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#funcharacterideas
lair-master · 2 years
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imagine, a non-acidic gelatinous cube. its ooze is like that oxygenated fluid mice can breathe. organisms inside it bob peacefully, harmlessly, inhaling oxygen-rich slime. the cube, in turn, absorbs respiratory byproducts that nourish it. it adjusts its atmosphere to soothe and pacify occupants and intuitively ejects unwilling ones. found in dungeons inhospitable to other life, like passages filled with poison gas, it seeks out adventurers to ferry across those areas, offering a mutually beneficial exchange of sustenance.
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lair-master · 2 years
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Botani
An uncommon race for Dungeons & Dragons fifth edition by @lair-master.
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art by Kristen Perry
Botani Traits
Your botani character has certain unique traits.
Ability Score Increase. Increase one ability score by 2 and increase a different score by 1, or increase three different scores by 1.
Age. Botani reach adulthood at the age of 75 and usually live to be 600 years old.
Alignment. Botani cleave to no one alignment.
Size. Your size is Medium.
Speed. Your walking speed is 30 feet.
Oaken Hide. You have rough, bark-like skin. Your AC can't be less than 16, regardless of what kind of armor you are wearing.
Natural Herbalist. You have proficiency with the herbalism kit.
Deep-Rooted. You have advantage on saving throws against being knocked prone.
Photosynthesis. You finish a short rest in 30 minutes when you rest in direct sunlight.
Blight Averse. When you take necrotic damage, you have disadvantage on attack rolls and ability checks until the end of your next turn.
Botani Magic. You know the thorn whip cantrip. When you reach 3rd level, you can cast the goodberry spell once with this trait and regain the ability to do so when you finish a long rest. When you reach 5th level, you can cast the spike growth spell once with this trait and regain the ability to do so when you finish a long rest. Charisma is your spellcasting ability for these spells.
Botani Combat Training. You have proficiency with scimitars, whips, and nets.
Languages. You can read, speak, and write Common and one extra language of your choice.
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lair-master · 2 years
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d&d ranger idea
call yourself johnny appleseed
learn the goodberry spell
call it goodapple instead
conjure apples with it instead of berries
call party members "good apples"
call monsters "bad apples"
catchphrase: "how do you like THEM apples?!" (spoken in a high-pitched, deranged voice, whenever anyone eats a goodberry goodapple, no matter the circumstance)
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lair-master · 2 years
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A class whose spellcasting ability is Constitution, to complement the dragonborn’s breath weapon trait.
Here’s the catch though: Their spells aren’t actually spells. They’re features written like spells, like breath weapons are.
The class would be dragon-themed, to further complement dragonborn. Isn’t time D&D had an actual dragon class?
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lair-master · 2 years
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The Green Knight
An otherworldly patron for Dungeons & Dragons fifth edition by @lair-master​.
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image by Diana Sudyka
Your patron is equal parts troll and fey, an enigma borne of woodland magic come to test those bound by the chivalric code. This mysterious figure challenges the honor of knights, using games or trickery, and measures their worth with encounters that terrify and perplex. Named for the hue of his clothes and complexion, he appears astride an emerald steed and wields a fearsome axe.
Expanded Spell List The Green Knight lets you choose from an expanded list of spells when you learn a warlock spell. The following spells are added to the warlock spell list for you.
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Bonus Proficiencies Starting at 1st level, you gain proficiency with medium armor, shields, and one martial weapon of your choice.
Grim Game of the Green Knight Also at 1st level, your patron grants you a deadly first blow. The first time you attack on your turn, you can gain advantage on the attack roll. If the attack hits, you deal extra damage to the target equal to 1d12 + your warlock level. Once you use this feature, you can’t use it again until you finish a short or long rest.
Fortuitous Phantom Fortress Starting at 6th level, you spy a spectral sanctum. At the end of your turn, you can use a bonus action to vanish from your current plane of existence and appear in an extradimensional dwelling. There, you can spend up to a third of your Hit Dice. For each die spent, roll the die, add your Constitution modifier, and regain hit points equal to the total. On your next turn, you return to the space you left, or the nearest unoccupied space. Once you use this feature, you can’t use it again until you finish a short or long rest.
Blade-Blunting Belt Starting at 10th level, a magic belt is bestowed upon you. While wearing this belt, you have resistance to slashing damage and any critical hit against you becomes a normal hit. If you lose your blade-blunting belt, it appears at your feet when you finish a long rest.
Good Graces of the Green Chapel Starting at 14th level, when a creature hits you with a melee attack, you can use your reaction to cause the creature to make a Wisdom saving throw. The attack deals no damage on a failed save, and half damage on a successful one. You can use this feature three times. You regain all expended uses when you finish a long rest.
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lair-master · 3 years
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Create the Green Knight for D&D 5e in 10 Easy Steps
Use the troll stat block on page 291 of the Monster Manual.
Change his type to fey.
And his alignment to neutral.
Raise his INT, WIS and CHA scores to 14, 15 and 18 respectively.
Add Common, Druidic, Elvish and Sylvan to his languages.
Give him a greataxe.
And a suit of half plate armor.
Use the Loathsome Limbs variant.
Remember! He regains 10 hit points on his turn, even at 0 hit points.
He can also reattach severed body parts, such as his head.
For his horse, use the giant elk stat block (page 325). No Monster Manual? No problem! Both the troll and giant elk are in the free Basic Rules (link). Loathsome Limbs is omitted, but isn’t essential.
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lair-master · 2 years
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lair-master · 2 years
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indulge me in this friendly christmas game
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lair-master · 2 years
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took another whack at it
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lair-master · 3 years
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a glimpse of things to come
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lair-master · 3 years
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a vision of what will be
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lair-master · 3 years
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a feature i’m working on
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lair-master · 3 years
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preview of a work in progress
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lair-master · 3 years
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d&d warlock patron: the intellect devourer
a four-legged, brain-shaped alien teleported into your skull & ate your brain. it lives there now.
hobbies include dragonchess, dragonsudoku, & doing its barely-passable impression of a humanoid.
observant friends may question why you seem lost in thought, suddenly know Deep Speech, & constantly refer to yourself in the third person.
struggles with a debilitating case of Literal Impostor Syndrome
knows everything you did in life & is wracked with guilt, burdened with the knowledge of favorite foods you can’t taste, loved ones you’ll never again see, & dreams you’ll never get to realize.
it tries to honor your memory. savor your rations. cherish your party members. enable your insatiable thirst for power. but it’s not enough. never. enough.
it can’t undo the harm. uneat your brain. it can only deceive. act the part. play the role. until the day inevitably comes when it’s exposed for the fraud that it truly is:
a barren husk!
a hollow shell!!
an aberration-pretending-to-be-a-patron-pretending-to-be-a-warlock!!!
uses hilarious brain-based puns (no-brainer, empty-headed, absent-minded)
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lair-master · 3 years
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d&d warlock patron idea
the goblin. literally just a goblin. discreetly follows you around & helps out in subtle ways. pushes you out of the way of falling debris. stabs enemies sneaking up on you. bites hands that would pick your pocket. they’re doing their best.
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lair-master · 3 years
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an elf PC in my old-school essentials campaign befriended an owl bear. she’s building a menagerie of creatures she’s met on our adventures. taking an owl bear into a dungeon is tricky, but they missed each other, so i wrote this second level spell. Now they can actually hang out!
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