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#D&D Homebrew
ellatamara · 2 months
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Celestial 2 | Lilac Coral Fungus
The third one I drew, and I already lost track of making these simple.
Oh, and I gave it stats for D&D 5e:
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B E N O T A F R A I D, or as my friends like to say,
don't worry about it
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Limit Break - An Experimental 5e OPTIONAL feature
I posted a while about an experimental feature for 5e that lets players do things not accounted for by the rules, or lets them do Cool Shit™ they wouldn't ordinarily be able to do! This is the VERY rough draft, while I work on tables of consequences for DM's that struggle with improvising or creating such elements off-hand.
Feedback is welcome, but if you're a dick about it, I'll block or ignore you as usual. I know it has been a while since I posted new original content, and this is a new feature/system to tack on to your games, so PLEASE feel free to reblog it for additional exposure so I can get more feedback. More feedback and more exposure means more original content, in the long run!
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dungeon-strugglers · 1 month
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✨New item!✨ Friction Wraps Wondrous item, very rare (requires attunement)
You have a +1 bonus to attack rolls and damage rolls with your unarmed strikes while wearing these wraps.
Punching with these wraps generates intense heat that is diffused into the target with each subsequent blow. When you hit with an unarmed strike while wearing these wraps, all subsequent unarmed strikes you make before the end of this turn deal an extra 1d8 fire damage. The damage stacks with itself to a maximum of 3d8 with each hit, and then the heat is released and the process starts over. - 🖌🎨 Like our work? Consider supporting us on Patreon and gain access to the hi-resolution art for almost 200 magic items (wow!), printable item cards and card packs, beautiful creature art and stat blocks, and setting pdfs with narrative hooks and unique lore!🧙‍♂️ Thank you so much for your support! 💖
📜 Credit. Art and design by us: the Dungeon Strugglers. Please credit us if you repost elsewhere.
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dailyadventureprompts · 3 months
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Homebrew Mechanic: Stress, Panic, & Affliction
Whether it’s a full campaign or a simple spooky oneoff adventure, eventually every DM is going to want to run some kind of horror scenario, at which point they’ll discover that there’s a lot more to delivering scares than just using assorted Halloween iconography.  I’ve written before about creating an atmosphere of dread among your players using framing and narration, but I felt it was overdue to follow it up with a mechanical counterpart. 
SAYING a monster/scenario is scary is all well and good, but if we turn fear into an actual gameplay system then we can use it to build out encounters and make our job as DMs easier. I also ended up making this system because I’ve read or adapted one too many modules involving “eldritch madness” that didn’t really understand how horror worked: adventuring is a tough business, and people getting overwhelmed with stress and panicking or lashing out is a way more grounded and useful expression of that than becoming mindless cultists because they saw a weird wet bug. Check over here for my history of how “madness” has been presented in TTRPGS, and how we can handle it better in the future. 
Now for the system itself: 
When a character is exposed to horrific, frightening, or unsettling circumstance, the DM may ask them to make a saving throw to avoid suffering a point of stress, represented by a dot or check penciled in near their proficiency marker. This can be anything from a con save to keep a strong stomach while rooting through the backrooms of a butcher shop, a wis save to reassure yourself that it really was just the wind making all that creepy noise in the abandoned manor, or a cha save to ward off the psychic interference of a aberrant mind-weapon.  The DM may also rule that certain events automatically inflict stress, like seeing a trusted ally killed or getting swallowed by an eldritch horror.  
A character can withstand a number of points of stress equal to their proficiency bonus. After which they’re considered to be at a “breaking point”.  If any more stress is inflicted upon the character after that point the DM decides whether the character clears an amount of stress equal to their proficiency bonus and panics (the most likely option,  gaining the frightened condition for 1d4, save ends) or gains an affliction comparable to the source of the stress (roll on the madness table, though find some better ones than the default DMG ones).  The DM may also decide to have the stress compound,   gaining an additional point but not having anything trigger, so that the tension breaks at the appropriate time. 
Characters lose a point of stress by spending a full day resting in a haven (a safe place such as a town or a comfortable hidden hideaway) , though the DM may also rule that characters commiserating during a long rest  (oh look at that, a reward for roleplaying) may lose a point of stress. 
Using stress as a mechanic like this gives us something else to build encounters around other than just damage.  We can have traps or one off random encounters during exploration that only serve to unnerve a few of our partymembers, softening them up to fall into panic when they encounter something actually scary. Imagine running a full haunted house dungeon where most of the encounters in the first half didn’t actually involve monsters, instead slowly building in tension as the party discovers the horrific truth of the ghost’s tragic past in hopes of putting it to rest. 
Artist
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homura-chu · 3 months
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Here's another of my D&D characters.
This is Magnolia - a half elf mute rogue part of a one shot campaign and my first 5e session!
She was part of a thieves organization, but she parted ways after realizing she wasn't really wanted or loved. She set out to find happiness of her own, and named herself after the flower pendant of a necklace she stole. (She was raised in the thieves organization and they never gave her a name.) To communicate, she writes in a book and is very facially expressive (the only things I could say as a player was describing her body language and expression lol).
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harkthorn · 6 months
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Archive posting. 1626. A red dragon from D&D, but based on a bearded dragon!
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thirdtofifth · 8 months
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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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homebrewhomestead · 5 months
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Mimi
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STATS:
STR 8
DEX 16
CON 14
INT 11
WIS 14
CHA 18
Character Synopsis: Mimi was once the child of a noble lord and lady, having been born very weak and sick, his parents would spend years trying to find a way to stabilize his condition, unfortunately they did not have the time, as Mimi’s condition worsened beyond their control and he eventually passed away. The despair of the lord and lady was felt throughout the city, as they invested in a massive funeral precession in honor of their son. All the while, Mimi’s ghost watched from their home, confused, but free. He quickly found the head maid who alongside his mother would sing him lullabies to sleep, after she feinted from the shock of seeing him, they spoke for a while and she began to understand his predicament. She insisted that he not show himself to his parents quite yet, as they would surely seek a way to bring him back from the dead rather than let him be free from the body that ailed him so. She told him to seek out the adventurers guild, and that surely he would be able to find a new way to live outside in the world until his parents moved on from their grief and could meet him again in this form.
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Mimi’s Jug
Wondrous Item, Rare (Requires Attunement)
This container has Spiritual Essence within it, it is able to mold this essence when any liquid is placed inside of it, creating a viscous chocolate flavored brew. The container can only be filled up with liquid once per day, you must wait one minute for the liquid to transform, upon completion there will be 5 doses of the Choco Brew. When a creature drinks the the Brew, they regain 2d8 + 2 Hit Points and gain 5 Temp HP. Additionally, until the creature finishes a Long Rest the creature can add 1d6 to any ability check, attack roll, or saving throw, potentially turning a failure into a success. Once a creature does so, it can’t do so again until the start of its next turn. A separate creature can only drink from the Jug if you are willing.
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DISCLAIMER:
Feel free to use the character as a PC or NPC and the Item in your home campaigns.
This content is not for Commercial Use, in no way shape or form are you to use this outside of your own personal games, if I see this in use with a commercial product you will be flagged and legal action will be made. Please respect mine and the artist’s wishes.
Support the Artist:
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Objecthead - Homebrew Lineage by Nines, v1.0
Heads will roll... the dice.
Objectheads, as the name implies, have an object for a head. While this allows them to transcend many physical limitations, such as the need for food and sleep, they still need to keep their head on to survive - so maybe don't try replacing your head with a Revivify diamond.
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artist-rat · 2 months
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so, what fate awaits me? (without you)
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rollforimagination · 4 months
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Magic Item
Sandwich of Chaotic Layers
Description: A sandwich made of suspicious ingredients and a curious amount of cheese, when eaten it gives random effects to character. If it is kept in the inventory long enough it might attract mice and other rodents, if it is kept for even longer at every rest of the character with the Sandwich of Chaotic Layers in their inventory loses 2d12 of HP while those near a radius of 10 ft lose 2d6 of HP after the rest, due to the radiations that the Sandwich of Chaotic Layers emits.
Functionality: Use a bonus action to eat the sandwich, a normal action if you’re size is smaller than Medium, then roll d for the effects.
Results:
You get teleported inside a radius of 5-20 ft not occupied by another creature, you can decide exactly where
The scent of warm bread surrounds the player and up to 5 allies, they heal 2d10 HP and gain 20 Temporary hit points
You get two charges of a garlic scented breath attack that causes confusion and disadvantage to all roles against you and saving throws to all your enemies in a 15 ft cone, but also repel your allies to at least 5 ft from you
A bread wall circles around your enemy and it blocks their vision and movement. To escape your enemy has to deal at least 10 x S of damage, where S is the size of the enemy (1 is Tiny, Medium is 3, Gargantuan 6…), to make a hole big enough to escape
From the mouth of the player comes out a steam of water that deals 4d6 of water damage to those in a line of 20ft in front of the player, with a roll of Athletics higher than 12 the player can move while spitting water to aim to other enemies, this however will deal 2d6 to all enemies hurt instead of 4d6.
A cheese armour surrounds the player, giving them +2 AC but also giving them a -10ft of movement speed
The player’s movement speed doubles but it may randomly oink even after the effect wears off, until they take a rest
Wheel of cheese. For 17 turns. Aka 289 seconds. Aka 4 minutes and 49 seconds. Aka Wheel of cheese for five minutes.
3d4 mice gets teleported in a 5 ft radius from you, you can control them and give them order for 6 turns, after that they’ll become normal mice
A cloud of lint surrounds an enemy, they’ll suffer 2d6 more fire damage if attacked with a fire spell or fire related attacks, the same goes with 1d12 of lightning damage. Until the enemy is surrounded by the lint cloud it gets disadvantage on rolls to hit. The cloud disappear once a fire or lightning attack successfully damage the enemy
A rideable Large cushion of magical focaccia appears in front of the players. The cushion can fly and has 350 HP but no attacks. After receiving 300 HP, reaching a total of 100 ft of movement or after 7 turns the flying focaccia gently lands and then disappear.
3d8 of radiant damage to all creatures in a radius of 35ft from the player (including) the party gets a -10 to the total damage if they have spent at least 2 rests with the Sandwich of Chaos Layers in the inventory of someone.
Inspiration: this silly reblog list ⬇️
Thanks to @garaks-padded-bra @acrowbyanyothername @buglyteeth @imhaley @ronzyponyo @funnywormz @deepestturtlepielover @willowandthesagaofgayyearning @summer-azure @spacetronomyfan @spocktopodes ❤️
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dev-the-dm · 10 months
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Creature: Horizon Mongrel
When stars collapse into black holes, not even light can escape the surface. But occasionally, very rarely when there is not a single pair of eyes in the universe even flitting towards the newly birthed black hole, something else can escape. Something that inherits the churning, black darkness and the intense gravity of its birthplace, and speeds away faster from that sinkhole of death than anyone can follow it.
Black holes incarnate. Many people ask questions about the origins of the horizon mongrels, the creatures called after the black boundary of certain death and crushing gravity near an imploded star. Very few people have answers that aren’t an overactive imagination. Where the mongrels really come from, no one is quite certain, but it’s clear that the patch of space that spits them out is darker and emptier than any other.
Flashing nightmares. Mongrels are solitary creatures that seem to be either completely uninterested in their own kind of entirely unaware of them. Rather, a mongrel seeks out places where the flow of spacetime is warped in some way, or even broken. Powerful graviturges often find themselves hunted by a mongrel, which is capable of great destruction should it ever arrive at its unfortunate victim’s doorstep. And as fast as it appears, it is gone - since they are often not much more than a flash of jaws and choking, crushing gravity, leaving nothing behind.
Slowing down time. The mongrels that have been studied seem to live at a faster pace than most creatures, slowing down their internal clock and allowing them to attain lifetimes of aeons. The only true weapon anyone has against a mongrel is to attempt to slow it, forcing it to experience time at a different speed, which seems to draw out some of its few weaknesses. Stopping a mongrel in its tracks entirely, well... it might just kill it.
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thudnfer · 23 days
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yo this art goes HARD as FUCK
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dungeon-strugglers · 6 months
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✨New item!✨ Charon’s Obol  Wondrous item, rarity varies 
The rarity of this coin is determined by the metal it is made of. A common obol is copper, uncommon is silver, rare is gold, and very rare is platinum. While the coin is in the mouth of a dead creature, it bestows powers upon the corpse, detailed below. Each ascending rarity also grants the properties of the lesser rarities.
Copper. The corpse can’t become undead.
Silver. The corpse can’t be targeted by any necromantic magic.
Gold. The corpse is resistant to all damage and protected from decay. A creature that attempts to remove the coin from the corpse’s mouth must make a DC 15 Constitution saving throw or take 5d10 radiant damage and fail to remove the coin.
Platinum. The corpse is immune to all damage and can't be targeted by any divination magic or perceived through magical scrying sensors. A creature that attempts to remove the coin from the corpse’s mouth must make a DC 16 Constitution saving throw. On a failed save, the creature takes 10d10 radiant damage, fails to remove the coin, and is thrown 20 feet from the corpse. On a successful save, the creature takes half as much damage, removes the coin, and is not thrown.
In lands where necromancers roam and the dead are restless, it is a common burial rite to place an obol in the mouth of the deceased. - 🖌🎨 Like our work? Consider supporting us on Patreon and gain access to the hi-resolution art for over 180 magic items, item cards and card packs, beautiful creature art and stat blocks, and setting pdfs with narrative hooks and unique lore!🧙‍♂️ Thank you so much for your support! 💖
📜 Credit. Art and design by us: the Dungeon Strugglers. Please credit us if you repost elsewhere.
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dailyadventureprompts · 8 months
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Homebrew Mechanic: Earlybird Initiative
Because folks seemed to like my last write up for a combat systems, I figure I'd share one of my most enduring game mods.
I've tried SO MANY different initiative systems over the years, enough that I have pretty strong opinions on what makes a good one. My primary goal was to cut down on time that players spend waiting for their turns, as slow combat is one of the primary things that bleeds fun out of the sessions: Players who are bored waiting for their turn check out, which makes them slower and less decisive when the spotlight swings back around to them, this makes it longer for imitative to circle around and creates a feedback loop where player's attention becomes further and further taxed. I needed a system that did the opposite, kept everyone on their toes, engaged, and cooperative, as well as something that was exceptionally light weight.
Step 1: DM says "roll initiative", all players roll as normal, add their modifiers, but keep the number to themselves.
Step 2: The DM Calls out " twenty and above", and then every player who got 20 or above in imitative can take their turn in whatever order they wish, splitting up actions however they wish around each other in order to coordinate.
Step 3: Enemies who got 20 or above on their initiative go. Lair actions trigger.
Sep 4: DM says "Ten and Above", Repeat steps 2 and 3 with players followed by monsters, then again saying " Everyone else" for everyone who hasn't gone.
Step 5: If combat is still going DM says "Initiative resets" and everyone rolls their initiative shuffling combat positions , repeat until "how do you want to do this?" moment.
That's pretty much it. There's a bunch of little things you can do to speed things up (like only rolling initiative for important enemies while the rank and file have static initiative based on whether they're fast, medium, or slow) but largely this simplifies the logistics of having to keep up with combat to a few lighting fast beats. Everyone's engaged because they know their turn is only one or two steps away rather than forgetting where they sit in an ever shifting round-robin.
Literally every group I've introduced this to over the past three years has loved it to the point where they find combat run by other DMs painfully slow by comparison. I don't know what's a greater endorsement than that.
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shinobicyrus · 29 days
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Was really tickled by Small Saga's spin on making loot chests more dangerous. Instead of a shapeshifting mimic, it's a big spider! Like a trap-door spider that uses the chest like a protective shell and uses money as projectiles.
As we also saw in the game, they're intelligent and can be reasoned with! Offer them a bit of food and not only will they not attack, they'll make it rain.
So, like the nerd that I am, I decided to try and translate it into D&D 5e. Gonna surprise the heck out of my little level 2 players. Sure, everyone expects a mimic, but no one expects a spider in a box!
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These unusually intelligent arachnids nest in chests or other containers. They wait patiently for prey to surprise, paralyze with their bite, and drag into their little lairs, adding to their collection of treasures. Clever nobles and minor crime lords bribe avarice spiders to be guards for valuables, with careful instructions about who – and who not – to devour.
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