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thelibraryofthacey · 8 months
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[Weird one to guess the balance for. It's pretty mediocre as an AoE spell for its level, especially when all of these classes have Fireball. But it nukes the crap out of big targets. No upcast benefit because I would like to not completely invalidate ginormous boss monsters.]
Quill’s Spatial Rending
3rd-level Transmutation
Casting Time: 1 action
Range: 90 ft.
Components: V, S
Duration: Instantaneous
Description: You tear space itself apart, and your foes along with it. Choose 4 contiguous 5-foot squares arranged in a straight line within range. Each creature inside one of the chosen squares takes 5d6 force damage for each square it is within, with a Dexterity saving throw for half damage. The chosen spaces are difficult terrain, even for flying creatures, until the end of your next turn, as space repairs itself.
Appropriate For: Sorcerer, Warlock, Wizard
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galahadiant · 9 months
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more city of blood art; our druid Tyche, played by @thelibraryofthacey!
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outlandidol · 2 years
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Commission for @eradami @thelibraryofthacey done! This is Flint, a recurring character in their campaign. I had a lot of fun working on this - thank you for commissioning me! 
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thelibraryofthacey · 10 months
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[Hi. I remembered I had this moldering in the depths of my drive folders and decided to finish it finally. So here's the Oath of Inspiration, a paladin oath all about buffing the crap out of your allies. In a 1v1 duel, this subclass is very nearly blank, but as part of a team? You're quite an effective support.]
[I will probably not ever go back to posting my own brews regularly, by the way. Suffice to say, 5e isn't inspiring me anymore, and I'm directing my brewing energies elsewhere. Alas, it is not something I can share for a while yet, if ever. I am about to start running a 5e game, though, so I'll share stuff I make for that, but that will be as it comes up in that game.]
Oath of Inspiration
The Oath of Inspiration originated with the Order of the Starshield, a loose affiliation of knights who follow the teachings of Saint Ullr Golddrake. The Knights of the Starshield accept nearly all candidates, but the Oath of Inspiration requires no dedication to any god, saint, or formalized order. It is an oath made to and enforced by the paladin themself, to use their power not to glorify themself or anything above them, but to be a beacon of light to the disempowered.
Tenets of Inspiration
The Oath of Inspiration emphasizes independence, leading by example, and empowerment. 
Inaction is Complicity. Failing to act in opposition to evil is equivalent to doing evil yourself. When darkness looms, be the light that casts it back.
Empower the Meek. You cannot be everywhere at once, and you cannot fight every evil yourself. Serve to inspire others to take action of their own initiative. 
Good and Evil are Inconstant. What is good in one context may be harmful in another. Trust your judgment, but keep an open mind.
Oath Spells
You gain oath spells at the paladin levels listed.
3rd Level: Bless, Heroism
5th Level: Aid, Warding Bond
9th Level: Beacon of Hope, Crusader’s Mantle
13th Level: Aura of Life, Freedom of Movement
17th: Circle of Power, Holy Weapon
Channel Divinity: Inspired Words
3rd level Oath of Inspiration Feature
You may use your Channel Divinity as an action to lend your presence to others. For the next hour, any creature of your choice within 30 ft. of you may use your Charisma bonus in place of their own when making a Charisma ability check. If an affected creature’s Charisma bonus is equal to or greater than your own, they instead gain a +1 bonus to Charisma ability checks.
Channel Divinity: Inspired Zeal
3rd level Oath of Inspiration Feature
Immediately after attacking on your turn, you may use your Channel Divinity as a bonus action to inspire your allies to follow suit. Choose one friendly creature with 60 ft. who can see you. That creature may use its reaction to make one weapon attack or cast a cantrip that deals damage. If they target a creature that you hit with an attack this turn, they have advantage on their attack roll or their target has disadvantage on their saving throw.
When you reach 5th, 11th, and 17th levels in this class, weapon attacks made as a result of this feature deal an extra 1d8 radiant damage.
Aura of Inspiration
7th level Oath of Inspiration feature
At 7th level, your mere presence inspires your allies to greatness. Whenever a creature other than you that is within 10 feet of you and can see you misses with an attack or fails a saving throw or contested ability check, you may roll 1d4 and add the result to their total. This can change a failure into a success. This feature ceases to function if you are incapacitated.
Once you change a creature’s failure to a success with this feature, that creature can’t benefit from it again until 1 minute has passed.
When you reach 18th level in this class, the range of the aura increases to 30 ft.
Inspire Heroism
15th level Oath of Inspiration Feature
At 15th level, your words and actions can inspire allies to fight through mortal wounds. When an ally you can see and who can hear you is reduced to 0 hit points, you may use your reaction to cause them to fall to 1 HP instead. Until both you and the targeted ally have taken a turn, they are immune to damage and their HP cannot fall below one by any means. While your ally is protected in this way, they regain 2d6 hit points whenever you or they hit with an attack and whenever a hostile creature fails a saving throw against an effect either of you created.
Once you use this feature, you can’t use it again until you complete a long rest. 
Beacon of Inspiration
20th level Oath of Inspiration Feature
At 20th level, you can use a bonus action to transform into a living testament to what anyone can achieve. For 1 minute, you gain the following benefits so long as you aren’t incapacitated:
Whenever you use your Aura of Inspiration, the affected d20 roll is treated as an 8 if it wasn’t already higher.
You and creatures of your choice within 30 ft. of you automatically succeed on concentration checks.
Whenever you hit with an attack or a hostile creature fails a saving throw against an effect you created, you and each creature of your choice within 30 ft. of you regains 1d6 hit points.
Whenever an allied creature within 30 ft. of you hits with an attack or forces an enemy to make a saving throw that it fails, that ally regains 1d6 hit points.
Once you use this bonus action, you can't use it again until you finish a long rest, unless you expend a 5th-level spell slot to use it again.
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thelibraryofthacey · 2 years
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[Does the legalese on Rush to Defend make sense? The language on that ability went through some Drafts lemme tell ya.]
The Last Tower
Shield, Rare, Requires Attunement by a paladin of 6th level or higher
This large kite shield depicts a faded image of a green tower. It belonged to the last member of an order of paladins dedicated to protecting otherwise defenseless villages on the kingdom’s edge, and it enhances a defensive fighting style.
Rush to Defend: Whenever you move, you may move an additional 10 feet if you end that additional movement within 10 feet of an allied creature.
Tower of Faith: As a bonus action, you may activate the shield to have it enhance your Aura of Protection for 1 minute. In addition to the aura’s usual effects, you and all allied creatures within the aura reduce all bludgeoning, piercing, and slashing damage taken by an amount equal to your Charisma modifier (minimum 1). When you activate this ability, you may plant the shield in the ground, causing your Aura of Protection to originate from the shield’s location for the duration instead of from you.
Once you activate this ability, you can’t do so again until the next dawn.
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thelibraryofthacey · 2 years
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[This spell enables you to do the slice! The Spooky Slice!]
Ghost Blades
1st-level Conjuration
Casting Time: 1 Action
Range: 15 ft. cone
Components: V, S, M (a dagger)
Duration: Instantaneous
Description: A field of ghostly daggers springs up from the ground in the target area. All creatures of your choice in a 15 ft. cone that are touching the ground must make Dexterity saving throws or take 2d6 piercing damage and have their speed reduced to 0 ft. until the start of your next turn.
Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, it deals an additional 1d6 piercing damage for each slot level above 1st.
Appropriate For: Artificer, Sorcerer, Wizard
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thelibraryofthacey · 2 years
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[Spell belonging to Nature's Profit. Wait, no, Nature's Prophet. Wait, uh... no I had it right the first time. Uses for this spell include: trapping enemies, granting cover to allies, blocking a pass, and giving you something to climb. You could even conjure it under your own feet and ride the growing tree up and out of reach. Sometimes a tree is just handy to have!]
Sprout
1st-level Conjuration
Casting Time: 1 Action
Range: 30 ft.
Components: V, S, M (a tree seed of any species)
Duration: Concentration, up to 10 minutes
Description: A ring of trees springs into being around a 5 ft. square within range. In each space adjacent to that chosen square, a tree shoots up from the ground, filling the space and growing to a height of 30 ft. A creature inside the ring can make a Dexterity saving throw, moving to any space outside the ring of trees on a success. Spaces occupied by a tree are impassable to creatures that are Small or larger, block all vision, and provide hard cover to anyone behind them.  A creature can pass through the ring of trees by climbing over them or squeezing through using an action by making a Strength (Athletics) or Dexterity (Acrobatics) check against your spell DC. 
The trees can also be destroyed. Each tree has an AC of 15, 20 hit points, and immunity to psychic damage. The trees disappear when the spell ends.
At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, the size of the square surrounded by the trees increases by 5 feet on each side for each slot level above 1st. Creatures may only save against the spell if they are adjacent to a tree when you cast it.
Appropriate For: Nature Cleric, Druid, Ranger
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thelibraryofthacey · 2 years
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https://homebrewery.naturalcrit.com/share/_lTPDAhzql9v
[It’s like the Hyperbolic Time Chamber, but mean!]
Flint’s Eternity
7th-level Transmutation
Casting Time: Action
Range: 60 feet
Components: V, S, M (a small golden hourglass worth 100 gp)
Duration: Instantaneous
Description: You force a target to experience days worth of time in the span of a second. One creature that you can see within range must make a Constitution saving throw. On failure, it gains three levels of exhaustion. On a success, it only gains one.
You may target objects of up to Huge size with this spell instead. If you do, three days of time passes for the object, causing it to rot, rust, or otherwise degrade as though it had been unattended for that time. If you target a magic item with this version of the spell, it regains charges as though three days had passed.
At Higher Levels: When you cast this spell using a spell slot of 8th level or higher, the target creature gains one more level of exhaustion on a failed saving throw or the target item experiences one more day of time for each slot level above 7th.
Appropriate For: Sorcerer, Wizard
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thelibraryofthacey · 2 years
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https://homebrewery.naturalcrit.com/share/er2hlBhQrMI6
[Tumblr pls stahp with the post editor changes where’s my link button? Why is the undo button so squirrely?? Why didn’t you bring over my formating when I pasted the text from my google docs??? Did you change the font????]
[I’m not sure I’m gonna be able to keep to a regular upload schedule for the summer. I... may have signed up for too many classes. So, I’m just gonna upload things when I got the juice. Anyway enjoy these goofy dudes, I love them.]
Marionette Soldier (CR 4)
Medium Construct, unaligned
Space 5 ft. Reach 5 ft. (10 ft. if wielding pikes)
Initiative +2
HP 44 (8d10)
AC 17 (splint armor)
Proficiency Bonus +3
Str 14 (+2) Dex 15 (+2) Con 10 (+0) Int 2 (-4) Wis 10 (+0) Cha 4 (-3)
Condition Immunities charmed, frightened, poisoned
Damage Immunities poison, psychic
Senses darkvision 60 ft.; Passive Perception 10
Languages understands one language chosen by its creator but cannot speak
Speed 30 ft.
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Actions
Multiattack: The marionette soldier makes four shortsword attacks.
Shortsword +5 melee weapon attack, reach 5 ft., 5 (1d6+2) piercing damage
Berserk: The marionette soldier must use this action at the start of its turn if it has less than half of its hit points remaining, and cannot use it otherwise. Once the marionette uses this action, it can’t do so again until it is repaired to full hit points.
The marionette moves 5 ft. towards a random hostile creature within 10 ft. without provoking attacks of opportunity, then makes four shortsword attacks with disadvantage against random creatures within its reach. It does this twice more, then falls prone and ends its turn. 
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Variant: Marionette Archer
Marionette archers wield a pair of shortbows and have an AC of 15. Their actions are replaced with the following.
Multiattack: The marionette archer makes four shortbow attacks.
Shortbow +5 ranged weapon attack, range 80/320 ft., 5 (1d6+2) piercing damage
Berserk: The marionette archer must use this action at the start of its turn if it has less than half of its hit points remaining, and cannot use it otherwise. Once the marionette uses this action, it can’t do so again until it is repaired to full hit points.
The marionette fires wildly, making twelve shortbow attacks at disadvantage against random hostile creatures within its short range. After making these attacks, it falls prone and ends its turn.
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Variant: Marionette Lancer
Marionette lancers wield a pair of pikes. Their actions are replaced with the following.
Multiattack: The marionette lancer makes three pike attacks. 
Pike +5 melee weapon attack, reach 10 ft., 6 (1d8+2) piercing damage
Berserk: The marionette lancer must use this action at the start of its turn if it has less than half of its hit points remaining, and cannot use it otherwise. Once the marionette uses this action, it can’t do so again until it is repaired to full hit points.
The marionette moves 5 ft. towards a random hostile creature within 15 ft. without provoking attacks of opportunity, then makes three pike attacks with disadvantage against random creatures within its reach. It does this twice more, then falls prone and ends its turn. 
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Tactics
The marionette soldiers aren’t really smart enough to employ tactics on their own, and will just run towards things and hit them. They could be found in the company of an artificer or a wizard though, and they might issue commands for them to fight more effectively. Once they reveal their Berserk action, though, they become a bit of a tactical puzzle for your players. How to get them low and away from anyone they could mess up with their frenzy? Of course, finishing them off before their turn comes up again works too. For the archer, cover also works. By the wording of the archer’s Berserk, it fires at creatures within range, even if they’re behind cover. Not invisible ones, though. Be reasonable.
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Lore
These four-armed wooden dolls are typically made by less skilled artificers. They don’t have much in the way of intelligence, and are made with cheap materials, making them suitable for mass production by apprentice golemsmiths. As a result, they are typically not given decent quality equipment either. It is not uncommon for marionette soldiers to become separated from their masters, and without instruction they are aggressive towards all who cross their paths.
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thelibraryofthacey · 2 years
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[Give rogues something that cares about any kind of rest.]
Shadow Dash
Rogue Optional Feature, Requires Cunning Action
You very briefly slip into the Border Aetherial to travel without passing through the space between. When you use your Cunning Action to Dash, you may choose to make it a Shadow Dash. On the turn you use a Shadow Dash, you are invisible while moving, don’t provoke opportunity attacks, and can pass through spaces occupied by other creatures. Creatures that can see into the ethereal plane can see you and can make opportunity attacks against you if they can also attack ethereal creatures. Shadow Dash is affected by effects that prevent or impede teleportation or ethereal travel, such as a Dimensional Anchor or Wall of Force.
Once you’ve used Shadow Dash twice, you can’t do so again until you complete a long or short rest.
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thelibraryofthacey · 2 years
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[Well, the last week was informative. I learned a lot about how much the blog's notes are dependent on a few larger blogs reblogging my stuff. Also that by and large, y'all weren't that interested in my goblins. Noted.]
[Also, why does 5e have to be so wordy about everything? In Pathfinder I coulda just said something like "the attack's crit multiplier is increased by 1" and left it at that. Or the boilerplate "a creature affected by this spell can repeat the saving throw at the end of each of its turns. On a success, the spell ends for that creature." Like, what? In 4e that woulda been two words: "Save ends," and there's a little note somewhere easy to find that defines that. How many pages coulda been saved from the monster manual and player's handbook with something like that in 5e? A not insignificant number I'd bet.]
Lucky’s Coin
Wondrous Item, Rare, Requires Attunement
This simple necklace consists of a large coin with a small bullet hole near the edge, through which a leather cord has been run. While attuned to it, the wearer feels exceptionally lucky. 
Heads, I Win: When you are subjected to a critical hit, the amulet turns that hit into a normal hit. Any effects triggered by a critical hit are canceled. Further, you gain resistance to damage dealt by that attack. Once the amulet negates a critical hit in this way, it can’t do so again until you finish a short or long rest.
Tails, You Lose: When you score a critical hit, the amulet enhances the attack. Roll the damage dice a third time and add the result to the total damage. Once the amulet enhances a critical hit in this way, it can’t do so again until you finish a short or long rest.
(Appears as Precognition in-game)
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thelibraryofthacey · 2 years
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[The value of this spell depends greatly on your party and what bonus actions they can take. It's great with a monk, pretty good with a rogue too. Not so great on yourself, most likely.]
Flint’s Minute Hand
2nd-Level Transmutation
Casting Time: 1 bonus action
Range: 30 ft.
Components: V, S, M (a shaving of licorice root)
Duration: Concentration, up to 1 minute
Description: Choose one willing creature within range. That creature can take two bonus actions on each of their turns. Only one can be a spell.
At Higher Levels: When you cast this spell using a spell slot of 3rd level or higher, you may target one additional creature for each slot level above 2nd.
Appropriate For: Artificer, Sorcerer, Wizard
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thelibraryofthacey · 2 years
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[There is basically no info on these things in the game. They're... from the stars? Usually found in a crater? One's in a mine. And they drop smithing stones that upgrade your weapons. So, I came up with my own theory.]
Fallingstar Beast (CR 14)
Huge Aberration, neutral
Space 15 ft. Reach 10 ft. (15 ft. with tail)
Initiative +3
HP 189 (18d10 +90 Con)
AC 19 (natural armor)
Proficiency Bonus +5
Str 25 (+7) Dex 16 (+3) Con 20 (+5) Int 18 (+4) Wis 16 (+3) Cha 21 (+5)
Saves Dex +8, Con +10, Int +9, Wis +8
Skills Athletics +12, Perception +8
Condition Immunities blind, paralyzed, petrified, stunned
Damage Resistances bludgeoning, piercing, and slashing damage from weapons that aren’t magic or adamantine; poison, radiant
Damage Immunities cold
Senses blindsight 120 ft.; Passive Perception 18
Languages Deep Speech; telepathy 1000 ft.
Speed 60 ft., fly 60 ft.
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Cosmic Flight: The fallingstar beast’s flying speed only functions in areas of low or no gravity. In normal gravity, it is too massive to fly without using Stellar Wanderer.
Stellar Wanderer: The fallingstar beast requires neither food, water, nor air. Over the course of one minute, it can charge enough gravitational power to launch itself through space. Any creature or structure within 100 ft. of the beast when it takes off or lands takes 55 (10d10) bludgeoning damage, with a DC 18 Dexterity saving throw for half damage.
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Actions
Multiattack: The fallingstar beast makes one bite attack and one tail attack. These attacks cannot target the same creature.
Bite +12 melee weapon attack, reach 10 ft., 38 (7d8+7) slashing damage
Tail +12 melee weapon attack, reach 15 ft., 34 (5d10+7) bludgeoning damage
Earth Sling (Recharge 5-6): The fallingstar beast jams its mandibles into the ground and flings earth and stone in a 40 ft. cone. Creatures that are adjacent to the fallingstar beast are unaffected by this action. Other creatures in the area of effect must make DC 18 Dexterity saves or take 49 (9d10) bludgeoning damage. Creatures that succeed take half damage. Three continuous squares within 5 ft. of the fallingstar beast become difficult terrain.
Gravity Beam: The fallingstar beast emits a beam of gravitational force from between its mandibles. Each creature in a 10 feet wide, 90 feet long wide line originating from the fallingstar beast must make DC 18 Strength saving throws or take 27 (5d10) force damage and be pulled 30 ft. closer to the fallingstar beast. Creatures that succeed take half damage and are not pulled.
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Villain Actions
The fallingstar beast has three villain actions. It can take each action once during an encounter after an enemy creature’s turn. It takes villain action 1 during the first round of combat, villain action 2 during the second round, and villain action 3 during the third round.
    Villain Action 1: Upheaval: The fallingstar beast briefly reverses gravity at the locations of three creatures it can see. Those creatures must make DC 18 Dexterity saving throws. A flying creature makes this saving throw with advantage. On a success, a creature manages to grab onto something or maintain their position in the air. On a failure, it is flung up to 100 ft. in the air. If some solid object (such as a ceiling) is encountered in this fall, falling creatures strike it just as they would during a normal downward fall. Creatures then fall if they cannot fly, landing prone in their space.
    Villain Action 2: Rampage: The fallingstar beast roars and charges. It moves up to its speed in a straight line, minimum 20 ft., without provoking attacks of opportunity, then makes a bite attack at the end of this movement. It may then charge and attack twice more. After the final charge, it can use Gravity Beam instead of making a bite attack.
Villain Action 3: Gravity Slam: The fallingstar beast intensifies gravity in the area 100 ft. around it. All creatures must make DC 18 Strength saving throws. On a failure, a creature takes 44 (8d10) force damage and is pinned to the ground, falling prone and becoming restrained. On a success, it takes half damage. Additionally, until the end of the fallingstar beast’s next turn, flying creatures within 100 ft. of the fallingstar beast automatically fall and cannot fly, and creatures attempting to move within that area must spend twice as much movement to do so.
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Tactics
If you’re gonna have this fight indoors, recommend the ceiling be 50 ft. up so as not to change the damage from the Upheaval villain action. Or you could adjust it if you like. It does 35 (10d6) bludgeoning damage outdoors, 7 (2d6) damage per 10 ft. from floor to ceiling indoors, with a max of 70 (20d6) bludgeoning damage with 100 ft. ceiling. Higher than that, and the damage is the same as outdoors.
Fallingstar beasts are quite intelligent, but also very ornery. Diplomacy may avert a fight with one, but once it is enraged, it will fight to the death.
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Lore
The fallingstar beasts are strange, stoney creatures that feed on metals. They typically live in asteroid fields, jumping from rock to rock and feasting on the ores contained within. Rarely, though, they will find their way to an inhabited planet, typically leaving an impressive crater when they land. There, they will typically be found in mines or other locations rich in metals, and can be extremely destructive to Folk activity. As a result of their diets, their bodies are rich in rare metals, and the beast’s corpse is well sufficient treasure for particularly brave adventurers to hunt them down.
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thelibraryofthacey · 2 years
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[I fixed my post editor.]
Quill’s Plasma Arc
4th-level Evocation
Casting Time: Action
Range: 60 ft., 20 ft. line
Components: V, S
Duration: Instantaneous
Description: Choose exactly two creatures you can see within range. The targeted creatures must be within 20 feet of each other and have line of effect to each other. One target becomes charged with lightning and the other with acid, taking 8d4 damage of the respective type of damage. A creature that succeeds on a Constitution saving throw takes half damage. If neither creature is resistant or immune to the type of damage they took, the energy is then discharged in an arc between the targeted creatures, ionizing the air between them into plasma. They and each other creature in a line between them must make Dexterity saving throws or take 6d4 fire damage. Creatures that succeed take half damage.
At Higher Levels: When you cast this spell using a spell slot of 5th level or higher, the acid, lightning, and fire damage increase by 1d4 each for each slot level above 4th.
Appropriate For: Artificer, Sorcerer, Warlock, Wizard
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thelibraryofthacey · 2 years
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[Oh saints tumblr changed how embedded links display aaaaaaaaagh.] [Well tumblr being tumblr aside, now seems a good time to remind you, gentle reader, that most all the stuff I publish on here is untested. This is not an easy sort of spell to balance. On the one hand, very high damage for the slot level, targets a very commonly weak save, and has excellent damage type. On the other, short range, no damage on a miss, the damage is temporary, and the damage cannot be lethal. Best use-case for this spell is of course to provide the second-to-last hit against a big enemy that's kinda low. If the target lives till their next turn, the spell becomes crap, and if they live two turns, the spell effectively did nothing.]
Breeze’s Phantom Fires
3rd-level Illusion
Casting Time: Action
Range: 15 ft.
Components: V, S
Duration: 2 rounds
Description: You create a figment of a devastating attack, be it a fierce stream of flames, a bolt of arcane force, or whatever else you can imagine. Choose one creature within range. That creature must make an Intelligence saving throw or believe the illusory attack to be real, taking 6d12 psychic damage on a failure. This damage cannot reduce a target below 1 hit point. Record the amount of damage dealt to the target.
As time passes, the target slowly realizes that the attack wasn’t real. At the end of each of the target’s next two turns, it regains hit points equal to ½ of the damage dealt. If this spell ends early, such as by being targeted by Dispel Magic, the target regains all hit points lost to this spell.
At Higher Levels: When you cast this spell using a spell slot of 4th level or higher, it deals an additional 1d12 psychic damage for each slot level above 3rd.
Appropriate For: Bard, Trickery Cleric, Sorcerer, Warlock, Wizard
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thelibraryofthacey · 2 years
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[How am I supposed to write lore for a monster that's like "what if a dude somehow managed to die while stuck inside a medieval torture device?" They're a bit of a silly enemy if you ask me, but boy do you gotta take them seriously 0_0]
Bonewheel Skeleton (CR 3)
Medium undead, lawful evil
Space 5 ft. Reach 5 ft.
Initiative +2
HP 30 (4d10 +8 Con)
AC 14 (natural armor)
Proficiency Bonus +3
Str 10 (+0) Dex 14 (+2) Con 15 (+2) Int 6 (-2) Wis 8 (-1) Cha 5 (-3)
Condition Immunities exhaustion, poisoned
Damage Immunities poison
Damage Vulnerabilities bludgeoning
Senses darkvision 60 ft.; Passive Perception 9
Languages understands all languages it spoke in life but can't speak
Speed 30 ft.
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Actions
Slam +3 melee weapon attack, reach 5 ft., 2 (1d4) bludgeoning damage
Wheel Spikes +5, reach 0 ft., 7 (1d10+2) piercing damage
Rollout: The bonewheel moves up to twice its speed in a straight line without provoking attacks of opportunity. The bonewheel can move through another creature’s space; when it does so, it makes a Wheel Spikes attack against that creature. On a hit, the bonewheel can choose to move 10 fewer feet with this action to repeat the attack. At the end of this movement, the bonewheel’s turn ends.
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Tactics These guys can have very swingy rounds in terms of damage. They could miss completely and do nothing, or they could hit somebody four times and do like thirty damage. They’re fragile for their CR, though. Also worth noting, they become a lot more dangerous when deployed in narrow corridors, as Dark Souls itself demonstrated in the Painted World. The players can’t easily spread out to avoid being in a line for them, so they’re a lot more likely to get their attacks off against somebody.
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