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#d&d 5e
probablyfunrpgideas · 14 hours ago
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Dragons as forces of nature.
Not metaphorically “oh my wings are a hurricane” but real forces of nature. This earth is flat, so winter is caused not by crooked rotation but by the ice wyrm waking up and breathing out a sky full of blizzards.
Imagine the night sky filled with stars, except for a dragon shaped void where the sun should be. The Night Dragon flaps its wings once in 24 hours, covering the world in darkness when it blocks the sunlight. Astronomers say it’s gotten closer over the past century.
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dnd-on-a-budget · 2 days ago
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Croe, our bard: I'm going to stand behind Ariadne and use her as a shield
Ariadne: You're 8ft tall!
Croe: Yeah but a shot to my heart is a shot to your head
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hindsightsd20 · a day ago
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me: I'll make a normal character this time
me with my new character five minutes later:
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thecreaturecodex · 8 hours ago
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Nilbog
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“Goblin Jester” © Joe Shawcross, accessed at his deviantArt here
[The nilbog is one of those Fiend Folio monsters that in the early 3.x era, WoTC decided to allow to become Open Content through the Tome of Horrors. Like some other of those monsters, like the flumph and the flail snail, D&D 5e has decided to embrace them as part of D&D’s history instead of sweeping them under the rug as something of an embarrassment. So there are multiple versions of the nilbog out there, and I’ve actually used the 3.x version from Tome of Horrors in my games (as the consequence of what happens when a goblin’s name is written down, in the shaggy, weirder days of Pathfinder before things got more locked in place).
This version of the nilbog is most closely inspired by the Volo’s Guide to Monsters D&D 5e version, where it’s a goblin possessed by a chaotic spirit instead of a goblin suffering from some wibbly wobbly timey wimey disease. I’ve also gone and made it a template, which the Volo version feints at, but doesn’t quite commit to. ]
Nilbog CR 2 CE Humanoid (goblinoid) This goblin is dressed in a garish array of clashing colors and carries a staff tipped with an effigy of its own head. Its eyes shine like opals.
Goblins are numerous, fecund and profoundly disorganized. Although goblin tribes can temporarily be whipped into shape by a greater power, these alliances typically collapse after no more than a few months or a handful of successive raids. There are multiple reasons for this, but one of them is the scourge of nilbogism. A nilbog is possessed by the soul of a charismatic goblin killed for failing to obey orders. Most nilbogs are true goblins, but hobgoblins, bugbears and even goblinoid oni can become overcome by these spirits. Nilbogs are capable of throwing an entire army into chaos, using their mind-warping magic to cause commanders to act in strange and improbable ways. An army host to a nilbog may be stymied or even shattered by the creature’s antics.
Nilbogs are very difficult to kill, as drawing weapons against them triggers a compulsion to fawn over and praise them. In addition, the spirit inhabiting their bodies defends them by allowing them to absorb blows and become healthier, not injured. Few nilbogs are as interested in killing an enemy as in tormenting and humiliating them, and nilbogs typically fight on the run. They may support allies to help them topple an adversary, but are just as likely to spend their time pulling pranks as they are dealing damage. If a nilbog is slain, a nearby goblinoid may become host to the nilbog spirit in turn—wise adventurers isolate a nilbog before picking them off.
Goblins adore nilbogs, even if hobgoblins and bugbears do not, but nilbogs are also seen as strange and uncanny. A goblin settlement home to a nilbog has an extra level of protection from outside forces, and the nilbog’s wild and weird humor is a constant source of entertainment. Even though few goblin tribes play host to a nilbog, many pretend to, often by dressing up a chosen goblin like a jester and having them behave unpredictably when possible enemies or conquerors approach. True nilbogs have opalescent eyes, and eschew goblin superstitions and taboos. For example, a nilbog may ride a horse, read books or find the use of fire as a weapon distasteful. Most nilbogs are still evil, but a few are chaotic neutral or even chaotic good. Some good aligned goblin tribes claim a nilbog as culture hero, having encouraged them to find a better philosophy of life than destruction.
Creating a Nilbog “Nilbog” is an acquired template that can be added to any creature with the goblinoid subtype. A nilbog gains the following traits and abilities. The save DC for supernatural abilities, where applicable, is equal to 10 +1/2 Hit Dice (including class levels) + Cha modifier. CR +1 (minimum 1) Aura A nilbog gains the following aura Fawning Adoration (Su) Any time a creature within 60 feet of a nilbog attempts to make an attack against that nilbog must succeed a Will save or lose that action and be nauseated for 1 round, spending their standard action praising the nilbog. This is a mind-influencing compulsion effect, and the save DC is Charisma based. Defensive Qualities A nilbog gains negative energy affinity and the following defensive quality. Reversal of Fortune (Su) As an immediate action when it would take damage from an attack or spell, a nilbog may instead heal that amount of damage. Extra hit points above the nilbog’s maximum are lost. A nilbog can use this ability a number of times a day equal to its Charisma modifier. Weaknesses A nilbog gains the following weakness Nilbogism (Su) Nilbogism is a possession effect—the benefits of the nilbog template are suppressed when the nilbog is under the effects of a protection from chaos or similar spell, and the template can be removed by successful break enchantment or dispel chaos effect against the nilbog’s HD. When a nilbog is slain, the nearest goblinoid within 30 feet must succeed a Will save or gain the nilbog template. The save DC is Charisma based. A nilbog cannot heal hit point damage except through negative energy or its reversal of fortune ability. It heals ability damage through rest normally. A nilbog has the alignment aura of a chaotic outsider of its HD.
Spell-like Abilities A nilbog with a Cha of 10 or greater gains the following spell-like abilities At will—mage hand; 3/day—hideous laughter, lesser confusion; 1/day—suggestion, touch of idiocy
A nilbog with 10 HD or more can use hideous laughter and lesser confusion at will, suggestion and touch of idiocy 3/day, and gains the following spell-like abilities 1/day—confusion, phantasmal killer Abilities Int +2, Wis -2, Cha +4 Feats A nilbog gains Dodge as a bonus feat. Skills A nilbog gains a +4 racial bonus on Acrobatics checks and Perform (comedy) checks.
Statistics for a sample nilbog are below the cut:
Nilbog                       CR 2 XP 600 Nilbog goblin bard 2 CE Small humanoid (goblinoid) Init +4; Senses darkvision 60 ft., Perception +4 Aura fawning adoration (60 ft., DC 14) Defense AC 18, touch 16, flat-footed 13 (+1 size, +4 Dex, +2 armor, +1 dodge) hp 16 (2d8+4) Fort +1, Ref +7, Will +2; +4 vs. sonic, language dependent abilities Defensive Abilities negative energy affinity, reversal of fortune (3/day), well-versed; Weakness nilbogism Offense Speed 30 ft. Melee masterwork sap +7 (1d4-1 nonlethal) or dagger +6 (1d3-1/19-20) Ranged light crossbow +6 (1d6/19-20) Special Attacks bardic music (9 rounds/day, countersong, distraction, fascinate, inspire courage +1, DC 14) Spell-like Abilities CL 2nd, concentration +5 At will—mage hand 3/day— hideous laughter (DC 14), lesser confusion (DC 14) 1/day—suggestion (DC 15), touch of idiocy Spells CL 2nd, concentration +5 1st (3/day)—disguise self (DC 14), grease (DC 14), ventriloquism (DC 14) 0th—dancing lights, daze (DC 13), ghost sound (DC 13), message, prestidigitation Statistics Str 8, Dex 19, Con 12, Int 10, Wis 8, Cha 16 Base Atk +1; CMB -1; CMD 14 Feats Dodge (B), Weapon Finesse Skills Acrobatics +12, Linguistics +6, Perception +4, Perform (comedy) +12, Ride +12, Sleight of Hand +9, Stealth +20; Racial Modifiers +4 Acrobatics, +4 Perform (comedy), +4 Ride, +4 Stealth Languages Common, Gnome, Goblin, Orc SQ versatile performance (comedy [Bluff, Intimidate]) Gear masterwork sap, masterwork leather armor, light crossbow with 20 bolts, 2 daggers, 4 flasks alchemist fire, scroll of glitterdust, 50 gp Special Abilities Fawning Adoration (Su) Any time a creature within 60 feet of a nilbog attempts to make an attack against that nilbog must succeed a DC 14 Will save or lose that action and be nauseated for 1 round, spending their standard action praising the nilbog. This is a mind-influencing compulsion effect, and the save DC is Charisma based. Nilbogism (Su) Nilbogism is a possession effect—the benefits of the nilbog template are suppressed when the nilbog is under the effects of a protection from chaos or similar spell, and the template can be removed by successful break enchantment or dispel chaos effect against the nilbog’s HD. When a nilbog is slain, the nearest goblinoid within 30 feet must succeed a DC 14 Will save or gain the nilbog template. The save DC is Charisma based. A nilbog cannot heal hit point damage except through negative energy or its reversal of fortune ability. It heals ability damage through rest normally. A nilbog has the alignment aura of a chaotic outsider of its HD. Reversal of Fortune (Su) As an immediate action when it would take damage from an attack or spell, a nilbog may instead heal that amount of damage. Extra hit points above the nilbog’s maximum are lost. A nilbog can use this ability a number of times a day equal to its Charisma modifier.
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pirrip · 2 days ago
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Random small-sized adventurers.
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elfcow · 3 hours ago
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One day I will release the fastest-to-die multiclass in existence. And that day is today
Scourge Aasimar - we need that hp to hit 0 as soon as possible
Blood hunter - grab ghostslayer so you have more maledict uses to take away your hp with. Be sure to dual-wield so you can take even more hp away as the rounds go on
After that we take a 2-level dip into barbarian. We won't ever rage, but we will be using reckless to give enemies advantage to hit us
After that, we take as many levels of wizard as we can until we can learn life transference, which lets us heal our allies by stripping our health away.
So a regular turn would look like
R1
BA Crimson rite
Action Scourge
Reaction blood maledicts, amplified
R2
BA Crimson Rite
Life transference
Reaction maledict
R3 (you are long dead but just in case)
Reckless attack something
Bonus points if you toss your weapon up in the air and catch it so you have to re-apply your Crimson rite
Congratulations! You've made the most doomed multiclass I can think of short of a ranger Druid. Have fun!
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tabletoptrinketsbyjj · 2 months ago
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Hotlinks to all Tables: A complete list of every trinket table for quicker access compared to scrolling through the entire blog or sifting through the archive. This also functions as the easiest link to reblog or save for reference purposes as it’s updated with each new table. Now with 116 full d100 loot tables, category specific rolling tables 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: A loot meta-table that allows the user to roll randomly on the 116 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 five trinkets, curiosities and loot, pulled from a wide list of other tables that is meant to provide the player with some items to encourage engaging roleplaying with perhaps a minor boon to the odd dice roll. The generator is meant to be used by character's of Level 1 or higher at character creation to help them with ideas of what their character have been or have done.
-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.
-Unique Armors, 1
-Unique Armors, 2
-Masterwork Armor Bonuses: Over a dozen homebrew armor improvements, enhancements and modifications created though superior craftsmanship. These masterpieces though more powerful than ordinary armor would not be considered “magic” or “+1” objects. 
-All Unique Minor Magic Weapons: A collection of flavorful weapons of artifact level quality suitable for low level characters. Much like the Minor Weapon Enchantments that some of them draw inspiration from, they provide small bonuses and combat options that are restrained by limited uses, niche situations or come with risky drawbacks. 
-Unique Minor Magic Weapons, 1
-Unique Minor Magic Weapons, 2
-Unique Minor Magic Weapons, 3 
-Unique Minor Magic Weapons, 4
-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 Minor Magical Items: Semi useful magical objects (If not always useful to an adventurer) that have little to no drawbacks associated with their use and are perfect for low level characters.
-Minor Magic Items, 1    /   -Minor Magic Items, 2
-Minor Magic Items, 3    /   -Minor Magic Items, 4
-Minor Magic Items, 5
-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.
-Unique Weapons, 1   /   -Unique Weapons, 2
-Unique Weapons, 3   /    -Unique Weapons, 4
-Unique Weapons, 5   /    -Unique Weapons, 6
-Unique Weapons, 7   /   -Unique Weapons, 8
-Unique Weapons, 9   /   -Unique Weapons, 10 
-Unique Weapons, 11   /   -Unique Weapons, 12 
-Unique Weapons, 13   /    -Unique Weapons, 14
-Masterwork Weapon Bonuses: Over 20 homebrew weapon improvements, enhancements and modifications created though superior craftsmanship. These masterpieces though more powerful than ordinary weapons would not be considered “magic” or “+1” weapons. Compatible with Pathfinder, D&D 5e and other D20 systems. 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.
-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.
Unique Metamagic Options: The practice of learning, preparing and casting spells is often considered Art rather than religious fervour, academic knowledge or inborn skill. An expanded list of metamagic options for PC's and DM's to use in their games and as a resource for other tables on this blog. More than just a list of effects, each Metamagic option hopes to 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 Sealed Glass Vials: Faulty potions, weak elixirs, alchemical supplies, spell components, ritual elements, enchanting materials, crafting ingredients and magically preserved biological samples.
-Sealed Glass Vials, 1   /    -Sealed Glass Vials, 2
-Sealed Glass Vials, 3   /    -Sealed Glass Vials, 4
-Sealed Glass Vials, 5   /    -Sealed Glass Vials, 6
-Sealed Glass Vials, 7   /    -Sealed Glass Vials, 8 
-Sealed Glass Vials, 9
-All Books: An eclectic library of dusty tomes, fictional textbooks, pocketbooks, paperbacks, hardcovers, booklets, leaflets and magical manuals.  
-Trinkets, Books, 1   /   -Trinkets, Books, 2 
-Trinkets, Books, 3   /   -Trinkets, Books, 4
-Trinkets, Books, 5   /    -Trinkets, Books, 6
-Trinkets, Books, 7   /    -Trinkets, Books, 8 
-Trinkets, Books, 9 
-All Rings: Enough rings and bands to wear three on every finger and toe while still having dozens to spare. These small circular pieces of gems, metal, wood or bone always add more to the story than the sum of their parts. 
-Trinkets, Rings, 1   /    -Trinkets, Rings, 2
-Trinkets, Rings, 3
Crowns, Circlets, 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. 
-Crowns, Circlets, and Coronets, 1
-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.
-Cloaks, 1
-All Necklaces: Pendants, amulets, lockets, chokers and other “Neck Slot” jewelry 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.
-Trinkets, Necklaces, 1   /   -Trinkets, Necklaces, 2
-Trinkets, Necklaces, 3
-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.
-Trinkets, Artifacts, 1
-All Valuables: More useful than regular trinkets, these items have either a clear purpose, a reliable ability or are made from a fairly costly material.  
-Trinkets, Valuable, 1   /   -Trinkets, Valuable, 2 
-Trinkets, Valuable, 3   /   -Trinkets, Valuable, 4
-Trinkets, Valuable, 5   /   -Trinkets, Valuable, 6
-Trinkets, Valuable, 7   /   -Trinkets, Valuable, 8
-Trinkets, Valuable, 9   /   -Trinkets, Valuable, 10
-Trinkets, Valuable, 11
-All Trinkets: Interesting baubles or semi magical items that have little to no practical in game or mechanical use for an adventurer.
-Trinkets, First
-Trinkets, 1   /   -Trinkets, 2   /   -Trinkets, 3
-Trinkets, 4   /   -Trinkets, 5   /   -Trinkets, 6
-Trinkets, 7   /   -Trinkets, 8   /   -Trinkets, 9
-Trinkets, 10   /   -Trinkets, 11   /   -Trinkets, 12
-Trinkets, 13   /   -Trinkets, 14   /   -Trinkets, 15
-Trinkets, 16   /   -Trinkets, 17   /   -Trinkets, 18
-Trinkets, 19   /   -Trinkets, 20   /   -Trinkets, 21 
-Trinkets, 22   /   -Trinkets, 23   /   -Trinkets, 24
-Trinkets, 25   /   -Trinkets, 26   /   -Trinkets, 27 
-Trinkets, 28   /   -Trinkets, 29   /   -Trinkets, 30
-Trinkets, 31   /   -Trinkets, 32   /   -Trinkets, 33
-Trinkets, 34   /   -Trinkets, 35   /   -Trinkets, 36
-Trinkets, 37   /   -Trinkets, 38   /   -Trinkets, 39
-Trinkets, 40   /   -Trinkets, 41   /   -Trinkets, 42
-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.
-Trinkets, Worthless, 1   /   -Trinkets, Worthless, 2 
-Trinkets, Worthless, 3   /   -Trinkets, Worthless, 4
-Trinkets, Worthless, 5   /   -Trinkets, Worthless, 6
-Trinkets, Worthless, 7   /   -Trinkets, Worthless, 8
-Trinkets, Worthless, 9   /   -Trinkets, Worthless, 10 
-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.
-Mottos, 1   /   -Mottos, 2   /   -Mottos, 3
-Mottos, 4   /   -Mottos, 5   /   -Mottos, 6
-Mottos, 7   /   -Mottos, 8   /   -Mottos, 9
-Mottos, 10   /   -Mottos, 11
-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.
-Battle Cries, 1   /   -Battle Cries, 2   /   -Battle Cries, 3
-Battle Cries, 4   /   -Battle Cries, 5  /   -Battle Cries, 6
-Battle Cries, 7
-All Reference Tables: When a trinket calls for a Random Weapon, Random Color or Random Godly Domain and you can’t think of one offhand, just go here and either roll a die or select one of your own choosing.
—Keep reading for all reference and resource tables.
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 or as a paired resource when an trinket from another table asks you to “Roll a Random Weapon”. Rollable Random Weapons Table.
-Random Sword 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.
Random Nightmares: Unspeakable, nonsensical night terrors, worse than the strongest of bad trips on mundane hallucinogens, exist to prey on 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 the aberrant horrors, monstrous beasts and undead abominations, whose defeat is an adventurer’s main source of income. Rollable Nightmares Table.
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 table represents a collection of real life instruments all capable of being created with pre-industrial techniques. Furthermore they are all small to medium sized and could be easily be stored, carried, maintained and played by a traveling adventurer. Rollable Musical Instruments Table.
-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.
-Book Descriptions: A short list of quirks, physical descriptions and eccentricities to add additional personal characteristics to the book trinket list. Rollable Book Descriptions 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.
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flowerfoxblog · 9 months ago
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Arizona green tea 😉
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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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nailsofvecna · 9 months ago
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I think this is my favourite spell I’ve ever written. I’m not sorry.
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zhjake · 11 months ago
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you've heard of owlbears but have you considered aperavens
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probablyfunrpgideas · 7 months ago
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Play a warlock character who calls himself Vithimorex or something like that. Always mention how grateful you are to your patron, Frank, for the wondrous powers he gives you.
Slowly reveal that the powers you get from Frank are things like “sense of smell” and “verbal communication”. As it turns out, Vithimorex is an extradimensional Thing possessing the person formerly known as Frank. All the eldritch blasts and shadow conjurations are boring powers according to Vithimorex. He can’t wait for the level 14 ability to understand and appreciate music.
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sarah-k-is-cute · 21 days ago
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Hot take: You don't need to be very creative or have unique ideas to play D&D.
I would not care if you approach me with a stereotypical and cliché character. All that matters to me is that you enjoy my campaign and have fun playing your character.
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hindsightsd20 · 22 days ago
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When your party is going on a long journey but your character needs to bring their animal companion
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vecna-official · 13 days ago
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Dungeons and Dragons 5th Edition 2022 Patch Notes:
30% more Dragons
20% more Dungeons
New “Finesse Greatsword” for rogue players
Multiclass Extra Attacks stack
Lowered skybox to prevent flying characters from cheesing ground encounters
Buffed Coffeelocks
Raised material price of Revivify and similar spells to account for inflation
Removed Ranger
Fixed a bug with the tarrasque which allowed players to kill it
Added Metallic Greatwyrm as an option when choosing a familiar
Raised Eldritch Blast’s damage to a d12
Lowered Wizard hit dice to a d2 (flip a coin)
Goblins along the Triboar Trail crit more often to raise odds of a session 1 TPK
D&D/Homestuck crossover event begins February 1st
Raised Fireball’s radius to maximize collateral damage
Any beast or monstrosity with an Intelligence score of 3 or lower can now be instantly domesticated with a DC 10 Animal Handling check
Buffed Lucky Feat (now provides automatic critical success or critical failure)
DMs now 100% guaranteed to insert their fetishes into the game somehow
Added cheeto dust to all character sheets
Puzzles still unsolved after 10 minutes will result in the spawning of The Deus Ex Machina, an old man NPC who solves the puzzle and sucks all your characters off
Natural 1 attack rolls now kill every ally in a 100-meter radius
All spells are now affected by Wild Magic Surge
No longer need to obscure line of sight to Hide
New, rarer magic item tier (Corrupt Items), which can only be obtained by bribing the DM
All groups that don’t include “That Guy” will be assigned 6-8 extra players, selected randomly from 4chan’s userbase
We here at Wizards of the Coast had a great year, and are looking forward to another wonderful 365 days of The World’s Greatest Roleplaying Game!
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monsters-and-more · 3 months ago
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I had a weird dream.
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blumineck · 4 months ago
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I'm back on the D&D visuals wagon! lmk if there's anything specific you want me to cover!
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bards-anonymous · 4 days ago
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Explaining that absolutely wild theory you have about the Campaign to your DM who KNOWS 100% none of it is correct:
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buckysbears · 6 months ago
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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**
shared traits:
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
autism:
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)
ADHD:
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!!
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we-are-barbarian · a month ago
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Roleplay Character by Rémi Jacquot
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