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It's always interesting to see how someone will interpret a Dragon Warlock. I like the idea of Awesome Presence having a different effect depending on the creature and the Draconic shapeshifting elements.
The Greatwyrm Patron | The Warlock Patron so obviously missing this is the 7 billionth take this afternoon
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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
As a gift to everyone, I give the clearly absent warlock patron from the PHB. The familiars go
Archfey: pixie
Fiend: Quasit, and Imp (though, really just imp, since the fiend patron is clearly infernal in nature)
Great Old One: ???
???: Pseudodragon
Maybe I should make a goo familiar one of these days. Hmm… Admittedly, a dragon is not an otherworldly entity, but it's power kind of is, and that's what make them so dangerous, besides, the undying/undead isn't necessarily otherworldly either
Awesome Presence
What would a warlock want from their patron? I presumed their terrifying power, which is most mechanically expressed through its frightful presence. This is rather similar to the archfey's beguiling presence feature, and indeed a stronger version of it. To which I agree. But I also think that charming or fearing someone for a round once per rest isn't very appealing even at 1st level.
Treasure Sense
Not a very strong power, but definitely one I feel like you would get from a dragon.
Elemental Potency
This one's possibly a little bit strong, but magical great weapon fighter seemed fun, and I didn't really feel like stepping on the elemental adept feat's toes, especially since it very much would compliment this subclass
Dragonwrought Protection
Once again, I feel like an immensely old dragon of otherworldly might would probably have more affinity to their element than merely being immune to it, and this seems like an interesting gift for their warlocks that get this far.
Dracomorphosis
You came asking for draconic power, what more would you want than to become an actual dragon. Yes, I would probably give a revised dragon sorcerer something similar
Dragon Shape
I was never a fan of the draconic transformation spell. Sure, it makes you dragony-er, but for a spell that says it will transform you into a dragon, it doesn't really do that. So instead, a spell that polymorphs you into a young dragon. Why young? To both limit the power level, but also because most PCs aren't old enough to be adult dragons. I also specifically wanted it to be a 5th level spell, so I could give it to dragon themed subclasses. Why only druid? Because turning into the most powerful natural predator seems like a very druidy thing to do. I could make an arguement for wizards, but unless you were a dragon sorcerer, your magic wouldn't really encourage you to become one.
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:
Breaking and Exiting
Dungeon Delver's Survival Guide
Oath of Integrity
Path of Iron
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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I love how this subclass basically allows you to do the Ace Attorney accusation through its Divine Judgment.
Justice Domain | Be the huntsman of the gods!
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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 am justice, I am the night, I am Clericman!
Or something like that. I don't know, I just work here.
Thrill of the Chase
Arresting someone requires that you catch up to them first. This should help. Feel free to stack this with monk unarmoured movement, haste, and tabaxi feline agility to get 480 foot movement at level 19
Channel Divinity: Divine Judgement
How to make a very specific but thematic channel divinity generally useful? Give it damage and vague parameters.
Hunting Pack
Now you can have a party of speed demons, hurray!
Potent Spellcasting
Anyone else really bored by the fact that clerics only ever get two of these?
Mass Judgement
Targeting a criminal enterprise one at a time is rarely a useful thing, let's speed up the process slightly, shall we?
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:
The Greatwyrm Patron
Breaking and Exiting
Dungeon Delver's Survival Guide
Oath of Integrity
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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Bard: College of Wonders (V 0.1)
Hello, this is another subclass idea that I have been playing around with. I have had this thing knocking around in my head for a while, but I am just now able to put this thing down in writing. Also, if you haven't seen my update to my Heraldic ancestry I recommend checking it out and providing feedback if you have any.
General Concept: For this subclass I wanted to create a Bard subclass that really dived into the magical nature of the class. For that reason, this one focuses on not only boosting spells, but also using more magic in general (though without necessarily increasing the amount of powerful spells they can learn). This one is also supposed to have a bit of a stage magician feel, which I find interesting to have in a setting saturated with "real" magic.
3rd Level: You gain proficiency in the Arcana skill. If you already have proficiency in Arcana, your proficiency bonus with the Arcana skill is instead doubled. In addition, you learn two cantrips from any spell list and these cantrips count as Bard spells for you.
3rd Level: You are able to infuse your spells with additional effects. When you cast a spell, you can expend a use of your Bardic Inspiration to add one of the following special effects to your spell. When the you can add an effect depends on what the effect does and you can add only one effect per spell cast:
Dazzling: Choose one creature that was either hit by or who failed a save against this spell. The next time this creature makes an attack roll or ability check, they must roll a die equal to to your Bardic Inspiration and subtract half of the result (minimum of 1) from that roll.
Inspiriting: Choose one creature effected by this spell. Roll the Bardic Inspiration die and that creature gains half the result (minimum of 1) in temporary hit points. In addition, their movement speed is increased by 10 as long as these temporary hit points remain.
Astounding: Choose one creature either hit by a damaging spell you cast or a effected by a healing spell you cast. Roll the Bardic Inspiration die and add the result to the damage dealt to that creature or to the amount that creature heals.
Mystifying: Choose one creature effected by your spell that needs to make a saving throw. Roll the Bardic inspiration die and subtract half of the result (minimum of 0) from that creatures saving throw.
6th Level: A creature that has one of your Bardic Inspiration die can decide to expend it and use one of the effects listed in the 3rd level feature when casting a spell that they know.
6th Level: When using one of your effects on a spell you cast, you can have it jump to another creature that is effected by the spell as a reaction. They must meet the requirements of the effect (ie. hit by or failed the saving throw of the effected spell).
14th Level: After a long rest, you can change one of the spells gained by your Magical Secrets, following the typical requirements of Magical Secrets in addition to it needing to be the same level of the spell being changed.
Feedback and criticism is welcome, especially since I am unsure of how powerful these abilities can be.
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Bard: College of Wonders (V 0.1)
Hello, this is another subclass idea that I have been playing around with. I have had this thing knocking around in my head for a while, but I am just now able to put this thing down in writing. Also, if you haven't seen my update to my Heraldic ancestry I recommend checking it out and providing feedback if you have any.
General Concept: For this subclass I wanted to create a Bard subclass that really dived into the magical nature of the class. For that reason, this one focuses on not only boosting spells, but also using more magic in general (though without necessarily increasing the amount of powerful spells they can learn). This one is also supposed to have a bit of a stage magician feel, which I find interesting to have in a setting saturated with "real" magic.
3rd Level: You gain proficiency in the Arcana skill. If you already have proficiency in Arcana, your proficiency bonus with the Arcana skill is instead doubled. In addition, you learn two cantrips from any spell list and these cantrips count as Bard spells for you.
3rd Level: You are able to infuse your spells with additional effects. When you cast a spell, you can expend a use of your Bardic Inspiration to add one of the following special effects to your spell. When the you can add an effect depends on what the effect does and you can add only one effect per spell cast:
Dazzling: Choose one creature that was either hit by or who failed a save against this spell. The next time this creature makes an attack roll or ability check, they must roll a die equal to to your Bardic Inspiration and subtract half of the result (minimum of 1) from that roll.
Inspiriting: Choose one creature effected by this spell. Roll the Bardic Inspiration die and that creature gains half the result (minimum of 1) in temporary hit points. In addition, their movement speed is increased by 10 as long as these temporary hit points remain.
Astounding: Choose one creature either hit by a damaging spell you cast or a effected by a healing spell you cast. Roll the Bardic Inspiration die and add the result to the damage dealt to that creature or to the amount that creature heals.
Mystifying: Choose one creature effected by your spell that needs to make a saving throw. Roll the Bardic inspiration die and subtract half of the result (minimum of 0) from that creatures saving throw.
6th Level: A creature that has one of your Bardic Inspiration die can decide to expend it and use one of the effects listed in the 3rd level feature when casting a spell that they know.
6th Level: When using one of your effects on a spell you cast, you can have it jump to another creature that is effected by the spell as a reaction. They must meet the requirements of the effect (ie. hit by or failed the saving throw of the effected spell).
14th Level: After a long rest, you can change one of the spells gained by your Magical Secrets, following the typical requirements of Magical Secrets in addition to it needing to be the same level of the spell being changed.
Feedback and criticism is welcome, especially since I am unsure of how powerful these abilities can be.
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I not only like how it ensures Wild Magic Surges are more of an active gamble on the players part, but that quite a few of these surges can be used both for comedy and in a tactical manner (ex. using the flaming sphere heading straight for you to at least damage a few enemies as you run from it)
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WILD MAGIC SORCERER: RELOADED
I've always had issues with wild magic. Surges are dependent on your GM remembering they exist, and some effects can wipe your party instantly, or bring in summons the GM just needs to have on hand. Outside the funny table, there's not much flavor to the class.
My rewrite puts more of a focus on gambling, more wild effects with less dangerous results, and more wild features.
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Bard: College of Wonders (V 0.1)
Hello, this is another subclass idea that I have been playing around with. I have had this thing knocking around in my head for a while, but I am just now able to put this thing down in writing. Also, if you haven't seen my update to my Heraldic ancestry I recommend checking it out and providing feedback if you have any.
General Concept: For this subclass I wanted to create a Bard subclass that really dived into the magical nature of the class. For that reason, this one focuses on not only boosting spells, but also using more magic in general (though without necessarily increasing the amount of powerful spells they can learn). This one is also supposed to have a bit of a stage magician feel, which I find interesting to have in a setting saturated with "real" magic.
3rd Level: You gain proficiency in the Arcana skill. If you already have proficiency in Arcana, your proficiency bonus with the Arcana skill is instead doubled. In addition, you learn two cantrips from any spell list and these cantrips count as Bard spells for you.
3rd Level: You are able to infuse your spells with additional effects. When you cast a spell, you can expend a use of your Bardic Inspiration to add one of the following special effects to your spell. When the you can add an effect depends on what the effect does and you can add only one effect per spell cast:
Dazzling: Choose one creature that was either hit by or who failed a save against this spell. The next time this creature makes an attack roll or ability check, they must roll a die equal to to your Bardic Inspiration and subtract half of the result (minimum of 1) from that roll.
Inspiriting: Choose one creature effected by this spell. Roll the Bardic Inspiration die and that creature gains half the result (minimum of 1) in temporary hit points. In addition, their movement speed is increased by 10 as long as these temporary hit points remain.
Astounding: Choose one creature either hit by a damaging spell you cast or a effected by a healing spell you cast. Roll the Bardic Inspiration die and add the result to the damage dealt to that creature or to the amount that creature heals.
Mystifying: Choose one creature effected by your spell that needs to make a saving throw. Roll the Bardic inspiration die and subtract half of the result (minimum of 0) from that creatures saving throw.
6th Level: A creature that has one of your Bardic Inspiration die can decide to expend it and use one of the effects listed in the 3rd level feature when casting a spell that they know.
6th Level: When using one of your effects on a spell you cast, you can have it jump to another creature that is effected by the spell as a reaction. They must meet the requirements of the effect (ie. hit by or failed the saving throw of the effected spell).
14th Level: After a long rest, you can change one of the spells gained by your Magical Secrets, following the typical requirements of Magical Secrets in addition to it needing to be the same level of the spell being changed.
Feedback and criticism is welcome, especially since I am unsure of how powerful these abilities can be.
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Oooh, I definitely like this over just having the current Fiend Warlock be spread thin trying to cover every type of fiend. This also plays into the more "physical" feel that demons have (in the sense that their whole thing often involves mutating other beings.
Otherworldly Patron: The Bound Demon | Let's be honest, 'the fiend' patron is just 'the devil'
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PDFs of this and more can be found over on at my Patreon here!
Anyone else dislike how the patron in the core rule book is called "The Fiend" when its totally 100% a devil? I did, but since we're all about sealing things this week, let's be a bit anime about this and bind demons inside of children and grant them unfathomable power. This would be different from a part demon which is more of a sorcerer situation.
This was slightly tricky considering canonically, each demon is different (even though mechanically there's only like 5 of them) and that of the few demons there actually are, they share very few properties. Originally I was going to make this subclass customisable, but considering this is customisation: the class, I chose against that. But considering that the high level demons are: demon lords, which are way too specific, and the balor, goristro, and marilith which are melee beat sticks, I needed to go for a more generic form of the sort of 'power' a demonic entity would give.
Demonic Endurance
A little something from our friend, the draconic sorcerer. A consistent throughline of demons is their resilience, considering they need to survive the abyss, so hit points!
Unnatural Presence
This is fun, I like the idea that animals are more innately aware of demons. I extended this to humanoids because while we may not understand it, we generally can feel something is off. But for extra flavour, there is some demon (literally, not in a my great great great great grandpappy was a demon way) in you therefore you should ping as a demon.
Envenomed Blood
Not an ability demons really have, but I felt like I needed to give more than just poison resistance since immunity to poison is the demons' thing, and devils too for some reason, but I'm just going to ignore them, so make the poison resistance from the fact that the blood is literal poison :)
Magic Resistance
I hesitated in giving a form of magic resistance, because not even the devil patron gives it while definitely having it, and I avoided telepathy for the same reason (and because it's the GOO's thing) but here we are. That said, most enemies still like to beat you to a pulp rather than to use spells even at high levels, so it's not that powerful
Abyssal Transformation
And this is me giving in and giving your the big smash, but trying my best not to invalidate any path but bladelock. But all high level demons are big and smashy, so I give you the big hurt.
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:
It's a Trap!
Judgement Domain
The Greatwyrm Patron
Breaking and Exiting
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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The 1 SP per creature could definitely work. Especially since this would encourage you to enter physical combat and not worry about blowing up your allies next to you.
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Subclasseptember Day 1: Barbarian
The Bloodrager - 5E Sorcerer Subclass by Nines
I maintain that "Subtember" still would have been a better title for this challenge.
The first of many entries to the Subclasseptember challenge by @nite0304, the Bloodrager Sorcerer does away with elegance to strike with brutal strength and unyielding focus. A concept from 3.5e, repurposed into a gish option for sorcerer.
As for why I'm making a Sorcerer subclass on the day labelled Barbarian? It simply tickled my fancy to have offclass options for all of these class-based prompts.
Links in the reblogs... Eventually? I'll probably want to have DNDBeyond links to all the subclasses for this challenge in one place at the end of it all.
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Ancestry: Heraldic (V0.2)
Been missing for a bit. Sorry about that, work has been quite draining. Doesn't help that they moved me from closing to opening with little notice. Anyways, here is a bit of an update to my Heraldic ancestry. The major changes are to the Flyer option for Chimeric Form, a change to the speeds provided by Chimeric Form, and more concrete lore for what they are.
Flavor: Heraldics are quite the mysterious ancestry, for quite a few reasons. The most glaring one is their sudden appearance in a community or family, seemingly with little explanation. A child would be born with little to no sign of them being of this ancestry, with perhaps some bizarre looking eyes or an unusual birthmark being one of the few subtle signs. However, as they grow they begin to change. They begin developing more animalistic and celestial features, eventually bearing very few features that would identify them as their parents ancestry by the time they reach maturity.
As to why this is, there is only one common feature among all Heraldics: in the past, their community or ancestors were under the protection of a powerful celestial, most often known as a Heraldic Beast. These celestials were sent by a divine being to protect a family or community, tying themselves body and soul to their wards. The divine influence provided by their presence seems to spur the birth of Heraldics, though this seems largely unintentional. It also seems that the birth of Heraldics is more common among communities whose divine protector died in service to them. Religious scholars believe that this may signify that the Heraldic Beast still protects its wards even after its death, manifesting its essence in those born into their group as a way to continue its duty.
Appearance: Heraldics end up looking very similar to the Heraldic Beast that influenced their birth, though obviously more humanoid. Though at first they tend to resemble their parents ancestry, slowly changing until their transformation culminates at what would be considered maturity for their ancestry. This "awakened" form is obviously very different for most Heraldics, as they take after their specific Heraldic Beast. Some may resemble a Tabaxi with vestigial bird wings or a humanoid shark with lions claws, it all depends on the influencing Heraldic Beast. There are some commonalities though, such as fur and skin (or equivalent) that possess colors outside of the natural ranges for the equivalent earthly beasts that they resemble or their pupils possessing a pin prick of light at their center, often glowing brighter when they use their apotropaic power. Their appearance changes further as they grow in power, often looking exactly like the divine guardian that spurred on their transformation.
Creature Type: Humanoid
Size: Medium or Small, based on the ancestry you would be if not a Heraldic
Speed: 30 ft.
Age: Heraldics age the same way their parents ancestry would up until they reach maturity. At this point, they tend to age much slower, often reaching double what their parents ancestry would typically be expected to live.
Natural Weapon: You possess a natural weapon associated with one of your beastly components, such as claws or horns. Your unarmed strike becomes 1d6 + Strength for damage and can be either Bludgeoning, Piercing, or Slashing (you choose at character creation). When you gain another Chimeric Form option, you can choose another one of the provided damage types to be an option when you make an unarmed strike with this feature, representing another natural weapon manifesting with your further development.
Chimeric Form: Choose one of the following options, representing the beastly component that first fully manifested. You choose another option at 3rd and 5th level. You can choose an option twice, with it becoming more powerful in certain ways:
Aquatic (shark, dolphin, plesiosaur, etc.): You gain a swimming speed equal to half your walking speed and can hold your breath for 1 hour. If chosen again, the swim speed equals your walking speed and you can breath both air and water.
Flyer (hawk, butterfly, pterosaur, etc.): When you fall at least 10ft and you are not restrained or incapacitated, you can spread your wings as a reaction and glide a number of feet equal to half your walking speed and take no falling damage when you reach the ground. This reaction can be sustained each turn by using up your reaction. If chosen again, you gain a flying speed equal to your walking speed and you don't provoke opportunity attacks when you fly out of range of an enemy.
Agile (leopard, rabbit, velociraptor, etc.): You add an additional 10ft to your walking speed and you have advantage on saves against being knocked prone. If chosen again, you gain a climbing speed equal to your walking speed and can add half your walking speed when making a running long or high jump.
Sturdy (elephant, tortoise, ankylosaurus, etc.): Your hit points maximum increases by 1, and increases by 1 again each time you level up. You also count as one size larger when determining carrying capacity and the weight you can push, drag, or lift. If chosen again, your hit points maximum increase by 2 instead of 1 each level up and you have an AC of 13 + Dexterity when unarmored.
Nocturnal (owl, cat, troodon, etc.): You gain 60ft of darkvision and can take the Hide action as a bonus action when obscured by dim light or darkness. If chosen again, your darkvision increases to 120ft and you gain 10ft of blindsight.
Burrower (mole, fox, thrinaxodon, etc.): You gain a burrowing speed (loose earth only) equal to half your walking speed and have 10ft of tremorsense. If chosen again, the burrowing speed equals your walking speed and you can now burrow through unworked stone.
Apotropaic Presence: When you are targeted by an attack or forced to make a save by an aberration, fey, fiend, or undead, you can use your reaction to make that creature roll at disadvantage for that attack or make yourself roll at advantage if they force you to make a save. You can do this an amount of times equal to your proficiency bonus per long rest.
Heightened Senses: You gain proficiency in either Perception or Survival.
Again, feedback is welcome and encouraged! As for what's next, I have plans for another subclass and for an actual stat block for Heraldic Beasts. Stay tuned!
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Ancestry: Heraldic (V0.2)
Been missing for a bit. Sorry about that, work has been quite draining. Doesn't help that they moved me from closing to opening with little notice. Anyways, here is a bit of an update to my Heraldic ancestry. The major changes are to the Flyer option for Chimeric Form, a change to the speeds provided by Chimeric Form, and more concrete lore for what they are.
Flavor: Heraldics are quite the mysterious ancestry, for quite a few reasons. The most glaring one is their sudden appearance in a community or family, seemingly with little explanation. A child would be born with little to no sign of them being of this ancestry, with perhaps some bizarre looking eyes or an unusual birthmark being one of the few subtle signs. However, as they grow they begin to change. They begin developing more animalistic and celestial features, eventually bearing very few features that would identify them as their parents ancestry by the time they reach maturity.
As to why this is, there is only one common feature among all Heraldics: in the past, their community or ancestors were under the protection of a powerful celestial, most often known as a Heraldic Beast. These celestials were sent by a divine being to protect a family or community, tying themselves body and soul to their wards. The divine influence provided by their presence seems to spur the birth of Heraldics, though this seems largely unintentional. It also seems that the birth of Heraldics is more common among communities whose divine protector died in service to them. Religious scholars believe that this may signify that the Heraldic Beast still protects its wards even after its death, manifesting its essence in those born into their group as a way to continue its duty.
Appearance: Heraldics end up looking very similar to the Heraldic Beast that influenced their birth, though obviously more humanoid. Though at first they tend to resemble their parents ancestry, slowly changing until their transformation culminates at what would be considered maturity for their ancestry. This "awakened" form is obviously very different for most Heraldics, as they take after their specific Heraldic Beast. Some may resemble a Tabaxi with vestigial bird wings or a humanoid shark with lions claws, it all depends on the influencing Heraldic Beast. There are some commonalities though, such as fur and skin (or equivalent) that possess colors outside of the natural ranges for the equivalent earthly beasts that they resemble or their pupils possessing a pin prick of light at their center, often glowing brighter when they use their apotropaic power. Their appearance changes further as they grow in power, often looking exactly like the divine guardian that spurred on their transformation.
Creature Type: Humanoid
Size: Medium or Small, based on the ancestry you would be if not a Heraldic
Speed: 30 ft.
Age: Heraldics age the same way their parents ancestry would up until they reach maturity. At this point, they tend to age much slower, often reaching double what their parents ancestry would typically be expected to live.
Natural Weapon: You possess a natural weapon associated with one of your beastly components, such as claws or horns. Your unarmed strike becomes 1d6 + Strength for damage and can be either Bludgeoning, Piercing, or Slashing (you choose at character creation). When you gain another Chimeric Form option, you can choose another one of the provided damage types to be an option when you make an unarmed strike with this feature, representing another natural weapon manifesting with your further development.
Chimeric Form: Choose one of the following options, representing the beastly component that first fully manifested. You choose another option at 3rd and 5th level. You can choose an option twice, with it becoming more powerful in certain ways:
Aquatic (shark, dolphin, plesiosaur, etc.): You gain a swimming speed equal to half your walking speed and can hold your breath for 1 hour. If chosen again, the swim speed equals your walking speed and you can breath both air and water.
Flyer (hawk, butterfly, pterosaur, etc.): When you fall at least 10ft and you are not restrained or incapacitated, you can spread your wings as a reaction and glide a number of feet equal to half your walking speed and take no falling damage when you reach the ground. This reaction can be sustained each turn by using up your reaction. If chosen again, you gain a flying speed equal to your walking speed and you don't provoke opportunity attacks when you fly out of range of an enemy.
Agile (leopard, rabbit, velociraptor, etc.): You add an additional 10ft to your walking speed and you have advantage on saves against being knocked prone. If chosen again, you gain a climbing speed equal to your walking speed and can add half your walking speed when making a running long or high jump.
Sturdy (elephant, tortoise, ankylosaurus, etc.): Your hit points maximum increases by 1, and increases by 1 again each time you level up. You also count as one size larger when determining carrying capacity and the weight you can push, drag, or lift. If chosen again, your hit points maximum increase by 2 instead of 1 each level up and you have an AC of 13 + Dexterity when unarmored.
Nocturnal (owl, cat, troodon, etc.): You gain 60ft of darkvision and can take the Hide action as a bonus action when obscured by dim light or darkness. If chosen again, your darkvision increases to 120ft and you gain 10ft of blindsight.
Burrower (mole, fox, thrinaxodon, etc.): You gain a burrowing speed (loose earth only) equal to half your walking speed and have 10ft of tremorsense. If chosen again, the burrowing speed equals your walking speed and you can now burrow through unworked stone.
Apotropaic Presence: When you are targeted by an attack or forced to make a save by an aberration, fey, fiend, or undead, you can use your reaction to make that creature roll at disadvantage for that attack or make yourself roll at advantage if they force you to make a save. You can do this an amount of times equal to your proficiency bonus per long rest.
Heightened Senses: You gain proficiency in either Perception or Survival.
Again, feedback is welcome and encouraged! As for what's next, I have plans for another subclass and for an actual stat block for Heraldic Beasts. Stay tuned!
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For all the people who complained that Myconids aren't plants, here's a plant race! I call them Phylora. I tried to make them setting agnostic so you could do whatever with them! (Version 1)
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Ancestry: Heraldic (V0.2)
Been missing for a bit. Sorry about that, work has been quite draining. Doesn't help that they moved me from closing to opening with little notice. Anyways, here is a bit of an update to my Heraldic ancestry. The major changes are to the Flyer option for Chimeric Form, a change to the speeds provided by Chimeric Form, and more concrete lore for what they are.
Flavor: Heraldics are quite the mysterious ancestry, for quite a few reasons. The most glaring one is their sudden appearance in a community or family, seemingly with little explanation. A child would be born with little to no sign of them being of this ancestry, with perhaps some bizarre looking eyes or an unusual birthmark being one of the few subtle signs. However, as they grow they begin to change. They begin developing more animalistic and celestial features, eventually bearing very few features that would identify them as their parents ancestry by the time they reach maturity.
As to why this is, there is only one common feature among all Heraldics: in the past, their community or ancestors were under the protection of a powerful celestial, most often known as a Heraldic Beast. These celestials were sent by a divine being to protect a family or community, tying themselves body and soul to their wards. The divine influence provided by their presence seems to spur the birth of Heraldics, though this seems largely unintentional. It also seems that the birth of Heraldics is more common among communities whose divine protector died in service to them. Religious scholars believe that this may signify that the Heraldic Beast still protects its wards even after its death, manifesting its essence in those born into their group as a way to continue its duty.
Appearance: Heraldics end up looking very similar to the Heraldic Beast that influenced their birth, though obviously more humanoid. Though at first they tend to resemble their parents ancestry, slowly changing until their transformation culminates at what would be considered maturity for their ancestry. This "awakened" form is obviously very different for most Heraldics, as they take after their specific Heraldic Beast. Some may resemble a Tabaxi with vestigial bird wings or a humanoid shark with lions claws, it all depends on the influencing Heraldic Beast. There are some commonalities though, such as fur and skin (or equivalent) that possess colors outside of the natural ranges for the equivalent earthly beasts that they resemble or their pupils possessing a pin prick of light at their center, often glowing brighter when they use their apotropaic power. Their appearance changes further as they grow in power, often looking exactly like the divine guardian that spurred on their transformation.
Creature Type: Humanoid
Size: Medium or Small, based on the ancestry you would be if not a Heraldic
Speed: 30 ft.
Age: Heraldics age the same way their parents ancestry would up until they reach maturity. At this point, they tend to age much slower, often reaching double what their parents ancestry would typically be expected to live.
Natural Weapon: You possess a natural weapon associated with one of your beastly components, such as claws or horns. Your unarmed strike becomes 1d6 + Strength for damage and can be either Bludgeoning, Piercing, or Slashing (you choose at character creation). When you gain another Chimeric Form option, you can choose another one of the provided damage types to be an option when you make an unarmed strike with this feature, representing another natural weapon manifesting with your further development.
Chimeric Form: Choose one of the following options, representing the beastly component that first fully manifested. You choose another option at 3rd and 5th level. You can choose an option twice, with it becoming more powerful in certain ways:
Aquatic (shark, dolphin, plesiosaur, etc.): You gain a swimming speed equal to half your walking speed and can hold your breath for 1 hour. If chosen again, the swim speed equals your walking speed and you can breath both air and water.
Flyer (hawk, butterfly, pterosaur, etc.): When you fall at least 10ft and you are not restrained or incapacitated, you can spread your wings as a reaction and glide a number of feet equal to half your walking speed and take no falling damage when you reach the ground. This reaction can be sustained each turn by using up your reaction. If chosen again, you gain a flying speed equal to your walking speed and you don't provoke opportunity attacks when you fly out of range of an enemy.
Agile (leopard, rabbit, velociraptor, etc.): You add an additional 10ft to your walking speed and you have advantage on saves against being knocked prone. If chosen again, you gain a climbing speed equal to your walking speed and can add half your walking speed when making a running long or high jump.
Sturdy (elephant, tortoise, ankylosaurus, etc.): Your hit points maximum increases by 1, and increases by 1 again each time you level up. You also count as one size larger when determining carrying capacity and the weight you can push, drag, or lift. If chosen again, your hit points maximum increase by 2 instead of 1 each level up and you have an AC of 13 + Dexterity when unarmored.
Nocturnal (owl, cat, troodon, etc.): You gain 60ft of darkvision and can take the Hide action as a bonus action when obscured by dim light or darkness. If chosen again, your darkvision increases to 120ft and you gain 10ft of blindsight.
Burrower (mole, fox, thrinaxodon, etc.): You gain a burrowing speed (loose earth only) equal to half your walking speed and have 10ft of tremorsense. If chosen again, the burrowing speed equals your walking speed and you can now burrow through unworked stone.
Apotropaic Presence: When you are targeted by an attack or forced to make a save by an aberration, fey, fiend, or undead, you can use your reaction to make that creature roll at disadvantage for that attack or make yourself roll at advantage if they force you to make a save. You can do this an amount of times equal to your proficiency bonus per long rest.
Heightened Senses: You gain proficiency in either Perception or Survival.
Again, feedback is welcome and encouraged! As for what's next, I have plans for another subclass and for an actual stat block for Heraldic Beasts. Stay tuned!
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D&D Ramblings: Dragons Part 1 (Chromatic)
Hello, It's been a little bit so I thought I would do something a little different. This was mostly brought on by Pointy Hats recently started dragon series over on their YouTube channel. Specifically with how he is dissatisfied with the typical Metallic/Chromatic/Gem split and how it doesn't offer much story potential beyond a big boss fight sort of encounter.
I have to admit, I am dissatisfied with these categories, mostly because they are very flat in motivation and theme. Until very recently, it was assumed that all chromatic dragons were evil because they were evil and metallic dragons were good because they were good. And even after this was slightly mitigated with recent books like Fizban's, they are still very flat in their motivations. As for gem dragons... I don't have much of an opinion, and that might be a problem in of itself. Beyond their aesthetic and unique elemental breaths, they have very little that sticks them together and in the mind.
Now, why make this post? Well, I have my own thoughts on how these three groups could be changed to make them more interesting, at least for me. These changes may not work for you, and that's fine. These are just my thoughts on them. Now then....
To start...
Lets discard of the Evil/Neutral/Good split. Yes, like quite a few others, I hold umbrage with using alignments. Specifically, I dislike it when an entire group is evil or good just because they are, with no real reason or explanation beyond some metaphysical something or whatever. Now, what do I propose instead? Well, I believe using a different sort of trinity of ideals would work better, specifically using Past/Present/Future as a base for them. Let me go into detail for each.
Chromatic as "The Past":
So, for the past I chose chromatic dragons. To start, aesthetic wise they have the closest connection to the primal elements (as far as D&D is concerned), that being acid/poison/fire/cold/lightning. They also look the most natural out of the three groups, having scales that are merely different colors instead of being made of metal or gemstones. Now, what kind of ideology can we give them that aligns with the past?
To start, lets look at the typical story dragons as a whole are given in various settings. More often then not, dragons are described as one of the first powerful creatures to come into existence. As such, they dominated those below them, often forming an empire with dragons at the top. Also, more often then not, this empire comes to ruin in one way or another. This gives us a good first step. Perhaps a majority of chromatic dragons yearn for a return to the previous majesty of dragons, when they were undisputed rulers of the world. However, let's add on some more. Perhaps this version of chromatic dragons have an exceptionally close connection to the natural world, or at least its "Primal State". They have a distaste for those who try to change the natural world, which they see perfect as is. As such, they have a distaste for most humanoids and their cities. This also extends to their horde and lair, preferring naturally formed structures such as cave networks and natural treasures such as uncut gemstones and unrefined ore. If this version of chromatic dragon has a patron deity, it would be a god of nature and the primal state of the world, perhaps acting more like a fickle force of nature then like any known humanoid deity.
Story Potential
With this new ideology, lets see what stories can be made using this version of chromatic dragon. Obviously, we can have the typical big boss fight, but the fact they now have more potential as NPCs can be quite obvious. Perhaps a green dragon is acting as a leader to a druid grove, granting them greater connection to the forest they call home with the dragons inherent connection to it. Perhaps a red dragon is apposing a large scale dwarven mining operation near its home, not out of greed, but due to it seeing such an operation as a plundering of the natural world. Perhaps a black dragon kills any who come into its swamp, trying to protect the endangered plants and animals that reside there. As for a yearning for their ancient majesty, this can be tackled in different ways as well. Perhaps a dragon watches over a tribe of humanoids with a condescending, almost parental attitude, seeing itself as guiding hand for these "weak and childish" creatures. Or maybe a group of dragons try to perform a ritual that will turn back time to when dragons ruled over all, hoping to change the path of history so that their empire never collapsed. I honestly believe that this is a far more interesting version of chromatic dragons. One that grants greater story potential and far more interesting NPC dragons.
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Satyr Ancestry | Play as the party GOAT
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PDFs of this and more can be found over on at my Patreon here! You should also follow my new Kickstarter so you can be alerted when it goes live next year!
Beware! The goat man cometh to threaten you with a good time!
I think I'm starting to run out of creatures that charm. I think vampires are all that are left. We'll see if anything comes of that.
Had some fun with this one, turned satyrs into spartans because of something I saw years ago. But I also embraced tradition and became chaos.
Also called this an ancestry instead of a race dunno why. Definitely not using the term 'species'. Sounds too much like 'this is my sonic oc, do not steal' when you call it that. Which is a weird vibe for a D&D character
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:
Sanguine Seeker Ranger Archetype
Third Casters Revised
Undying Templates
Bone-Eaters
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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Janbrewary Day 2 - Siegemaster Artificer
Prompt: Mitigation/Structure - Walking Castle, bastion of protection
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Janbrewary Day 2 - 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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The Way of the Granite Guardian - Homebrew Monk Subclass by Nines
Always was a fan of the "Medusa was actually blessed by Athena to protect her" interpretation. It kinda falls to pieces when you realize that Athena was also the one that sent Perseus to kill her, though. Just like Perseus falls to pieces in this image. I guess you could write it as an attempt to fake her death?...
The idea of the Granite was actually inspired by a game called Slice and Dice. Not exactly a lot of story to it, but it's a pretty fun little dice-rolling roguelike.
The nature of this subclass gives you an unusual combination of durability and mobility, making you a frontliner and defender unlike any other in D&D. If you want to be particularly cheesy, you can use your mobility to run away from your allies, forcing enemy combatants to redirect their melee attacks far away from the rest of the party.
The 3rd level abilities of this subclass are definitely extremely loaded; half of Granite's Blessing just makes you immune to Petrification's downsides - though, notably, not advantage on attacks made against you, which helps to further redirect attacks towards yourself. You give up a lot of things for this powerful protection, though. While you can redirect as many attacks to yourself as you want per turn, you're still a bit less bulky than a Barbarian just by virtue of the difference in hit dice, and being attacked by every single enemy on the map can be rough even with the resistance afforded by petrification. You also give up nearly all of your action economy for these defenses, so you won't be throwing out nearly as many Flurries of Blows or Stunning Strikes, which might be a better use of ki in some encounters.
The "unintended side effect" bit of the 6th level feature is just because I thought it would be funny. You petrified your face too many times and now you're literally too stony-faced to laugh.
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