’m about to start running, and I think the flavor of the class is such that it will feel like manifesting otherworldly energy. Hopefully you all enjoy!
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dungeonsanddrakes · 5 years
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The Lusca. Name, inspiration, and artwork from the artist ValentinaPaz. It’s a rival to the Kraken that has the ability to strengthen hordes of smaller sea beasts. It should pose a challenge to higher-level parties and serve as the stuff of nightmares for lower-level characters. I especially like the implications that it could be a Warlock’s patron or a monster that can be reasoned with, at a price. 
I’ve been, incredibly busy with school, but I got inspired so I made this, I don’t know if I’ll maintain the pattern, but I hope you all enjoy a touch of content. 
EDIT: I updated its health and CR, don’t know why I missed those in the first place, but now it’s finished lol. Also have no idea why the formatting is so wonky, but I can’t figure out how to fix it :/
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dungeonsanddrakes · 5 years
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I just finished Love, Death, and Robots on Netflix, and the Sonnies Edge has got to be my favorite episode. I love the animation, but most of all I really love the two monsters!  I had to tweak the lore... a lot to make it kind of DnD related, but essentially, an Artificer creates a creature to be a husk that can be piloted by another humanoid being. His research is stolen, leading to the creation of tons of these creatures that eventually become known as Sueruntsaurs. These beings serve to fight in gladiatorial combat, but they begin to gain consciousness and this leads to them breaking out and walking the earth. Feel free to use the lore, or stat blocks however you like though!
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dungeonsanddrakes · 5 years
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More cryptids! The ningen (a humanoid-ish, arctic-dwelling creature from around Japan), the cow-eating tree (of India), the famous Jersey Devil, and the Tatzelwurm (of Switzerland. If you’ve been following me for a really long time, you’ll know that I’ve already stat-ed a Tatzelwurm, but the old stats weren’t as good).
Once again, it was exceedingly difficult to find the original sources, my apologies.
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dungeonsanddrakes · 5 years
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Bree-yark!
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dungeonsanddrakes · 5 years
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The Frozen Watchers Warlock Patron by BoltNine Homebrew
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dungeonsanddrakes · 5 years
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Shadow Snake and Spectral Panther
Two more of my advanced animals, and these two share a space of being able to turn incorporeal, which was a relatively common feature among shadow origin creatures in 4th edition. The rules for it are a little less streamlined in 5th edition, since 4th edition had incorporeal and phasing as their own keywords that were well defined.
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Shadow Snake Large monstrosity, neutral evil Armor Class 20 (natural armor) Hit Points 149 (13d10 + 78) Speed 35 ft., climb 35 ft. Str 20, Dex 25, Con 22, Int 4, Wis 10, Cha 20 Skills Perception +8, Stealth +11 Damage Resistances poison Senses blindsight 25 ft., darkvision 120 ft., passive Perception 18 Languages - Challenge 10 (5900 XP) Shadow Body. The shadow snake has advantage on Dexterity (Stealth) checks if it is in dim or darker light. Actions Multiattack. The shadow snake makes two bite attacks. Bite. Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 16 (4d8+7) piercing damage and the target must make a DC 18 Constitution saving throw, taking 31 (9d6) points of poison damage on a failed save, or half as much damage on a success. Vanish Into The Night (Recharge 6). The shadow snake becomes incorporeal, and is invisible while in dim or darker light until the end of its next turn. While incorporeal, the snake gains resistance to all damage except for force or radiant, and can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object. If the snake is inside of an object when this effect ends, it is shunted to the nearest open space and takes 3 (1d6) force damage for every 5 feet it has to travel to reach that space.
Shadow snakes were supposedly created by Zehir, the god of night and poison. Yuan-ti revere shadow snakes as manifestations of Zehir that embody all of that god’s qualities, including a cunning greater than that of most beasts.
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Spectral Panther Medium monstrosity, unaligned Armor Class 15 Hit Points 45 (6d8 + 18) Speed 35 ft. Str 15, Dex 20, Con 16, Int 2, Wis 14, Cha 12 Skills Perception +4, Stealth +7 Senses darkvision 120 ft., passive Perception 14 Languages - Challenge 3 (700 XP) Keen Smell. The spectral panther has advantage on Wisdom (Perception) checks that rely on smell. Pounce. If the panther moves at least 20 feet straight towards a creature and then hits it with a claw attack on the same turn, that target must succeed on a DC 15 Strength saving throw or be knocked prone.
Actions Multiattack. The spectral panther makes three attacks; one with its bite and two with its claws.. Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 8 (1d8+5) piercing damage. Claw. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 7 (1d4+5) slashing damage. Spectral Form. The spectral panther turns itself insubstantial. While insubstantial, the panther can move through other creatures and objects as though they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object. In addition, while insubstantial it gains resistance to acid, cold fire, lightning, poison, thunder, and bludgeoning, piercing and slashing damage from nonmagical weapons. It gains advantage on all Dexterity (Stealth) checks it makes while insubstantial, but its attacks only deal half damage. The panther can end this effect on itself on its turn as a bonus action.
Spectral panthers can move between the natural world and the Shadowfell at nightfall and sunrise.
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dungeonsanddrakes · 5 years
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The Plane of Dreams, as heard on the Dwarf Stars & Dreadnaughts podcast! Free free to use this in your game at home for a spooky adventure into a new plane of existence your players have never heard of!
Bestiary entries on the nos da (adult and child) will be released soon!
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dungeonsanddrakes · 5 years
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Rimefire Griffon and Thunderfury Boar
A few more advanced animals and monstrosities. There’s a few more fun ones to dig out as I keep reading through the book, and I’m looking forward to exploring a few more of them.
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Rimefire Griffon Large elemental, unaligned Armor Class 17 (natural armor) Hit Points 152 (16d20 + 64) Speed 25 ft., fly 50 ft. Str 24, Dex 18, Con 18, Int 2, Wis 18, Cha 10 Skills Perception +7 Damage Immunities cold Damage Resistances fire Senses darkvision 60 ft., passive Perception 17 Languages - Challenge 8 (3900 XP) Keen Sight. The Rimefire Griffon has advantage on Wisdom (Perception) checks that rely on sight. Actions Multiattack. The Rimefire Griffon makes two attacks; one with its bite and one with its claws. Bite. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 11 (1d8+7) piercing damage and 16 (3d10) cold damage. Claws. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 14 (2d6+7) slashing damage plus 16 (3d10) cold damage. Rimefire Blast (Recharge 5-6). The Rimefire Griffon exhales blistering heat in a 25-foot cone. Each creature in that area must make a DC 15 Dexterity saving throw, taking 45 (10d8) fire damage on a failed save, or half as much damage on a success.
The rimefire griffon is a very interesting monster, an elemental mix of ice and fire, though the fire is less immediately obvious. The original has equal resistances to fire and cold, but I decided to make it only resistant to fire instead of immune like cold, so that players who make a guess as to its weakness aren’t punished quite as badly. Rimefire blast in 4e recharged through the griffon landing bite attacks on creatures, which is a really cool idea, with the implication being that its siphoning the heat off of the creature it’s biting, but mechanically that seems more complicated than within the standard 5th edition design ideas. Their fluff is very heavily locked within the 4th edition cosmology, so it would need some heavy rewriting to fit.
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Thunderfury Boar Huge fey, unaligned Armor Class 15 (natural armor) Hit Points 225 (18d12 + 108) Speed 40 ft. Str 24, Dex 15, Con 22, Int 5, Wis 12, Cha 9 Damage Resistances bludgeoning, piercing and slashing damage from nonmagical weapons Senses passive Perception 11 Languages - Challenge 10 (5900) Reactive Stomp. Whenever the boar knocks a creature prone, it can make a Stomp attack against it as a bonus action. Relentless (Recharges after a Short or Long Rest). If the boar takes 20 or less damage that would reduce it to 0 hit points, it is reduced to 1 hit point instead. Thunderous Charge. If the boar moves at least 20 feet straight towards a target and then hits it with a Tusk attack on the same turn, the target takes an extra 14 (4d6) slashing damage and 14 (4d6) thunder damage. If the target is a creature, it must succeed on a DC 18 Strength saving throw or be knocked prone. Actions Tusk. Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 17 (3d6+7) slashing damage. Stomp. Melee Weapon Attack: +11 to hit, reach 5 ft., one prone creature. Hit: 17 (3d6+7) bludgeoning damage. Thunderfury (Recharge 5-6) The boar unleashes a burst of thunder from its body. Each creature within 10 feet of the boar must make a DC 18 Constitution saving throw or take 36 (8d8) thunder damage and be knocked prone, or half as much damage and not be knocked prone on a successful save.
Thunderfury boars are native to the Feywild. They are too fierce for true domestication, but they are sometimes kept and goaded into battle by canny fey. I designed this monster so that if it gets off a charge it will devastate a target, and it has thunderfury for the next rounds, but without its charge its melee attacks are much weaker.
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dungeonsanddrakes · 5 years
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Sorry for the delay yesterday i had a lot to do and didn’t have the time to make this creature. 
I did notice that my Chance for glory conversion broke 200 notes!!! I cant even begin to tell how thankful I am. I appreciate it everybody. thanks again
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dungeonsanddrakes · 5 years
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A quick rolling table for clothing, based on clothing from the medieval and renaissance period. Yes, there is the possibility of wearing no shirt and two vests on the first page. Yes that was somewhat intentional. I think I’m funny at 2 am.
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dungeonsanddrakes · 5 years
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A little project I’ve been working on. Ultimately this will be part of my setting, but for now, I just need help figuring out how the heck to quantify this monster in game terms.
This is very heavily grounded in Pacific Rim ((It’s my favorite movie)). If you prefer run-of-the-mill fantasy in your D&D, that’s fine, but I would prefer if you’d refrain from adding negativity to my post, if for no other reason than out of respect for my emotional health. That said, constructive criticism is appreciated!
Link to PDF
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