1d20 Feywild Gifts...
You leave a trail of mushrooms in your footsteps.
You have thorns growing out of your skin where the bone is close to the surface.
You have long hooked fingernails.
You are always followed by birds and forest creatures, they deeply disapprove of most of your life choices.
You cause all creatures within five feet to hear faint whispers of bizarre and alien things.
You have the horns of a ram growing from your head.
You are always followed and surrounded by a low glittering mist.
Your eyes - pupils and irises - become entirely white.
You constantly surrounded by swarming butterflies.
You have flower petals for hair.
You can crudely mimic others, like a raven or a jackdaw.
You have mushrooms which grow out of any scars or wounds. They are psychedelic, of course.
You can sing like a bird almost perfectly.
You have golden or amber eyes.
You are covered in a sleek coat of fur, like a hunting hound or a deer.
You have seven-inch-long fingers.
You have pair of elegant and delicate butterfly wings. They are functionally useless and will require clothing to be specially tailored.
Your skin changes colour with mood, like an octopus or a chameleon.
You leave a trail of flowers, growing in your footsteps.
You have the tail of a fox and will require clothing to be specially tailored.
Weapon (arrow), rare
The pitch black arrowhead seems to drain the light from around it. You have a +1 bonus to attack and damage rolls made with this piece of magic ammunition.
A 15-foot-radius sphere of crushing force forms around the arrowhead when it impacts something. Each creature in the sphere must make a DC 15 Constitution saving throw. On a failed save, the creature takes 3d10 force damage and is pulled in a straight line toward the center of the sphere, ending in an unoccupied space as close to the center as possible (even if that space is in the air). On a successful save, the creature takes half as much damage and isn't pulled. Additionally, within the sphere, loose objects are pulled towards the center and nonmagical fires are snuffed out. Once the arrow impacts something, it implodes and leaves nothing behind.
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For trans day of visibility, I decided to spruce up and share a magical item I use in my campaign!
Binder of Holding
Wondrous Item, rare
Crafted from fine silken textiles and enchanted to take on a color or pattern pleasing to the wearer, this base layer covers the upper torso like an undershirt, and houses an extradimensional space across the chest. Rather than hiding the form with an illusion, it magically contains any protruding flesh or material up to two cubic feet or up to 50 pounds in its pocket dimension, giving the wearer a flat-chested appearance.
Additionally, you can store or retrieve items in the binder. Retrieving an item from the binder requires an action. Creatures can’t breathe inside the extradimensional space. Placing a binder of holding inside an extradimensional space created by a bag of holding or similar item instantly destroys both items with a fabric-ripping explosion. Any creature within 5 feet of the items must make a DC 13 Dexterity saving throw or take 2d6 force damage.
[Image description: the previous text dominating a tan textured page with two white binders, a full tank and a half tank next to the Binder of Holding title. At the bottom of the image are two lineart drawings. The first is of a dwarf with short hair, a bushy beard with two braids down the mustache, and thick body hair. The dwarf is wearing what looks like a front-lacing chest binder, and is putting on a shirt with a smile. Text next to them reads “Toviak Ironlung (nonbinary dwarf) wearing a traditional binder”. The second image is of a young half elf with short, slicked back hair and freckles looking off to the side. He’s wearing a diamond-patterned binder. Text next to him reads “Indrid Thaeyalla (trans male half elf) wearing a binder of holding” /end description]
The Pantheon Domain - A 5E Cleric Subclass Homebrew. For the cleric whose faith is as fickle as the gods themselves.
Great for roguelite lovers. You’ll have to figure out what you can do with the tools at your disposal every day.
Links in reblog!
For when you just really want to hurt someone and you don't care who it is or where they are. 🤷♂️🖕
Sacred Oaths- reworked!
I really enjoyed the Feywild Sacred Oaths, but the format was in desperate need of an update. Here’s the Homebrewery version of my Feywild paladin oaths, complete with a PDF.
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The Flayed Court
A new set of monsters is now available on my patreon. Get your hands on Bhelrath, the accursed King, his history, and the ill fate that befell his kingdom! Get the full PDF including more monsters, tokens, and HD handouts on my patreon (link in the reblog and comments!)
Art by myself and Ben Fleurter
Staring out my journey into making a lot of spells with a custom cantrip for my roguelock. Based on the mechanics of Booming and Green-Flame Blade, though I felt as if a simple damage reskin wouldn't fit the ocean-y theme so I came up with this :)
transcript below the read more!
Casting Time: 1 action
Range: Self (5-foot radius)
Components: S, M (a melee weapon worth at least 1 sp)
Duration: 1 round
You brandish the weapon used in the spell's casting, surrounding it with saltwater, and make a melee attack with it against one creature within melee reach of your weapon. On a hit, the target suffers the weapon attack's normal effects as a torrent of sea spray bursts from the impact, dousing your foe. The target must make a Constitution saving throw. On a failed save, they have disadvantage on the first attack they make; this effect lasts until the start of your next turn.
This spell's damage increases when you reach certain levels. At 5th level, the melee attack deals an extra 1d8 piercing damage to the target on a hit. The damage increases by 1d8 at 11th level (2d8) and 17th level (3d8).
50 Magical Origins...
You touched a strange rune-covered stone and was engulfed by its glowing energies.
You were bitten by a strange creature that then disappeared into the wilderness.
You hugged a tree that was attuned to a place of great power.
You ate a immortal insect that still sits in your stomach.
You accidentally transported yourself to the Astral Plane after consuming a strange magical substance.
You spoke to a phantasmal being while you slept.
You accidentally entered the ceremonial chambers of a lost temple.
Your ancestor claimed to be a powerful medicine man, but in fact worked with otherworldly magics to heal others.
Your skin became fused with a strange alloy metal dust, which was actually the ground up scales of a metallic dragon!
You found an ancient idol of unknown origins buried in an old field.
You took part in an arcane military experiment to develop a humanoid war machine.
You were exposed the strange energies of a glowing meteorite.
You breathed the magical spores of a prehistoric mould recovered from an amber chunk.
You fell ill from a mysterious illness that rode to earth on the surface of an alien space capsule.
You discovered a cave filled with giant crystals that released pulsating, glowing energies.
You were stung by several transmuted wasps that had been warped with a new form of magic.
Your father or mother was secretly an inter-dimensional traveller.
You were born of a failed cloning experiment and escaped the grounds before being destroyed.
Your grand-father was a performer who made some dark deals to gain fame and fortune.
You survived a magical explosion!
You were exposed to wild cosmic powers while picking through the remains of fallen space junk.
You accidentally breathed in the dust of a King’s tomb while exploring a ruined structure.
Your body was transformed after breathing in a toxic alchemical smog.
You consumed some unknown fruit found deep in a savage jungle.
You came into contact with a strange sludge flowing out of a flooded ditch near an old alchemist’s shop.
You participated in a strange experiment involving man-made magical fields.
You performed a magical ritual found in a strange, dusty old book.
You drank the waters of a mystical fountain.
You had a strange, almost allergic reaction to an experimental magical potion.
You consumed a strange tasting herbal tea while visiting an cackling old fortune teller.
You great grand-mother was the high priestess of a savage tribe.
You were taught ancient secrets of mind over matter by an elderly mage.
You survived a fall into a vat containing a strange new alchemical substance.
You were struck by lightning while visiting a historical site during a brewing storm.
You were bitten by a lizard while visiting a series of old magically ruined towns located far away from any modern civilization.
You were exposed to a previously unknown mineral ore during a mining accident.
You were kidnapped by strange creatures and forced to participate in bizarre experiments.
Your latent magical powers activated when you were accidentally electrocuted.
You snorted a bizarre looking ash while getting high on street drugs at a dive bar.
You consumed a bizarre tasting elixir purchased from an old alchemist’s shop.
You fell into a bizarre, dream-filled trance when visiting an old medieval tower.
You rode in a boat that was in engulfed with strange energies from a magical sea storm.
You survived the accidental release of a magical modified disease.
You purchased a mysterious ancient war mask from a back alley antique store.
You survived being struck by a falling crystalline meteor, with a shard still buried in your back.
You were once an Imp, but a strange surge of magic during your "Promotion" trapped your Soul in a Mortal Humanoid body.
You were once part of an illegal gambling ring, winning a Wizard's Spellbook in a Game of Chance. Sometimes you find yourself writing in that old Wizard's hand-writing.
You were grievously wounded by a powerful Dragon, but not before landing a blow on the creature. Your bloods mingled and some of its powers were shunted into you!
Your Soul wandered the depths of the Shadowfell, before arriving at the Fortress of Memories, where pity was taken upon you and you were reincarnated as a second chance at life.
You worked at an old clock tower. One day time seemed to stop for just a moment while you stood before the gears, but then it ticked along once more...
Crystal Skull of the Hot Spring King
Wondrous item, very rare
This crimson monkey skull is carved entirely from blood garnet and weighs 4 pounds. An aura of feral sentience draws your gaze.
Curse. If you stare into the eye sockets of the crystal skull for 1 minute it will transform itself to match the appearance of your own skull. Your race and appearance will change to that of a humanoid snow monkey. You have the bright red face of a macaque, and a body covered with shaggy brownish-gray fur. All of your racial traits, except for your size, alignment and languages, are replaced by those of a snow monkey. These include:
Ability Score Increase. Your Dexterity and your Constitution score each increase by 2, and your Intelligence score increases by 1.
Age. You age at twice the rate of your previous form.
Speed. Your base walking speed is 30 feet, and you have a climbing speed of 30 feet.
Humanoid. Your creature type is humanoid.
Bite. Your fanged maw is a natural weapon, which you can use to make unarmed strikes. If you hit with it, you deal piercing damage equal to 1d6 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike.
Deep Sleeper. It takes you 10 hours to finish a long rest and you regain all spent hit dice when you complete one.
Kleptomaniacal. You have proficiency in the Sleight of Hand skill. Once per long rest, when you see an item of value make a DC 12 Wisdom saving throw or you must attempt to steal the object regardless of the consequences. The DM determines which objects attract your attention.
Mistrustful. You are quick to assume ill-intent and have disadvantage on Wisdom (Insight) checks.
Thermal Tolerance. You have resistance to cold and fire damage.
The remove curse spell is unable to reverse this effect. The only way is to stare into the eye sockets of the skull for 1 minute, after which you may attempt a DC 18 Wisdom check. If you succeed, both yourself and the skull revert back to their usual forms. If you fail the check, nothing happens and this check can’t be attempted again until the next dawn. The effect can also be ended by a wish spell.
When the lord of bathing was laid to rest, all the monks sang out and beat their chests.
In the steaming pools where he held his court, the noblemen bickered over his hot spring resort.
The wealth he’d amassed was splendid and vast. A sarcophagus of gold for his crystal bones cast.
Beneath the snow-blown hills of his kingly domain, they carved a tomb and chiseled his name.
Deep down he waits for an inquisitive pawn, his flesh has gone rotten, but his greed lingers on.
If you stare too deep into his crimson eye holes, a new shape you’ll take to fit in his mold.
Best beware and take care not to lose your head, lest you spend your life living his life instead!
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📜 Credit. Art and design by us: the Dungeon Strugglers. Please credit us if you repost elsewhere.
Since my Kofi goal got completed, we reveal the goblinoid name tables! For all your gobby needs. My Kofi.
Flames curl up from scimitars held by an elf woman, she charges towards her foe, and disappears in a burst of flame. Flamedancers control the innate chaos of fire magic, and are able to use it to maneuver around the battlefield with ease, and devastate their foes with blasts of inferno.
Hello again all! This is a result of a poll I held on my Twitter and Tumblr, allowing for you folks to choose the class that I should make the subclass for. Ranger and bard initially tied, but ranger really ran away with it in the tiebreaker round. I hope you all enjoy this battlefield roaming, duel-wielding, flamedancing ranger! As always, here is the Homebrewery link, which will always be up to date with any changes!
You can take your honor with you to the grave. I’m not dying for someone else’s war; I’m not dying for anyone but myself!
So says a Deserter, who takes the military training of a warrior and bends it to means most unsavory. Highly adept at hitting enemies when they’re down, but against an opponent who can give a straight fight, a Deserter will have to be a bit more selfish, setting up advantage with Focused Aim instead.
Somewhat of a mix of the Battlemaster and Samurai, mechanically, but the Rogue chassis makes for a very different experience than the raw offensive prowess of a Fighter. Synergizes extremely well with Focused Aim, from Tasha’s, and while potentially doubling your Sneak Attack damage is impressive, it’s actually only slightly ahead of, say, using Booming Blade and keeping your advantage. Naturally, it’s not possible to stack them... at least, not without six levels of Bladesinger, but that means giving up a whole lot of Sneak Attack dice.
I loved warforged, but I’m a big fan of the uniqueness that comes with the UA version and it’s subraces- so here’s four subraces from times long past!
(Base stats taken from the UA)
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This Friday evening I am here to present more art! This time for the Soulcaster Class!
The art is made by the lovely MEBI ( @MEBI96862134 )!
And this class is made again by Nick ( @Darksnowman13 )!
Broke: Tieflings are discriminated against and live as outcasts on the fringe of society
Woke: Your parent fucked a literal lord of hell, maybe even an Archdevil, that's prestigious as fuck. Even if you don't like them morally you have to admit they have clout. Only the most respectable and accomplished persons could hope to attract the attention of such a powerful being. Therefore more tieflings are born into prestige than not. Even those of humble beginnings often rise to notability due to the connections their heritage offers.