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D&D Homebrew Subclass #4: Barbarian's Path of the Warlord
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(art by FallFox)
Many see Barbarians as nothing but frenzied combatants, all muscle and no strategy. For some, this may well apply, but not the warlord. Instead, the warlord uses their unstoppable might on the battlefield to lead the charge with their allies, issuing commands and allowing the force of their rage to instill power into their very souls, serving equally well as pure muscle and supporting voice.
Imposing Presence
When you choose this path at 3rd level, you’re gifted with the art of inspiration and guidance. You gain proficiency in the Intimidation and Persuasion skills if you don’t already have it, and your proficiency bonus is doubled for any ability check you make that uses either of those skills.
Battlefield Leadership
At 3rd level, you learn to channel your rage into inspiring leadership during battle. Once per turn, as a bonus action or when you hit a creature with a weapon attack while you are raging, you can issue one of the following commands to an ally that you can see and that can hear you within 60 feet.
Attack. The creature has advantage on the first attack roll it makes until the end of its next turn.
Defend. Once until the start of their next turn, the creature can use their reaction when hit by an attack to add your proficiency bonus to their AC for that attack, potentially causing it to miss.
Retreat. The creature can immediately move up to half of their speed. This movement doesn’t provoke attacks of opportunity.
Battlefield Command
At 6th level, you develop your ability to guide your allies in battle further. You gain the following additional effects when using your Battlefield Leadership feature:
Charge. The creature’s movement speed is doubled until the end of their next turn.
Concentrate. Once until the start of their next turn, the creature can add your proficiency bonus to one ability check or saving throw they make.
Execute. Until the end of their next turn, the creature can add a bonus to their next attack damage roll equal to twice your rage damage.
Additionally, you can use your reaction when a creature that you can see is reduced to 0 hit points to immediately use your Battlefield Leadership feature.
Forged in War
At 10th level, you steel your mind for battle. You have advantage on saving throws against the frightened or charmed conditions.
Additionally, when you enter your rage, you can issue a war cry to inspire your allies and yourself. All creatures within 60 feet of you of your choice that are currently frightened or charmed immediately end the condition on themselves. If an affected creature is victim of another condition, such as being deafened, paralyzed, or stunned, they can immediately make a saving throw against it, adding your proficiency bonus to their saving throw.
Ultimate Leadership
At 14th level, you become the ultimate beacon of light for your allies in the heat of battle. You can use your Battlefield Leadership to affect two creatures, instead of once, giving them either the same command or two different ones.
Furthermore, when you enter your rage, you can immediately issue a Battlefield Leadership order to every ally that you can see and that can hear you within 60 feet. Creatures affected by this also gain temporary hit points equal to your Barbarian level.
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Fire Emblem Three Houses Art Resource Masterpost
this is just a neat compilation of all the resources i’ve found/compiled about Three Houses/Three Hopes to use in projects/art, enjoy :)
also go play those games if you haven’t they’re really good
also also this is a live post so if i find more stuff/am shown more stuff by anyone i’ll add it to here with a changelog
CHANGELOG
Edit 1: Added class sprite art
Generic male blue unit sprites for characters (couldn’t find female unit sprite for the ones with big differences like Mortal Savant, sorry :/)
Male/female sprites for Dancer
Sprites for Commoner utilize M!Byleth and F!Byleth’s sprites
Sprites for Noble and Lord utilize Edelgard, Dimitri, and Claude’s sprites
Sprites for Death Knight utilize both the enemy variant (masked) and the player unit variant (unmasked)
Sprites for all monster classes included
FE3H Icons Google Drive Folder
A compilation of icons from Three Houses/Three Hopes. Note that the icons are generally low definition since they’re ripped from the game, where they’re meant to be small (except the general combat art icon which is terrifyingly high quality for some reason). Includes:
Skill icons (personal skills, class skills, mastery skills)
Skills that have the same icon (eg. Leonie’s Rivalry and Sylvain’s Philanderer) will be named after all of the names the icon has (eg. [Rivalry, Philanderer])
Includes skills that are enemy/boss exclusive, like Infinite Magic, Barrier, or Manifest Phantoms, as well as unused skill like the three unknown skill icons 
Weapon icons (sword, lance, axe, bow, gauntlets, black magic, dark magic, white magic, crest stone)
Includes broken, normal, sacred, relic, and agarthan variants when applicable
Equipment icons (ring, shield, gem, staff, dragon sign)
Includes normal, sacred, relic, and agarthan variants when applicable
Item icons (healing item, key, bullion, certification seal, stat booster)
Combat Art icons (sword, lance, axe, bow, brawl, non-weapon)
Unit type icons (infantry, cavalry, flying, armored)
Also includes battalion variants (normal, silver, golden icons)
Unit effectiveness icons (armored, cavalry, flying, monster, dragon, all)
Crest icons
Gambit icons
Includes ranges for both enemy-centered gambits (like Ashes to Dust or Group Lightning) as well as self-centered or ally-centered gambits (like Onslaught or Stride).
Includes gambit categories (offensive, support, staggering blow)
Skill strength icons (bane, boon, hidden talent)
Large Portraits with Expressions Google Drive Folder (credit to u/CyanYoh on reddit)
Technically these aren’t game assets. Instead, they’re edited mashups of the units’ expression portraits (neutral, happy, sad, shocked, angry, blushing) and the neutral large body portraits that appear in the files.
This one only includes stuff from Three Houses, since people haven’t been able to datamine clean images for the new Three Hopes portraits to my knowledge (won’t namedrop because of spoilers).
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D&D Homebrew Subclass #3: Warlock’s The Decaying Patron
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(art by Aldo Katanyagi)
You have made a pact with a deity whose powers come from decay and rot. This might be a dying god of entropy, a sentient fungal hivemind, or a powerful but withering undead. Regardless of how you derive your magic, you harness them to drive forth your patron’s goal of expanding their own decay.
Expanded Spell List
The Decaying 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.
Inflict Wounds, Ray of Sickness
Blindness/Deafness, Wither and Bloom
Bestow Curse, Stinking Cloud
Elemental Bane, Giant Insect
Cloudkill, Contagion
Decaying Self
Starting at 1st level, your very form becomes accustomed to decay. You gain resistance to poison damage, and you have advantage on saving throws against being poisoned.
Rotting Touch
Also at 1st level, once per turn, when you hit a creature with an attack or affect them with a spell, you can force them to make a Constitution saving throw or be poisoned. The creature can make a Constitution saving throw at the end of each of its turns, ending the effect on a success.
While a creature is poisoned by this feature, you cannot poison another one until the effect is clear from the first one. You can end this effect on a creature at will.
Poisonous Affliction
At 6th level, you learn to infuse your powers with venomous dread. When you inflict the poisoned condition on a creature, you can choose one of the following effects to also inflict upon them.
The creature is frightened of you for 1 minute. The frightened target can make a Wisdom saving throw at the end of each of its turns, ending the frightened effect on itself on a success, but not the poisoned one.
The creature takes 2d6 poison damage at the start of each of its turns while it is poisoned.
The creature is stunned while they are poisoned. If they take damage while in this state, both conditions immediately end on them.
Once you use this feature, you can’t do so again until you finish a short or long rest.
Additionally, you’ve developed your abilities with venom further. If a creature affected by this feature has advantage on saving throws against poison, it rolls normally instead; and if it is immune to the poisoned condition, it instead rolls with advantage to avoid the effect.
Aura of Decay
At 10th level, your mere presence exudes death and decay around you. Creatures of your choice that start their turn within 20 feet of you must succeed on a Constitution saving throw or have their movement speed halved until the end of their turn. If the creature is poisoned, their movement is reduced to 0 instead.
Additionally, while poisoned by you, creatures resistant to poison damage are treated as if they had no resistance, and creatures immune to poison damage are treated as if they were immune.
Cloud of Entropy
At 14th level, you can release your decaying energy in a burst. Choose a point within 120 feet. All creatures within 20 feet of the point must make a Constitution saving throw. On a failure, a creature takes 6d8 necrotic damage and is poisoned for 1 minute. While poisoned by this feature, a creature is affected by two conditions of your choice from your Poisonous Affliction feature. On a success, a creature takes half as much damage, and is not poisoned.
Once you use this feature, you can’t do so again until you finish a long rest.
Another subclass! Not entirely sure on the thematics of this one, I considered renaming it The Diseased but I started with The Decaying and stuck with it. Definitely moved away from the necrotic-involved implications of decay into a more poison theme as I went though. Oh well.
As always, feedback, criticism, and suggestions are welcome :)
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D&D Homebrew Subclass #2: Monk’s Way of Grace
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(art by xiao sen)
Some may say that gracefulness has no place in a field of battle; some may be wrong. Monks of the Way of Grace incorporate elegance and beauty into their combat styles, disorienting and striking their opponents while moving as if they were dancing to an inaudible tune.
Elegant Stride
When you choose this tradition at 3rd level, you gain proficiency in the Performance skill if you don’t already have it. Additionally, whenever you make a Charisma check, you gain a bonus to the check equal to your Wisdom modifier (minimum of +1).
Graceful Technique
At 3rd level, your understanding of the rhythm of combat allows you to better adjust to its beat. Whenever you use your Ki feature, you gain an additional benefit, depending on how you use it.
Defensive Swap. When you use Patient Defense, after a creature targets you with a melee weapon attack before the start of your next turn, you can use a reaction to swap positions with the attacker, so long as neither of you would move more than 10 feet while doing so and the creature is no larger than your size.
Rapid movement. When you use Step of the Wind, you can reposition yourself on a whim. Until the end of your turn, you can choose to instantly move up to 15 feet in any direction. Opportunity attacks made against you while using this special movement are made at disadvantage.
Sweeping Blow. When you use Flurry of Blows, you can choose to replace one of the feature’s unarmed attacks with a sweeping blow. You target up to two creatures within 5 feet of you that are within 5 feet of each other, and make one single unarmed attack targeted toward both. On a hit, those creatures must succeed on a Dexterity save or be knocked prone. A creature that is at least two size categories larger than you automatically makes the save.
You can use this feature a number of times equal to your proficiency modifier, and you regain all spent uses of it when you finish a long rest.
While you have no uses available, you can spend 1 ki point to use this feature again.
Flow like Water
Starting at 6th level, you can navigate the battlefield and a stage with equal ease. You can move through any creature’s space, regardless of size, and that space does not count as difficult terrain for you. Additionally, you can use your Dexterity modifier instead of Strength when you grapple or shove a creature, and you can move at your normal speed while grappling.
Improved Technique
At 11th level, your dominion over the flow of a fight grants your Elegant Techniques several benefits.
You count as one size larger than you are for the purposes of your Defensive Swap and Sweeping Blow techniques.
After you swap positions with a creature by using your Defensive Swap technique, immediately after you change positions, you can make one unarmed strike against it if it is within range.
The movement from your Rapid Movement technique increases to 25 feet. Additionally, if this movement lifts you off the ground, you take no damage from any resulting fall, and are not knocked prone upon impact with the ground.
When you hit a creature with your Sweeping Blow technique, you can choose to immediately push it up to 5 feet away from you. This does not affect the rest of the technique’s effects.
Move like Wind
At 17th level, your gait is attuned to the ebb and flow of reality. Your movement is unaffected by any difficult terrain, and cannot be reduced by any means. Additionally, you are immune to the paralyzed and restrained conditions.
Encore
At 17th level, you can regain your spent performance energy in a pinch. As a bonus action, you can recenter yourself and regain all expended uses of your Graceful Technique feature. Until the end of your turn, you gain an additional bonus action that can only be used to use one of your three Ki features, unless you have already used any of them this turn. When you use one of those features with this bonus action, you don’t spend any Ki while using it.
Once you use this feature, you can’t use it again until you finish a long rest.
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D&D Homebrew Subclass #1: Sorcerer’s Primal Magic Bloodline
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(art by buzzum) Mother Nature is a neutral force, as rewarding as it is punishing. But for those lucky enough to be born under her embrace, it can serve as a powerful ally in their endeavors. Perhaps you were born inside a toadstool circle and were imbued with fey magic, or your parents once saved a wild animal without knowing it was in fact a powerful nature spirit. Regardless of how, you are imbued with a powerful connection to nature that allows you to harness and utilize primal magic, granting you outstanding powers.
Primal Sorcerer Quirks
At your option, you can pick from or roll 1d6 on the Primal Sorcerer Quirks table to create a quirk for your character.
1. Parts of your skin are replaced by tree bark. 2. You have a pair of tiny antlers growing out of your head. 3. Leaves of various shapes and sizes grow from random parts of your body. 4. You perpetually smell like fresh grass and morning dew. 5. Birds and other tiny woodland animals flock to you wherever you go. 6. Your hair is of a vibrant, flowery color, like blue or pink.
Primal Magic
Your link to nature allows you to learn spells normally associated with the druid class. When your Spellcasting feature lets you learn a sorcerer cantrip or a sorcerer spell of 1st level or higher, you can choose the new spell from the druid spell list or the sorcerer spell list. You must otherwise obey all the restrictions for selecting the spell, and it becomes a sorcerer spell for you.
Additionally, you learn additional spells when you reach certain levels in this class, as shown on the Primal Magic table. Each of these spells counts as a sorcerer spell for you, but it doesn't count against the number of sorcerer spells you know.
Whenever you gain a sorcerer level, you can replace one spell you gained from this feature with another spell of the same level. The new spell must be a conjuration or transmutation spell from the sorcerer, druid, or ranger spell list.
Druidcraft, Entangle
Barkskin
Conjure Animals
Guardian of Nature
Tree Stride
Nature’s Wisdom
Starting at 1st level, you are intrinsically connected to the natural world. You learn Druidic, the secret language of druids. You can speak the language and use it to leave hidden messages. You and others who know this language automatically spot such a message. Others spot the message's presence with a successful DC 15 Wisdom (Perception) check but can't decipher it without magic.
Natural Cure
Also at 1st level, you can channel nature’s power to deliver powerful remedies. As a bonus action, you can target a creature that you can see within 30 feet of you. If that creature is blinded, charmed, deafened, frightened, paralyzed or poisoned, any of such conditions immediately ends.
You can use this feature a number of times equal to your proficiency bonus. Once you expend all uses of this feature, you can’t use it again until you finish a long rest. Starting at 2nd level, when you have no uses of this feature left, you can spend 1 sorcery point to use it again.
One with the Earth
Starting at 6th level, you gain resistance to poison damage. Additionally, you and any creatures of your choice within 15 feet of you are unaffected by nonmagical difficult terrain.
Elemental Shield
Also at 6th level, you become able to manipulate wild elements. Whenever a creature within 60 feet of you takes acid, cold, fire, lightning, poison, or thunder damage, you can use your reaction to expend 1 sorcery point and halve the damage taken by that creature. 
Flourish and Decay
At 14th level, your ability to tap into others’ health grows further. Whenever you affect a creature with your Natural Cure feature, you can choose to heal it for a number of hit points equal to 2d6 + twice your Charisma modifier (minimum of 2). 
Additionally, whenever you remove a condition from a creature, you can immediately choose another creature within 30 feet to be targeted by that same condition. The creature must succeed on a Wisdom saving throw against your spell save DC or be immediately affected by this condition for 1 minute, making saves or ability checks to clear it as defined by the original source of the effect.
For example, if an ally is affected by the poisoned condition and can make a Constitution saving throw at the end of their turns to clear the effect, an enemy you target with this feature can also make the same Constitution saving throw if they are affected.
Once you target a creature with this feature, they have advantage on any subsequent Wisdom saving throws they make to avoid it for the next 24 hours.
Child of Creation
At 18th level, you are fully attuned to the world itself. You are immune to the blinded, charmed, deafened, frightened, paralyzed and poisoned conditions, and creatures within 15 feet of you have advantage on saving throws against these conditions.
My first homebrew on this website! Feedback, criticism, and suggestions are welcome. :)
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then gandalf the gay and gandalf the bi and monty python and the holy grails trans pride
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being a writer is like HOLY SHIT I HAVE SUCH A GOOD IDEA THIS IS AWESOME *writes down the most horrifying idea to ever grace google docs*
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minimal thoughts
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swear to god i don't mean this in a pretentious way but being in public in any kind of alt fashion really does feel like this sometimes
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