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
For when you just really want to hurt someone and you don't care who it is or where they are. 🤷♂️🖕
How to Play as Gwen Tennyson in DnD 5e
Today, I’m building Gwen Tennyson from the Ben 10 franchise. Specifically, I’m building Gwen from the Ben 10: Alien Force and Ben 10: Ultimate Alien era, as it altered the capacity of Gwen’s magic from the Original Series. These were also the last Ben 10 series I ever watched, so I don’t know much about her later counterparts due largely to hating the later art styles.
Although Gwen looks human, she’s technically an alien energy being wrapped in a layer of skin. More specifically, she’s an Anodite, inheriting her powers from her grandmother, Verdona Tennyson. Gwen’s full Anodite form is capable of flight, which her base form cannot do, and she cannot stay in her Anodite form for long without risking never turning back to human. That sounds awfully similar to a Protector Aasimar, which causes her to glow with radiant energy, fly, and unleash more power when casting her spells. Thanks to Tasha’s Cauldron of Everything, we can alter her stats to +2 INT, +1 WIS. She gains 60 feet of Darkvision, the Light cantrip, learns Celestial, resists Radiant and Necrotic damage, can heal with her touch, as well as the Radiant Soul feature.
For her background, Gwen is a member of the Plumbers, a secret organization that deals with alien threats to the Earth. That’d make her a Faction Agent for Insight to find aliens in disguise, and Arcana to know lore about aliens.
Gwen is neither rule-oriented or a rule-breaker, making her Neutral Good.
SCHOOL OF ABJURATION
Gwen’s primary thing a fight is to throw up a barrier or shield. While her magic is wide and varied, making her a good candidate for a Wizard, her shields and barriers are her go-to in combat. I did consider Sorcerer, as her ability to do magic originates from her Anodite ancestry, which would make her a Divine Soul Sorcerer, but Sorcerers have miniscule spell lists, and Gwen didn’t just get her magic. In the original series, Gwen had to study magic to learn it, and this is upheld in the Alien Force series. She has the capacity for magic as an Anodite, but has to study magic to hone her skills. Without study, she’d just be an alien in human skin. Her Arcane Ward can also act like her barriers, providing temporary cover but breaking when the Temporary HP runs out.
School of Abjuration Wizard (20)
STR 8 DEX 18 CON 14 INT 20 WIS 12 CHA 12
STR -1 DEX +4 CON +2 INT +11 WIS +7 CHA +1
Speed: 30 feet
Darkvision: 60 feet
Passive Perception: 11
Armor of Shadows
GWEN’S SPELL BOOK
C Blade Ward, Fire Bolt, Light, Mage Hand, Message
1 Detect Magic, False Life, Feather Fall, Jump, Magic Missile, Shield, Tenser’s Floating Disk, Thunderwave
2 Augury, Earthbind, Flaming Sphere, Hold Person, Levitate, Shatter
3 Clairvoyance, Counterspell, Dispel Magic, Fireball, Fly, Glyph of Warding, Lightning Bolt, Magic Circle, Protection from Energy, Sending
4 Dimension Door, Divination, Locate Creature, Otiluke’s Resilient Sphere
5 Bigby’s Hand, Hold Monster, Passwall, Scrying, Telekinesis, Wall of Force
6 Arcane Gate, Chain Lightning, Fizban’s Platinum Shield, Globe of Invulnerability, Investiture of Flame, Tasha’s Otherworldly Guise
7 Crown of Stars, Forecage
Abjuration Savant: Halve time and cost to copy Abjuration spells into your spell book.
Arcane Recovery: Recover up to 10 spell slots of 5th level or lower on a short rest.
Arcane Ward: When you cast an Abjuration spell, gain 45 temporary hit points. This ward lasts until it is depleted or you take a long rest.
Healing Hands: Restore 20 HP with a touch once per long rest.
Improved Abjuration: Add your proficiency bonus to Abjuration spells that require an ability check as part of casting the spell.
Projected Ward: Your Arcane Ward can protect another creature within 30 feet of you.
Radiant Soul: Gain a flying speed of 30 feet, and add radiant damage equal to your level to one instance of attack or spell damage per turn for a minute once per long rest.
Signature Spells: Cast Counterspell and Protection from Energy once per long rest without using a spell slot.
Spell Mastery: Cast Shield and Hold Person without using spell slots.
Spell Resistance: Gwen has advantage on all spell saving throws, and resists all spell damage.
While we can’t do everything Gwen can do, such as her platform staircases, we’ve done a pretty good job translating her abilities to DnD. Aliens are always a little sketchy in DnD since sci-fi and fantasy don’t tend to blend well, but then, Ben 10 as a series never was one to shy away from aliens and wizards existing in the same universe.
How to Build A Dimir Agent in DnD 5e
For those not in the know, House Dimir is one of ten Guilds of Ravnica from Magic: the Gathering, which is owned by the same company as Dungeons and Dragons: Wizards of the Coast. The Guildmaster’s Guide to Ravnica sourcebook helped to set up a campaign in the City of Ravnica from MtG. It also lists which classes that are appropriate for playing an agent, favoring Monks, Rogues, and Wizards. Because there’s multiple roles a Dimir Agent can perform, I want to explore multiple build options for a proper Dimir Agent.
House Dimir rules Ravnica from the shadows. Their headquarters is hidden below the city, in the sewer systems that run below the feet of the citizens. All Dimir cards are Black and/or Blue cards. In Magic the Gathering, every color has associated values and philosophies. Black is the color of ambition and amoral pragmatism. Black doesn’t care what moral lines it crosses in pursuit of its desires, and will step over its own allies to get what it wants. Black’s playstyle is ruthless, with more cards that kill, weaken, and damage enemies. Black’s ranks are mostly filled with assassins, vampires, zombies, ghosts, and demons. Blue is the color of intellect and insight. Blue believes in progress and the acquisition of information, believing that innovation and new ideas are better than tradition. Blue favors control, favoring planning and clever gambits over rushed, emotional outbursts. Blue plays slow and strategically. Blue cards let you scry the cards on top of your deck, see your opponent’s hand, counter your opponent’s card effects, and freeze enemy cards to make them unusable. Together, Black and Blue focus on controlling the field. House Dimir cards let you see your opponent’s hand, see the top of your own deck, weaken opposing monsters, force your enemy to discard cards, and killing enemy creatures.
House Dimir is led by Lazav the Multifarious, a shapeshifting illusionist and mind mage. Unlike other guilds, House Dimir doesn’t broadcast itself among the other guilds, although they’re aware that House Dimir exists. House Dimir is a secretive shadow society whose members are unknown and whose numbers are unaccounted for. House Dimir maintains its control through subterfuge, sabotage, and extortion. They rig elections, silence their opponents, and maintain control over those with power and influence to exert their will over the City of Ravnica. Agents sometimes go undercover as spies and infiltrate the other guilds and report back to their masters. Most Dimir Agents only know a small handful of other agents, mainly their contacts and those they report to, though not always them either. Thus ensuring that only Lazav has complete knowledge of all of House Dimir’s undertakings and no captured agent can divulge all of House Dimir’s secrets even if they talk. House Dimir’s life blood is information. They’re sustained through learning every secret they can get their hands on. By controlling the flow of information and spreading lies, rumors, and misinformation, they maintain their power over the people.
Dimir Agents are spies, assassins, saboteurs, secret agents, and corrupt politicians. House Dimir’s cards are full of Rogues and Wizards. The majority of their creature types in MTG are Humans and Vampires, while the Guildmaster’s Guide suggests Half-Elf and Human as the preferable race. According to the Guildmaster’s Guide to Ravnica, the following subclasses are the most appropriate for House Dimir:
Barbarian - N/A
Bard - Whispers
Cleric - Trickery
Druid - N/A
Fighter - N/A
Monk - Shadow
Paladin - N/A
Ranger - N/A
Rogue - Arcane Trickster, Assassin, Inquisitive, Mastermind, Thief
Sorcerer - Shadow
Warlock - Great Old One*
Wizard - Divination, Enchantment, Illusion
The Guildmaster’s Guide to Ravnica gave House Dimir its own unique background: Dimir Operative. Those with this background gain proficiency with Stealth and Deception, Disguise Kit proficiency, and one language of their choice. If your Dimir Operative has access to magic, they gain spells as they level up:
C Encode Thoughts, Mage Hand
1 Disguise Self, Sleep
2 Detect Thoughts, Pass Without Trace
3 Gaseous Form, Meld Into Stone, Nondetection
4 Arcane Eye, Freedom of Movement
5 Modify Memory
Dimir Agent is not a particular character. It’s more like an archetype. Each of the following feats is beneficial to playing an operative of House Dimir.
Actor. Helps you convince others that you are who you say you are. Advantage on Deception checks while pretending to be a false identity.
Alert. Increases your Initiative and you can’t be surprised while conscious.
Eldritch Adept. You can choose any Eldritch Invocation available at your level. Mask of Many Faces is an especially useful choice.
Observant. The ability to read lips from across the room can be invaluable when trying to spy and collect information.
Shadow-Touched. You gain Invisibility and a 1st level Illusion or Necromancy spell of your choosing.
Skilled. To acquire more skills, especially if not playing as a Bard or Rogue.
Telepathic. Good for silent communication and non-physical distribution of information with no paper trail for law enforcement to track.
THE SECRET AGENT
The Secret Agent infiltrates other guilds to gather information for House Dimir. More than any other agent, this type needs to excel at playing the social game to pass themselves off as someone else and maintain the long con. Bards from the College of Whispers already do this on their own, posing as bards from other colleges to infiltrate places they would otherwise be unwelcomed. By signing a pact with an Archfey, your Secret Agent can see through walls, allowing you to cast range of sight spells through walls. You’ll be able to knock out guards in another room before you’ve entered or teleport past security. The mask of many faces can let you easily disappear into a crowd, while Devil’s Sight ensures that you can see through any sort of darkness. With Voice of the Chain Master, you can send small creatures such as ravens, spiders, and dogs to lurk right under someone’s nose while they divulge their plans and secrets, none the wiser that you’re spying on them. The focus on Charisma also ensures that even if someone suspects you, you’ll have an easy time throwing them off your trail with +17 Deception checks.
Race: Variant Human (+1 CHA/+1 DEX)
Feat: Actor (+1 CHA) or Observant (+1 WIS)
Starting Class: College of Whispers Bard (12)
Multiclass: Archfey Warlock (8)
Boon: Pact of the Chain
Sleight of Hand
Mask of Many Faces
Voice of the Chain Master
BARDIC MAGICAL SECRETS
Contingency, Mental Prison
C Encode Thoughts, Eldritch Blast, Friends, Mage Hand, Message, Mind Sliver, Minor Illusion
1 Charm Person, Command, Comprehend Languages, Disguise Self, Hex, Sleep
2 Blindness/Deafness, Detect Thoughts, Gift of Gab, Hold Person, Mind Spike, Mirror Image, Misty Step, Pass Without Trace, Silence, Spider Climb, Zone of Truth
3 Counterspell, Dispel Magic, Enemies Abound, Gaseous Form, Meld Into Stone, Nondetection, Sending
4 Arcane Eye, Dimension Door, Greater Invisibility, Freedom of Movement, Psychic Lance
5 Dominate Person, Dream, Mislead, Modify Memory, Seeming
6 Contingency, Mental Prison, True Seeing
Guildmaster Lazav is a mindmage, and alters reality around him, something high level illusionists can do. Illusions can also be effective tools in spreading false information, creating distractions, or being used as traps to keep prying eyes away from your guild’s actions. Similar to the Warlock, you can use Find Familiar to gather information, sitting on a park bench while your familiar stealthily lets you eavesdrop on the plots of your enemies. Through spells like Dream, you can relay information to your Dimir Contact secretly without it being tracible. Most of your spells serve to relay information, sneak in or out of places, or stop enemies that are chasing you. Etherealness is the true MVP spell, since you can eavesdrop on any conversation from the safety of the Ethereal Plane. As long as you’re keeping track of time, you could literally just cast this spell twice per day, spend your whole day spying, then long rest for 8 hours to recover your 7th level spell slots. You’d be an invaluable asset to the plans of House Dimir that way.
Class: School of Illusions Wizard (20)
C Encode Thoughts, Fire Bolt, Friends, Mage Hand, Message, Mind Sliver, Minor Illusion, Prestidigitation
1 Charm Person, Comprehend Languages, Detect Magic, Disguise Self, Find Familiar, Fog Cloud, Grease, Identify, Magic Missile, Shield, Silent Image, Sleep
2 Blindness/Deafness, Blur, Crown of Madness, Detect Thoughts, Enlarge/Reduce, Mind Spike, Mirror Image, Misty Step, Pass Without Trace, Spider Climb
3 Counterspell, Dispel Magic, Enemies Abound, Haste, Gaseous Form, Glyph of Warding, Meld Into Stone, Major Image, Nondetection, Slow, Tiny Servant, Water Breathing
4 Arcane Eye, Confusion, Greater Invisibility, Freedom of Movement, Leomund’s Secret Chest, Locate Creature, Phantasmal Killer, Psychic Lance, Polymorph
5 Dominate Person, Dream, Mislead, Modify Memory, Passwall, Rary’s Telepathic Bond, Seeming, Wall of Force
6 Arcane Gate, Contingency, Mental Prison, Programmed Illusion, True Seeing
7 Etherealness, Mirage Arcane, Mord’s Magnificent Mansion, Symbol
8 Demiplane, Feeblemind, Illusory Dragon, Maze, Mind Blank, Telepathy
9 Foresight, Time Stop
The mastermind operates similar to the Secret Agent, but without the magical aid of being a bard or warlock. Like the Secret Agent, they excel at passing themselves off as someone else, able to play a part. However, the Mastermind serves the guild a different way. They’re chess masters, helping the guild to plot their schemes rather than being henchmen. Their deceitfulness is so potent that at higher levels, they can’t even be forced to tell the truth by the influence of magic, and their minds can’t be read either. Perfect people to be entrusted with the secrets of the guild, since it can’t be pried out of them unwillingly. They do well to serve the guild in positions of authority, acting as corrupt beaurocrats and politicians firmly under the guild’s thumb, swaying the laws and regulations of the city to favor House Dimir subtly from a seat of power. Even as lower ranking agents, their ability to read enemies and misdirect attacks so that foes hit their own allies makes the Mastermind a very useful agent for House Dimir
Race: Variant Human (+1 CHA/+1 DEX)
Feat: Actor (+1 CHA)
Sometimes, the enemies of House Dimir need to be silenced. Permanently. But ordinary methods of killing are messy, bloody, and leave a lot of evidence. The Soulknife, on the other hand, destroys a target’s mind. Leaving no blood, no traces, and no clues when people fish the corpse out of the river. Between your changeling race allowing you to disguise yourself, your psychic teleportation for quick getaways if used properly, and your psychic veil to turn invisible, you have a myriad of options for getting in and out without being spotted, leaving only a mysterious death in your wake.
Class: Soulknife Rogue (20)
Sleight of Hand
Ultimately, what this boils down to is a simple case of espionage. Each build has its strengths and weaknesses, and no one build is the best way to serve House Dimir. More importantly, each one has its own playstyle, allowing you to serve House Dimir the way that appeals best to you. If you’re thirsty for an intrigue heavy campaign, then House Dimir welcomes you to the spider’s web. Just be careful who you trust. The penalty for treason is death.
Sorcerous Origin: Spellwarper
So, a long while ago, I made a prestige class from 3.5 edition, the Spellwarper. I love the concept of it a lot, but I do realize that most people don't use prestige classes. So I decided to see if I could work it into the sorcerer class. Here's the result!
All in all, I really like how it turned out. I do wish I could introduce spellwarp sniping earlier, but it doesn't fit the theme as much as the other features. So it got pushed out to 14th level. Anyhow, enjoy!
PDF Download: https://homebrewery.naturalcrit.com/share/-tqsFO_qdhLw
For more content and to see my content earlier, check out my patreon: https://www.patreon.com/astrelan
Week 1: Unity; Day 1- The Coven
The Warlock of the Coven makes a pact with other spellcasters to share their magical might- whether your coven is young and ambitious, or established and dogmatic, you must find your place in it by accumulating magical power. As you ascend, you will begin to share power with your allies, and demand power in return.
This turns the Warlock into a unique support spellcaster and emphasizes their role as a face. Sharing vital spells accross your party at the highest level allows you to ensure you can cast the right spell from the right place at the right time.
You can find this document on the homebrewery here!
Update: Embarassingly, it’s come to my attention I uploaded a version of this that got cut off. I’ve replaced the image and included a link to the live homebrewery document, so I’m circulating this again.
Honestly no idea why I'm sharing this here but I homebrewed a spell so my necromancer could have a pet skeleton cat.
Finally reading through 5e player handbook and you know what? It's better. It just is. I put it off because learning new things that are a lot like a good hunk you already know is hard and also all the 3.5 shit is free online but God damn of this isn't just fucking better in every way.
"Vodalian rank is displayed by the colors and patterns of their skin. Beware the color red; that is the badge of the empress's favor." —Corbio, pearl diver
Artist: Melissa A. Benson
You find the woman who never lies in a tavern, on a night with no moon you ask her for help.
“Of course I will. You are my chosen.” She says with such conviction that you believe her without hesitation. You were always her chosen.
That night you find a vagrant curled up in a ball outside the tavern, all the mead in the world couldn’t numb the pain in his chest. You try to help, whisper words of encouragement.
“It’s ok. You’re strong. You can beat this.”
The vagrant stands on shaky feet, maybe the pain in his chest wasn’t as bad as you thought you place him arm over your shoulder and walk him to safety but on your way home you stumble into a group of ruffians and you get the sense that by helping the vagrant you have taken away their fun for this evening, for a moment things seem tense.
“This isn’t you, go back to your families.”
Two of the three men nod. You aren’t lying, they realise that they are good men and they stumble away to the families that they have always had. But the third man is confused, its not that you are lying but it seems that there’s something that keeping him from accepting the truth, you look him over and see the blood on his knuckles and you hear a child’s voice groan in pain from the alleyway the man emerged from. You have a realisation.
“You should be more careful friend. You’re on fire.”
You’re not lying, you never lie.
SO! This is the fruits of my labor for the past week! The Driver! A homebrew class based off of Drivers from Xenoblade Chronicles 2! I hope everyone enjoys this, unfortunately, the pdf hasn’t been made correctly yet, but at least the link to the page is up and these pics are!
Now I must say, this class is NOT trying to make you the main protagonist and you don’t have the benefits the Rex did having bonded to the Aegis, such as bonding to multiple Blades. If you know Xenoblade Chronicles 2, you know what I’m talking about. This is like being the other Drivers in the world who only bond to one Blade.
I hope you all enjoy this homebrew class and use it to your hearts content! Also any thoughts or critiques are welcomed! This was made on GMBinder.com and I hope you all like this!
The Florida man, agent of chaos 5e
Broke: Light Domain Cleric of Aphrodite
Woke: War Domain Cleric of Aphrodite
How to Play as Kaeya in DnD 5e
I’m fairly new to Genshin Impact, not even 10 hours into playing, but among the early game characters, Kaeya is easily my favorite. So, while I’m early to the game, the combat is rather simple all things considered, and I’d like to adapt Kaeya to a DnD format.
Genshin Impact may be a Chinese game, but if it looks like an anime and feels like an anime, I call that an anime character. My standard rule of thumb is that any anime character is a variant human unless they are clearly not human. We’ll give Kaeya +1 INT, +1 DEX, proficiency with History, and the Elemental Adept feat to empower his cold-damage spells.
For his background, Kaeya’s first mission for us is a phony sting operation, which leads me to label him an Investigator for Insight and Investigation.
Kaeya is willing to deceive the Traveler to apprehend a criminal. Manipulating your friends to stop crime is rather Chaotic Good.
Kaeya uses a sword, he’s intelligent, and his spell diversity is rather limited. I call that an Eldritch Knight. There’s room to argue he’s a Bladesinger, but there’s not a whole lot of spells that deal Cold damage that are above 5th level spell slots. Sadly, Eldritch Knights only get 4th level spells, so if you want Kaeya to have access to Cone of Cold or Otto’s Freezing Sphere, he’s going to need some levels of School of Evocation Wizard to increase his capacity for cold magic. But that’s purely optional.
STR 8 DEX 20 CON 16 INT 20 WIS 12 CHA 10
STR +5 DEX +5 CON +9 INT +5
Speed: 30 ft
Number of Attacks: 4
Passive Perception: 15
Elemental Adept - Cold
Kaeya’s Spell List
C Frostbite, Ray of Frost, Shape Water
1 Ice Knife, Mage Armor, Shield
2 Dragon’s Breath*, Icingdeath’s Frost, Hold Person, Magic Weapon, Snilloc’s Snowball Storm
3 Glyph of Warding, Sleet Storm, Spirit Shroud
4 Control Water, Ice Storm
Kaeya wasn’t that hard to build. He was pretty straight forward and easy to translate. A sword, some ice magic. But all things considered, I’m glad that I built him. I’m sure that as I play more and unlock more characters, I’ll hopefully return to this game and build another character.
Fellow party member, Aasimar Sorcerer Echo Feyne
AdorkaStock used as pose reference
Week 1: Unity
Day 2: The Deserter
The Deserter is narratively the black sheep for this week’s theme, but Mechanically, it fits right in. With access to the protection fighting style and feature that draws reaction attacks, the Deserter has the potential to lean into a more support oriented style of combat.
This Roguish archetype comes from a simple desire: to be a Rogue with heavier equipment. Of course, you can’t build a whole subclass off of that, so this one has been a struggle for me.
One of my friends suggested charging, and I was reminded of The Banner Saga’s Backbiter (the capstone’s namesake), as well as 3.5′s scout. The extra armor class you get from your heavier equipment is offset by the risk-reward mechanic of False Engagement, while Swift Maneuver lets you act as more of a bullying force on the battlefield.
All told, the Deserter Roguish archetype gives you a very different experience than the other Rogue subclasses, with a focus on up front and gutsy combat.
A quick aside: Thanks to some pretty tough goings-on in my life at the beginning of this week, I’m a little behind schedule. All of this week’s posts should still make it up on their target day, but they might come later in the day than usual.
You can check out this document on the homebrewery here!
another DND piece, our favourite antagonist plotting our deaths >:-) the papers on the wall are our all our characters, NPCs, and little easter eggs from the campaign!!
I want you to look me in the eyes and tell me that your favorite D&D Character isn't just you, but fantasy
What if they threw a war, and *everybody* came?
Artist: Kev Brockschmidt
Ways your characters can transition between genders within the mechanics of dnd
this is not at all what this blog is usually about but I recently watched Identity: a trans coming out story by philosophy tube and like a true nerd I saw a moving and breath-taking piece of art and immediately attempted to apply it to Dungeons and dragons.
1. The Witches brew
The viscous green liquid within the cauldron bubbled as a wizened hand stirred with a gnarled wooden spoon “Sip once a day, every day for a year” croaked the witch “but never during the full moon”
A potion or blessing provided by the local wise woman/witches coven/hag that will slowly but surely transform the subject. This idea is maybe less steeped in the mechanics of dnd but this idea seems so classically witchy i had to include it plus this would likely be the only method of transition available for the common folks in your average dnd setting, for DM’s a fun level 1 adventure for your hero's could maybe include a character wishes to brew a potion of transitioning but is missing a vital ingredient and the party must set off on a quest to find it or it could be more of a long term thing, maybe one of the PCs is using such a potion and must occasionally either return to the witches hut to stock up or gather the ingredients themselves, lots of possibilities.
I thought that a slower transformation was appropriate since witches are fairly low level in the grand scheme of things however hags are known for making deals so maybe your character has bargained for a faster transition but then the question is what did they offer in exchange?
2. By Divine Favour
You kneel and whisper a prayer as you had done a thousand times before but this time something was different, from the sky, a beam of golden light falls down upon you and you feel power deep within your bones.
The gods are the most powerful creatures in the lore of dnd but with that comes a degree of separation, the gods are not likely to grant your wishes just because you asked so your best bet is to go to a cleric or become one yourself, spell wise however there is little they can do for you unless the dm has a very generous interpretation of the term ‘restoration’ luckily clerics have the divine intervention feat where they roll a d100 and if the number they roll is below their cleric level they can call on their deity for aid with a specific task, this task can be anything from drying out the laundry with some sun beams or alleviating dysphoria with a godly transfiguration. clerics get this ability at level 10 which means that there's a one in ten chance of success from the beginning and they can perform it once per long rest so just hang out with them for a fortnight and wait for luck to turn your way.
3. A Pact From Beyond
You hang in space as if swimming in an ocean and flying through the clouds all at once. You feel a mind older that time and vast enough to swallow a city whole asks you “what is it you desire?”
Here we are at my bread and butter. Eldritch pacts have been made for much less than a definitive change of identity so you could also throw in that your friends and family will only remember you as your new identity or you could just have anyone who ever deadnames you sucked into the nine hells.
There are other option if you don’t want to base your entire pact on transitioning. At second level you gain access to eldritch invocations one of which could be mask of many faces which allows you to cast disguise self at will without using a spell slot, what this means is that you can decide how your character looks 100% of the time. disguise self only lasts an hour but you can just cast it again and again. obviously this is a low level ability so it does have limits, the main draw back is that the spell is only an illusion. you can make your character look a certain way but you can’t change their body, at least until 7th level when you can get the sculptor of flesh invocation that allows you to cast polymorph but sadly you do have to use a spell lot for this invocation so even though you will have a proper transformation it will at most last an hour.
but hey the situation isn't hopeless I’ve heard that unfathomable eldritch beings are very reasonable creatures as long as you are willing to negotiate.
4. Find a wizard
“The ritual lasts an hour and requires you to be completely submerged” Said the kindly old man as he excitedly hopped around his arcane laboratory showing off his research which is complete gibberish to you “the magic of the clay will sustain you but if you are uncomfortable with the sensation of not breathing I have some improvised wooden reeds which you could use to breath through however a foreign body within the ritual may require me to take a little extra time to...”
You silence him with a wave of your hand “Don't worry about it.” You lie back on the table “Lets begin,”
Wizards have access to a larger amount of spells that other classes but only a few of those spells are fit for our purposes, Wizards have access to disguise self which we discussed in the previous section as well as alter self which would be perfect for our needs if it wasn't for the hour long time limit, if you can find a way to keep the alter self spell up indefinitely through either a magic item or a round the clock team of spell casters who take turns casting every hour, you would have a better time but even then it is an ongoing magical effect so it can be cancelled either by a dispel magic spell or an antimagic field but fear not dear reader! for wizards have the ultimate trans spell... Widowgast’s Transmogrification.
Now technically this spell isn’t part of official dnd material however the world the spell exists in is an official dnd world so I consider it cannon by proxy. Widowgast’s transmogrification is a spell that permanently transforms a willing humanoids body into another type of humanoid body this means you can change the race and/or gender of the subject. So you essentially get to look exactly how you want to with no magical baggage. There are some drawbacks of course this is a 6th level spell so you need to be at least an 11th level wizard to be able to cast it or you need to find a trustworthy wizard which is a challenge in of itself plus the spell components are costly but in my opinion the pros of the unique spell outweigh the cons.