D&D Homebrew Subclass #1: Sorcerer’s Primal Magic Bloodline
(art by buzzum)
Mother Nature is a neutral force, as rewarding as it is punishing. But for those lucky enough to be born under her embrace, it can serve as a powerful ally in their endeavors. Perhaps you were born inside a toadstool circle and were imbued with fey magic, or your parents once saved a wild animal without knowing it was in fact a powerful nature spirit. Regardless of how, you are imbued with a powerful connection to nature that allows you to harness and utilize primal magic, granting you outstanding powers.
Primal Sorcerer Quirks
At your option, you can pick from or roll 1d6 on the Primal Sorcerer Quirks table to create a quirk for your character.
1. Parts of your skin are replaced by tree bark.
2. You have a pair of tiny antlers growing out of your head.
3. Leaves of various shapes and sizes grow from random parts of your body.
4. You perpetually smell like fresh grass and morning dew.
5. Birds and other tiny woodland animals flock to you wherever you go.
6. Your hair is of a vibrant, flowery color, like blue or pink.
Your link to nature allows you to learn spells normally associated with the druid class. When your Spellcasting feature lets you learn a sorcerer cantrip or a sorcerer spell of 1st level or higher, you can choose the new spell from the druid spell list or the sorcerer spell list. You must otherwise obey all the restrictions for selecting the spell, and it becomes a sorcerer spell for you.
Additionally, you learn additional spells when you reach certain levels in this class, as shown on the Primal Magic table. Each of these spells counts as a sorcerer spell for you, but it doesn't count against the number of sorcerer spells you know.
Whenever you gain a sorcerer level, you can replace one spell you gained from this feature with another spell of the same level. The new spell must be a conjuration or transmutation spell from the sorcerer, druid, or ranger spell list.
Guardian of Nature
Starting at 1st level, you are intrinsically connected to the natural world. You learn Druidic, the secret language of druids. You can speak the language and use it to leave hidden messages. You and others who know this language automatically spot such a message. Others spot the message's presence with a successful DC 15 Wisdom (Perception) check but can't decipher it without magic.
Also at 1st level, you can channel nature’s power to deliver powerful remedies. As a bonus action, you can target a creature that you can see within 30 feet of you. If that creature is blinded, charmed, deafened, frightened, paralyzed or poisoned, any of such conditions immediately ends.
You can use this feature a number of times equal to your proficiency bonus. Once you expend all uses of this feature, you can’t use it again until you finish a long rest. Starting at 2nd level, when you have no uses of this feature left, you can spend 1 sorcery point to use it again.
One with the Earth
Starting at 6th level, you gain resistance to poison damage. Additionally, you and any creatures of your choice within 15 feet of you are unaffected by nonmagical difficult terrain.
Also at 6th level, you become able to manipulate wild elements. Whenever a creature within 60 feet of you takes acid, cold, fire, lightning, poison, or thunder damage, you can use your reaction to expend 1 sorcery point and halve the damage taken by that creature.
Flourish and Decay
At 14th level, your ability to tap into others’ health grows further. Whenever you affect a creature with your Natural Cure feature, you can choose to heal it for a number of hit points equal to 2d6 + twice your Charisma modifier (minimum of 2).
Additionally, whenever you remove a condition from a creature, you can immediately choose another creature within 30 feet to be targeted by that same condition. The creature must succeed on a Wisdom saving throw against your spell save DC or be immediately affected by this condition for 1 minute, making saves or ability checks to clear it as defined by the original source of the effect.
For example, if an ally is affected by the poisoned condition and can make a Constitution saving throw at the end of their turns to clear the effect, an enemy you target with this feature can also make the same Constitution saving throw if they are affected.
Once you target a creature with this feature, they have advantage on any subsequent Wisdom saving throws they make to avoid it for the next 24 hours.
Child of Creation
At 18th level, you are fully attuned to the world itself. You are immune to the blinded, charmed, deafened, frightened, paralyzed and poisoned conditions, and creatures within 15 feet of you have advantage on saving throws against these conditions.
My first homebrew on this website! Feedback, criticism, and suggestions are welcome. :)
Hotlinks to all Tables: A complete list of every trinket table for quicker access. This also functions as the easiest link to reblog or save for reference purposes as it’s updated with each new table. Now with 131 full d100 loot tables, resource tables and a working rollable Omni Loot Table.
---Note: The links sometimes don’t work on mobile devices or some apps. Try using a desktop or browser extensions if they aren’t working.
-The Omni Loot Table: The loot mega-table that allows the user to roll randomly on the 131 tables this blog has collected. This grants a DM literally millions of unique trinkets, equipment and items that players can find to enrich their world and playing experience.
-Character Creation Loot Generator: This generator creates an sample of trinkets, curiosities and loot, pulled from a wide list of other tables that is meant to provide the player with items to encourage engaging roleplaying. Best used at character creation to help with ideas of where the character has traveled, what they’ve accomplished and what they’ve chosen to carry with them.
-All Trinkets: Interesting baubles or semi magical items that have little to no practical in game or mechanical use for an adventurer.
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-All Unique Armors: Splint mail, studded leather and sturdy shields of all shapes, sizes and mysterious backgrounds. Distinctive armors that can serve as the basis for family heirlooms, legendary artifacts and magical or masterwork weapons.
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-Masterwork Armor Bonuses: Over a dozen homebrew armor improvements, enhancements and modifications created though superior craftsmanship. These masterpieces though more powerful than standard armor but weaker than a +1.
-All Artifacts: Artist masterpieces, rare magics and opulent combinations of jewels and precious metals. These objects can be found in the throne rooms of kings, the demiplanes of archmages and the pinnacle of a dragon's hoard.
-All Books: An eclectic library of dusty tomes, fictional textbooks, pocketbooks, paperbacks, hardcovers, booklets, leaflets and magical manuals.
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-Book Descriptions: A short list of quirks, physical descriptions and eccentricities to add additional characteristics to the book trinket list. Rollable Book Descriptions table
-All Cloaks: A collection of unique descriptions of cloaks for DM’s to give to their players as magical or mundane loot and for players to use during character creation to help flesh out their personal style.
- All Circlets, Crowns and Coronets: Resting on the noble head of the mighty king or regal queen are the physical manifestations of their wealth and power. The symbols of their right to rule, these various headdresses are often tailor made to serve as metaphor for the monarch’s personality or that of their kingdom.
-All Minor Magical Items: Not-quite-wondrous objects, common magic items, utility and niche magical equipment, underpowered relics or depowered artifacts. These options are essentially cantrips and weak magic spells in physical form and are perfect for low level characters.
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-All Necklaces: Amulets, lockets and pendants that grant an immediate glance into the bearer’s personality, wealth, rank or social class and often serves as an iconic part of that character’s look. While a locked metal torque can instantly mark the bearer a penniless slave and a string of lustrous pearls mark their owner a flauntingly wealthy noble, so can an adventurer's necklace mark them as a creature to bestow quests upon.
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-All Rings: Enough bands, loops and rings to wear three on every finger and toe while still having dozens to spare. These tiny bejeweled circlets of bone, metal and wood always add more to the story than the sum of their parts.
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-All Sealed Glass Vials: Faulty potions, weak elixirs, alchemical supplies, spell components, ritual elements, enchanting materials, crafting ingredients and magically preserved biological samples.
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-All Unique Weapons: Blades, bludgeons and bows of all shapes, sizes and mysterious backgrounds. Distinctive weapons that can serve as the basis for family heirlooms, legendary artifacts and magical or masterwork weapons.
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-Masterwork Weapon Bonuses: Over 20 homebrew weapon improvements, enhancements and modifications created though superior craftsmanship. These masterpieces though more powerful than ordinary weapons but weaker than a +1. Rollable Masterwork Bonus Table
-Running the Numbers: On Balancing Homebrew Masterwork Weapon Bonuses
-Random Weapon + Random Masterwork Weapon Bonus.
-Random Unique Weapon + Random Masterwork Weapon Bonus.
-Minor Weapon Enchantments: A collection of minor bonuses that are weaker than a standard +1 weapons, as they come with trade-offs, risks, prerequisites, limited uses or niche benefits. These enchantments provide feat-like bonuses, low level class abilities, modify damage types, provide short bursts of power or replicate the effects of low levels spells. Rollable Minor Weapon Enchantments Table.
-Random Weapon + Random Minor Weapon Enchantment.
-Random Unique Weapon + Random Minor Weapon Enchantment.
-All Unique Minor Magic Weapons: A collection of weapons of artifact level flavorful but low level power. Much like the Minor Weapon Enchantments, these provide small bonuses and combat options that are restrained by limited uses, niche situations or come with risky drawbacks.
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-All Valuables: More useful than simple baubles touched mystery, these items have either a clear purpose, a reliable ability or are made from a fairly costly material. The items could fetch fair prices to collectors of the strange, jewelers, antique or art dealers or simply to barter with if the owner is short on actual currency.
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-All Worthless Trinkets: Vaguely interesting garbage, vendor trash and junk loot. Not magical or mysterious like regular trinkets or worth anything more than a copper piece or two even if you could find someone to buy it in the first place.
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—Keep reading for all reference and resource tables.
-Battle Cries: Simplistic and bone chilling warcries, complex and inspiring calls to arms and primal wordless screams of rage that shakes the enemy down to their iron-shod boots. A collection of simple phrases, threats, insults and violent promises for creatures to yell before and during combat to add verbal spice to each attack.
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-Random Color Table: Pretty self explanatory and it’s basically only here because many of the trinkets reference it. Roll for colors or just use it as a reference while handing things out if you don’t have a color wheel handy. Rollable Random Colour Table.
-Random Creature Type Table: A quick guide to the various creature types for reference purposes. Rollable Random Creature Type Table.
Random Godly Domains Tables: Depending on your system and in-game universe, there may already be a pantheon, singular or lack of Gods. However, people are superstitious wherever your players go and these tables allow a DM to generate a domain, theme or patronage to quickly flesh out a trinket with a “Random Godly Domain”. Rollable Godly Domains Table.
Unique Metamagic Options: The practice of learning, preparing and casting spells is often considered Art rather than religious fervour, academic knowledge or inborn skill. Over a dozen homebrew options all of which provide a vivid description of exactly how the caster is deliberately warping the nature of the spell to achieve their goal. Rollable Unique Metamagic Options.
-All Mottos: Whether they're called adages, maxims or creeds, these simple statements are essentially promises made to oneself, family, or institution. A character's motto can be a goal in itself or a moral anchor that centers his life and guides his action. A mixed collection of real life and fictional mottos that can aid a DM to quickly expand the history of the campaign or to aid a PC in a richer character creation.
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Random Musical Instruments Table: There are a surprisingly large number of ways to pluck a string, blow through a tube or hit something with a stick. This collection of real life instruments are all capable of being created with pre-industrial techniques and can be easily be carried, maintained and played by a traveling adventurer. Rollable Musical Instruments Table.
Random Nightmares: A collection of unspeakable, nonsensical night terrors, worse than the strongest of bad trips on powerful hallucinogens. These exist to frighten adventurers who have seen more than their fair share of trauma. A cleric’s healing words can mend the flesh but nothing truly mends the mind from witnessing the aberrant horrors, monstrous beasts and undead abominations, whose defeat is an adventurer’s main source of income. Rollable Nightmares Table.
Random Weapon Tables: Sometimes you just need a weapon and literally anything mildly lethal will do the trick. These lists give a DM the ability to quickly look through different options when generating loot. Rollable Random Weapons Table.
-Random Sword Table
-Wild Magic Surges: A collection of Wild Surge options for DMs and PCs who find the published tables limiting, repetitive or boring, three things wild magic by definition, should never be. Rollable Wild Magic Surge Table.
Glossary and Common Terms: A collection of terms and lingo that are frequently used in D&D and other tabletop games, along with terms written by me specifically for use in this blog. Some words used in this blog are purposely written as “catch all” ideas or “Common Terms” that can easily be adapted to any game system.
So it turns out classes are hard. I might get that milestone celebration finished at some point eventually.
Anyway, here's the Siren race. Because sea elves and water genasi sometimes don't quite scratch that itch. Maybe you want to play up the charming seductress, drawing men in like an angler fish. Or maybe you just want to be a watery tart tossing swords at people.
The Starborn, the Race that fell from the sky.
For more cool ad unique races join my Patreon today! Link in the repost and comments.
Twin Amulets of Arcane Affinity
Wondrous item, very rare (requires attunement by a spellcaster)
These matching amulets resonate with a harmonious frequency when in each other’s proximity. In order to attune to an amulet, you must do so simultaneously with another attuner. While you are both attuned, when the other amulet is within 30 feet of you, you gain a +1 bonus to spell attack rolls and to the saving throw DCs of your spells. Additionally, when you cast a spell that affects multiple creatures, you can choose to exclude the other amulet wearer from the effect. As an action, you can touch the other amulet wearer and expend 1 spell slot of 3rd level or lower. The other wearer regains an expended spell slot of an equivalent level. If the other amulet wearer is within 30 feet of you and is reduced to 0 hit points but not killed outright, you can use your reaction to expend 1 spell slot of 5th or higher to drop them to 1 hit point instead of 0. You can use this reaction once per long rest.
“The twin mages Jiménez and Jerónimo were always seen together. Twas rumored they had never been in separate rooms, for fear of what might happen if one could not see the other. As you can imagine, their eccentric behavior caused much stir in the arcane community. Eventually, word of the inseparable pair reached the king, and he summoned them to court. To sate his morbid curiosity, the king had the brothers forcibly separated into two lead-lined chambers for 1 whole minute. They solemnly shared one last glance before the rooms were sealed. At first, their screams caused uproarious laughter in the court. But as the time pressed on, and their screams fell silent, so too did the courtiers. When the doors were opened, both brothers lay dead. No mortal wounds were discernible. The only items of note on their bodies were these matching amulets of arcane affinity, a great unsolved mystery. And now their priceless jewelry can be yours! I’ll accept bids starting at 500 gold! Do I hear 500 gold for the dead twins’ necklaces!”
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📜 Credit. Art and design by us: the Dungeon Strugglers. Please credit us if you repost elsewhere.
Collection: I Search the Bookcase!
This 3-page collection of ideas for books on your in-game bookshelves should help you figure out what to say when one of your players goes to inspect the mad mage's books. Books are a great way to embed lore into your world and share it with your players. Additionally, some books may have been owned by magical creatures, or a wizard may have left a note or two in the margins, creating a whole new adventure for your players to chase after. Or maybe you'd rather make your own books? These tables will help you decide what it looks like, how it's written and what's so special about your books.
For better, full-page high quality imagery, take a look at the collection "I Search the Bookcase!" at the Homebrewery here!
you've heard of owlbears but have you considered aperavens
Large plant, neutral evil
Armor Class 14 (natural armor)
Hit Points 231 (22d10 + 110)
Speed 10 ft.
Str 25, Dex 6, Con 21, Int 12, Wis 14, Cha 19
Damage Resistances bludgeoning, piercing
Damage Vulnerabilities fire
Condition Immunities blinded, deafened, exhaustion
Senses darkvision 120 ft., tremorsense 60 ft. passive Perception 12
Languages understands Common, Elven, and Sylvan, but cannot speak
Challenge 12 (8400 XP)
Death Curse. When the night twist is killed, the creature that killed it must succeed on a DC 16 Wisdom saving throw or be cursed. The curse causes the creature's sleep to be plagued with nightmares. If the creature needs to sleep, it is unable to, and gains one level of exhaustion each morning. After gaining a level of exhaustion, an affected creature may repeat the saving throw, ending the effect for itself on a success. A remove curse spell cast on the creature also ends the effect for that creature. If an affected creature dies before the curse is removed, and its remains are buried, a new night twist begins to grow on the site of its grave after 1 month.
Song Of Despair. While it is night, the night twist constantly emits a sorrowful song, which can be heard up to 1200 feet from it. Whenever a creature that can hear the song enters within 1200 feet of the night twist, that creature must make a DC 16 Wisdom saving throw. On a successful save, the creature is immune to the Song of Despair of all night twists for 24 hours. On a failed save, the creature is charmed by the night twist. While charmed in this way, the creature moves toward the night twist, and takes no other actions. When it reaches the night twist, it stands within 5 feet of it, taking no action. If a remove curse spell is cast on the affected creature, the effect ends. If an affected creature takes damage, it may repeat the save, ending the effect on itself on a success.
Multiattack. The night twist can use Wind Blast if it is able to. It then makes three slam attacks.
Slam. Melee Weapon Attack: +11 to hit, reach 10 ft., one creature. Hit: 20 (3d8+7) bludgeoning damage.
Wind Blast (Recharge 5-6). A powerful wind emanates from the night twist, extinguishing all open flames within 120 feet of it. Each creature within that radius must succeed on a DC 17 Strength saving throw or be knocked prone.
Often, travelers through the dark forests and marshes of the world will hear a haunting melody wafting through the trees. The song always sounds like the most sorrowful thing the listener can imagine; it never sounds alike to two different people. What they can all agree on is its allure, magically drawing toward the old, dead-looking, twisted tree that sings it. There, the night twist attacks its prey, consuming the festering corpses that remain. Night twists stand around 15 feet tall and weigh at least 6,000 pounds. They do not seem to die naturally, though no one knows for sure. The older the night twist, the larger it grows, and the truly ancient ones are said to have attained massive size, and are far more formidable.
Originally from the Monster Manual III
Random D&D Spells!
(based on this post)
This is a list of 100 strange, offbeat, and questionable D&D spells. There's more where these came from, but I decided I was going to post them in sets of 100, for convenience.
Suggested usage: I imagine a spell-scroll "gumball machine" that randomly dispenses spells to players based on a roll of a d100.
Not all of these spells are particularly useful and many are very much a "use at your own risk" sort of thing. The "random spell dispenser" will be more fun once there are more spells, since there will be more "overly specific" or useless spells, but have fun with these!
Electrocuting Noose (Level 2)—You braid a rope of lightning and roll to hit a creature within 30 feet of you. If successful, the rope tightens around the neck of the entity you select, causes 1d6 lightning damage, and pulls the creature 10 feet into the air, where it must make a Strength saving throw equal to your spell save DC or take an additional 2d6 damage.
Levitate Deer (Level 1)—You use an action to cause a deer within 50 feet of you to levitate for 45 minutes. It has a flying speed of 15 feet for the duration.
Freshwater Authority (Level 1)—You move to a pond, river, stream, or other freshwater body of water and summon a being made of water weeds and algae wearing a suit and tie, which bestows upon you 1d10 to add to your next Wisdom, Charisma, or Intelligence check or saving throw.
Complaint Invisibility (Level 2)—For 30 seconds, you complain loudly about an object or creature no larger than 10 feet in diameter in all directions, causing it to become invisible for 25 minutes or until you end the spell (by complimenting the object or creature).
Plaid Striking (Cantrip)—When you hit with a melee weapon, the creature or object hit is covered with a colorful plaid pattern until your next turn.
Torturing Counterexample (Level 2)—When an entity within 30 feet of you is successfully revived after their hit points drop to 0, you summon a frightening image of that entity’s dead body, showing what would have happened if the affected entity were not successfully revived. This image follows closely behind the affected entity, as if undead, for two hours or until you end the spell. Whenever an ally within a 30 foot radius of the affected entity and their image rolls a critical failure, the image will cling to the arm or wrist of a nearby ally of the affected entity and say something like “Why couldn’t you save me?” or “I didn’t want to die this way!” causing all allies that can hear to take 1d10 psychic damage.
Delousing Stab (Level 1)—For the next 12 hours, any creature you stab with a bladed weapon of any kind is instantly cleansed of lice. The weapon still does the usual amount of damage.
Crystal Flare (Level 2)—You hold a crystal of quartz or some mineral and cause it to glow brightly for the next 5 minutes; for 24 hours, you can instantly get 5 more minutes of light from the crystal by touching it again. The light illuminates everything in a 20 foot radius, dissipates magical darkness in a 20 foot radius, and unless obstructed it can be seen up to 3 miles away.
Dirtying Stun (Cantrip)—You gather a ball of mud or other filth to throw at a creature within range. If you successfully hit them, they have disadvantage on their next saving throw and are knocked prone.
Respiratory Brightness(Cantrip)—Your lungs appear to give off a bright glow from within your ribcage, and each breath you exhale appears as a cloud of bright mist in front of your face before dissipating. This is visible even in magical darkness and lasts for 5 hours or until you end the spell.
Fireproof Finger (Cantrip)—For 10 minutes, the index finger of your dominant hand is immune to fire damage.
Dark Whisk (Level 1) —You summon a whisk made of shadow and beat a nearby shadow as if making meringue. Magical darkness expands from the area you are whisking in a radius that increases by 1 foot for every 15 seconds you do this. If you whisk for more than 8 minutes, the darkness falls apart and dissipates because you over-beat it.
Shredding Surgery (Level 2)—You seize three or more daggers or sharp knives of any type (up to 12), thread, and a sewing needle, select a creature within 10 feet of you, and roll to hit for each blade (all of this is a single action). That creature must make a Dexterity saving throw with a DC equal to your spell save DC. If failing, they take 2d4 slashing damage for each knife that hits as the knives become animated and cut randomly into their body. The damage increases by 1d4 for each higher level you use to cast the spell. Immediately afterward, the sewing needle becomes animated and stitches their wounds haphazardly, causing an additional 1d4 piercing damage. The creature must make a Constitution saving throw with a DC of 10. If failing, they take an additional 1d12 necrotic damage as the wounds become infected; otherwise, they heal 1d8 hit points.
Prying Twilight (Level 1)—During the period of dusk or dawn, you gain advantage on skill checks to open doors and containers, locked or unlocked.
Topiary Eluding (Level 1)—Using an action, you change a nearby shrub or tree into a realistic topiary in your likeness, causing the next attack directed at you to be directed at the topiary instead. Projectiles aimed at you will hit the topiary, and enemies attempting to hit you will find themselves hitting the topiary.
Ferret Commentary (Level 1)—As an action, you cause a talking illusion of a ferret to appear and to comment on events and activities in your surroundings for 20 minutes. The ferret follows the spellcaster, walking through the air at about chest height. The comments are typically good-natured, highly rambling and distractible, and often reminiscent of a sports commentator.
Roving Tambourine (Level 1)—Summons a magical tambourine, which roams randomly over an area of up to 1 square mile as if carried and shaken by a person for 24 hours or until the caster ends the spell.
Intimidating Carcass (Level 3)—You enchant the carcass of any animal to walk behind you, granting you an automatic +10 to intimidation for the spell’s duration. After 15 minutes, the carcass flops to the ground again like an ordinary carcass.
Freckle Appearing (Cantrip)—You point at the skin of a creature you can see within 10 feet, causing a freckle to appear where you point.
Woodsy Thwarting (Level 1)—In any area covered with trees or shrubs, you can, as a bonus action, halve the movement of up to 3 entities that you can see until your next turn.
Lube Region (Cantrip)—Produces a slippery magical water-based substance that continuously lubricates an area of your choice up to 1 foot in diameter for 15 minutes or until you end the spell. After the spell ends, the substance evaporates.
Moose Troubleshooting (Level 1)—Summons a moose that gives you the power to reroll an Insight or Investigation check up to 4 times. However, it causes a -3 debuff to all your rolls. This ability can be used once per long rest.
Hemorrhage Illumination(Cantrip)—For 10 minutes, whenever you bleed the blood gives off light illuminating objects it touches or stains. This is visible in magical darkness up to 20 feet away.
Fox Purging (Level 1)—You speak a word of power, causing all foxes to be forcefully propelled out of a sphere with a 90-foot radius centered on the caster.
Mollusk Radar (Level 2)—For 15 minutes, you can sense the location of any mollusks within 300 feet of you. This ability can be used only once per long rest.
Sparing Dazzle (Level 1)—As a bonus action, you touch a nearby creature or entity, causing them to sparkle brightly like snow in sunlight and to be unaffected by any spell cast in the next 12 seconds with an area effect. This lasts until your next turn.
Forging Repulsion (Level 2)—You hold a small metal object tightly in your fist and summon arcane power, causing red-hot metal bars to appear around you, cool immediately to the color of the metal object you are holding, and push outward from you, forcing all entities and creatures that fail a Strength saving throw with a DC of 20 out of a circle with a 5-foot radius centered on the caster. Each level above 2nd that you use to cast the spell expands the radius of the circle by 5 feet.
Optimism Scorch (Level 1)—You make a confident, positive assertion about the near future and roll Persuasion. Any entity that can hear you that is successfully persuaded (whether your optimistic assertion is positive or negative to them) takes 1d6 fire damage.
Caustic Seesaw (Level 2)—You cast a spell that falls over you and one another creature you choose within 40 feet of you, lasting for 6 minutes. As you cast the spell, the creature you choose immediately takes 1d6 acid damage and is propelled 15 feet into the air for 6 seconds. When the current turn ends, the creature descends safely to the ground, and you take 1d6 acid damage and are propelled 15 feet into the air. After 6 seconds, you safely descend to the ground and the creature you choose is propelled again into the air and takes an additional 1d6 acid damage. This continues, with the spell’s effect alternating every 6 seconds, until the spell ends, until your hit points or the creature’s hit points drop to 0, or until you use an action on your turn to end the spell. (If you are in the air on your turn, ending the spell will cause you to fall 15 feet.)
Hail Pounding (Level 2)—You select a creature within 40 feet of you and roll a d10, then roll to hit that number of times. Large hailstones fly from a storm cloud that gathers above the creature you selected and hit the creature once for every successful hit, each dealing 1d6 bludgeoning damage.
Clown Chase (Level 2)—Summons a pack of 3-6 frightening clowns, which chase a creature of your choice for 3 minutes in a direction of your choice. That creature’s movement speed increases by 30 feet per turn for the duration, but they become frightened and must flee from the clowns.
Starlight Filibuster (Level 1)— When an entity you can see attempts an action while situated where the stars are visible, you can use an action to postpone their action until starlight fades from the sky at dawn.
Circular Igniting (Level 1)—You pick a point within 50 feet of you. Objects and entities along the edge of a circle with a radius of 12 feet, centered on the point you choose, catch fire, taking 1d4 fire damage. Objects within the circle and outside it are unharmed.
Blasting Putrefying (Level 6)—You summon a blast of decay and rot in a straight line emanating 60 feet from you. Any food that falls within this line rots, plant material dies, and living creatures take 4d8 necrotic damage. Additionally, any creature within 15 feet of falling on the line must make a Constitution saving throw with a DC equal to your spell save DC or start gagging and vomiting for the next 30 seconds. Undead creatures are unaffected.
Paw Transplanting (Level 1)—You enchant the paws of an animal within 10 feet of you, causing its paws to trade places with your hands for 25 minutes. You will be able to use the paws as though they were part of your own body, and the animal will be able to do the same with your hands.
Pervading Agony (Level 4)—You focus on your most painful and horrific memories, causing you and everyone within 20 feet of you to make a Wisdom saving throw, taking 5d4 psychic damage if failing and half damage if successful. If the caster fails, the spell ends, but if the caster succeeds, everyone within 20 feet including the caster must make a Constitution saving throw or have their movement reduced to 5 feet per turn for the duration of the spell and their vision reduced to 15 feet in any direction. The 5d4 psychic damage and Wisdom saving throw is repeated on each turn beginning in the spell’s effects. The spell lasts until the caster fails a Wisdom saving throw (failing the Constitution saving throw will reduce the caster’s vision and movement, but will not end the spell).
Ignited Trial (Level 1)—You challenge an entity to perform a feat that you choose (requiring a skill/ability check.) If they accept the challenge and successfully perform the feat, they catch fire and take 2d8 fire damage.
Dagger Redouble (Level 1)—You touch a dagger. Any hits made using that dagger until the spellcaster’s next turn automatically do double damage as a second dagger appears to materialize and follow the first dagger’s movements.
Labyrinthine Negation (Level 2)—You summon an aura of confusion around yourself stretching to a radius of 50 feet, which lasts until your next turn. Projectiles, spells and effects that travel in a straight line, when entering the area affected by the spell, will turn and loop around in a maze-like pattern of detours until they hit the ground or dissipate without reaching their intended targets.
Entity Janitor (Level 1)—You summon a strange entity, impossible to fully comprehend to the mortal mind. For the next hour, the entity will attempt to clean anything within a 50 foot radius it perceives as dirty. This includes anything with hair, anything visibly wet, anything covered in grass or foliage, and anything shiny or reflective. The janitor has an AC of 12 and carries an ordinary mop, spray bottle, bucket, and rag to clean with, and disappears if hit by an attack, though all attack rolls against it have disadvantage.
Redirect Dew (Level 1)—You use an action to gather up all the dew in a 30 foot radius of you and redirect it into a container or onto a point of your choice.
Charring Convalescence (Level 1)—You select a creature you can touch. That creature instantly heals 1d12 hit points while simultaneously taking 1d12 fire damage.
Enamel Laceration (Level 1)—You touch a piece of enamel, such as a tooth, which the spell consumes. Roll to hit a creature within 50 feet of you. If you are successful, they take 4d4 slashing damage from enamel shards lacerating their flesh.
Allergenic Ripple (Level 1)—A wave of magic ripples outward from you, causing itchy skin and sniffles in creatures within a 15 foot radius. All creatures within this radius must make a Constitution saving throw (DC:5) or begin the next turn with disadvantage due to being distractingly itchy. Any creatures who roll critical failures enter anaphylactic shock and their hit points drop immediately to zero.
Nameless Eggplant (Cantrip)—You summon an eggplant. Anyone who sees, touches, or otherwise becomes aware of the eggplant’s presence must make a Wisdom saving throw (DC: 20) If failing, they will be unable to identify, describe, or refer to the eggplant using any word. (This also applies to the person who cast the spell).
Enraging Insulter (Level 1)—An entity you choose within 50 feet of you is followed by a loud voice which shouts insulting comments at them for 10 minutes. If the entity begins their turn under the spell’s influence, they must make a Wisdom saving throw (DC: 8). If failing, they will be compelled to disengage from combat and angrily argue with the voice until their next turn.
Unhinged Decay (Level 3)—An enemy you choose within 30 feet immediately takes 6d6 necrotic damage. On their next turn, the nearest entity to them within 30 feet must make a Wisdom saving throw (DC: 15). If failing, they too take 6d6 necrotic damage and also prompt the nearest unaffected entity within range to make a DC 15 Wisdom saving throw on beginning their next turn, which in turn will have the same effect. There is no limit to the number of entities that can be affected at once. The spell ends only when all affected entities are killed or when all affected entities begin their turns with no one else in range.
Maiming Lecture (Level 4)—You sternly lecture an entity that can hear you and understand your language for one minute, causing them to make a Wisdom saving throw with a DC equal to your Performance roll when you are finished. If you are not interrupted and they fail the save, they take 3d10 slashing damage.
Appraising Sabre (Level 1)—You touch a bladed weapon of any type, causing it to become enchanted. For twenty-four hours, when any object is damaged by the weapon, a voice emitted from the weapon will announce the initial monetary value of the item and the cost of the damage done, becoming audibly agitated if the item is destroyed or damaged beyond repair. The weapon will not appraise enemies themselves but will appraise their weapons and armor.
Circumvent Glassware (Level 1)—For 10 minutes, all parts of your body will be able to pass through glass objects as though they were air, making you unable to touch, interact with, or pick up anything made of glass.
Disquieting Bleeding (Level 1)—You touch an entity, causing them to constantly ooze blood without any visible wounds for one hour. This has no harmful effects but it is disquieting.
Reviving Quip (Level 1)—You say something snappy and clever over your fallen companion’s body, which revives them with 1d8 HP.
Soapy Glide (Level 1)—A slippery foam of soap bubbles forms beneath you, which grants you an additional 20 feet of movement per turn for the spell’s duration (12 minutes). The momentum of your slippery gliding also grants you an additional +2 to hit. However, if you are hit by an enemy, you will slip and be knocked prone.
Misplace Carcass (Level 1)—You touch an animal carcass and visualize a location within 300 feet of you, which causes it to be teleported to a location within 300 feet that isn’t the one you thought of.
Induced Frolic (Level 1)—A creature within 30 feet of you must make a Charisma saving throw with a DC equal to your spell save DC. If failing, they become charmed and skip and bound happily about for 10 minutes, disengaging from combat and disregarding anything happening around them, though they may repeat their saving throw on their turn.
Grime Council (Level 2)—You summon a group of nine to twelve filthy, humanoid creatures dressed in heavily soiled aristocratic finery, which bestow favor or disfavor on any entity you select within 40 feet of you. Entities favored by the council will receive advantage on a type of check or saving throw of your choice, and an additional 10 temporary hit points, for 24 hours. Entities disfavored receive disadvantage and their max HP is lowered by 10 for the same period. Favor or disfavor is bestowed based on how visibly dirty they are, with extremely filthy entities being favored.
Puny Hailstorm (Level 1)—Causes a handful of small hailstones to fall from the sky over a 10 foot radius centered at a point within 30 feet of the caster. Entities within that radius must make a Dexterity saving throw (DC: 5) to avoid being hit by a hailstone; if failing, they take 1 point of damage.
Boniest Discomfort (Cantrip)—Up to 3 creatures that you can see must make a Wisdom saving throw with a DC equal to your spell save DC. If they fail, they are made very uncomfortable by the sensation of skeleton hands touching them.
Coarsen Undershirt (Cantrip)—You use an action to make the undershirt or other equivalent inner clothing layer of an entity you can touch coarser and more uncomfortable.
Oceanic Strengthening (Level 1)—For either the duration of your turn or for one ability check or saving throw, you receive a +5 to strength on top of any additional bonuses, provided you are in contact with seawater.
Venom Godmother (Level 2)—You allow yourself to be stung or bitten by a venomous animal, which allows you to summon a wasp-like fairy creature that claims to be your Venom Godmother. The Venom Godmother offers you three wishes, which will be granted as long as they are for non-magical venomous animals. If you wish for something that is not a venomous animal, the Venom Godmother will disappear and have to be summoned again.
Confetti Bafflement (Cantrip)—You throw confetti in someone’s face. They gain disadvantage on their next Wisdom saving throw.
Crepe Stockpile (Level 1)—Summons a pocket dimension that can be used to hold a finite but incredibly large amount of crepes (equivalent to a large warehouse). Crepes stored in the crepe stockpile do not go bad and are always in the exact condition they were in when placed. The pocket dimension remains open for 120 seconds at a time when the spell is cast. When it closes, any object within the pocket dimension that is not a crepe or an acceptable topping or filling for a crepe will result in the destruction of the pocket dimension and all crepes within, and the ejection of the non-crepe object.
Tranquility Slap (Level 1)—You meditate on a peaceful, serene image for one minute. For the next 10 minutes, any entity you slap with your open palm will become Charmed by you and seek out a peaceful place to lie down and relax.
Catastrophic Moonbeam (Level 3)—You look directly at the moon and draw its light toward you, causing a pure white moonbeam to focus itself over you and descend around you in a 15 foot radius, dealing 1d12 radiant damage during a crescent moon, 2d12 damage during a half moon, 3d12 damage during a gibbous moon, and 4d12 damage during a full moon. If the moon is not visible to you, the spell has no effect.
Seasick Roil (Level 1)—You choose a location within 30 feet of you. All entities within a 10 foot radius of that location feel the ground tilt and sway beneath them like the deck of a ship, and must make a Constitution saving throw equal to your spell save DC. If failing, they become seasick until your next turn and must make an additional Dexterity saving throw to avoid being knocked prone.
Kinglier Lettering (Cantrip)—You run your finger or hand across written or carved lettering, which causes it to be written in a fancier and more kingly-looking font.
Frostbite Hurling (Level 1)—You roll to hit any creature within range with a thrown projectile. On a successful hit that creature takes 1d10 cold damage and its movement is halved for its next two turns.
Menacing Trash (Level 1)—You enchant a pile of garbage or refuse at least 4 cubic feet in volume, causing it to exude an aura of menace. For the next hour, anyone that comes within 20 feet of it must make a Wisdom saving throw (DC: 8) or become frightened by it and attempt to leave the 20 foot radius surrounding the trash pile.
Bite Enhancement (Level 1)—For one hour, your bites deal double damage.
Spooky Pebble (Cantrip)—You summon a ghostly pebble from beyond the mortal plane. The pebble can touch objects but floats a few inches above the ground, and disappears after 15 minutes.
Rain Hemorrhage (Level 1)—You summon reddish-brown rain clouds above an area within 100 feet of you with a 10 foot radius, which release a downpour of fresh blood for 3 minutes before dissipating.
Pervading Terminology (Level 2)—You choose a random word, in any language or of your own invention, and speak an enchantment containing it over an object of your choice. For 24 hours, all entities within 30 feet of you that fail an Intelligence saving throw (DC:20) will refer to the object using that word, including the caster. If any entities successfully pass the saving throw and question the use of the word, all affected by the spell will begin to more broadly apply the word, using it to apply to the class of objects the object belongs to or to other, similar objects. If the caster passes their initial Intelligence save they can end the spell whenever they choose; otherwise it ends after 24 hours.
Sunburst Remedy (Level 2)—During the hours of daylight, you spend 15 minutes gathering a burst of sunshine, which can be used at any time until sunset to end the effect of one poison, disease or curse from an entity you can touch.
Soil Acquirement (Level 1)—You instantly transfer up to a cubic foot of dirt from the ground around you into your pack or into any container you are carrying.
Certifying Boar (Level 1)—Summons a spectral boar which confers upon you a license or certification of your choice. For one hour, anyone who attempts to verify that you are qualified to do something requiring a license or certification must make a DC 20 Wisdom saving throw. If failing, they will find that you possess the license or certification, otherwise the spell ends.
Mushroom Identifying (Cantrip)—Once per long rest, you can accurately identify any mushroom and know its properties.
Leaf Incantation (Cantrip)—You pluck a green leaf from a nearby tree and gain a 1st-level spell slot. This can be used once per long rest.
Synthesize Wolf (Level 2)—You arrange organic materials of your choice into the life-sized shape of a wolf and perform rituals (including howling) for several hours over them. At the end of the rituals, the materials will form into a wolf-like creature with the abilities, hit points, etc. and needs of a normal wolf, except its appearance will hint at its components. The creature is tame and follows your commands.
Char Mediocrity (Level 1)—When an entity within 10 feet of you rolls an 8 or above, but no more than 12, on a skill check, you cause fire to envelop them as a reaction, dealing 1d6 fire damage. (You do not automatically know if a roll is within the specified range, but may attempt to cast the spell an unlimited number of times without consuming a spell slot until successful.)
Drenching Purr (Level 1)—A rumbling, cat-like purr emanates from the sky and douses an area with a 5 foot radius in a downpour of water that lasts 2 minutes.
Steely Hiatus (Level 3)—You cause a creature you can touch to be outlined in a gleaming, steel-like layer of magic. For the next 5 minutes or until your concentration is broken, the creature cannot attack, move, take any action or bonus action, be affected by magic, or be damaged even when hit, but can react to being hit and respond to others when spoken to.
Cinder Pain (Cantrip)—As a bonus action, you light a cinder on the skin of a creature within 15 feet, dealing one point of fire damage and breaking their concentration.
Butterflying Charm (Cantrip)—You touch any willing creature or object. For the next 12 hours, butterflies are attracted to the creature or object and will fly around and land on it.
Immobilizing Sizzle (Level 2)—You select an entity within 15 feet of you. For the next 3 minutes, they take 1d4 fire damage per turn and their movement drops to 0.
Counterstrike Feldspar (Level 1)—As a reaction, you enchant a piece of feldspar and propel it at an enemy that has hit you or an ally, dealing 1d12 bludgeoning damage.
Stormy Doom (Level 1)—You summon dark clouds around yourself, causing unfriendly entities that can see you to make Charisma saving throws with a DC equal to your spell save DC. If failing, they become frightened by you until your next turn.
Pillar Striking (Level 5)—Using a piece of workable stone such as granite or marble, which the spell consumes, you can summon a large pillar that can be propelled at an entity within 50 feet of you. If hit, the entity takes 5d10 bludgeoning damage. The pillar immediately crumbles to dust and disappears after striking.
Gargled Greenery (Level 1)—You touch a leaf or stem from any plant, which the spell consumes, and select an entity within 10 feet of you. That entity begins sprouting leaves of the type corresponding to the plant you use as a spell component and begins choking until they dislodge the leaves, until their hit points drop to 0, or until you end the spell.
Dysfunctional Mandolin (Level 1)—You enchant a normal mandolin to be exclusively capable of playing music inappropriate for the tone of any given moment. During sad or somber occasions, the mandolin plays bawdy, upbeat tunes; on happy occasions, it can only play slow, sad songs, and when quiet or restful music is called for, it can only play loud and disruptive songs. A person touching, holding or playing the mandolin believes its tunes to be fully appropriate for the circumstance, and is incapable of admitting otherwise without blame, guilt-tripping or other dysfunctional behaviors. The enchantment lasts 72 hours.
Tempest Obsidian (Level 6)—You use a piece of obsidian, which the spell consumes, to summon a black thundercloud over an area with a radius of 50 feet, from which descends a destructive hail of volcanic glass, lasting 18 minutes. Every entity beginning their turn in the storm cloud must make a Dexterity saving throw (DC:12) or take 2d10 piercing damage from obsidian shards.
Sedative Coupon (Level 1)—You spend several hours mulling over an abstruse ritual, ending with you writing several obscure symbols on a small piece of paper or other material that can be written upon. You then spill some blood onto the ground and drop the writing into a portal that appears before you to a hellish dimension, where it is accepted by an unknown entity that bestows upon you the ability to relieve the suffering of a creature you can touch, healing 1d10 hit points and inducing peaceful sleep. If any other object is dropped into the portal, a clawed hand will emerge from the portal and attempt to drain all the blood in your body as payment, but you can prevent this by mentally ending the spell.
Stupefying Tether (Level 1)—You enchant a length of ordinary rope. For 8 minutes, any entity that is restrained with the rope has disadvantage on Wisdom and Intelligence checks and saving throws.
Immediate Sunflower (Cantrip)—You drop a sunflower seed on the ground. It immediately grows into a mature sunflower.
Unfaithful Likeness (Level 1)—You roll a d6 and manifest a spectral image of a person you choose. According to your roll, the likeness is unfaithful in one of the following ways: 1—It is accurate, except the likeness exaggerates one or more of their prominent features, like a mean-spirited caricature. 2—It is accurate, except the likeness makes the person much more attractive than they normally are. 3—The likeness’s skin tone, hair color, and eye color are all noticeably different from what it actually is like. 4—The likeness is accurate, except the person is shown wearing clothes they would never actually wear. 5—The likeness is accurate, except the person appears significantly taller or shorter than they actually are. 6—The likeness is not accurate at all, and instead depicts a seemingly random person. This image lasts 6 minutes or until you end the spell.
Folly Recirculating (Cantrip)—Once per long rest, when an entity you can see is attempting a skill check that another entity has already failed, you can cause the failing roll to be repeated. This still causes the same outcome if the new entity possesses different bonuses that would cause a different outcome than the original.
Antagonizing Pseudopod (Level 2)—A portal opens within a ten-foot range of you, from which protrudes a fleshy pseudopod. This appendage pokes, annoys, and harasses an entity within 5 feet of it that you select, giving it disadvantage on all saving throws and -2 to ability checks for one minute. The pseudopod has an AC of 19. If it is hit, the spell ends; if an attempt to hit misses, the pseudopod retreats into the portal for one turn unharmed.
Falsifying Moaning (Level 1)—For the next 10 minutes, whenever an ally within 10 feet of you attempts a Deception roll, moaning voices appear that support the deceptive statements or actions, granting a +5 bonus to the Deception rolls. The moans are unpleasant and cause everyone in the vicinity to feel uncomfortable, but have no harmful effects.
Exhuming Vine (Level 1)—You cause a vine to grow up from the ground at your feet, dragging up in its entangling tendrils any bones buried within a 10 foot radius of you (up to 10 feet underground)
Downgrading Mist (Level 2)—Summons a cloud of mist in a sphere with a 30-foot radius centered on the caster. All weapons within the cloud have their damage debuffed by -2, and all other magic items which cause bonuses to rolls have their bonuses debuffed by -1.
Homebrew D&D 5e Subclass: School of White Necromancy
homebrew autism & ADHD mechanics
been thinking about homebrewed disability mechanics for a while and thought i'd make a post with some suggestions based on my experience as a disabled self-advocate and disability coach. i've seen mechanics go around but i haven't seen them broken down by traits! also disclaimer: i am autistic but my experience with ADHD is through friends, family, and clients and i did consult to make the ADHD traits
**i recommend choosing 1-3 of these to emphasize mechanically for your character, and inhabit the rest of the neurotype through roleplay**
special interest/hyperfixation: choose 1-3 interests for your character. you make either intelligence OR wisdom checks about that interest with advantage. if taking an hour or more to engage with the interest, you gain the benefits of a short rest. if you must unwillingly disengage or move away from an interest topic, make a dc 10 intelligence saving throw. on a success, you are able to disengage. on a fail, you will do anything short of harming allies to stay with the special interest, and if there is a person or creature tied to your interest (such as a knowledgeable figure, celebrity, or particular species) you enter the charmed condition for them
time blindness: roll with disadvantage on wisdom and intelligence checks having to do with time, timed events, or order of events. if making an investigation check, you can lose track of time and trade one in-game hour for advantage on the check. add a free 'orb of time' to your inventory - you are unable to tell the time of day while indoors besides use of this item
sleeping issues: if going to bed before midnight, make a dc 10 constitution saving throw. on a success, you fall asleep normally. on a fail, roll 1d4. that is how many hours it will take to fall asleep. while waiting to fall asleep, you cannot be surprised by enemies. on a natural 1, you are unable to fall asleep that night and do not get the benefits of a long rest. you have advantage on saving throws against being put to sleep by magical effects, but may choose to fail them if you wish
sensory processing disorder: as decided by the dm, in busy, chaotic, or loud environments, your passive perception is knocked down by 5 and you have disadvantage on investigation and perception checks, and charisma saving throws. in quiet and calm environments, you get advantage on perception checks involving the senses and you cannot be surprised by enemies
executive dysfunction: **choose 2** 1) once per long rest, roll a dc 10 intelligence saving throw. on a fail, you lose one item from your starting pack. 2) if rolling to recall a list or instructions, make a dc 10 intelligence saving throw. on a fail, the dm may remove 1d4 of the items before telling you. 3) if making an investigation check that takes over an hour in-game, roll a dc 10 constitution saving throw. on a fail, you are too bored or frustrated to continue and auto-fail the investigation check. 4) when approaching a task that will take some time in-game, roll a dc 10 intelligence saving throw. if the check is failed, roll a d4. on a 1 or 2, you underestimate the time needed by one hour. on a 3 or 4, you overestimate the time needed by one hour. 5) prereq: spellcaster. when preparing spells for the day, roll a dc 10 intelligence saving throw. on a fail, use a random number generator to select one spell and take it off your prepared spells list. use the generator again to prepare a different spell at random
motor issues: choose between athletics and stealth, or acrobatics and sleight of hand. on one set you have advantage, and on the other disadvantage. you auto-fail dexterity saving throws while under the cover of the darkness spell or under the blinded condition
social: you have disadvantage on insight checks to tell if unfamiliar people are lying to you or using sarcasm. when telling an unfamiliar person a surprising truth, your persuasion check is instead treated in-game as a deception check. if you make a saving throw for a zone of truth spell, add 5 to the dc for only yourself. you may add one free language, or tool or weapon proficiency
meltdown/shutdown: make a list of triggers. when faced with a trigger, make a dc 10 wisdom saving throw. any character can use an action to grant advantage on the roll, including animal companions or familiars. on a success, nothing happens. on a failure, the player chooses between three consequences: meltdown, shutdown, or aggression. meltdown: you take on the 'fear' condition. shutdown: you take on the 'stunned' condition. aggression: you must use your action to attack - if the character is a non-combatant, it is a non-lethal unarmed strike. on any of the three consequences, a character can use their action to prompt another dc 10 wisdom saving throw. on a success, the condition is removed, but you take one level of exhaustion (if the condition is entered during a battle, the exhaustion is taken after the battle is over)
rejection sensitive dysphoria: at the trigger of rejection (real or perceived) make a dc 10 charisma saving throw. on a fail, you enter the stunned condition. you or an ally may use an action to prompt another saving throw to end the condition. when the condition is ended, you take one level of exhaustion (if stunned is entered during a battle, exhaustion is taken after the battle is over). the spell vicious mockery always prompts the RSD saving throw, and does max damage if the RSD saving throw has been failed in the same battle. you get max healing from healing word spells, and automatically get a 4 when under the effect of guidance
impulsivity: you auto-fail the saving throw for the suggestion spell. before rolling an attack, you may choose to subtract 5 from your attack roll in order to add your proficiency bonus to the damage. dash is a bonus action for you
focus: **choose 1** 1) inattention: if making an investigation check that takes more than 10 minutes in-game, first roll a dc 10 constitution saving throw - on a fail, you become bored and roll the investigation check with disadvantage. you roll with disadvantage to remember proper nouns. in a combat with 3 or more enemies, if more than one enemy is within your normal movement speed, you must pass a dc 10 wisdom saving throw to attack the same enemy multiple turns in a row. 2) hyperfocus: while making an investigation check, if you spend double the usual in-game time on the check, you will roll with advantage, but if you are interrupted before that time can pass, you roll with disadvantage. if engaged with a task, roll 1d4 - this is the amount of hours that will pass in-game if you are not interrupted - during this time your passive perception is knocked down by 5. in a combat with 3 or more enemies, you must pass a dc 10 wisdom saving throw to switch targets or take a disengage
if you enjoyed or are planning to use these mechanics, it would be totally cool to drop me a kofi but absolutely no pressure! if this post does well enough i'll probably end up making more cause this was super fun!!
Widogast’s cat carrier
2nd level abjuration (ritual)
Casting time: 1 minute (needed to wrangle the cat)
Target: 1 cat or kitten
Components: V/S/M (a tiny statuette of a cage with a sprig of catnip inside)
Duration: 4 hours (after which you really need to let the cat out)
You place a single cat or kitten (Tiny-sized beast) into a pocket dimension with breathable air that is filled with attractive cat toys, climbing trees, scratching posts, digging boxes, and places to eliminate waste. The cat is safe from harm for the duration of the spell, or until you remove it as a bonus action. Only cats can be placed in the carrier; the spell fails if any other creature is the target. The cat does not need to be willing in order for the spell to succeed, but if the cat is unwilling, you take 1d4-1 piercing damage during casting.
A star falls from the heavens, and the earth rises to meet it. The Fellfire Genasi and the Infernal Aasimar combine two races into one, with its own little twist on each.
Made as a gift for a friend who wanted a combination of a Fire Genasi and Fallen Aasimar, who inspired me to get a little creative. I think it turned out well.
Links in the reblogs! Assuming I can actually make them show up in the reblogs.
so i’ve been working on some homebrew stuff!
Armor (leather), very rare
This deep green vegan-leather armor is wreathed in living leaves. You have a +1 bonus to AC while wearing this armor and advantage on Dexterity (Stealth) checks made to hide in verdant terrain.
Once per day, you can use an action to cast the tree stride spell from the armor. When tree stride is cast using this armor, each time you emerge from a tree you have advantage on the first attack you make before the end of your turn.
Crafted by the elusive Treetop Tusslers, a gang of druidic highwaymen that fight to enrich the sylvan spirits that dwell in the forest. Anyone that steps foot on their turf best be ready for a tussle!
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Creature: Spore Presence
"When guardians of nature that have a personal bond with fungi, symbiotic plants and other spore-releasing agents find themselves looking up at the sky and wondering what manner of druidic growths can be found amongst the far reaches of the cosmos, something may reach out to them to help them find it. Something otherworldly, something itself made of spores and infestations. Some choose to turn away from this entity, but others embrace it, moving between the stars, finding their way to distant planes, and returning inherently changed - sometimes for the best, sometimes for worse."
Warped druidic agents. A spore presence was once a druid, human or other, who has departed on a journey of discovery and been touched by something definitively other. They lost their humanity, their appearance, but gained something else in return - considered a blessing by some and a curse by others. In whispered circles, a spore presence's unique form is said to have been caused by the spores of an otherwordly entity, a creature or apparition not quite of this world, which has itself infested the druid's mind and changed it to what it has become.
Solitary patrols. Spore presences tend to find their way back to their homeland after some time, but without the communicative skills they had before their departure. Instead of talking, they use a confusing, disorienting telepathy that consists of warped images and garbled sounds to convey their thoughts and feelings, which only builds fear into the people they attempt to communicate with. Many spore presences that have returned to their home planet instead seek out a solitary life, generally within cave systems or other dark, mouldy locations, where they can merge amongst the fungi and mildew that they themselves have become part of. A spore presence in its hibernation mode - which can last years if it remains undisturbed - merges into the surface on which it rests and becomes a formless, indistinguishable but large patch of spores that emit no sign of life.
Aberrant nature. A spore presence requires no air, food, drink or sleep.
Hybrid nature. A spore presence has two creature types: aberration and humanoid. It can be targeted by any effect if it applies to one of its creature types.
Highfane lineage concepts
Medium ooze, unaligned
Armor Class 5
Hit Points 112 (15d8 + 45)
Speed 15 ft., climb 5 ft.
Str 16, Dex 1, Con 16, Int 1, Wis 6, Cha 1
Damage Immunities cold
Damage Resistances piercing
Damage Vulnerabilities fire
Condition Immunities blinded, charmed, deafened, exhaustion, frightened, grappled, prone, restrained
Senses blindsight 60 ft. passive Perception 8
Challenge 5 (1800 XP)
Amorphous. The snowflake ooze can move through a space as narrow as 1 inch wide without squeezing.
Cold Aura. Whenever a creature starts its turn within 5 feet of the snowflake ooze, that creature takes 3 (1d6) cold damage.
Snow Camouflage. While the snowflake ooze remains motionless, it is indistinguishable from a normal patch of snow.
Multiattack. The snowflake ooze uses its Icy Embrace. It then makes two slam attacks.
Slam. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 6 (1d6+3) bludgeoning damage and 3 (1d6) cold damage. If the target is a Medium or smaller creature, it is grappled (escape DC 14). Until this grapple ends, the target is restrained, and is pulled into the snowflake ooze's space.
Icy Embrace. Each creature grappled by the snowflake ooze must succeed on a DC 14 Constitution saving throw or take 10 (3d6) cold damage.
These oozes live in the most frigid wastes, lurking dormant until they detect the presence of warm-blooded creatures. Most commonly found in ice caves or even the open tundra, they seek to freeze any interlopers to their own temperature and feed off of their remains. Snowflake oozes are around 10 feet wide and weigh about 250 pounds.
Originally from the Monster Manual III
The Oath of the Umbral Watch was one of the first things I designed, and the earliest work that shows up in my compendium. The Tenets of the Umbral Watch were inspired by @wearepaladin, and part of what encouraged me to first pick up doing my own homebrew stuff. My boyfriend has played this class up to level 6 in an Eberron game that I ran for some friends, so full balancing has yet to be completed on it.
Art on this comes from Dark Souls by FromSoftware on the first page, and by my boyfriend @sketchfeathers on the second page, of his paladin for aforementioned game, Yvaine.
I have done my best to make the pictures accessible with alt text descriptions, but I am very new to that, so any constructive criticism would be welcome, as I would prefer to make this as accessibility friendly as I can. A link to this full subclass can be found here for those who require the use of text to speech, or simply wish to see more.
Stay fresh, cheesebags.