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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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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indulge me in this friendly christmas game
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a glimpse of things to come
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a vision of what will be
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a feature i’m working on
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preview of a work in progress
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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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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!!
uses hilarious brain-based puns (no-brainer, empty-headed, absent-minded)
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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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Oath of Medusa
A sacred oath for Dungeons & Dragons fifth edition by @lair-master.
image by Sixfrid_Art
The Oath of Medusa is an everlasting crusade, undertaken by a fearsome and furious defender. Sometimes called templars, fright knights, or heretics, paladins who swear this oath kneel before the head of their martyr, meet her lifeless gaze, and withstand its petrifying curse. These paladins have fortified flesh as hard as stone, fortify allies under their aegis, and restrain enemies with a glance. Many slowly become petrified—though they cease to age—relying on salves to hold the condition at bay. They regard Medusa—that terrifying protector of justice—as a deity, and engrave her serpent-haired visage on shields and helmets to reflect their zealous devotion.
Tenets of Medusa
Considered a sacred text, the Oath of Medusa is set in stone. Paladins beholden to her observe these tenets.
Medusa’s Mask. Assume a frightening guise, and see through those whose truth hides beneath a mask.
Petrify. Stop the profane in their tracks with intimidation and fear, lest prying eyes gaze upon our secret rites.
No Evil Too Great. Overlook no crime, no matter how powerful the criminal. None are above my judgement.
Venomous Fury. Let righteous anger drip from my fangs. Let it poison my zeal and sharpen my sight.
Shield the Innocent. Should the blameless be headed for punishment, I’ll not be silent. Not on my watch.
You gain oath spells at the paladin levels listed.
At 3rd level, you gain the following two Channel Divinity options.
Aegis of Medusa. As a bonus action, you can fortify one willing creature that you touch with stone flesh, using your Channel Divinity. While that creature isn’t wearing heavy armor, all damage against it is reduced by your Charisma modifier (minimum 1).
This effect lasts for 1 minute. It ends early if you fall unconscious or if you voluntarily end it (no action required).
Gorgoneion Gaze. When a creature that can see you starts its turn within 30 feet of you, you can use your reaction to present your holy symbol and speak a prayer of petrification, using your Channel Divinity. That creature must make a Constitution saving throw, unless it can’t be petrified. On a failed save, the creature is restrained until the end of its next turn.
Unless surprised, the creature can avert its eyes to avoid the saving throw. If the creature does so, it can’t see you until the start of its next turn. If the creature looks at you in the meantime, it must immediately make the save.
Aura of Snakes
At 7th level, a spectral crown of guardian serpents appears on your head. You and friendly creatures within 10 feet of you are immune to poison.
At 18th level, the range of this aura increases to 30 feet.
At 15th level, you gain the effect of your Aegis of Medusa whenever you are wielding a shield. Also, you cease aging.
At 20th level, you can assume the form of a petrifying protector. Using your action, you undergo a transformation. For 1 minute, you gain the following benefits:
You have resistance to all damage.
As a bonus action, you can cast ray of sickness at will, without using a spell slot or any components. The attack roll has advantage.
A creature restrained by your Gorgoneion Gaze must repeat the saving throw at the end of its next turn. On a failure, the creature is permanently petrified.
If you use this feature two or more times before finishing your next long rest, there is a cumulative 25 percent chance for each use after the first that you become petrified when the transformation ends.
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A magic item for Dungeons & Dragons fifth edition by @lair-master.
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d&d paladin idea
on trial, the knights templar were accused of worshiping a severed head. by some accounts, the head of medusa.
imagine, holy knights who secretly kneel before the martyred gorgon. their initiation rites require they meet her lifeless gaze and withstand its petrifying curse.
those who fail join the statues standing sentry atop their cathedral.
but those who prevail are fortified by patches of calcified flesh, can extend this protection to others, and restrain enemies where they stand, hardening their skin at a glance.
the terrible truth is, even those who survive these rites are slowly being turned to stone–though they cease to age–relying on magic salves and ointments to hold petrification at bay.
they shall all adorn that cathedral in the end, watching over the exiled and afflicted, awaiting the day that their serpent-haired patron restores them to flesh for a heavenly cause.
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dnd adventure idea
an ancient dragon is visited by 3 dracoliches Christmas Carol-style and renounces her hoard, flying overhead and dropping riches on townsfolk below:
the blacksmith’s shop is reduced to splinters by a gold-plated, jewel-encrusted claw foot bathtub
the village idiot becomes a genius when a single gold coin pierces their skull and removes the stupid center of the brain with surgical precision
the One Ring lands on a halfling’s finger and they promptly disappear
an animated candelabra, clock, and teapot become human again as the dragon’s curse of greed is lifted--and immediately fall to their deaths
a portable hole drifts gently down, landing directly in the path of an oblivious (and bard-infested) marching band
all the while, the dragon laughs merrily, shouting “Tiamat bless us, every one!” the party is tasked with teaching the newly-reformed hoarder that it’s doing benevolence wrong. or slay it. probably the latter.
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play a divination wizard who knows they’re a player character in a tabletop role playing game
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d&d class idea
the satanist, directly inspired by that moral panic of the 80’s & 90’s. Worship the devil! Perform ritual sacrifices! Recruit and corrupt impressionable young cultists! Roll dice and babble infernal to send parents and clerics into a literal satanic panic!
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A cleric cantrip for Dungeons & Dragons fifth edition by @lair-master.
image by Todd Ulrich
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Way of Light
A way for monks who forsake shadow. Designed for Dungeons & Dragons fifth edition, by @lair-master.
image by Robson Michel
Monks of the Way of Light observe a tradition that celebrates openness and learning. These monks might be called inspectors or lightkeepers, and they serve as sleuths and sentries. Sometimes a monastery of inspectors are officers, forming a constabulary sworn to protect whistleblowers and ensnare shady characters. Other monasteries are more like detective agencies, lending their brilliant deductive powers to rich eccentrics, femme fatales, and hard-luck cases. Their agendas notwithstanding, the leaders of these monasteries encourage the continual curiousness of their pupils.
At 3rd level, you can spend 2 ki points to cast continual flame, spike growth, warding bond, or zone of truth, ignoring material components. Additionally, you gain the spare the dying cantrip.
At 6th level, when you both are in bright light, as a bonus action you and a willing creature within 60 feet of you can teleport, swapping places. The next attack roll against that creature has disadvantage if the attack is made before your next turn.
Prism of Light
At 11th level, in an area of bright light, as an action you can cast faerie fire at will. If you are no longer in bright light, the spell ends.
At 17th level, whenever a creature within 5 feet of you hits a target other than you with an attack, you can make a melee attack against that creature as a reaction.
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Way of the Tiny Ninja
A monastic tradition for Dungeons & Dragons fifth edition by @lair-master.
You are a toy ninja in a gumball machine outside the local grocery store. Safely cloistered within your acorn-shaped capsule, you meditate among brethren wearing many colors and trained in many styles. Until, for a trifling sum, you are cast out. Forced to serve as avatar to a covetous god, you navigate dungeons on a vast grid. Night after night you battle, monsters towering over you, one tiny ninja in a world of peril. But by campfire light, you paint miniature figures, tokens of the monastery you left behind.
At 3rd level, you gain the following features.
Capsule. You can cast Tenser’s floating disc as a ritual and you know the blade ward cantrip.
Ninja Color. Choose one ninja type or roll on the Ninja Color table. When you hit a creature with Flurry of Blows, you can have it make a saving throw. Your ninja color determines the save type and effect on a failure.
Ninja Style. Choose one style type or roll on the Ninja Style table and gain its benefit.
At 6th level, you can cast enlarge/reduce on yourself at will, using only the spell's reduce option, without needing material components.
For Two Bits More
At 11th level, choose a second option from both the Ninja Color table and the Ninja Style table.
At 17th level, you can spend 4 ki points as an action to summon a swarm of toy ninjas for 1 hour or until you use this ki feature again. The swarm appears in an unoccupied space within 5 feet of you.
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A cantrip for Dungeons & Dragons fifth edition by @lair-master.
This cantrip is on the druid, sorcerer, warlock, and wizard spell lists.
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