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wearepaladin · 2 days ago
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The Oath of Time
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Time. All that is and that can be known and imagined must suffer the wear of time, all that lives, and even death must answer to the moment time appoints it. And with every moment that passes, the path we all follow cements itself further, trapping us in one timeline, chained to fate. But what if you could break those chains, forge a truer destiny that will bring about the best of all possible worlds.
The Paladin who swears the Oath of Time is one who takes a great risk as they become separate from their timeline, going to the past and making a new future that they may grow lost in. Fate itself may imprison them , or they may take the long road to shepherd new timelines, as time shields them from decay but not the loss of all they hold dear. All for a future that may still never be. Dare you take up the Oath of Time?
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Tenets
Destiny is a lighthouse, not a prison. Always seek the true path:
Time is not a flat circle, and even in the face of entropy itself, our choices matter. Never stop seeking a better path, even in the darkest despair, and the heaviest weight of time.
Study the paths, know the currents and the ships that travel them:
Time is a river, a cyclone, a storm, and they it is always flowing in myriad ways. There are forces that would bind it its power, and cycles that tend to weaken and exacerbate their own eventualities. Learn them, and determine what will help bring about the greater light or greater darkness.
Find your center, your port in the storm. Do not let yourself drown in what could be versus the here and now.
Always remember that the fight for the future is battle that begins in the present, and for the people under your protection, and like you, they travel the river of time. Be the bulwark against the forces that would drown them.
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Subclass Abilities
Level 3
Channel Divinity 
1. Turn Back Time: Using a sacred icon associated with time, such as a clock, sundial, or other tool, the Paladin can turn time itself to their advantage. In combat, this translates to completely cancelling another creature’s actions during their turn by using a reaction. The afflicted creature must make a charisma saving throw against the paladin spell DC. 
2. Future’s Edge:  When you finish a long rest, the paladin can roll two d20s and record the numbers determined for later use. Then for any attack, save, or check roll for, you can choose to replace that roll with one of the d20′s you recorded. This can be applied to yourself, or any creature of your choice. You can only use one d20 a round.
3: Time Travel: Once every 1d10 days, the Paladin can take themselves and others within ten feet to a different point in time. The Paladin begins a ritual that invokes their Oath to its fulfilment, and the DM must determine if the ritual works as intended. This can result in the ability not working, arriving at a different point in the timeline than expected, or exactly when the Paladin intended to go. The paladin cannot use their channel divinity in 1d10 days afterwards.
Level 7
Temporal Aura: Time speeds and slows in the Paladin’s aura according to their will. The Paladin and his allies that start in the ten foot aura can use the dash action as a bonus action, enemies find their movement halved. This will grow to thirty feet when the paladin is level 18
Level 15
Tempus Fugit/Time Flies: 
The Paladin’s power over time begins to bleed over into the physical realm. As a bonus action the paladin can teleport up to 90 feet, and enemies within 5 feet of your new location take 2d8 force damage. Enemies within five feet of the space you teleport to may take an attack of opportunity as they see hints of your arrival before your physical body manifests. 
Level 20
Blade of Time and Space:
The Paladin commands time into a harnessed edge, adding a fourth dimension to their weapon that can blind the unprepared. For one minute, the blade increases the likelihood of a critical hit with a d20 roll of 14 and above is a confirmed. If an enemy is hit by that critical, unless immune to time’s flow, they age visibly and if slain, they turn to dust.
Spells:
1: Gift of Alacrity, Zephyr Strike
2: Fortune’s Favor, Augury
3: Haste, Slow
4: Synchronicity, Gravity Sinkhole
5: Temporal Shunt, Hold Monster
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cocoshomebrew · a day ago
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Silent blight, holy blight!
Okay, admittedly this isn't a very festive subclass, but it's one I've been wanting to make for a long time. As a plague sorcerer, your magic comes from a sickening source, and you're able to withstand and spread disease wherever you go. This is my second sorcerer subclass after the now pretty ancient Seasonal Soul origin.
Here's the link to my patreon if you want to see more of my content or want to support me in making it.
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noblecrumpet-dorkvision · 20 hours ago
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Spherical Spells!
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Here are some sphere-based spells to join their friends: Flaming, Freezing, Resilient, Storm, Vitriolic, and Watery Sphere. The table below describes which classes can cast each spell, although some may also work for other classes or their subclasses at your discretion. If you need me in the meantime, I’ll be pondering other orbs on my Patreon, where patrons can find a PDF of these spells: https://www.patreon.com/posts/59521905
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Defenestrating Sphere
4th-level transmutation
Casting Time: 1 action Range: 120 ft. Components: V, S, M (a gray pearl worth 100 gp) Duration: Concentration, up to 1 minute
At your command, you create a cloudy gray sphere with a 5-foot diameter centered on a point within range. You can use an action during each of your turns to move the sphere up to 30 feet in a straight line in any direction if it is within 120 feet of you. If the sphere collides with a creature or object, make a ranged spell attack against it. On a hit, the creature takes 3d6 thunder damage and must make a Strength saving throw if the target is Medium or smaller.
On a failed save, the target is knocked prone and flung 1d8 x 10 feet upward and 1d6 x 5 feet away in a random direction. If some obstacle prevents the target from reaching its expelled height, it takes 1d6 points of damage for every 10 feet of movement it was unable to complete. The target then takes falling damage as normal.
Electric Sphere
5th-level evocation
Casting Time: 1 action Range: 120 ft. Components: V, S, M (a lodestone sphere) Duration: Concentration, up to 1 minute
A 20-foot radius sphere becomes charged with electricity. Each creature in the area when the sphere appears and each creature that ends their turn there must make a Constitution saving throw, taking 8d6 lightning damage on a failed save or half as much on a success. Creatures wearing metal armor and creatures made of metal or water have disadvantage on this save. Creatures that fail the save by 5 or more become paralyzed until the start of their next turn.
Invisibility Sphere
3rd-level illusion
Casting Time: 1 action Range: Self (10-foot radius) Components: V, S, M (a glass sphere filled with water) Duration: Concentration, up to 1 hour
You become surrounded in an invisible sphere. Creatures within a 10-foot radius of you when you cast the spell, including yourself, become invisible. The sphere moves with you, and invisible creatures inside it can see other invisible creatures inside it.
If an invisible creature leaves the sphere, attacks, or casts a spell, the creature becomes visible again.
Invisibility Sphere, Greater
6th-level illusion
Casting Time: 1 action Range: Self (10-foot radius) Components: V, S, M (a glass sphere filled with water) Duration: Concentration, up to 1 minute
You become surrounded in an invisible sphere. Creatures within a 10-foot radius of you, including yourself, are invisible. The sphere moves with you, and invisible creatures inside it can see other invisible creatures inside it. If an invisible creature leaves the sphere, the creature becomes visible again.
Mind Sphere
4th-level enchantment
Casting Time: 1 action Range: 90 ft. Components: V, S, M (a lobe-carved stone sphere) Duration: Concentration, up to 1 minute
You weave a web of magical confusion in a 10-foot radius sphere within range. During each of your turns, you can use a bonus action to move the sphere up to 30 feet in any direction as long as you are within 90 feet of it.
Creatures that start their turn inside the sphere must make an Intelligence saving throw, gaining 2d6 on a failed save or 1d6 on a success. The next time the creature makes an attack roll or saving throw, the creature is forced to spend a d6 and roll it, subtracting the result from the attack or save. Unspent dice do not go away until spent.
Prismatic Sphere
9th-level evocation
Casting Time: 1 action Range: 300 ft. Components: V, S, M (a faceted diamond sphere worth at least 100 gp) Duration: Concentration, up to 10 minutes
A sphere of scintillating prismatic energy appears centered at a point you designate within range. The sphere has a 10-foot radius. Creatures that start their turn in the sphere's space must make a Dexterity saving throw for each of its remaining colors, being affected by each one they failed the save for. If the color deals damage, the creature taks half damage on a successful save.
You can use an action during each of your turns to cause three beams of light to erupt from the sphere. Make a spell attack for each beam, which can target up to three different creatures within 60 feet of the sphere. On a hit, a creature becomes affected by one of the sphere's colors, chosen by rolling a d8. On an 8, the creature is affected by two properties. Roll two more times, rerolling duplicates or additional 8s.
1. Red. The creature takes 10d6 fire damage.
2. Orange. The creature takes 10d6 acid damage.
3. Yellow. The creature takes 10d6 lightning damage.
4. Green. The creature takes 10d6 poison damage.
5. Blue. The creature takes 10d6 cold damage.
6. Indigo. The creature is restrained. It must then make a Constitution saving throw at the end of each of its turns. If it successfully saves three times, the spell ends. If it fails its save three times, it permanently turns to stone and is subjected to the petrified condition. The successes and failures don’t need to be consecutive; keep track of both until the creature collects three of a kind.
7. Violet. The creature is blinded. It must then make a Wisdom saving throw at the start of your next turn. A successful save ends the blindness. If it fails that save, the creature is transported to their home plane or else the astral plane and is no longer blinded.
When this spell ends, if you were concentrating on it for at least 2 rounds, the sphere explodes. Each creature within 60 feet of the sphere must make a Dexterity saving throw or be affected by a random one of its colors.
Sand Sphere
5th-level conjuration
Casting Time: 1 action Range: 150 ft. Components: V, S, M (a sandstone sphere) Duration: Concentration, up to 10 minutes
You create a 10-foot sphere of dense, swirling sand centered on a point you choose within range. The area inside the sphere is heavily obscured, and movement through the sphere takes 3 feet of movement for every 1 foot moved.
Creatures that start their turn inside of the sphere must make a Constitution saving throw. On a failed save, the creature takes 4d8 slashing damage and becomes restrained. On a successful save, a creature takes half damage on a successful save and is not restrained.
A whirlwind of loose sand lightly obscures a 10-foot radius outside the sphere. Creatures that start their turn in the sphere or in its surrounding whirlwind must make a Constitution saving throw or become blinded. A creature can make a new save whenever they end their turn outside the spell's area, ending the condition on a success.
Sonic Sphere
5th-level evocation
Casting Time: 1 action Range: 150 ft. Components: V, S, M (a round glass bell) Duration: Concentration, up to 1 minute
A visible sphere of violently distorting air shudders into existence centered on a point within range. The sphere has a radius of 20 feet and is filled with a cacophony of noise, deafening all creatures inside. Casting spells with verbal components is impossible inside the sphere.
The sphere's noise is dampened outside its radius, so creatures outside cannot hear noise happening inside.
Creatures inside the sphere when it appears or those that end their turn there must make a Constitution saving throw. Each creature that fails their saving throw takes 4d12
thunder damage and is deafened for 1 hour after leaving the sphere. While deafened in this way, creatures have a 25% chance for any spell they cast with verbal components to fail. Those that succeed at this save take half damage and are not deafened after leaving the sphere.
Stone Sphere
4th-level conjuration
Casting Time: 1 action Range: 90 ft. Components: V, S, M (a stone marble) Duration: Concentration, up to 1 minute
You summon a massive, 5-foot diameter boulder that you can command with your mind. It appears in an unoccupied space on the ground within range and persists for the duration. The sphere is an object made of stone that can be damaged and destroyed (AC 17, 200 hit points; immunity to poison, psychic, necrotic, and lightning damage; resistance to slashing and piercing damage).
As an action during each of your turns, you can move the sphere up to 30 feet along the ground. If the sphere collides with a Medium or smaller target, it stops moving and they must make a Dexterity saving throw or take 6d6 bludgeoning damage. The target takes 2d6 less damage for each size category larger than Medium. Unattended objects automatically take damage. Targets of Small or smaller size do not stop the boulder's movement but can only take this damage once each turn.
If you end your turn without moving the sphere and the sphere is on an incline, it rolls on its own. It rolls 30 feet if on an incline of less than 45 degrees, and 60 feet if on an incline of 45 degrees or greater.
If you concentrate on this spell for its full duration, the boulder becomes permanent.
At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, its bludgeoning damage increases by 1d6 for each spell level above 4th. The boulder becomes Large using a 5th or 6th level spell slot, Huge with a 7th or 8th level spell slot, and Gargantuan using a 9th level spell slot.
Sun Sphere
4th-level evocation
Casting Time: 1 action Range: 150 ft. Components: V, S, M (a crystal sphere) Duration: Instantaneous
You evoke a shortlived 5-foot radius sphere of blinding light centered on a point within range, which emits bright light out to 10 feet. Each creature within the sphere's bright light or inside of the sphere must make a Constitution saving throw. Each creature that fails this save becomes blinded for 1 minute, and also takes 8d8 radiant damage if they were inside the sphere. Those blinded in this way can make a new save at the end of each of their turns, ending the effect on a successful save.
Creatures take half damage on a successful initial save and are not blinded.
Toxic Sphere
4th-level conjuration
Casting Time: 1 action Range: 150 ft. Components: V, S, M (a glass bullet filled with wyvern poison) Duration: Instantaneous
You conjure a shortlived spherical whirlwind of yellow poison gas with a radius of 20 feet centered on a point within range. Each creature in the sphere must make a Constitution saving throw. On a failed save, a creature takes 4d12 poison damage and becomes poisoned for 1 minute. On a successful initial save, a creature takes half the spell's initial damage and is not poisoned.
Poisoned creatures take 1d12 poison damage at the start of each of their turns while poisoned in this way. A creature can attempt a new saving throw at the end of each of their turns, ending the condition on a success.
Void Sphere
5th-level conjuration
Casting Time: 1 action Range: 150 feet Components: V, S, M (a spherical onyx bead) Duration: Concentration, up to 10 minutes.
You open a rift that exposes a 30-foot radius sphere centered on a point within range to the distant void of space. No light, magical or otherwise, can illuminate the area, and creatures fully within the area are blinded.
Any creature in the sphere's space when you cast the spell must succeed on a Constitution saving throw or take 8d6 cold damage and begin to suffocate as the last of their air escapes their lungs. A creature must also make the saving throw when it moves into the sphere's space for the first time on a turn or ends its turn there.
A successful save halves the cold damage and the creature continues to hold its breath. A creature that was already suffocating does not stop doing so if they succeed at their Constitution save. A suffocating creature stops suffocating if it leaves the sphere.
Withering Sphere
4th-level necromancy
Casting Time: 1 action Range: 90 ft. Components: V, S, M (a hollow black bead) Duration: Concentration, up to 1 minute
You shape into being a 10-foot radius sphere filled with a dark, enervating miasma centered on a point within range.
Each creature that starts their turn within the sphere must make a Constitution saving throw. On a failed save, a creature makes all Strength-based attack rolls, ability checks, and saving throws with disadvantage and deals half damage with Strength-based weapon attacks until they start their turn outside the sphere.
You can use a bonus action during each of your turns to move the sphere up to 30 feet in a straight line in any direction as long as it is within 90 feet of you.
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The Path of the Defiant v2.0 Now with 100% more subclass! The Path of the Defiant was one of my earlier projects, a subclass built for the barbarian who laughs in the face of death! However, the previous version had the slight oversight of doing literally nothing with its base mechanic until you hit half health, at which point the party was generally either dying or done with the fight. This rework aims to fix this, granting a buff which further intensifies at low health. You’ll still be a bit of a glass cannon, but frankly that’s kind of the point.
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gremlindm · a day ago
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Way of the Arcane Fist Monk (V2)
hey everybody!! i'm really excited to announce that i hit 50 followers like a week ago! i meant to post to commemorate the occasion but life has been kicking me while i'm down. thankfully, i've had tons more time to work on homebrew content for you all. i'm gonna try to see how the queue here works, and maybe line up some content i've stocked up while i work on more. anyways! in honor of 50+ followers, here is an updated version of my third-caster monk subclass!
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it was my first subclass to receive constructive criticism and it made me so happy to hear that people liked my stuff and wanted to see it improve! the changes are a little minor. i changed Imbued Strikes to grant Reach rather than alternating damage types, and swapped Arcane Deflection (previously 3rd-level) and Somatic Strike (previously 17th-level) to balance out power progression and avoid meta-gaming shenanigans. thanks to all of you who decide to follow me and like/reblog my stuff! i hope to have a lot more content up soon, so see y'all then!!
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osyrakai · 22 hours ago
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Moira Cahill for somniumastra!
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vaults-n-wyverns · a year ago
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Things I Include In My D&D Games That My Players Don't Know About
If they hold a wooden bowl and walk into a locked door, they'll phase through it like it's Skyrim
If they attempt to jump backwards up a set of stairs, with a high enough dex roll, they will launch up the stairs, through the roof, and into the upper atmosphere
There is an Anti-Tarrasque.
Trolls have 12 different blood colors, with only 2 existing in aquatic troll varieties.
If they enter a new area fast enough, they can catch the birds flying without moving anywhere.
Trees DON'T make sounds when they fall and no one's around, there's just no one around that can prove that
Lazer guns exist, they're just shy
If you get knocked prone on a sloped surface, there is a 1% chance of clipping into the terrain
There's a 1% chance of the textures in someone's face not loading correctly
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strifesolution · 3 months ago
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a gift for the love y'all have given to my minecraft inspired d&d items... some items inspired by various MCYT series! these were super super fun
note: all of these items are artifacts, meaning they're one of a kind, and the implications of their origins are in the description. this means if you choose to use any of them, it's up to you how you'd balance them, deciding what level a player could get them at and how rare they are. i am also not a DM, so if your players create any game breaking strats, don't blame me! images are edited stock images lol.
under the cut is the item's source material and a little explanation of my choices in making them
Red Winter Axe: The renamed enchanted Diamond Axe from 3rd Life Ren had Martyn kill him with. Went with cold damage for the Winter part, and Fiends and Undead as being Red Life players. The "ally gains advantage against your killer" feature is inspired by how Martyn reacts to Scar killing Ren.
Twin Compasses: Tommy and Tubbo's lodestone compasses from Dream SMP. The use of the word "Willing" is to prevent them being used on tracking foes or anything of the sort, both parties must want the link to be created. The planes part is a bit finicky, but hopefully it would work.
Time King's Pocketwatch: A reference to Bdoubleo's season 8 of Hermitcraft so far. Mechanus is the plane of order and has a clockwork theme going on. The Sleep spell feature is a reference to his consistency with sleeping through the night. I'm aware clocks don't exist in "canon" d&d, but it makes sense that they would. The cross-planes time telling ability would be most useful for a player in the Feywild.
Miniature Tower of Vitality: Essentially Achievement Hunter's Tower of Pimps, specifically in YDYD season 2. This is the one I'm most uncertain about, considering how useful these spells are. Tried to balance it with still needing the components. Would probably be best for a party medium level party with no main healer.
The Enderbane: ...Who's name and basic description is directly lifted from The Blackrock Chronicle and a post on Rythian's tumblr. Another one who's balancing I'm uncertain about, but I figured it works for a high risk high reward thing, dragons aren't melee'd often...The level of exhaustion is just some flavor inspired by Rythian feeling pain when he holds it in canon.
Wings of the Crowfather: Philza. Must I explain more? Mumza is the Raven Queen here, it fits oddly well.
Sapphire of Sacrifice: The sapphire Lalna gifts Nano in Flux Buddies, which she gives back to him at the end of the series before dying killing Mother. Another high risk high reward item that'd require strategy to be most effective.
The Widow's Wreath: Scott Smajor's skin in 3rd Life. On the higher level side. Darn, now I'm sad over Flower Husbands again...
Bow of Balance: Another direct name, Jordan's bow from Mianite. Ianite is the goddess of balance, hence only neutral alignments. Fiends and Celestials are meant to be representative of Dianite and Mianite.
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brewerssupplies · 2 months ago
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Well I watched the new Venom movie, it was really good! Absolutely loved the relationship between Eddie and Venom!
And just like after watching the first movie I got inspired to make a dnd thing for it! This time I updated the old symbiote subclass I made last time. The features are updated, some were completely changed! It's got a fresh coat of paint and more flavor to it! Hope you enjoy!
Edit: I made some changes! Revised some of the base subclass features based on feedback I received, added eldritch invocations, and added a whole section for expanding upon your relationship with your patron!
[PDF]
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mosqa · 12 months ago
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Just a lil recap of my favorite creations during the inktober challenge… WHICH I FINISHED FOR THE FIRST TIME. I’ll go back to drawing monsters and characters too, but I am having a lot of fun making this magic items for DnD 5e. If you like them, it would help me greatly making it a viable project if I gain more followers on the dedicated instagram. Anyway, tumblr is still my fav hell circle of the internet, I wanted to thank all of you, I love you all, my little cursed followers, and thank you all for the love, likes and reblogs <3 https://www.instagram.com/luca_emporium
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thedicepaladin · a month ago
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When the Party is under Level 3:
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redtallin · 4 months ago
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A water genasi druid named Laume! I love this colour palette so much!
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the-antifascist-guild · 2 months ago
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Also while i'm here; go play something besides 5e. Broaden your horizons. Try something new. Hell, even older editions of D&D would be good. Try Basic/Expert, try AD&D- learn about THAC0 and exploration turns. Just do something besides 5e and see what other games have to offer, you might find a new favorite system.
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the-ashen-gm · 8 months ago
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[IMAGE ID: A page formatted to look like a page from a D&D book depicting art of Lil Nas X in his devil persona with a monster stat block next to him. Full stats after the break. End ID.]
This homebrew was made using homebrewery and this excellent art by @antodemico on Twitter! They were kind enough to lend me the use of their art so please check out their work! Any artist with taste as impeccable as theirs deserves your views. You can also check out the music video that inspired this homebrew here. 
Full stats under the break.
Montero
Medium fiend, chaotic neutral
Armor Class 19 (natural armor)
Hit Points 161 (17d8 + 85)
Speed 30 ft., fly 90 ft.
STR 17 (+3)
DEX 18 (+4)
CON 21 (+5)
INT 12 (+1)
WIS 16 (+3)
CHA 22 (+6)
Saving Throws Str +8, Dex +9, Cha +11
Skills Deception +11, Performance +16, Stealth +9
Damage Resistances cold; bludgeoning, piercing, and slashing from nonmagical weapons that aren't silvered
Damage Immunities fire, poison
Condition Immunities charmed, poisoned
Senses darkvision 120 ft., passive Perception 13
Languages Abyssal, Common, Infernal, telepathy 120 ft.
Challenge 13 (10,000 XP) Proficiency Bonus +5
Magic Resistance. Montero has advantage on saving throws against spells and other magical effects.
Innate Spellcasting. Montero's innate spellcasting ability is Charisma (spell save DC 19, +11 to hit with spell attacks). He can innately cast the following spells, requiring no material components:
At will: feather fall, silent image, vicious mockery (deals 4d4 damage) 3/day each: freedom of movement, hypnotic pattern, Otto's irresistible dance 1/day: charm monster
Sneak Attack (1/Turn). Montero deals an extra 6d6 damage when he hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 ft. of an ally of Montero that isn't incapacitated and Montero doesn't have disadvantage on the attack roll.
Quick Attune. Montero can attune to any magic item as an action regardless of its requirements. This ends the attunement the item had to any previous user.
Actions
Multiattack. Montero makes three melee attacks. He can use Hurl Flame or cast a spell at will in place of any melee attack.
Unarmed Strike. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 12 (3d6 + 4) bludgeoning damage.
Pole. Melee Weapon Attack: +9 to hit, reach 15 ft., one target. Hit: 15 (2d8 + 6) bludgeoning damage.
Hurl Flame. Ranged Spell Attack: +11 to hit, range 150 ft., one target. Hit: 14 (4d6) fire damage. If the target is a flammable object that isn't being worn or carried, it also catches fire.
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If you want my help editing your 5e homebrew content or hire me to write content on 5e, send me a message on my social media and we'll talk ✌
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strifesolution · 3 months ago
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hey, what’s this? like a year ago i started making minecraft based d&d items but never got around to tweaking and polishing the doc up! so here’s them now, as im trying to get back into the swing of d&d things
disclaimer: i am not a DM! these are not properly balanced aside from a few suggestions from friends, so don’t take this as anything super well thought out, they’re for fun! feel free to use them for your own campaigns if you wish, just don’t blame me for any game breaking strats
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konstnik · 8 months ago
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fairy barbarian
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