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Emissary’s Retreat
6th-level Conjuration Casting Time: 1 minute Range: self Components: V, S, M (red chalk dust worth at least 30 gp, which the spell consumes) Duration: 1 Day
You mark yourself to your current location and if you take any damage during the duration of this spell you will be teleported back to your marked location, ending the spell. If something is blocking the marked location, you appear safely in the nearest unoccupied space. This spell also works through planar travel. You can use your action to dismiss the spell early without being teleported.
Classes: Bard, Cleric, Druid, Wizard
#dungeons and dragons#dnd homebrew#dnd#d&d 5e#dnd 5e#dnd 5e homebrew#dnd spells#wizard#spell card#spell caster#cleric#bard#druid#homebrew spells#spellcasting
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Bazid Sefana
Geography: The Bazid Sefana is a vast expanse of the Acriacian central northern territories. West of the Sahmar Desert, north of the Wasat Grasslands, east of the Ezam Mountains, and south of Famaldi Valley. The land of the Bazid Sefana is a long stretch of flat land between the mountains of Acricia.
Climate: The region gets an average of 470mm of rain a year, and average temperatures range between seasonal highs of 80F and lows of 50F. Temperature will vary by about 15F from the average depending on the season.
Culture:
The Bazid Sefana is home to a culture of people known as the Rehzeta. The Rehzeta People are native to the region of the Bazid Sefana. They are known as the inventors of the chariot and are excellent crafters of wheels made by the Akima Trees that grow in the region. The Rehzeta have built a tradition of having their youth to move to a new village or city when they become of age making them welcoming of strangers and fiercely independent. The culture also has may traditions around drums and dance. Cuisine of this region is heavy on grain and fruit, with occasional meat and vegetables. Food in this region commonly consists of a bread with fruit baked into it along with thin meat slices and vegetables coated with jam and on top rice.
Economy: The region is heavily focused on agriculture for sources of grain and certain fruits and olives. Wheat and rice are the primary grains produced from the region.
Population: 340,000 approx. 79% Rehzeta, 15% Acrician, 6% Other.
#dungeons and dragons#dnd homebrew#dnd#d&d 5e#dnd 5e#dnd 5e homebrew#dnd setting#cartography#map making#fictional map#maps#savannah#custom setting#fantasy setting
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Dancing Trees
1st-level Enchantment (ritual) Casting Time: 1 bonus action Range: 30 feet Components: S Duration: 30 minutes
You dance a playful dance that makes the trees within range sway in a playful way for the duration. The swaying causes no damage to the trees or anything nearby. The trees are courteous to those near it because trees just like vibing. During the duration all plants that dance, magical or nonmagical are charmed by you.
#dungeons and dragons#dnd homebrew#dnd#d&d 5e#dnd 5e homebrew#dnd 5e#dnd spells#spell card#bard#spell caster#druid
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Alsama Mountains
Geography: Consuming the eastern border of the empire boarding Jundi in the southern region, and the small mountainous countries of Pasilstan, Godypic, Dryag, and Pahada in the northern region of the mountains. The Alsama are the tallest mountains in the world with peaks going as high as 30,000 feet and even higher on different mountains. Jabat Tynan the tallest mountain in the range and the world is a staggering 38,341 feet above sea level. (Please note that altitude sickness can begin to occur at altitudes around 8,000ft or higher.)
Climate: The tall mountains of this region block humidity from reaching into the region. The mountains have been known to even block typhoons. This creates a stable temperature year-round with minimal precipitation. Average temperatures have a high of 70F and lows of 32F. Temperatures vary about 10F from the average by the season and will vary drastically by altitude. However, the mountain peaks can get temperatures as low as -53F. The average annual precipitation is around 135mm. The air at these altitudes is particularly thin making it hard to breath for those who haven’t acclimated to the environment.
Culture: The mountains make it a sanctuary of those who enjoy being isolated. The rough terrain, harsh climate, and lack of the food make living hard, but for those who can manage it like the native Samah people life in the mountains can be rewarding in its own right. The Samah people are a people who live in very small groups and can handle extreme colds and are equally cold to outsiders. They have a strong tradition of “carrying one’s own weight.” They also have deep respect for those who have reached an old age as it means they have won the fight against the elements for so long. Those who have reached an age of 60 years can take the trial of the white to earn the title of elder. The Samah are also known for their singing that is a combination of yodeling and throat singing, that echoes across the mountain peaks that allows communication across great distances. Cuisine in this region consists of salted meats served with cheeses, eggs, berries, or root vegetables, either as a spread or a stew. Many like buying nuts from merchants when available because they make good snacks when hiking on the mountain trails.
Economy: The mountain is able to support some small cities with metal and salt deposits that are mined. Food often comes from some herbs and mountainous domesticated animals like goats especially in lower altitudes. The mountain can also support small groups or individuals with a diet of hunting and gathering.
Population: 34,000 approx. 96% Samah, 3% Acrician, 1% other.
#dungeons and dragons#dnd homebrew#dnd#d&d 5e#dnd 5e#dnd 5e homebrew#dnd setting#mountains#cartography#fantasy maps#fictional map#map making#maps#fantasy setting#custom setting
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Castle Walls
9th-level Abjuration Casting Time: 2 hours Range: touch Components: S, M (emerald dust worth at least 10,000 gp, which the spell consumes, a trinket or another item that can be worn or carried) Duration: Until Dispelled
You touch a continuous enclosing structure such as city walls, a fortress, or a home and imbue it with magic along with a trinket or other item. For the duration of the spell any damaging effect like lightning, a loosed arrow, or a spell for all intents and purposes is stopped upon entering the threshold of the structure.
The spell does allow entry from creatures and abilities or spell effects that don’t deal direct damage like the Reverse Gravity, or Scrying Spells.
When this spell is cast the trinket used with the spell then becomes an item which can be attuned to. Any creature attuned to this item can decide whether a damaging effect can cross the threshold. If the item remains unattuned no damaging effect can enter or leave the threshold.
Any spell trying to remove the effects of this spell must be cast upon the associated trinket and a wish spell will not work unless the form of the trinket is known to the caster. Finally, if the trinket leaves the threshold of the structure, this spell will become dispelled.
Classes: Cleric, Sorcerer, Wizard
Technically it does have hit points that regenerate slowly based on the size of the structure, but anything short of a direct assault following an appropriate siege of bombarding attacks to the structure are going to deplete its hit points. But for the sake of a dungeons and dragons campaign and NOT A WAR GAME the players will be unable to single handedly deplete this spell except maybe if it was cast on a normal house or tent… this is really up to the DM. This is basically a DM spell anyways but I think you should allow players to cast or understand what these spells are if they so choose but at 9th level spells, they will likely take Meteor Swarm or Power Word Kill anyways.
#dungeons and dragons#dnd homebrew#dnd#d&d 5e#dnd 5e#dnd 5e homebrew#wizard#dnd spells#spell card#homebrew spells#spellcasting#spell caster#cleric#sorcerer#Medieval siege
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My Homebrew Spells
Artificer
Cantrips: Here Fetch, Vizard 2nd: Ravenwood’s Devious Chompers 4th: Fabricated Fabrefaction
Bard
Cantrips: Vizard 1st: Battle Rhythm, Dancing Trees, Jinx 2nd: Spectral Big Band 4th: Obfuscate 6th: Emissary’s Retreat 7th: Reflecting Aura
Cleric
1st: Saving Hand 3rd: Blessed Blast 6th: Emissary’s Retreat 7th: Antispell Zone 9th: Castle Walls
Druid
1st: Dancing Trees, Saving Hand 2nd: Ravenwood’s Devious Chompers 4th: Gorgon’s Grasp, Spore Field 6th: Emissary’s Retreat 8th: Erupting Fire
Paladin
1st: Saving Hand 2nd: Arcane Deflection
Ranger
2nd: Ravenwood’s Devious Chompers 4th: Gorgon’s Grasp, Obfuscate 5th: Hamartia
Sorcerer
Cantrips: Here Fetch 2nd: Arcane Deflection, Spectral Big Band, Ravenwood’s Devious Chompers 4th: Obfuscate 8th: Erupting Fire, Explosive Cutdown 9th: Castle Walls
Warlock
Cantrips Here Fetch, Vizard 1st: Jinx 2nd: Ravenwood’s Devious Chompers 4th: Obfuscate, Seem’s Corrupting Corpse 5th: Hamartia 7th: Reflecting Aura 8th: Erupting Fire, Explosive Cutdown
Wizard
Cantrips: Here Fetch, Vizard 1st: Arcane Acceleration, Arcane Conversion 2nd: Arcane Deflection, Spectral Big Band, Ravenwood’s Devious Chompers 4th: Fabricated Fabrefaction, Obfuscate 6th: Emissary’s Retreat 7th: Antispell Zone, Reflecting Aura 8th: Explosive Cutdown 9th: Castle Walls
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Harkaya Lake
Geography: The lake is a part of the Alhay Planes region. The lake has an average depth of 280ft and its lowest depth is 1,347ft.
Climate: The water’s temperature varies between 60F and 80F and can get down to 50F at deep depths. The surrounding region temperature ranges between 85F and 50F with seasonal deviation around 15F. The region gets an average precipitation of 900mm annually.
Culture: While the Harkaya Lake region is part of the Alhay Plains and home to the Acrician people it is also the home to another culture that lives within the lake region, the Emat People. The Emat People are a culture of people who originate from living in the shallows of the Tanque Swamp and Harkaya Lake with in the Alhay Plains. Building floating homes and gardens made from the reeds that grow in the swamp and Lake shallows. The Emat are also known as great improvisors, often finding solutions to problems using a minimal number of tools. This has given a rise to the phrase “an Emat Spear” meaning someone who can accomplish many different tasks also referring to their spears which hold cultural value as weapons for hunting but also tools for poling skiffs and pole vaunting, and salmon laddering up trees and buildings. Acrician are the people from the Alhay Floodplains. Alhay roughly meaning ‘the beating heart.’ The Acrician people find themselves coming from highly urbanized and fertile region allowing for rapidly growing population that found itself at the seat of 2 draconic empires. The Acrician people find dragons sacred and put high value into the structured systems they create. Cuisine in this region is big on fish from the lake as well as having foods from across the empire and beyond due to the heavily integrated trade routes with the lake and rivers that lead out into the ocean. This means the region also gets cross cultural and mixed foreign foods that aren’t available elsewhere.
Economy: The economy in this region is thriving from large amounts of trade as well as being the center of government. Ship and boat building and education are also big within the region.
Population: 3,400,000 approx. 70% Acrician, 6% Emat, 24% other
#dungeons and dragons#dnd homebrew#dnd#d&d 5e#dnd 5e#dnd 5e homebrew#dnd setting#Acricia#cartography#fantasy map#fantasy maps#fictional map#maps#fantasy setting#custom setting#world building wednesday#worldbuilding
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Acricia Geography Links
Alhay Plains Alsama Mountains Bazid Sefana Dakhil Sefana Ezam Mountains North Ezam Mountains Central Ezam Mountains South Famaldi Valley Harkaya Lake Khariji Scrublands Rayiea Jungle East Rayiea Jungle Central Rayiea Jungle West Sahmar Desert North Sahmar Desert South Sawda Wood Tanque Swamp The Ghajid Tilal Reach Wasat Grasslands Zala Rainforest
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New abilities for the Warlock bbyyyyyy, i always thought there should be more boons, like really ? just the 3 and talisman ? please, there are so many things you can get in exchange for eternal service
#I like these but my initial reaction to beauty is that its a little op#but i do appreciate the pun.
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Blessed Blast
3rd-level Necromancy Casting Time: 1 action Range: 45 feet Components: V, S, M (a holy charm) Duration: Instantaneous
You choose 2 creatures within range; choose one creature that heals roll 3d8+ your spellcasting modifier. The other must make a charisma saving throw or take half that amount in radiant damage.
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the dice increases by 1d8 for each spell slot above 3rd.
Classes: Cleric
#dungeons and dragons#dnd homebrew#dnd#d&d 5e#dnd 5e#dnd 5e homebrew#dnd spells#spell caster#spellcasting#spell card#cleric
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occasional posts from users
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Battle Rhythm
1st-level Transmutation Casting Time: 1 bonus action Range: Self Components: S, M (A musical instrument to be played) Duration: Concentration, up to 1 minute
You start to play music that enhances your magical abilities in combat. When you cast this spell, you choose a target within 60 feet and they must make a Wisdom saving throw or take 1d6 thunder damage. You may use your bonus action while concentrating on this spell to repeat this ability.
Additionally, all of the caster’s spells and cantrips that deal thunder damage as well as the Vicious Mockery cantrip gain an extra d4 to their damage
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage from the bonus action ability of this spell increases by 1d6 for each spell slot above 1.
Classes: Bard
#dungeons and dragons#dnd homebrew#dnd#d&d 5e#dnd 5e#dnd 5e homebrew#dnd spells#bard#dnd setting#Magic Monday#homebrew spells#spell card#spellcasting
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La Persecucion de la Luz.
La.Per.Luz is the name of my worldbuilding project, starting off as just a collection of characters in a little world, it became a TTRPG with the goal of further developing it, said TTRPG has been going for now 11 years and while it did develop in a lot of it ways, it was of course skewed towards the experience of my players, so there is a lot I want to show to the world, there is also a lot more I want to create from now on, things that I haven't developed due to not being inmediatly pertinent to the sessions but that regardless have always been on the notes of my worldbuilding project.
I guesss that's enough of a preview, next post is… map time.
-- Igazi
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Tanque Swamp
Geography: The swamp is a sub region within the Alhay Plains. Much of the swamp is shallow water that connects from the lake. The swamp typically doesn’t get much deeper than 4ft. The abundance of shallow water allows unique plant life to grow with in the region.
Climate: The water’s temperature varies between 65F and 85F. The surrounding region temperature ranges between 90F and 50F with seasonal variance averaging around 10F by the season. The region gets an average precipitation of 950mm annually.
Culture: While this region is part of the Alhay Plains and home to the Acrician people it is also the home to another culture that lives within the swamp region, the Emat People. The Emat People are a culture of people who originate from living in the shallows of the Tanque Swamp and Harkaya Lake with in the Alhay Plains. Building floating homes and gardens made from the reeds that grow in the swamp and Lake shallows. The Emat are also known as great improvisors, often finding solutions to problems using a minimal number of tools. This has given a rise to the phrase “an Emat Spear” meaning someone who can accomplish many different tasks also referring to their spears which hold cultural value as weapons for hunting but also tools for poling skiffs and pole vaunting, and salmon laddering up trees and buildings. Acrician are the people from the Alhay Floodplains. Alhay roughly meaning ‘the beating heart.’ The Acrician people find themselves coming from highly urbanized and fertile region allowing for rapidly growing population that found itself at the seat of 2 draconic empires. The Acrician people find dragons sacred and put high value into the structured systems they create. Cuisine within this region is heavily dependent on meat and rice. Most meats consist of fish, poultry, and the occasional crocodile. Kabobs are a popular food from this region.
Economy: This region is focused on boat building, agriculture and fishing. Trade is also big in the area due to easily accessible waterways.
Population: 1,600,000 approx. 46% Emat 45% Acrician 9% Other.
#dungeons and dragons#dnd homebrew#dnd#dnd setting#dnd maps#fantasy maps#map making#worldbuilding#lore#world building wednesday#fantasy setting#custom setting#swamp
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trying to prove a point to the boys at school
reblog this if you believe trans men are real men like this if you dont
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Arcane Deflection
2nd-level Abjuration Casting Time: 1 reaction Range: self Components: V, S Duration: Instantaneous (Concentration, 1 reaction)
You create a shield of magical energy against certain effects. Before rolling a saving throw roll you can use your reaction to cast this spell, doing so you roll your spellcasting modifier plus your proficiency bonus for the saving throw instead of the given saving throw for the spell.
After casting this spell there is a chance to exhaust yourself, make a DC 12 Constitution Saving Throw or gain one level of exhaustion. Casting this spell makes you lose any concentration. You CANNOT cast this after you roll for the saving throw, it must be before.
Class: Paladin, Sorcerer, Wizard
#dungeons and dragons#dnd homebrew#d&d 5e#dnd#dnd 5e#dnd 5e homebrew#wizard#sorcerer#dnd spells#Magic Monday
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Reblog to open a rail line from your blog to the person you reblogged this from
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