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toppys-dnd-cave · 2 years
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Just the image of cowboys sitting around a fire telling stories gave me bard ideas for the on going cowboy series
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toppys-dnd-cave · 2 years
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Big boy with a big cannon. For something new i’m working on. Edit: Forgot to add in its CR. It’s 9. Should be all fixed up now. Twitter
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toppys-dnd-cave · 2 years
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d30 Orcs To Spice Up Your Horde
Here, in the spirit of the Armory’s 30-sided die tables, are 30 decidedly unusual orcs that can spice up any horde.
As you might guess from her name, Afwulla Axe-tosser likes to stand back and throw hand axes at her opponents. She never runs out, either, because she has two dozen or more strapped to her belt.
Aooma Arrow-crusher has lightning-fast reflexes and eagle-eyes. Once per round she can use her reaction to deflect a missile attack that would have hit her.
Burika Deathfriend is always the last orc standing, and she’s resigned to that. She’ll surrender, tell the party everything they want to know, and then wander off to find yet another tribe somewhere else.
Garik One-arrow may only have one arrow, but what an arrow it is! This +2 arrow blows right through opponents and keeps on going to the edge of close range, where it hovers in the air. On subsequent rounds Garik can use an action to make an attack on any other opponent he can see. On a critical failure the arrow is destroyed forever.
Despite her name, Glaana the Unkillable isn’t actually unkillable, though she does have a very high Constitution, maximum hit points, and advantage on death saving throws. If she’s knocked down but not killed, odds are she’ll be back in a few days to settle the score.
Gubbi Old-Friend might surprise the party by greeting them warmly and treating them like old friends. Of course, it’s all a trick to lure them into an ambush, but Gubbi’s proficiency in Deception might have them thinking it’s a real case of mistaken identity…
For Itz Big-face, where there’s normally face, there is face, but on both sides there is… more face. It doesn’t lower Itz’s Charisma or anything, but it is very distracting. Adjacent opponents have disadvantage on Perception checks.
Jonkul Murderfoot loves to kick his foes with his mighty iron boots (1d8 bludgeoning damage). Their extra weight also makes him extraordinarily stable, giving him advantage on any ability check or save to avoid being knocked down. He also hasn’t taken them off in forever, so they smell terrible…
Old Kag Corpse-ready is ready for the grave - his eyes are sunken, his muscles have shrunken, and he’s covered in papery, dry skin. He fights just as well as any other orc, but is always complaining about his aches and pains, muttering about the futility of it all, and just generally being a defeatist.
Kunklooni Throat-slitter tries her best not to get directly involved in combat. Instead, she skulks around the edges of the battlefield and makes sure downed opponents stay down. She’s proficient in Stealth.
Krankoza Brutal-tongue is bossy as hell and adds twice her proficiency bonus to Intimidation and Persuasion checks. The other orcs all hate her, but they’re too afraid of a tongue-lashing so they follow her orders without question. And if she’s killed, well, they might just have the warmest regards for her killers…
Krog Fear-boner is not turned on, it’s just something that happens. It’s jus as embarrassing for him as it is for you.
When Lashuru Slaughter-frenzy draws blood in combat, she flies into a furious rage as if she were a barbarian of appropriate level.
Lubgub Venomtongue literally showers his opponents with venom (as the poison spray cantrip, cast by a 5th level wizard). he can do this once before needing to take a short rest.
Lukun Large-gut is not out of shape, it’s a glandular disorder. Whatever the real cause, his enormous bulk means he gets winded quickly and moves 10’ slower per round than the rest of his tribe.
Maakwarri Black-axe attacks with a large obsidian greataxe, engraved with demonic runes inlaid with gold leaf. It’s not actually magical, but could probably fetch a decent price with the right buyer.
Onk Dragonmaw has a surprisingly large mouth filled with filed, pointy fangs. He can make a bite attack as a bonus action each round (1d4 piercing damage).
Oosha Snakewomb was cursed by another tribe’s shaman, so once a day she gives birth to 1d4+2 poisonous snakes, usually at the grossest and most disconcerting time.
Rulg the Ugly is not actually an orc at all, but an elf who was kidnapped by the tribe when he was a baby. He doesn’t know that, though, and thinks he’s just an ugly orc. An ugly orc that doesn’t need to sleep and is immune to charm spells.
Shumbi Sword-taker doesn’t like his weapon very much. He thinks yours is better. He has advantage on Disarm checks, and when he succeeds on one his opponent’s weapon winds up in his hand instead of on the floor.
Tua Wizard-hand is just as surprised as anyone else that when he cut off that wizard’s hand it didn’t die. Even more surprisingly, it’s still capable of casting spells like a 5th-level wizard (though it can’t rest or recover spell slots once they’ve been expended). Tua has mounted the hand on a stick and uses it to hurl cantrips at his enemies, holding one or two higher level spells in reserve for real emergencies.
All it takes is one glance into Tureena Crazyeye’s wild orange eyes to know that there’s no one home. She’s completely immune to mind-affecting spells and abilities.
Uam Scalp-collector wears a magnificent coat made out of adventurer’s scalps. A few of them need replacing, though, and he’s thinking yours will do quite nicely.
Ubtol Horde-trampler is a one-man wrecking crew. In combat, he gains a +1 bonus to attack and damage for every opponent in melee attack range.
A hard life has led Ufwama Priest-thrower to curse the gods. If she spots a cleric in the party, she’ll rush them and try to shove them down to the ground.
Before she joined the horde, Ughla of the Bear Tribe was raised by bears. She dresses in a bear-skin cloak that makes for a surprisingly effective disguise, and is always accompanied by one or more of her bear brothers, who are very protective of her.
Some time ago Umb Demon-ravisher somehow managed to conjure up Avona the Succubus and bind her into his service. Umb thinks he’s hot stuff, but Avona knows better. She’ll joylessly follow his commands, but she’s always looking for an opportunity to trade up…
Umfur the Unblooded has never been in battle before, and he’s out of his mind with fear. He has disadvantage on all attack rolls until he gets his first hit.
Yunket Friend-slayer is an archer who’s never quite gotten the hang of firing into melee combat. If he misses his target by 5 or more, his attack instead hits an adjacent ally.
Zum Eye-chewer suffers from a powerful compulsion to pluck out and eat the eyes of his defeated foe. He’ll even stop in the middle of combat to do it.
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toppys-dnd-cave · 2 years
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Thought: sentient constructs are really into astrology but can't figure out why.
The real reason is that being constructed during a specific period of the year generally corresponds to their creators needs and emotional state. Constructs in the spring are light and agile, made to be helpful and productive. Summer constructs are meant to be strong and enduring. Autumn constructs are a balance of productive and calming. Winter constructs are almost always built for some kind of social or emotional need to outlast the cold.
And the analysis gets more complicated as they look into specific weeks and days when their construction began and when it was completed. They focus on the times rather than their creators because they view their creators as powerful beings that are master's of their own fate, and they view themselves as slaves to time--only a matter of mechanical ticks away from their magic expiring. When in reality, the truth is the reverse.
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toppys-dnd-cave · 2 years
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Creature: Bloombeast
Created by the Unseelie Court in their war against the Seelie fey, bloombeasts were made to attract creatures of nature like flies to a fly trap. Their spores incapacitate, allowing the bloombeasts free reign on whichever unfortunate prey they manage to halt. They can be vicious, despite their beautiful, floral appearance.
Unseelie watchdogs. The Unseelie Court created the bloombeasts as they created their displacer beasts, except the experiments that originated in the bloombeasts were not as succesful as the creation of the displacer beasts. Bloombeasts turned out more aggressive and violent than initially designed, and their bloodthirst led to the Unseelie fey instead simply releasing them into Seelie territory. The bloombeasts procreated - through a bizarre mating ritual involving a tree or other natural growth, which dies in the process of "birthing" a new bloombeast - and spread through both fey territories, though the Unseelie fey have since taught the beasts to only hunt Seelie fey.
Natural fighters. A bloombeast's biggest weapon is the flower that grows out of its body like a fleshy head. It cannot see through the flower, but it releases a potent, sickly smell that enraptures creatures that get close enough to sense it. Additionally, the flower can erupt in golden-pink spores which, when inhaled, cause unimaginable psychic pain. Having successfully captured its prey, the bloombeast's next method of attack is simply slicing with the curled claws at the end of its legs, which produce a painful poison.
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toppys-dnd-cave · 3 years
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Our take on halflings! A bit of lore for them in our homebrew setting.
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toppys-dnd-cave · 3 years
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Rib and Cricket cause existential dread!
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toppys-dnd-cave · 3 years
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💎 𝗡𝗲𝘄 𝗶𝘁𝗲𝗺! Helm of The Chromatic Dragon Wondrous Item, very rare (requires attunement by a dragonborn of evil alignment) ___
This iridescent helmet has been blessed by a powerful, evil dragon. While wearing this helmet, your breath weapon deals an extra 1d6 damage of its type, and you can choose whether it deals acid, cold, fire, lightning or poison damage. In addition, while wearing this helmet, you can choose if your breath weapon affects a 15-foot cone or 5-by-30-foot line, and if creatures affected by it must make a Dexterity or Constitution saving throw.
In addition, when you use your breath weapon, roll a d6. On a 5 or 6, you gain an additional use of your breath weapon before you need to finish a short or long rest. ___
✨ Patrons get huge perks! Access this and hundreds of other item cards, art files, and compendium entries when you support The Griffon’s Saddlebag on Patreon for only $1 to $7 a month!
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toppys-dnd-cave · 3 years
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💎 𝗡𝗲𝘄 𝗶𝘁𝗲𝗺! Helm of The Chromatic Dragon Wondrous Item, very rare (requires attunement by a dragonborn of evil alignment) ___
This iridescent helmet has been blessed by a powerful, evil dragon. While wearing this helmet, your breath weapon deals an extra 1d6 damage of its type, and you can choose whether it deals acid, cold, fire, lightning or poison damage. In addition, while wearing this helmet, you can choose if your breath weapon affects a 15-foot cone or 5-by-30-foot line, and if creatures affected by it must make a Dexterity or Constitution saving throw.
In addition, when you use your breath weapon, roll a d6. On a 5 or 6, you gain an additional use of your breath weapon before you need to finish a short or long rest. ___
✨ Patrons get huge perks! Access this and hundreds of other item cards, art files, and compendium entries when you support The Griffon’s Saddlebag on Patreon for only $1 to $7 a month!
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toppys-dnd-cave · 3 years
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Monster: Ruin Worm by DeckofJokersGames on reddit
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toppys-dnd-cave · 3 years
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Collection: “I Search the Haversack!”
This chapter is a second part to a previous set of rolling tables (“I Search the Bookcase!”), expanding on the rolling tables provided on this blog to help you decide what to put into your world when your players get investigating. “I Search the Haversack!” contains 18 separate rolling tables with many different options to decide what that bandit chief carries on his person, what sort of bags the drow priestess takes with her, and where that death slaad keeps its valuables. Roll on these tables to determine what their bags or carried objects look like, how they have been packed, what is in the bags and whether the players will have any use for it. Accidentally put a merchant caravan in your game, and now the players have a cart full of objects, but you’re not sure what they were transporting? Take a look at the “Merchandise” table, and you’ll find what you’re looking for to give your players a push into the right direction. Enjoy!
See the first part, “I Search the Bookcase!”, here!
For better, full-page high quality imagery, take a look at “I Search the Haversack!” at the Homebrewery here!
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toppys-dnd-cave · 3 years
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Creature: Pyre-Heart Scarecrow
The field was aflame, dried stalks of corn reduced to ash by hungry flames shedding bright light, blocked out only by the creeping shape of a scarecrow. It could not escape the fire now, not in the way it was surrounded by that which it feared, but it knew, somehow, that even if it were destroyed like the crops around it, it would rise again from the destroyed land and continue its wretched existence.
Imbued by flame. Animated scarecrows that are destroyed by enormous fires or destructive fire spells sometimes have their essence imbued by the flame that killed them, and rise again as a pyre-heart scarecrow. Pyre-hearts look similar to regular scarecrows, although the ragged clothes they were are stained with soot and burned around the edges, and within their empty gazes, a dark fire is alight. Their close encounter with fire allows the newly-made pyre-heart to control some of it, despite its own weakness, and continue the ravaging destruction of flame.
Hag’s companions. Hags that build scarecrows to protect their huts or do simple tasks for them may intentionally burn a scarecrow in order for it to turn into a pyre-heart. Although the empowered scarecrow might pose more of a threat to the hag than before, they are capable warriors and, especially if the hag is under other threat, can be powerful allies. A scarecrow that is destroyed in a large fire or killed with a fire-based spell has a 25% chance to rise as a pyre-heart scarecrow after 1d10 hours. A pyre-heart scarecrow remembers anything it saw or heard as a regular scarecrow.
Constructed nature. A scarecrow doesn’t require air, food, water or sleep.
Friends and companions. Besides hags, pyre-heart scarecrows are also occasionally used by other constructs to function as a sort of bounty hunter. Any scarecrow whose fiery death results in a pyre-heart may remember the creature that killed it, and come after it again, this time wielding the power of fire. Some necromancers that search for a skilled, but malleable leader of their undead may create a pyre-heart scarecrow for their magical abilities.
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toppys-dnd-cave · 3 years
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Aasimar features
If you’re like me, one of the many things you love about D&D is the customization and the many fantastic races you get to play… But something I’ve noticed is with the Aasimar, the celestial touched being, a lot of people imagine it the same way.
The Aasimar is a man or woman with impecable beauty, almost seeming otherworldly. Yet when I see Aasimar in my campaigns or in art, a lot of people just take that to mean normal humans with alabaster or pale white skin. Now there’s nothing wrong with wanting that idea, but we don’t have to tie the idea of “otherworldly beauty” and “white skinned human” so naturally. You could have darker skin, metal skin, marble skin, etc.
I’m going to offer you interesting ways to make your Aasimar look and even bonus features they have.
1. Aasimar, not Human
Aasimar are not human, they are a seperate race entirely. Now, while it does say humans are the ones who typically give birth to Aasimar the most, that doesn’t mean only humans can. If you want your Aasimar to have elf ears, or be a dwarf, a Dragonborn, whatever race, that’s fine! They don’t take the other race stats anyways, unless you make your Aasimar a gnome, in which you make their size small instead of medium.
An Aasimar I’ve had for a few months now is the child of a tiefling family. She has light purple skin, and for her horns, she has a singular unicorn like horn that is pearlescent, alongside her nails that are almost like talons.
2. “Celestial” does not mean “Angel”
Another common misconception is that an Aasimar has to be created by an angel. Any Celestial being may create an Aasimar. Examples: Kirin, Deva, Archons, Unicorn, Pegasus, even gods.
3. Unique features
The Pathfinder book “Blood of Angels” has charts of bonus features that an Aasimar may have. You can use these in any other game as they are just flavorful descriptions of your character.
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toppys-dnd-cave · 3 years
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DND Homebrew: College of Discord
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It’s common for bards to seek harmonies, the hunt for these harmonies is desired by no college more than the College of Discord. While others may seek to bring peace and order, bards of this college delicately pluck at these fine strings until they reach the breaking point. The universe and even art itself is chaotic in nature and there’s nothing more these bards want than to listen to the incomparable melodies formed when discord and chaos reigns.
Master of Lies: When you choose this college at 3rd level you gain proficiency with Deception. At 6th level you add double your proficiency bonus with all Deception checks.
Strings of Strife: At 3rd level you turn those you charmed against their allies. When you have successfully charmed a creature you may use your bonus action to take control of the creature’s actions and movement. You cannot control the creature to do anything that would cause them harm.
Student of Chaos: At 6th level you can bring strife and discord to anyone. Your spells ignore any resistances or immunities to the charmed condition. Additionally your spells thrive when in the middle of conflict, creatures don’t gain advantage against your spells that impose the charmed condition if an allied creature has recently attacked them.
To the Fairest: At 14th level when you target a creature with a charm effect you may choose two additional creatures within 60ft of the original. Each makes their saving throws separately. If more than one of the targeted creatures becomes charmed you may only use Strings of Strife to cause the creatures to strike at each other. You regain use of this feature after a long rest.
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toppys-dnd-cave · 3 years
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Fav bard spell or use of a bard spell?
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Oh yeah for those who dont follow me on twitter: I do small animation things now.
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toppys-dnd-cave · 3 years
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5e Backgrounds: 8 Backgrounds For Your D&D Character...
Commoner 
You come from a humble social rank, perhaps working as a farmer, servant, or laborer. 
Although your background is not as glamorous as others, you find it easy to blend in wherever you go and have a sort of folksy wisdom that can sometimes help you out of a jam. 
When you choose this background, choose a profession that is found among the common folk, or roll a d20 and consult the following table to determine your  particular expertise. 
d20                         Result 
1–2                         Fisher 
3                             Forester 
4–7                         Laborer
8–11                       Messenger
12–16                     Serf
17–18                     Servant
19                           Shepherd
20                           Trapper Skill Proficiencies: Investigation, Persuasion
Trait — Salt of the Earth: Since you come from the ranks of the common folk, you fit in among them with ease. 
You can find a place to hide, rest, or recuperate among commoners, unless you have shown yourself to be a danger to them. 
They will shield you from the law or anyone else searching for you, though they will not risk their lives for you.
Suggested Equipment: Common clothes, iron pot, spade, tool kit (appropriate to your profession), 14GP, 4SP.
Guide
You know the wilderness like the back of your hand. 
You have spent many days and nights in the wild, sometimes traveling on your own but more often leading others along rarely used tracks and paths.
Skill Proficiencies: Choose two from Animal Handling, Athletics, History, Medicine, Nature and Survival.
Trait — Wanderer: You have an excellent memory for maps and geography and can always recall the general layout of terrain, settlements, and other features around you. 
In addition, you can find food and fresh water for yourself and up to five other people each day, provided that the land offers berries, small game, water, and so forth.
Suggested Equipment: Backpack, bedroll, hempen rope (50 ft.), tent, tinderbox, traveler’s clothes, waterskin, winter blanket, 40GP, 8SP.
Guild Thief
You made a living by stealing as a member of a thieves’ guild. 
The guild is similar to a modern organized crime syndicate. 
It exacts protection money from criminals and businesses alike, and uses its influence to keep the city watch focused on apprehending criminals who operate without the guild’s blessing. 
Necessity might have driven you to this work, having no other means to provide for yourself, or you might have been an orphan taken in by a thieves’ guild. 
Whatever your reasons, you learned how to slip into places where others would prefer you not go, neutralizing traps, locks, and sentries with uncanny skill.
Skill Proficiencies: Investigation, Stealth.
Trait — Thieves’ Cant: Among thieves, there is a secret language, a combination of jargon words and secret signs that members of the criminal underworld know and use. 
Creatures hearing you converse in Thieves’ Cant might think you say one thing when you are actually saying something else entirely. 
You have learned the secret language of thieves. 
You can correctly interpret thief signs and doublespeak, and you can communicate in this manner to others familiar with this language.
Suggested Equipment: Thieves’ tools, lampblack, oil can, breeches with secret pocket, small steel mirror, belt pouch, 18GP, 4SP.
Jester
You were employed as a jester by a noble. 
You performed acrobatic stunts, told jokes and stories, and provided entertainment for your employer and his or her guests. 
However, you also served a key role, lacing your entertainment with criticisms and observations too controversial for others to speak aloud.
Skill Proficiencies: Acrobatics, Performance
Trait — Licensed Fool: You enjoy the rare privilege of speaking your mind with little concern for repercussions. 
As a jester, it is your duty to use comedy to point out the absurdities of the world. 
You can criticize through the lens of humor without offense. 
In addition, you can gain access to nobles in order to perform. 
When traveling, you can usually find a meal and a place to stay in the local castle or manor house in return for a performance.
Suggested Equipment: Jester’s motley, tin scepter, musical instrument (your choice), book of bawdy poems and jokes, traveler’s clothes, 38GP.
Knight
You have successfully completed your training as a squire and earned the title of knight. 
Your title carries many responsibilities, and you are expected to behave in a chivalrous manner, protect the innocent, and mete justice across the land. 
You might be sworn to a noble house or be a wandering knight, questing for some prize or glory.
Skill Proficiencies: Choose two from Athletics, History, Insight, Intimidation, Perception, Religion and Survival
Trait — Knight’s Station: When you are among nobility or some other group that would recognize your station as a knight, you can expect to receive free accommodations and food for yourself and your adventuring companions for the duration of your stay. 
Certain nobles might decline, but this is a serious breach of etiquette and usually has social consequences.
Suggested Equipment: lance, token of affection, signet ring, sealing wax, light warhorse with saddle and bridle, grooming kit for horses, feed (seven days), traveler’s clothes, 32GP, and 5SP.
Minstrel
You wander the land performing music, telling tales, and entertaining audiences with your talents. 
Rarely does a community not welcome you in, as you bring news of distant lands to the common folk.
Skill Proficiencies: Performance, Persuasion
Trait — Noted Performer: You can always find a place to perform, usually in an inn or tavern. 
At such a place, you receive free lodging and food (within reason) as long as you perform each night. 
In addition, your performance makes you something of a local figure. 
When strangers recognize you in a town where you have performed, they typically take a liking to you.
Suggested Equipment: Fine clothes, ink, musical instrument (your choice), paper (five sheets), traveler’s clothes, 27GP.
Priest
You have pledged your life to serve a god, pantheon of gods, or philosophy. 
You serve as an intermediary between your chosen power and the mortal world, conducting sacred rites, offering sacrifices, and expounding the teachings of your faith to those you meet. 
When you choose this background, select a deity or power. 
Your knowledge and experience is drawn from your time as a priest in the service of that faith.
Skill Proficiencies: Religion, Insight 
Trait — Temple Services: You belong to a specific temple dedicated to your chosen power. 
You have a residence there, and you can perform religious ceremonies and offer sermons drawn from the sacred teachings of your faith. 
While near your temple, you can call upon acolytes and fellow priests for assistance, provided the assistance you ask for is not hazardous and you remain in good standing with your temple. 
Additionally, when you are in a location that has a temple, shrine, or other presence of your faith, you can expect to receive free healing, care, and religious services for yourself and your adventuring companions from others aligned with your faith.
Suggested Equipment: Holy symbol, flask of holy water, ink, ink pen, paper (ten sheets), vestments, 3GP, 9SP, 8CP.
Thug
Years of being a street tough have given you an aura of menace. 
Your look communicates a basic message to those who annoy you: You’d as soon break their knees as receive an apology. 
Threats and bullying tactics come easily to you. 
Your demeanor has landed you jobs with less-­than-­reputable organizations in the past, where you’ve provided both protection and muscle.
Skill Proficiencies: Intimidation, Athletics
Trait — Bad Reputation: No matter where you go, people are afraid of you due to your connections to the dangerous criminal underworld or your history of violence. 
When you are in a place of civilization, you can get away with minor criminal offenses, such as refusing to pay for food at a tavern or breaking down doors at a local shop, since most people will not report your activity to the authorities.
Suggested Equipment: Sap (equivalent to club), tattoo, half of a set of manacles, common clothes, 28GP, 4SP.
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toppys-dnd-cave · 3 years
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Spell Creation template by The_Mage_King_3001 on reddit
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