Using my character Nathan from my Curse of Strahd campaign for my first Baldur's Gate playthrough. Based on his own anecdotal evidence he can assure you, killing a vampire is easy, actually.
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Winter Orb
"When once winter has ahold, Not willingly does she withdraw Her icy touch, wistfully caressing— The deepened air sleeps its cold." —Aline Corralurn, "Late Thaw"
Artist: Mark Tedin
TCG Player Link
Scryfall Link
EDHREC Link
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Hey I did a thing and remembered!
Okay, so, here we stand at the first Artificer subclass that I did. This one is all about becoming a cyborg.
This was a fun one to build, and I absolutely had John Silver in mind while I wrote it, as well as some other cyborg/android inspirations, like Android 16 and Mercy Graves.
I also threw in a few Artificer infusions that I felt were fitting for the subclass.
As usual, the homebrewery link to this subclass can be found here and I welcome any feedback, especially if you play it!
Stay fresh, cheesebags!
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Creating a Thematic Bard
Through Bardic Magical Secrets, any Bard can pick up any 6-8 spells of their choosing depending on their subclass. I thought I’d go through some thematic options for a Bard to choose from to cater to different themes and archetypes the Bard aspires to do. For each, I will offer the 8 spells I would recommend if you were to play as a Lore Bard, and if you pick a different subclass, just elimate two of the options.
HEAVENLY CHOIR
6th Spiritual Weapon, Spirit Guardians
10th Flame Strike, Destructive Wave
14th Holy Weapon, Summon Celestial
18th Divine Word, Holy Aura
THAT INFERNAL BARD
6th Hellish Rebuke, Summon Lesser Demons
10th Summon Greater Demon, Planar Binding
14th Summon Fiend, Tasha’s Otherworldly Guise
18th Planar Ally, Shapechange
WOODLAND WOODWINDS
6th Spike Growth, Plant Growth
10th Grasping Vine, Wrath of Nature
14th Transport Via Plants, Wall of Thorns
18th Tree Stride, Guardian of Nature
NECRODANCER
6th Animate Dead, Summon Undead
10th Spirit of Death, Danse Macabre
14th Create Undead, Finger of Death
18th Negative Energy Flood, Antilife Shell
PYRODANCER
6th Scorching Ray, Fireball
10th Ashardalon’s Stride, Flame Strike
14th Immolation, Investiture of Flame
18th Fire Storm, Meteor Swarm
CRYODANCER
6th Ice Knife, Rime’s Binding Ice
10th Ice Storm, Cone of Cold
14th Investiture of Ice, Otiluke’s Freezing Sphere
18th Wall of Ice, Control Weather
WET T-SHIRT CONTEST
6th Tidal Wave, Wall of Water
10th Control Water, Maelstrom
14th Watery Sphere, Summon Elemental
18th Tsunami, Water Breathing
TAKE THE WORLD BY STORM
6th Thunder Step, Lightning Bolt
10th Control Winds, Storm Sphere
14th Chain Lightning, Investiture of Wind
18th Whirlwind, Storm of Vengeance
DOWN TO EARTH
6th Max’s Earthen Grasp, Erupting Earth
10th Stone Shape, Wall of Stone
14th Bones of the Earth, Move Earth
18th Investiture of Stone, Earthquake
A DANCE OF DRAGONS
6th Chromatic Orb, Dragon’s Breath
10th Elemental Bane, Summon Draconic Spirit
14th Fizban’s Platinum Shield, Draconic Transformation
18th Illusory Dragon, Shapechange
BARDS GONE FEYWILD VOL VII
6th Summon Fey, Spirit Guardians
10th Conjure Woodland Beings, Healing Spirit
14th Heal, Conjure Fey
18th Mass Heal, Wish
FIND ME SUMMON TO LOVE
6th Conjure Animals, Summon Undead
10th Summon Aberration, Summon Draconic Spirit
14th Summon Fiend, Summon Celestial
18th Summon Construct, Summon Elemental
ROCKY HORROR NIGHTMARE SHOW
6th Dissonant Whispers, Fear
10th Phantasmal Killer, Dream
14th Mental Prison, Feeblemind
18th Maddening Darkness, Weird
CLOAK AND DAGGER
6th Counterspell, Pass Without Trace
10th Death Ward, Steel Wind Strike
14th Contingency, Simulacrum
18th Feeblemind, Foresight
NECROSIS
6th Inflict Wounds, Wither and Bloom
10th Blight, Enervation
14th Harm, Finger of Death
18th Abi’s Horrid Wilting, Destructive Wave
STEP THREE: PROPHET
6th Augury, Clairvoyance
10th Divination, Commune
14th True Seeing, Detect Thoughts
18th Astral Projection, Foresight
GLOWING REVIEWS
6th Blinding Smite, Spirit Guardians
10th Destructive Wave, Wall of Light
14th Sunbeam, Crown of Stars
18th Guiding Bolt, Sunburst
SIMPLY PSIONIC
6th Mind Spike, Tasha’s Mind Whip
10th Raulothim’s Psychic Lance, Telekinesis
14th Rary’s Telepathic Bond, Synaptic Static
18th Telepathy, Psychic Scream
SONG OF WAR
6th Hunter’s Mark, Spiritual Weapon
10th Staggering Smite, Steel Wind Strike (or) Swift Quiver
14th Holy Weapon, Blade Barrier
18th Conjure Volley, Blade of Disaster
SHIELD MASTER
6th Armor of Agathys, Shield
10th Otiluke’s Resilient Sphere, Wall of Force
14th Fizban’s Platinum Shield, Globe of Invulnerability
18th Forecage, Invulnerability
MAGIC MIKE
6th Magic Missile, Glyph of Warding
10th Arcane Eye, Bigby’s Hand
14th Arcane Gate, Symbol
18th Demiplane, True Polymorph
SPELLBREAKER
6th Absorb Elements, Counterspell
10th Circle of Power, Synaptic static
14th Fizban’s Platinum Shield, Forecage
18th Feeblemind, Antimagic Field
SOME ASSEMBLY REQUIRED
6th Spiritual Weapon, Spirit Guardians
10th Guardian of Faith, Bigby’s Hand
14th Mordenkainen’s Sword, Blade Barrier
18th Max’s Earthen Grasp, Blade of Disaster
TWO-FACED
6th Alter Self, Water Breathing
10th Guardian of Nature, Stoneskin
14th Tasha’s Otherworldly Guise, Draconic Transformation
18th Animal Shapes, Shapechange
MASTER OF ILLUSIONS
6th Blur, Pass Without Trace
10th Phantom Steed, Creation
14th Mental Prison, Nystul’s Magic Aura
18th Illusory Dragon, Weird
A DANCE WITH DEATH
6th Wither and Bloom, Vampiric Touch
10th Blight, Enervation
14th Contingency, Soul Cage
18th Clone, Invulnerability
MERCY MAIN
6th Aura of Vitality, Beacon of Hope
10th Aura of Purity, Aura of Life
14th Heal, Regenerate
18th Mass Heal, True Resurrection
PLAGUED BY GUILT
6th Hex, Bestow Curse
10th Vitriolic Sphere, Contagion
14th Eyebite, Harm
18th Feeblemind, Weird
BLUE EXORCIST
6th Counterspell, Remove Curse
10th Dispel Evil and Good, Banishing Smite
14th Forbiddance, Plane Shift
18th Forecage, Imprisonment
BARD EX MACHINA
6th Elemental Weapon, Tiny Servant
10th Fabricate, Creation
14th Animate Objects, Summon Construct
18th Mighty Fortress, Blade of Disaster
CONCLAVE OF THE HOUND DOG
6th Hunter’s Mark, Conjure Animals
10th Swift Quiver, Conjure Volley
14th Guardian of Nature, Dominate Beast
18th Animal Shapes, Insect Plague
OATH OF MERRIMENT
6th Blinding Smite, Crusader’s Mantle
10th Find Greater Steed, Destructive Wave
14th Staggering Smite, Banishing Smite
18th Circle of Power, Holy Weapon
And of course, you can always mix and match. Going for a Fire Dragon theme? Mix the Pyrodancer and A Dance of Dragons spell lists. As an example:
LOVE AMONG THE DRAGONS
6th Dragon’s Breath, Fireball
10th Flame Strike, Summon Draconic Spirit
14th Investiture of Flame, Draconic Transformation
18th Illusory Dragon, Meteor Swarm
These are all the bard themes I could think of, but if you can think of some more that I missed, or have better suggestions for some of my choices, let me know your own thematic magical secrets builds. Obviously, these were made with the Lore Bard in mind, since it gets the most magical secrets, but I’m sure some synergize better with other bard types, such as Song of War with the College of Valor. I just used Lore as the default. How well do these magical secrets builds work for you?
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Title of the Day: Cosy Wilds
Cosy Wilds is a Dungeons and Dragons supplement inspired by my experiences playing Breath of the Wild. There are tables of fun, non-combat encounters, as well as mechanical bonuses for bonding around a campfire or over a nice cup of tea!
Get it for a very special deal below:
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I'm catching up on a year's worth of World of Darkness News (oops) and am shocked to learn that VtM, v5 has its own wiki now. Like, an entire wiki of JUST fifth edition stuff, soft-monitored by Paradox's World of Darkness. It's so clean and pretty.
AND it doesn't have like, character pages yet. The only mention of specific NPCs are on Lore sheets or under a "Notable Characters" section of the Clan pages.
...do you know how many Willpower rolls I'm doing to not write a Cuthbert Beckett entry
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The Creation of snakes to sticks
wizard 1: my friend, my friend good news!
wizard 2: what is it trusted associate?
wiz 1: I've finally developed another fantastic spell, its got the ability to transmute any long thin pieces of wood into a serpent of the same or similar size! isn't it clever?
wiz 2: so you mean to tell me this spell you've concocted has the power to turn some ones spear shaft or rake handle into a beast that would attack them for accosting it?
wiz 1: yes, exactly!
wiz 2: or you could turn a set of chair legs into a quartet of venomous vipers?
wiz 1: of course!
wiz 2: or simply just throw a handful of twigs and watch as the reptiles do your dirty work?
wiz 1: precisely!!!
wiz 2: ...
wiz 1: ...
wiz 2: Its like you don't even know i have ophidiophobia
wiz 1: well excuuuuse me, Cragulon, but my arcane research doesn't revolve around your phobias
Cragulon: well at least a little heads up before unleashing a world of snakes would have been sufficient, Balthazar! real dick move.
Balthazar: yea well its done, so what are you gonna do about it?
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Brawlin’
Two characters from a DnD game I used to play in. Amos is the character on the left, Raz is the character on the right. Amos is a goat-like variant of firbolg and Raz is a lizardman. Looks like they’re sparring.
If you know the ref pic I used then you know. If you know you know. :)
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Wizard: School of the Duelist
EQ Homebrew presents a subclass for the Wizard of Dungeons and Dragons Fifth Edition
The study of the flow of the Weave can be treacherous. Over time, Wizards hoard secrets in their towers, taking on few apprentices and guarding themselves from rivals. As tensions grow, many wizards abandon the pursuit of arcane knowledge and cloistered study, and focus wholly on training themselves to face other spellcasters on the field of battle. The constant pursuit of perfected spellcastiung leads to a constant reduction of wasted energy. Duelist could typically forgo flashy lights and bursts of sound, forcing every bit of energy into the spell. Sometimes, these warring periods end in compromise and new alliances, other times in bloody war and carnage. Either way, when then conflicts end, the need for the Duelist school of Wizardry dies out, and isn’t seen again until the next growing magical conflict. Sometimes, however, an old spell book or scroll is found, and a new Duelist begins their training. Some wizards are fearful of a new Duelist, a sign of the conflict to come, while others may covet their powers, in preparation for the same.
Wizard Duel
2nd-level School of the Duelist feature
You are always prepared for a fight. Even when deep in study, you keep a single offensive and defensive spell prepared, just in case.
You add the Magic Missile and Shield spells to your spell book. If you already have one or both of these spells in your spell book, you may add another 1st level wizard spell to your spell book instead. You always have Magic Missile and Shield prepared, and they don’t count against your number of spells prepared. If you spellbook is lost or destroyed, it takes no time and costs no money to add Magic Missile and Shield back to the book.
Magical Missiles
2nd-level School of the Duelist feature
To keep opponents off-balance, you must be relentless in your attacks, the technique you have developed involves flinging darts of magical force into your opponent’s faces, recycled from unnecessary energy expenditure, such as heat, light, and sound.
When you cast a spell that targets at least one creature, that or creates an area in which creatures must make a saving throw, you may choose one creature targeted by the spell or within the area of the spell. You send a number of magic missiles toward the target equal to the level of spell slot you expended to cast the spell. These missiles are identical to those created by the magic missile spell, dealing 1d4+1 force damage to the target. These missiles are affected by any effects that target the magic missile spell, such as the shield spell.
Arcane Armor
6th-level School of the Duelist feature
Your experimentation with wasted magical energy continues. You now have a pretty good sense are to your own waste, and can begin seeing it in others as well. To maintain optimal efficiency, you can siphon some of their wasted energy as well.
When a creature you can see casts a spell by expending a spell slot or charge from a magic item, you can use your reaction to siphon some of their magical power and gain temporary hitpoints equal to the level of the slot or number of charges expended, plus your Wizard level. While you have these temporary hitpoints, you are unaffected by the magic missile spell and are resistant to force damage.
If the spell targets you and only you, you don’t need to use your reaction to gain these temporary hitpoints.
Magical Charges
10th-level School of Duelist feature
Your ability to cycle wasted power grows. In addition to your previous experimentation, you have discovered a way to recycle enough power to create enough energy for additional spells, if only weakened ones.
When you invoke higher level casting, using a spell slot of a higher level then a spell to cast that spell, you regain one expended spell slot. The expended spell slot must be of the first or second level, and must be a lower level then the spell slot you used to cast the triggering spell.
For instance, if you cast Magic Missile at the 2nd level, you could regain an expended 1st level spell slot.
At the 17th level you may also regain a third level spell slot.
Inner Power
14th-level School of the Duelist feature
The ultimate secret of conserving magical power is not to pull power from your spells, but from yourself. When you absolutely need a spell, when magic is the only thing that can save you, bodily processes become unnecessary. Why should you waste calories shivering and sweating if you are moments from death? Your internal healing and digestion can be slowed, your metabolism paused. All of it just to give you that extra edge. The extra mote of power needed to finish the fight.
When you successfully cast a spell, but an effect would suppress it such as the spells Antimagic Field or Counterspell, or the Antimagic Cone ability of a Beholder, you can bypass this effect.
This feature can also be used to cast a spell without expending a spell slot, up to the fifth level.
When you use this ability, you take force damage totaling number of d6’s equal to the spell’s level you are casting. Your hit point maximum is also reduced by an amount equal to the damage taken. You regain your regular hitpoint maximum when you complete a long rest.
DM tips under the cut!
If you allow one of your players to use the School of the Duelist, consider some of the following tips:
The subclass focuses on transmuting waste energy into more magic. This is commonly heat, light, and sound, so consider how these things transform into the player’s subclass features. Conversely, think of how intense a spell must be with near-perfect energy efficiency, how bright Daylight could be, or how cold Ice Storm could get
Spell’s listed effects all still occur. Even if the flavor text here says that spells produce less sound, something like Thunderwave is still audible up to 300 feet away. It may be good to make sure your player understands this before taking this subclass.
You may want to give your player free use of the Shield or Magic Missile spell when they gain the Spell Mastery or Signature Spells features, in addition to the other spells they choose for that feature.
This subclass can be powerful when combined with certain Sorcerer or Warlock features you may want to set some limitations on features to maintain balance.
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Cave People (Fifth Edition) - Steve Luke
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Orcish Farmer
There is no natural disaster quite like orcish farming.
Artist: Dan Frazier
TCG Player Link
Scryfall Link
EDHREC Link
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Alright, go-go gadget Circle of Progress!
Sort of a companion piece of the Technology Cleric, the Progress Druid is a little bit inspired by solar punk themes, along with Horizon Zero Dawn and other post-apocalypse sci-fi stuff. I thought it would be fun to have a druid who's whole thing was basically just weaponised recycling.
Also another pet subclass! I know! But I really like pet subclasses is the thing, and nobody can stop me from making them. I am running a game in my own setting with a hobgoblin druid played by my current DM so we're going to rebalance this one on the fly, where necessary.
Not much more to say about this one. I hope you like the themes and powers, I hope you find it interesting. I had a lot of fun working on it.
I put the homebrewery link at the top but here it is again, for those that like seeing it down here, and here is a link back to my pinned for my other subclasses and lineages. ALT text is applied, I hope that it's useful for those that need it.
Stay fresh, cheesebags!
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How to Play as Bugs Bunny in DnD 5e
That’s right, today we’re building the epic icon of Bugs Bunny. As the star of Looney Tunes, I could think of nobody better to start with than Bugs Bunny. Now, Bugs has a lot of tricks up his sleeve. He’s a master of disguise, misdirection, manipulation, he can pull items out of the hammerspace behind his back, and defy the laws of physics. So, clearly Bugs is some kind of all-powerful trickster. But how do we build him?
For his race, Bugs is a Harengon, a type of rabbitfolk from the feywild. We’ll give him +2 CHA, +1 DEX. As a Harengon, Bugs is a Fey type creature immune to the effects of spells like Charm Person and Hold Person that specify a humanoid target. He also gains proficiency with Perception, adds his proficiency bonus to his initiative rolls, add a d4 to a failed DEX saving throw, and jump five feet times his proficiency bonus.
For his background, Bugs is most famous for his ability to pull things over on unsuspecting maroons. We’ll label him as a Charlatan. Now, why is he not a Performer? Because Charlatans get automatic proficiency with the Disguise Kit. If there’s anything he’s known for, it’s his disguises.
In terms of Alignment, Bugs tap dances on the border between Chaotic Good and Chaotic Neutral.
BARD
COLLEGE OF CREATION
Bugs is undeniably a Bard. He has a long history as a Vaudeville type performer, even canonically being a famous performer in numerous cartoons. In one, his gags with Elmer Fudd even began as a comedy routine they performed on stage, and later evolved to make them a famous comedy duo. In others, he’s a famous celebrity famed for his career in show business. So, he’s definitely a Bard. But, what College? Well, that would be the college of creation. They can create musical notes that attack people, they can pull items out of nowhere, which by 14th level can be Huge items, they can animate objects around them like some old black-and-white cartoon from the 20s or 30s, and by late game, he can make multiple items at once. As a Bard, we get any three skills, and we’ll take Performance, Persuasion, and Stealth.
Name: Bugs Bunny
Race: Harengon
Background: Charlatan
Alignment: Chaotic Neutral
STATS
STR 8 DEX 20 CON 12 INT 12 WIS 14 CHA 20
SAVING THROWS
STR -1 DEX +11 CON +1 INT +1 WIS +2 CHA +11
HP: 123
AC: 15
PB: +6
SDC: 19
SAB: +11
PP: 24
Initiative: +11
Bardic Inspiration: (5) 1d12
SKILLS
Deception (+17)
Perception (+14)
Performance (+11)
Persuasion (+17)
Sleight of Hand (+17)
Stealth (+11)
SPELLS
C Friends, Mage Hand, Minor Illusion, Prestidigitation, Vicious Mockery
1 Charm Person, Command, Disguise Self, Silvery Barbs, Tasha’s Hideous Laughter
2 Mirror Image, Enthrall, Gift of Gab, Suggestion
3 Antagonize (UA), Dispel Magic
4 Charm Monster, Confusion, Polymorph
5 Dream, Geas, Mislead
6 Mass Suggestion, Otto’s Irresistible Dance
7 Teleport (how he often ends up in the wrong place)
8 Glibness
9 True Polymorph
BARDIC MAGICAL SECRETS
10th Counterspell, Fly
14th Fabricate, Creation
18th Contingency, Reverse Gravity
WHY NOT ROGUE?
Some may wonder why I didn’t even consider the Rogue for Bugs Bunny. After all, Rogue does have some useful features. Uncanny Dodge and Evasion go a long way to make Bugs as slippery as he is, and that’s a good point. They also get another skill, giving him the chance to pick up Insight proficiency. Sneak Attack bonus also lets Bugs capitalize on his sneaky underhanded tactics. But, there’s a good reason why I chose Bard. Firstly, Arcane Trickster Rogues work off Intelligence, and Bugs is not book smart. He’s a wise guy and a charmer, but one of his common running gags is mispronouncing common sayings, like saying maroon instead of moron. Arcane Tricksters are also cut off at the 4th level, cutting Bugs off from great spells like Creation and Mislead, which go so well with his tactics. Any other type of rogue doesn’t get any spells, which deviates from where Bugs Bunny shines as a DnD Character.
Bugs is a character I’ve wanted to build for a while. I was going to do him when the Harengon came out, and then I just kind of forgot and left him sitting on a backburner. But he can do everything I would hope for. He’s clever, charming, and most importantly of all, great at manipulating people without outright brainwashing them. Just exploiting their stupidity. And since the Bard of Creation can create just about anything out of thin air, it really lets the player let their imagination run wild. Let’s see how intimidating Strahd is after he’s had an anvil dropped on his head.
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The Practically Complete Guide to Dragons - Silver Dragon by Katerina Ladon
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