#dd homebrew

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Kinda cringe that mass cure wounds exists but not the rude version so here.

Vaporloths are small gargoyle like creatures, hunched over with rough leathery skin. They have small wings, a long spindly tail, and ram like horns. Their left arm ends in a serrated claw while their right ends in a long needlelike spike These yugoloths prefer to take contracts that would have them defending an area or item, they follow their contracts terms exactly. Despite not being overly strong, or particularly tough, Many thieves have met their end to one of these without landing a single hit on it as they dash out from shadows before slicing into the target and disappearing into a puff of purple smoke.

This a long one, big statblock

An alraune is a massive plantlike woman, sitting atop a gigantic flower. Elder ones are bound to a certain spot where their flower lays. Alraune can grow up to 15 feet tall once they reach around 200 years of age, however the threat they pose often results in them being cut down before then. They utilize long spiked vines to ensnare creatures, and either drain them of their life or in the case of humanoids they are especially fond of, charm them into doing their bidding.


They reproduce via seeds that require meat, usually dead creatures but the more sadistic ones will turn living creatures into slaves and then used as fertilizer.


The older an alraune grows the more her magical abilities take over her physical prowess; an alraune of any age is capable of deftly fighting using its vines but the older ones simply require anti magics to defeat no matter the opposing forces strength.


Ones that reach this massive stage are almost always from the depths of the abyss themselves, having found or chanced upon a way into the mortal realm. They take root wherever they arrive and begin to turn humanoids and creatures into food to create more alraune, these alraune born in the mortal world are considered native for the purposes of banishment spells while the original one would be sent back to the abyss likely to never return.


Here’s the elder alraune, I considered giving it lair actions but since she can’t move there’s no real point, it might as well always have access to them which is effectively the other younger alraune make the elder much more powerful.

Dragon priests are a similar case to lichdom, cultists who devote their entire life to dragons, and if the dragon is powerful enough, their entire death as well. They typically have a mask and full body robe based around the dragons colors to hide their decayed and rotten body from those who might judge the dragon for unsightly minions. While technically possible for metallic dragons to have the servitude of a dragon priest, they are much more likely to shun the practice.

(Straight out of how to train your dragon) The Hideous Zippelback is a twin headed dragon that instead of breathing fire or some other element, breathes poisonous gas that it can choose to ignite into an explosion. It’s body is a sickly green, the same as its gas. Its body has two tails and smaller than average wings making it much more comfortable on the ground where it can cloak itself while still fighting back.

Durgolosk are huge 6 eyed predators with 6 clawed legs and smaller clawed hands that have whip like tentacles extending from them. They use their massive jaws filled with teeth and their arms tipped with venom to paralyze and devour prey during the night before hiding from the sun in caves and crevasses.

A repeat of my previous post, now with better quality as requested by @shane-and-martin

This is for the star wars 5e version, might start posting more of this and the pokemon 5e games if it is well received.


Splicers are good to have for any group, able to manipulate battlefields and sneakily deal with electronics.

There’s not enough magic bows, perfect for when you want to use more flying enemies without losing control of combat balance and to give someone a role to excel at.

A pair of artifacts for elemental lovers. And masochists.

Perfect for a low level dragonborn (to make up for how weak their racial features are) that doesn’t break the game but also is likely to stick with them for their adventuring career.

If you aren’t familiar with vestige they’re introduced in explorers guide to wildemount but basically through feats and trials your magic items can grow in power, starting at dormant and gaining additional powers.

I made an adult version a while back, figured I should expand on the demon plant family


An alraune is a plantlike woman, with vines and petals flowing off her body. Large ones are usually bound to a certain spot while the younger ones are able to walk around, so long as they return to their flower before long. Alraune can grow up to 15 feet tall once they reach around 200 years of age, however the threat they pose often results in them being cut down before then. They utilize long spiked vines to ensnare creatures, and either drain them of their life or in the case of humanoids they are especially fond of, charm them into doing their bidding.


They reproduce via seeds that require meat, usually dead creatures but the more sadistic ones will turn living creatures into slaves and then used as fertilizer.


The older an alraune grows the more her magical abilities take over her physical prowess; an alraune of any age is capable of deftly fighting using its vines but the older ones simply require anti magics to defeat no matter the opposing forces strength.

Trinkets from the world of Torrid, which I will hopefully get to run a game in, soon! Torrid is a woTrinkets from the world of Torrid, which I will hopefully get to run a game in, soon! Torrid is a woTrinkets from the world of Torrid, which I will hopefully get to run a game in, soon! Torrid is a wo

Trinkets from the world of Torrid, which I will hopefully get to run a game in, soon! Torrid is a world thought to be abandoned by the gods, with their only remnant being a divine thunderstorm called the Winged Light. It’s just a storm, with no consciousness or morality, but those who survive a lightning strike from it become “Torches” - demigod-like heroes. The world has survived a cataclysm already, but it’s looking like it could be due for another…

I did the art for this one! I’m looking to do most / all of my homebrew art going forward.

Link to the Homebrewery sheet (without the art, unfortunately) will be in the reblogs for readability, since these got a bit crunched.


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The Sun Giant (Or Desert Giants in AD&D) are Nomadic giants who travel the desert. Check out theThe Sun Giant (Or Desert Giants in AD&D) are Nomadic giants who travel the desert. Check out theThe Sun Giant (Or Desert Giants in AD&D) are Nomadic giants who travel the desert. Check out theThe Sun Giant (Or Desert Giants in AD&D) are Nomadic giants who travel the desert. Check out the

The Sun Giant (Or Desert Giants in AD&D) are Nomadic giants who travel the desert. Check out the video on my channel for more information.

https://www.youtube.com/channel/UCPcFsxfrenLv_Nx0oxSmBhA


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one moment and we will back to our regularly scheduled programming.    I have a ridiculous idea for a D&D Character   


A Warforged Barbarian,   whose battle cry is the dial up booting sequence. 


tell me is this hilarious or fucking stupid.  or both.  because it makes me laugh.

I recently started playing D&D (dungeons and dragons). I am a level 7 WoodElf Ranger. My name is Cove I am 420 years old, I am the Princess of Avarin.

I fight for the beauty of the Forrest and the safety of its people and creatures. I don’t want those who live in my Kingdom to follow me because they must, I want them to follow me because I’m worthy of being followed.

Yo- so- I’ve been doing some thinking recently. Specifically about what ways in TTRPGs geography would/should/does effect the prevalence and manifestation of magic. 

Like we all get druids hang out in the woods- clerics are around temples- wizards have towers and schools and all that jazz in some classic fantasy. That just sorta scratches the surface of what I’m thinking about though. And to a certain extent this idea has been considered by the Circle of the Land Druids but id like to explore it further.

For example- let’s us, you and I- look at the Tempest Cleric. It makes sense to me that the storm gods are prayed to more heavily in costal regions and so it tracks to me that in port towns or seaside villages the most common/largest/best kept temples would be staffed by Tempest Clerics. And that when a ship goes out to sea they either get blessed by a stormy priest or even bring one along both to keep wind up and in the sails and to prevent shipwrecking storms from arising. 

I think this train of though kinda continues to track with other classes too. I would posit that rural or more isolated communities would be more likely to have a sorcerer or warlock as arcane casters than a wizard just based on access to fancy magical education. It’s way easier to make a deal with a hag for some good good magic then it is to move your ass a thousand miles just to be the man who went to wizard school. AAAAND think through this with me- I would argue it is more beneficial for a village to have an in with a hag than one good wizard- help protect your crops in the fall, maybe get a milder winter, maybe your village livestock never really seems to have issues with predators. No good ol’ wizard is really gonna be able to do that.

On the subject of arcane nerds however I think some schools of magic would be more popular foci of study in different areas. A rural wizard might practice divination to find the ideal time for planting and how late you can leave crops in before the seasons change. An urban wizard might be more inclined towards abjuration or evocation- two schools where they city they live in might be more interested in employing them for defense or what not.

I dunno if all this makes sense to anyone else but I’ve really been thinking about it a lot recently and wanted to throw it on out there.

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