dnd--resources
dnd--resources
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dnd--resources · 19 days ago
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Bog
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C'mon, everybody take a trip with me, down the lazy river, by the mushrooms trees! Were those fungi always so big, or has your party suddenly been greatly reduced in size? One potion makes you larger, one makes you small…Sound familiar? Fully animated and available in three versions, sparkly, fae-touched, and as part of a more muted swamp no doubt filled with lizardfolk and hags aplenty, let your players experience marsh life at its finest in this fungal funscape!
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dnd--resources · 1 month ago
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Points of Inspiration | Baldur's Gate 3 style inspiration for the tabletop
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PDFs of this and more can be found over on at my Patreon here! I release everything for free, so your support makes this possible. I've also started making a new system based off of 5e, 6th Dawn! Become a patron and join the playtest.
Finishing something I started with when I designed the Gladiator background, filled in some of the details later, and now we're here. Baldur's Gate 3 handed out inspiration in an interesting way. Based on your background, certain triggers would award you inspiration. Now theoretically that's always how it's been but seeing it be predefinied made me realise something. Now you can offload some of that work onto the players.
Now ideally, the players would confirm before they add the inspiration to their sheet. But I'm not a cop.
And now to plug my stuff. I release homebrews weekly over on my Patreon. Anyone who pledges $1 or more per post don't have to wait a month to see them, and also help fund my being alive habit.
At the moment, they have exclusive access to the following:
Skrit(Guild Wars)
Room and Board
Shadowrought Origin
Traps: Reset
I also have four classes, and two splatbooks over on DriveThruRPG to check out:
The Rift Binder. A class specialising in summoning monsters and controlling the battlefield.
The Witch Knight. A class that combines swords and sorcery in the most literal way.
The Werebeast. A class that turns you into a half beast to destroy your foes.
The Beguiler. A spellcaster dedicated to illusions, enchantments, and general fuckery.
d'Artagnan's Adventurer Almanac. A compendium of races, subclasses, feats, spells, monsters and more!
d'Artagnan's Lycanthrope Survival Guide. A book of lore, stats, and werebeast subclasses for lycanthropes.
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dnd--resources · 1 year ago
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BBED: Big Bad Evil Dudes
Hello I'm Ana and I'm planning to make a few of these as a series! Each installment is a different Homebrew BBEG of a different Challenge Rating that is as fleshed out(And hopefully cool and fun!) as I can make it. The art and statblock for each is made by me and I hope you have fun using them, either as they are or reflavouring them. Remember the lore info and stats are there to inspire you to do what you want to do, not as hard rules!
Lore: Some say the Father of Steel was the original attempt at creating an Iron Golem. Others assume he was forged by the elemental chaos long ago. Whatever is true, this tall, floating figure comprised entirely of metal resides in his steel fortress Asthran on the Elemental Plane of Magma bordering the Planes of Fire and Earth.
Once upon a time he was bound to the Plane of Magma by a circle of powerful wizards. He is unable to leave until he breaks the spell cast upon him. There he endlessly schemes with his iron constructs and steel elementals to escape his imprisonment.  While he cannot leave, he has powerful mages in his employ ready to transport his servants to the material plane to enact his schemes. Upon arrival they are greeted by his numerous cultists and warlocks who expect to be rewarded when he finds his freedom.
The Father has the ability to control metal even when refined into items like weapons. He considers himself the master of weaponry and armour, and loathes those such as forge clerics who would consider their god greater in mastery.
I couldn't fit this on the statblock and make it tolerable but here are the layer actions!
Lair Actions: On initiative count 20 (losing initiative ties), the Father takes a lair action to cause one of the following effects; the Father can’t use the same effect two rounds in a row:
-Blades and metal spikes emerge from the floor in 10ft cubes centered on three points within 60ft that the Father can see. Each creature within the areas must make a DC 19 Dexterity saving throw or take 5d6 piercing damage. A creature who succeeds this saving throw takes half damage.
-The Father uses his mastery of magnetism to pull creatures towards him. All creatures of the Father's choice within 60ft must make a DC 19 strength saving throw or be pulled to an unoccupied space within 10ft of the Father.
-The Father pulls iron from the walls to forge into servants. 2d6 Azer are summoned and immediately act. They are under the Father's control.  Roll initiative for the new Azer or they act directly after the Father(Your Choice). If any Azer are still on the battlefield, the Father cannot use this layer action.
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dnd--resources · 1 year ago
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Harpies take Flight | Harpies, but more diverse and interesting
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PDFs of this and more can be found over on at my Patreon here! I release everything for free, so your support makes this possible. I'm working on a new class for 5e and the Kickstarter is live! Support it here! I've also started making a new system based off of 5e, 6th Dawn! Become a patron and join the playtest.
Finally, something that's actually flying. Good god! Though, in my defence, everything technically flew before, its just this was the first creature that's kind of defined by its ability to fly.
Some diversity in the harpy ecology!
And now to plug my stuff. I release homebrews weekly over on my Patreon. Anyone who pledges $1 or more per post don't have to wait a month to see them, and also help fund my being alive habit.
At the moment, they have exclusive access to the following:
Elemental Versatility
A Sense of Pride and Accomplishment
Gladiator Background
Called Shots
I also have three classes, and a splatbook over on DriveThrueRPG to check out:
The Rift Binder. A class specialising in summoning monsters and controlling the battlefield.
The Witch Knight. A class that combines swords and sorcery in the most literal way.
The Werebeast. A class that turns you into a half beast to destroy your foes.
d'Artagnan's Adventurer Almanac. A compendium of races, subclasses, feats, spells, monsters and more!
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dnd--resources · 1 year ago
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Chromanticore Large monstrosity, lawful evil Armor Class 14 (natural armor) Hit Points 102 (12d10 + 36) Speed 30 ft., fly 50 ft. Str 17, Dex 16, Con 17, Int 7, Wis 12, Cha 10 Senses darkvision 60 ft. passive Perception 11 Languages Common Challenge 5 (1800 XP) Tail Spike Regrowth. The chromanticore has twenty-four tail spikes. Used spikes regrow when the chromanticore finishes a long rest. Prismatic Hide. Whenever the chromanticore is hit by a melee attack from a creature within 5 feet of it, that creature takes 3 (1d6) damage from a type randomly chosen from among acid, cold, fire, lightning, poison, and thunder. If the attack was a critical hit, that creature must also succeed on a DC 14 Constitution saving throw or be blinded until the end of its next turn. Actions Multiattack. The chromanticore makes three attacks: one with its bite and two with its claws or three with its tail spikes. Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d8+3) damage. Claw. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 6 (1d6+3) thunder damage. Tail Spike. Ranged Weapon Attack: +6 to hit, range 100/200 ft., one target. Hit: 7 (1d8+3) damage. Prismatic Breath (Recharge 6). The chromanticore breathes multicolored energy in a 30-foot cone. Each creature in the area must make a DC 14 Dexterity saving throw, taking 21 (6d6) damage on a failed save, or half as much damage on a successful one. The damage type for each creature is randomly chosen from among acid, cold, fire, lightning, poison, and thunder.
Chromanticores are strange versions of manticores that have prismatic magic imbued in their bodies. Their origin is unknown. They are around the same size as normal manticores, but are noticeably tougher. Another creature from Magic the Gathering, the Theros block specifically, the chromanticore intrigued me as a monster concept, so I decided to break with my typical 3.5 monster conversions (again) to bring you this Magic the Gathering monster, statted up for D&D 5e. Don’t worry, more 3.5 conversions are on the way!
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dnd--resources · 1 year ago
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now time to harvest some souls. Isithunzi - Soul Harvesters
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dnd--resources · 1 year ago
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Bloodletting Rogue by Regerem
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dnd--resources · 1 year ago
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Hello! Finally got the Spectre finished and at least four subclasses ready to go! I’m really glad to have gotten this class done for y’all. It turned out pretty well and is rather flavorful. Hope you enjoy and have some spooky times with this class!
Also a sidenote: Should you choose to multiclass into this class, one of the prerequisites for it is for your character to have died.
[PDF]
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dnd--resources · 2 years ago
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Otherworldly Patron - The Phoenix
The first Janbrewary of the month! Whether or not I'll be able to stick to all of them I have no idea, but I'm going to aim for at least 10.
ANYWAY, very much made in the same vein as the Wildfire Druid and Phoenix Sorcerer, being a pyromancy subclass with a good focus on healing
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dnd--resources · 2 years ago
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CATACLYSM SORCERER
A dangerous power threatens to burst from you, creating only havoc for those around you. How can you hold this power in? And what imbibed you with such devastation?
One thing lead to another and so I ended up turning the "Living Magic Bomb" trope into a playable subclass for a player in an upcoming campaign of mine. It was definitely hard to write in a way that felt authentic to the flavor without being frustrating and punitive to play or too flagrantly unbalanced. I am happy with what I've done and it's even inspired an idea for a future campaign setting! I hope you all enjoy.
DESTRUCTIVE CORE – At 1st level, you choose the element at the nucleus of your destructive power. The damage type associated with each core is used by features you gain later. 
        Name           |      Damage Type  Irradiate Core Radiant Damage Tenebrous Core Necrotic Damage Weave Core Force Damage
You also learn additional spells when you reach certain levels in this class, as shown on the table below. Each of these spells counts as a sorcerer spell for you, but it doesn't count against the number of sorcerer spells you know.
IRRADIATE CORE 1st. Sacred Flame & Hellish Rebuke 3rd. Blur 5th. Minute Meteors 7th. Sickening Radiance 9th. Flame Strike
TENEBROUS CORE 1st. Toll the Dead & Inflict Wounds 3rd. Mirror Image 5th. Bestow Curse 7th. Blight 9th. Destructive Wave
WEAVE CORE 1st. Sapping Sting & Magic Missile 3rd. Kinetic Jaunt 5th. Pulse Wave 7th. Gravity Sinkhole 9th. Temporal Shunt
VOLATILE MAGIC  – At 1st level, whenever you start casting a spell of 1st level or higher using a spell slot your magic erupts from you. This eruption causes creatures within 10 feet of you to take damage equal to half your sorcerer level (minimum of 1). The damage type is the damage type of your Destructive Core.
In addition, if you wish to suppress the power within you, you make a Constitution saving throw to prevent this magical eruption. The DC is equal to 10 + the spell's level. 
UNSTABLE FISSION – At 6th level, you can fuel your destructive core to increase the raw potential of your magic. As a bonus action, you expend 5 sorcery points to temporarily empower your destructive core. This ability lasts up to one minute or until you fall unconscious. You cannot end it willingly. It confers the following effects:
You gain a +1 bonus to your spell attack rolls and spell save DC.
When you roll damage you may add additional damage to your end sum equal to your Charisma modifier.
At the start of each turn you take damage equal to your proficiency modifier. The damage type is the same as your destructive core and cannot be reduced in any way. 
BRIMMING POTENTIAL  – At 14th level, the magic inside of you threatens to burst, however, you find ways to redirect the energy to your benefit. When you use your Flexible Casting to turn spell slots into sorcery points you gain one additional sorcery point. 
CALAMITY UNLEASHED – At 18th level, you've mastered some control of the apocalyptic power within you. You also know how to release it in full. As an action you can detonate your destructive core, releasing a massive burst of magical energy powerful enough to level buildings. You are instantly reduced to 1 hit point and creatures and objects of your choice within a 120 ft radius of you must make Constitution saving throw. On a failed save, they take 10d10 damage. This damage is the same type as your destructive core. Additionally, you can expend a sorcery point to add an additional 1d10 of damage for every point you expend. On a successful save, they take half damage.
You regain this ability after a long rest.
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dnd--resources · 2 years ago
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Dragonwing Scimitars by Griffon's Saddlebag
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dnd--resources · 2 years ago
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Hello all! Here is my first ever attempt at a background! I wanted my first time making a background to be weird and unique, so what better than being a failed (or successful) experiment that evolved to permanently mimic a sentient, humanoid member of one of the races.
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dnd--resources · 2 years ago
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Gray Jester Medium fey, neutral evil Armor Class 14 Hit Points 58 (9d8 + 18) Speed 50 ft. Str 10, Dex 19, Con 14, Int 14, Wis 11, Cha 17 Skills Acrobatics +6, Performance +5, Stealth +6 Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks Senses darkvision 60 ft. passive Perception 10 Languages Common, Elven, Sylvan Challenge 4 (1100 XP) Actions Multiattack. The gray jester uses Empathic Feeding. It then makes two attacks with its scepter. Scepter. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d6+4) bludgeoning damage plus 2 (1d4) psychic damage. If the target is a creature with an Intelligence score of 5 or greater, it must succeed on a DC 13 Wisdom saving throw or fall into fits of laughter and become incapacitated for 1 minute. An incapacitated creature can repeat the saving throw at the end of the each of its turns, and each time it takes damage, ending the effect on itself on a success. The target has advantage on the saving throw if it's triggered by damage. Empathic Feeding. The gray jester chooses up to three creatures within 30 feet of it with an Intelligence score of 5 or higher. Each of those creatures must succeed on a DC 13 Wisdom saving throw or take 7 (2d6) psychic damage. A creature reduced to 0 hit points by this effect is transformed into a bleak one under the gray jester's control, then that bleak one regains 10 hit points. A bleak one has the same statistics as the creature, except its Intelligence and Charisma are 1, and it is immune to psychic damage. A bleak one can be restored to the creature it was transformed from with a remove curse spell. The gray jester can have no more than twelve bleak ones under its control at one time.
These otherworldly fey feed on joy and laughter, though not to bring happiness to themselves, merely to feed an insatiable need to drain it from others. They prefer to target children, but any humanoids will do. They are always equipped with their scepter, and pearly white broken teeth shine from behind their lipless grin. They are almost entirely devoid of color. They will use their bleak ones (usually commoner or thug stat block) as bodyguards. Gray jesters stand around 6 feet tall and weigh around 110 lbs.
Originally from Heroes of Horror. A request from kingblackfire.
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dnd--resources · 2 years ago
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I noticed you talk a lot about your own homebrews, and was wondering if there was a place to find them.
Of course! I keep everything available on a big Dropbox folder for free
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dnd--resources · 2 years ago
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Even a broken genie lamp has to have some power swirling around in there, right?
Broken Genie Vessel
Wondrous Item, rare
“This old lamp has lost its luster and shine and has a prominent crack that stretches from the spout down to the bottom of the body.”
Using what remains of the latent magical powers in this broken vessel you can attempt to grant yourself a fraction of a wish. As an action roll 1d6, you can choose to restore a number of spell slots equal to that number among you and your allies, or cast a spell of equal value that has a casting time of 1 action. The spell can be from any class’s spell list, and you don’t need to meet the requirements in that spell,  including costly components; the spell simply takes effect as part of this action.
Once you use this magic item you cannot use it again for a number of days equal 3 + the number you rolled on the d6.
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dnd--resources · 2 years ago
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Subclasseptember 2023, Day 6 - Path of the Demonhorde
Demon Barbarian? Demon Barbarian.
Another pretty simple one, mostly about damage and little side features to customise your rage with (you'll notice I like to have baked in options to spice up combat, especially for martials).
There's not a huge amount to say otherwise, aside from a fun little combo of the extra damage from grappling combined with what is basically a mass-grapple as 14th level.
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dnd--resources · 2 years ago
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Here's a monster I unexpectedly had to work out because the Ghoul statblock wasn't good enough to reskin it for a playtest: the Cave Crawler, from @comicaurora.
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