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lair-master · 1 day
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Hand of Glory Wondrous item, uncommon This is the mummified hand of a hanged killer, cut from the corpse as it swung from a gibbet. A socket in the palm holds a candle, crafted using hair and fat from the killer’s remains. Lighting the hand takes an action. It burns for 1 hour before its magic is spent. If the hand is snuffed out, deduct the time it burned in minutes (rounded up) from its total burn time. While lit, the hand sheds bright light in a 10-foot radius. A creature that starts its turn in the candlelight must make a DC 13 Wisdom saving throw, unless it lit the hand. On a failed save, its speed becomes 0, held fast in the cold grip of an unseen hand. As an action, the creature can repeat the saving throw, ending the effect on a success. The effect also ends for an affected creature if it isn’t in the candlelight. Once the effect ends, or if the creature succeeds on its initial saving throw against this effect, it is immune to the hand’s magic for 24 hours.
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lair-master · 2 days
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Hand of Glory Wondrous item, uncommon This is the mummified hand of a hanged killer, cut from the corpse as it swung from a gibbet. A socket in the palm holds a candle, crafted using hair and fat from the killer’s remains. Lighting the hand takes an action. It burns for 1 hour before its magic is spent. If the hand is snuffed out, deduct the time it burned in minutes (rounded up) from its total burn time. While lit, the hand sheds bright light in a 10-foot radius. A creature that starts its turn in the candlelight must make a DC 13 Wisdom saving throw, unless it lit the hand. If the creature fails its saving throw, it is grappled (escape DC 13), held fast in the cold grip of an unseen hand. In addition to escaping the grapple, the grappling effect also ends for an affected creature if it isn’t in the candlelight. Once the effect ends, or if the creature succeeds on its saving throw against this effect, it is immune to the hand’s magic for 24 hours.
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lair-master · 3 days
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Hand of Glory Wondrous item, uncommon This is the mummified hand of a hanged killer, cut from the corpse as it swung from a gibbet. A socket in the palm holds a candle, crafted using hair and fat from the killer’s remains. Lighting the hand takes an action. It burns for 1 hour before its magic is spent. If the hand is snuffed out, deduct the time it burned in minutes (rounded up) from its total burn time. While lit, the hand sheds bright light in a 10-foot radius. A creature that starts its turn in the candlelight must make a DC 13 Wisdom saving throw, unless it lit the hand. On a failed save, its speed becomes 0, held fast in the cold grip of an unseen hand. As an action, the creature can repeat the saving throw, ending the effect on a success. The effect also ends for an affected creature if it isn’t in the candlelight. Once the effect ends, or if the creature succeeds on its initial saving throw against this effect, it is immune to the hand’s magic for 24 hours.
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lair-master · 3 days
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dnd couple commission i loved making!
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lair-master · 3 days
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The wizard takes point, ever alert for hidden dungeons and enemies in unexpected places (Bryan Hinnen wrote and illustrated The Mines of Custalcon, Wilderness Book One for the Wilderlands of High Fantasy / City-State D&D campaign, Judges Guild, 1979)
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lair-master · 9 days
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Our party just got their first magic items. Here they are.
Righteous Mercy Weapon (greatsword), uncommon (requires attunement by a paladin) When you hit a creature with this magic greatsword, you can use Divine Smite without expending a spell slot, dealing an extra 2d8 radiant damage to the target. This property can’t be used again until the next dawn.
Storm Runner Weapon (club), uncommon (requires attunement by a druid) When you hit with this magic club, you can cast thunderwave without expending a spell slot as part of the attack. You must include the target in the spell’s area. This property can’t be used again until the next dawn.
Hickory Switch Weapon (shortbow), uncommon (requires attunement by a rogue) When you hit a creature with this magic bow and deal Sneak Attack damage to it, you can choose to double the attack’s damage against the target. This property can’t be used again until the next dawn.
Defiant Demand Weapon (rapier), uncommon (requires attunement by a bard) When you hit a creature with this magic rapier, you can cast dissonant whispers on it without expending a spell slot as part of the attack. This property can’t be used again until the next dawn.
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lair-master · 11 days
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lair-master · 15 days
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Shouldn't have wished to live in more interesting times.
And the last landscape in my small series of BG3 sceneries! :) prints ✦ patreon (full speedpaint is available there + wallpapers)
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lair-master · 16 days
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D&D Character Classes by Jeff Easley Dungeons and Dragons Basic Rules
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lair-master · 19 days
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Dungeon Meshi Board Game (2022) - Laios' Party
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lair-master · 24 days
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This is another sticker idea I have - making these for different classes - knight, wizard, rogue etc
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lair-master · 24 days
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En garde?  (Doug Chaffee, “Advanced Dungeons & Dragons 2nd Edition Preview,” Dragon 142, February 1989)  This article announced that the thief and bard classes would become subclasses of a new class, “rogue.”
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lair-master · 28 days
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lair-master · 29 days
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Dryad Poisoner’s Kit. This poisoner’s kit, made of bark and leaves, includes the sacs, fungi, and other equipment necessary for the creation of poisons. Proficiency with the kit lets you add your proficiency bonus to any ability checks you make to craft or use poisons. Also, when a poison you crafted with this kit imposes the poisoned condition on a creature, you have advantage on all ability checks to interact socially with the creature until the condition ends.
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lair-master · 1 month
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One of the things that’s really struck me while rereading the Lord of the Rings–knowing much more about Tolkien than I did the last time I read it–is how individual a story it is.
We tend to think of it as a genre story now, I think–because it’s so good, and so unprecedented, that Tolkien accidentally inspired a whole new fantasy culture, which is kind of hilarious. Wanting to “write like Tolkien,” I think, is generally seen as “writing an Epic Fantasy Universe with invented races and geography and history and languages, world-saving quests and dragons and kings.” But… But…
Here’s the thing. I don’t think those elements are at all what make The Hobbit and The Lord of the Rings so good. Because I’m realizing, as I did not realize when I was a kid, that Tolkien didn’t use those elements because they’re somehow inherently better than other things. He used them purely because they were what he liked and what he knew.
The Shire exists because he was an Englishman who partially grew up in, and loved, the British countryside, and Hobbits are born out of his very English, very traditionalist values. Tom Bombadil was one of his kids’ toys that he had already invented stories about and then incorporated into Middle-Earth. He wrote about elves and dwarves because he knew elves and dwarves from the old literature/mythology that he’d made his career. The Rohirrim are an expression of the ancient cultures he studied. There are a half-dozen invented languages in Middle-Earth because he was a linguist. The themes of war and loss and corruption were important to him, and were things he knew intimately, because of the point in history during which he lived; and all the morality of the stories, the grace and humility and hope-in-despair, was an expression of his Catholic faith. 
J. R. R. Tolkien created an incredible, beautiful, unparalleled world not specifically by writing about elves and dwarves and linguistics, but by embracing all of his strengths and loves and all the things he best understood, and writing about them with all of his skill and talent. The fact that those things happened to be elves and dwarves and linguistics is what makes Middle-Earth Middle-Earth; but it is not what makes Middle-Earth good.
What makes it good is that every element that went into it was an element J. R. R. Tolkien knew and loved and understood. He brought it out of his scholarship and hobbies and life experience and ideals, and he wrote the story no one else could have written… And did it so well that other people have been trying to write it ever since.
So… I think, if we really want to write like Tolkien (as I do), we shouldn’t specifically be trying to write like linguists, or historical experts, or veterans, or or or… We should try to write like people who’ve gathered all their favorite and most important things together, and are playing with the stuff those things are made of just for the joy of it. We need to write like ourselves.
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lair-master · 1 month
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I think they should drink fresh blood and sing rock ‘n’ roll when they’re thirsty.
I think they should lure us into Faustian bargains with offers of fortune and fame.
I think they should curl up in pools of sunlight.
I think venus flytraps should be intelligent and ambulatory. I think they should get into the cupboards. I think they should purr when you pet them.
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lair-master · 1 month
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The Flight before the Mammoth - La fuite devant le mammouth
by Paul Jamin
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