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Valley Prison
Nested in a remote valley is a prison that houses the coldest, most ruthless criminals. To be sent here is a death sentence, as most prisoners do not survive the harsh climate and the violent environment.
Only the most hardened criminals manage to claw to the top of the hierarchy, and establish some control over other prisoners.
This map pack features a large prison with two wings. The southeast wing holds the general population, and features a kitchen, large dining area, and rooms for the guards. The northwest wing is tightly secured and holds the prisoners who pose a significant threat. The northwest wing also features isolation cells and an "interrogation" room.
Check out the full map pack here.
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Elemental Mastery
Feat
Your body is a conduit for ever-shifting elemental energies—tethered not to a single force, but caught in the chaotic rhythm of the elemental planes. Each day, a new essence floods your soul, shielding and shaping your power.
💬 What would you do if your heart beat to the rhythm of the storm, and tomorrow, to the hiss of magma?
Art by Midjourney
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Animals Play RPGs - Knowledge Arcana
This is a useful Knowledge Skill that gives you insight into all things magical. It’s mainly used for identifying spells. In this respect, it’s somewhat redundant with the Spellcraft Skill. But it’s also good for knowing magical lore, symbolism and traditions.
It’s also the skill for information about dragons! So if you see a Black Dragon coming for you and you’re not sure whether that means death by fire or death by acid, this is the roll you need to make.
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Why should wild magic sorcerers get all of the chaotic fun? The Celebrant brings in a taste of chaos and support, offering a unique take on the standard celestial warlock. Let’s have a good time, shall we?
Get the pdf for free here on my patreon
Donate to my ko-fi here.
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A magic item for use in Dungeons and Dragons 5th edition tabletop role-playing game. This is a homebrew magic item created by Cloaks and Capes.
Spy Drop Earring
Wondrous Item, uncommon
“A clear, teardrop shaped earring with a golden star suspended in the center.”
You can take a Magic action to activate this earring and hear everything one creature is saying in perfect clarity for 10 minutes, up to a range of 60 feet. If the creature you are listening to moves more than 60 feet from you, the effect ends. Once used, you cannot use this magic item again until the next dawn.
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Share Memory
4th Level (enchantment)
Casting Time: 1 action Range: Touch Components: V, S Duration: Concentration, up to 1 minute Class(es): Bard, Wizard
You touch a willing creature to share one of your memories. The target becomes charmed by you for the duration. The charmed target is Incapacitated and unaware of its surroundings, though it can still hear you. The target is aware that they are under this spell. If it takes any damage or is targeted by another spell, this spell ends, and the target doesn’t gain the memory.
While this charm lasts, you can share a memory of an event that you have experienced within the last 24 hours and that lasted no more than 10 minutes. You can only share a memory that you have experienced, including whatever conditions you were under during the experience. You can’t alter the details of the memory you wish to share.
You must speak to the target to describe your memory, and it must be able to understand your language for the shared memories to take root. Its mind fills in any gaps in the details of your description as if they were experiencing the memory in your place. If the spell ends before you have finished describing your memory, the creature’s memory isn’t altered. Otherwise, the shared memory takes hold when the spell ends.
A Remove Curse or Greater Restoration spell cast on the target destroys the creature’s shared memory.
At Higher Levels: If you cast this spell using a spell slot of 5th level or higher, you can share a memory of an event that took place up to 7 days ago (5th level), 30 days ago (6th level), 1 year ago (8th level), or any time in the your past (9th level).
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Ash Elemental
CR 5 Elemental
A cloud of scorched soot and ember, swirling like a dying breath from a collapsed volcano. It moves with eerie silence, choking lungs and hope alike, reducing all to smoldering stillness.
💬 What would you say if the smoke started whispering back?
Art by Midjourney
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Here's my last Patreon map inspired by an old classic.
The "Marlin Ship"
35x4 for the smallest spelljammer of the human fish fleet, but despite its small size, this little ship is highly prized by many fleets for its speed and manoeuvrability, making it one of the most capable hunters and an unrivaled scout. Able to outrun much better-armed ships in the blink of an eye, it is also often used as a smuggler's vessel. Its versatility and ability to land as well on land as at sea means it is also highly prized by small groups of adventurers looking for a discreet, fast vessel that can go unnoticed in most Astral ports or planets.
Capable of carrying up to 20 passengers, it can also be operated with a small crew of couple determined sailors.
All these advantages come at a price, that of the restricted size of the interior quarters which puts off certain captains who don't like being squeezed into their quarters, as well as the low tonnage capacity compared with their “plumper” brothers.
i hope you like it :) you can check the rest of the fleet on my patreon or on roll20
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Monster Hunt: Vigex, the Scroungerwyrm
Finders Keepers
Setup: Drawn by the remnants of an overgrown battlefield, an adolescent dragon has made a lair nestled in the outer edge of a lord’s holdings. Using its treasure scent to ferret out the choicest spoils of that antique slaughter, the dragon has already begun to build its hoard out of the mislaid heirlooms and broken armaments, amassing quite a collection of arms, armor, and other errand valuables. Obviously the lord in question wants it gone, but for the time being the dragon is content to prey on sheep and leave travelers be, though it has savaged quite a few of the lord’s best knights who dared to try and drive it off.
Such a stalemate is a golden opportunity for a clever band of novice adventurers, who may rely on either their wits, their bravery, or their idiot luck to turn the situation to their advantage.
Adventure Hooks:
Despite the preying on their flocks and the threat of reptilian rampage, the common people turn out in droves whenever some knight or another decides to try and challenge the Scroungerwyrm, hurling jibes and encouragement and betting on the outcome. The party encounters one of these would be champions at the local tavern, having intended to drown his sorrows but only succeeding in fueling his anger and shame. On the edge of picking a ( potentially lethal) fight with a couple of hecklers, this encounter with the drunken knight could go any number of ways: the party could earn a rival for life by shaming him, or win some great reward by wagering that they could do what he failed to, they could also try to placate the hotheatded cavalier, promising to return the ancestral sword he lost when the dragon decided to take it as a chewtoy half way through their battle.
Vigex is jealous of his collection as any dragon could be, but has a particular interest in the historical context of his finds. He instinctually knows that some things are more valuable having belonged to others, but he lacks the age or education to know any of the stories of those who died on the battlefield so long ago. A party who approaches the dragon with a knowledge of past glories and noble heraldry might be able to win a few small prizes out of the horde, or pick out something that a grateful noble would like to have returned to them. Storytime with the dragon may be a great way to win his favor, but the party will earn his lethal ire should they try to too obviously cheat him out of something valuable by claiming it to be worthless.
While slaying the dragon and taking its horde along with the lord’s reward may be the most direct option, there is another that might benefit all parties without the need for (as much) bloodshed. Should the party be able to lay their hands on a treasure map to a particularly enticing dungeon, they may be able to rehouse the wyrm far away from civilization. Such a process will not be without difficulty, firstly because Vigex will insist that they bring him a very large rock to roll infront of his lair to guard it incase this venture does not work out. Next, they’ll have to survive an ambush from a group of knights intent on slaying the beast and its newfound allies. Finally, they’ll have to negotiate with Vigex over their newfound treasure: The dragon has enough sense to let them leave with as much as they can carry in order to avoid a fight, but if lied to or disrespected prior will demand all of the treasure stay with him.
A party that leaves Vigex on good terms may seek him out later for aid. Depending on how long its been, the dragon may have gone through a bit of a growth spurt, but could be sufficiently bribed into aiding their cause once again.
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A stealth based fighter, The Void is the second of my Starlight Syndicate collection of subclasses.
Ko-Fi
Patreon
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A magic item for use in Dungeons and Dragons 5th edition tabletop role-playing game. This is a homebrew magic item created by Cloaks and Capes.
Last of the Ever-Living Roots
Staff, very rare (requires attunement by a Druid or Ranger)
“This staff has a rough, uncut, purple crystal sitting at the top, held in place by small vines and roots. The length of the staff is a twisting, knotted nest of green vines and dark roots. Various flowers and leaves sprout from it in several spots.”
While holding this staff, you gain a +2 bonus to Intelligence (Nature), Wisdom (Animal Handling), Wisdom (Medicine), and Wisdom (Survival) checks.
Charges. The staff has 20 charges for the following properties. The staff regains 2d8 + 4 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the staff retains its +2 bonus to ability checks but loses all other properties. On a 20, the staff regains 1d8 + 2 charges.
Nature’s Nourishment. Using a Magic action, you can grant creatures who finish a Short or Long Rest 1d10 + 3 Temporary Hit Points. You must expend 1 charge for each creature granted Temporary Hit Points.
Spells. While holding this staff, you can use an action to expend 1 or more of its charges to cast one of the following spells from it, using your spell save DC and spell attack bonus: Animal Friendship (1 charge), Aura of Life (5 charges), Awaken (5 charges), Commune with Nature (5 charges), Conjure Animals (5th-level version, 5 charges), Dominate Beast (5th-level version, 5 charges), Druid Grove (6 charges), Entangle (1 charge), or Plant Growth (3 charges).
Last Seed of Life. You can use a Magic action to break the staff, destroying it and releasing its magic in a burst of energy that fills a 30-foot-radius Sphere. All creatures within the Sphere regain 50 Hit Points and 50 Temporary Hit Points. Flora begins to grow at an incredible rate within a 1 mile radius, turning the area into a lush forest over the next 6 days. Regardless of the location, this area can now sustain life indefinitely.
There is a 50% chance that this magic changes you. You retain your creature type, but register as Plant to spells and other effects that detect the presence of the Plant creature type. Your Constitution score increases by 2.
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Tunnel (2nd Level, Transmutation)
Casting Time: 1 Action (Ritual)
Range: Touch
Components: S
Duration: Instantaneous
Classes: Druid, Ranger, Paladin, Sorcerer, Wizard
You shift aside large masses of earth, creating an entrance for yourself and your companions with a mere touch. When you cast this spell, your touch causes a section of wall no larger than a 5-foot cube to collapse inwards, and a tunnel to subsequently form beyond. This tunnel can be up to 30 cubic feet in size, and is automatically rectangular. The tunnel itself must be at least 5 feet tall and 5 feet wide, but can be of any length, as long as the total size of the tunnel adheres to the spell’s limits. This spell can create a tunnel only through loose or packed earth, and the spell fails if you attempt to create a tunnel through solid stone, wood, or some other material.
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Glaciocula
CR 14 Elemental
A colossal snail encased in jagged ice and crowned with a glittering crystal shell. Its slow, seismic crawl freezes the land in its wake, but those who survived its lethally cold presence speak of its calm and patient demeanor.
💬 Will you stand your ground when the glacier before you begins to stare back?
Art by Midjourney
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Branak Galendil’s fortress by Kosmic Dungeon
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Random Encounter: A sporting chance
“FUCK FUCK FUCK FUCK FUCK FUCK FUCK FUCK FUCK FUUUUUUU-”
“ Keep it up Ernburt, you’re doing great!”
Setup: While traveling through the wilderness, the party feels a rumbling in the ground and hears the cracking of branches, as the sounds grow closer so to does the exclaiming cries of a poor meatladen peasant who comes crashing through the branches, followed closely after by a rampaging giant.
This sparks of a desperate chase through the forest, until the giant is nearly tripped by a group of men at arms…some of whom go flying thanks to their very lacking understanding in physics. Now with numbers on their side, the party now have the chance to turn and face the giant in a bloody battle. The men at arms are a bunch of braggarts, but they know how to handle themselves, atleast until their quarry grows tired of its thighs being cut to ribbons and does a standing longjump nearly a half acre back into the woods. Picking themselves back up, the party finds themselves heckled by their supposed allies for “interfering with their hunt”, despite the fact that they and their poor decoy would be mulch without them.
Adventure Hooks:
The men at arms are a rowdy bunch under the command of one Ser Iris, and can be recognized by the bloodied bear insignia on their heraldry. Iris is a prideful knight, eager to advance her station by clearing noble lands of monsters, meaning the party is likely to run into her enlisted thugs as competition on future jobs, to the point of some cloak and dagger violence in any quest where an elevation to lordship might be on the line.
Something of a local legend, the giant known as Unshorn Shawn has been terrorizing the countryside for generations, always retreating to some hidden lair each time. A few would be snacks have escaped from this lair over the years, speaking of a yawning cavern maw but being so disoriented they’re unable to say where it might be. What none suspect is that this cave is infact in the feywild, accessed by a secret valley passage and a half-remembered rhyme the giant recants each time he crosses between worlds. Piecing together local lore will lead the party to the right location, giving them a chance to camp out and stealthily observe the giant’s comings and goings and allowing them free access to the portal.
Thankful to have been save from being giant bait, Ernburt the waggoneer offers to take the party into town, even put in a good word for them at his favorite tavern or with some of the local merchants. Ernburt was originally hired by Iris’s men to cart around their gear and supplies, but only found out later they intended to use him as bait and “appropriate” his mulecart after his death for the ride back to town. Some time before the party sets out to the next town, Ernburt will catch up to them, offering his services in hauling any future goods or loot they might discover. Good with animals and knowledgeable about the roads, Ernburt’s service would pay for itself merely in the fact that his cart will allow the party to carry loads more gear and supplies with them than they ever could by their lonesome.
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Turn D&D into the most dangerous game.
Image ID Under Cut
The Conclave of the Manhunter
Hunting deer gets old. They do the same old thing. Follow the same old trails. They're stupid. Boring. You've chosen something harder. Something that thinks, something that runs at random, something that makes plans. You hunt Man.
The Conclave of the Manhunter Features
Ranger Level Feature 3rd Manhunter Magic, Predatory Instincts, Feeding Frenzy 7th Strike Terror 11th Stalk Your Prey 14th Trophy Kill
Starting at 3rd level you learn additional spells according to the Conclave of the Manhunter table. This counts as a ranger spell for you and doesn't count against your total spells known.
Manhunter Magic
Ranger Level Spells 3rd Snare 7th Pass Without Trace 11th Blink 15th Locate Creature
Predatory Instincts
Starting at 3rd level, you learn the spell Hunter's Mark. It does not count against your total spells known, and you can cast it a number of times per day equal to your wisdom modifier. When casting it in this way, it is not a concentration spell.
Feeding Frenzy
At 3rd level, the scent of your victim's blood drives you wild. When you reduce a creature to 0 hit points, you gain a number of temporary hit points equal to your wisdom modifier.
Strike Terror
Starting at the 7th level, you can use your bonus action to force a target to make a wisdom save against your spell save dc or become frightened of you for one minute. While frightened of you, the creature's speed is reduced to 0. They can make the save to break the fear at the end of each of their turns. You can use this ability you can't use it again until your next short or long rest.
Stalk Your Prey
Starting at the 11th level, when using Predatory Instincts, you gain a d6 for every turn you go without harming your marked target. When you finally do strike your target, you spend those d6 as additional damage dealt.
Trophy Kill
Starting at the 15th level, you can use your reaction to collect trophies from your kills. You can expend one of these trophies as a bonus action, forcing all enemy creatures who can see the trophy to make a wisdom save at disadvantage or become stunned until the end of your next turn.
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These highly collectible tokens were initially popularised by bards, who found the first couple of power runes by chance. It wasn't until diviners discovered that the stones can also be used to read fortunes, though, that the craze really caught fire. Now, you'll scarce meet a wizard who doesn't have a pouch full of runestones - and strong opinions about which is the best.
Illusionists have even started creating permanent images of runestones that they're calling 'holographics', purely for the purposes of trading and collecting. What will they think of next...
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