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#homebrew d&d
artharakka · 1 year
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Sala, a cleric of Menura of Many Songs, a deity of imitations and art 🌙🦚
...unless it’s actually Eilir, fiancé of Deervale’s princess Aella, running from their arranged marriage.
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moonloredraws · 6 months
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Hanayo, a Shiba Inu Amali Bladesinger Wizard!
Commission for @vespertineoracle
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theropodart · 3 months
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Spirit of extinction
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curaxu · 1 year
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UNDYINGS
A homebrew trait/race I made for the 5E campaign I’m running! It essentially creates functional immortality, and it’s primarily functioning as a plot point for my campaign, but I figured I’d share it since I’m pretty proud of it for my first proper homebrew creation! Feel free to use it, just please credit me and reblog if you do!  (also, I’m unsure on whether this would classify as a trait/feature or a race? It functions similarly to a race, but it doesn’t change or override the original race.)
UNDYINGS (A D&D 5E Homebrew Trait)
The Undying trait is available to (almost) any species, and can be chosen during character creation. It can also be chosen later on, if the DM and/or player thinks it would be appropriate. 
Undyings can exist in one of two states: unawakened and awakened. An unawakened Undying is one who has not yet had their first death, and in most cases, is unaware that they possess this trait. Many Undyings grow old and pass away from old age without awakening the trait, as a natural death of old age will not activate it. An awakened Undying has died and come back at least once. They cease aging, as their body simply returns to the state it was in before they first awakened the trait, negating any scars, injuries, or disabilities they acquired during a “cycle”-- a term referring to the time between deaths. 
When an Undying dies, their dead body decays at a much faster rate. It takes about two days for the body to disappear, rapidly rotting and disappearing. A new body will then appear in the place they last slept OR last felt safest to begin another cycle (this can be up to the player or the DM), with a red mark from the death being the only thing left behind. Marks vary from injury to injury, but are consistent between certain causes of death. 
Communities of Undyings are typically tight-knit, regardless of species, frequently taking in non-Undyings as well. Be warned, though: Some consider Undyings to be pure evil. Flaunting this trait is often a way to bring yourself trouble. 
Species Unable to Take This Trait: Fey-type creatures (e.g. Fairies, Centaurs, Hexbloods, Satyrs); Construct-type creatures (e.g. Warforged, Autognomes); Undead-type creatures (e.g. Vampires, Dhampirs, Reborns, Revenants); Aetherborn 
Ability Score Increases: If your initial species does not provide an increase to Constitution, your Constitution score increases to the next even number. 
Age: After their first death, an Undying ceases to physically age. The one exception to this trait is seen if an Undying is under the age of adulthood (eg, 18 in humans). In that case, they will continue to age at 1/3rd of the typical rate until they reach this physical age. 
Undying Sense: When rolling to detect if another person is an awakened Undying using Insight, Investigation, or Perception, you may add half of your proficiency score, rounded down. 
Swift Recovery: Typically, an Undying can take anywhere from two days to two weeks to come back from a death (calculated by rolling 2d6), but through much trial and error, it was discovered that certain spells can speed up the process. These spells are primarily healing spells, and are listed below:
1st Level: Cure Wounds, Healing Word 2nd Level: Lesser Restoration, Prayer of Healing  3rd Level: Aura of Vitality, Life Transference, Mass Healing Word 5th Level: Greater Restoration, Mass Cure Wounds 6th Level: Heal 9th Level: Mass Heal, Power Word Heal, Wish
Instead of being performed on the person themselves, these spells can be performed on an item important to them to speed up the process of an Undying coming back. The amount of hit points “healed” affects how much the spell will speed up the process.
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dungeonmalcontent · 1 year
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Oh boy. I have to go out of town tomorrow and I have a lot of writing to get done today. Meanwhile, my internet has decided that no, it would rather not work.
Once again, spectrum can suck an egg. If any of you switch to spectrum, why? Why aren't you learning from my mistakes?
Anyway, new encounter docs will be going up today. No conversions though. Just originals. The rest of the week might be a lighter upload week than last.
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raenacreates · 1 year
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A few spot illustration WIPs.
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madfishmonger · 4 months
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Found this while going through old docs, I never finished making them but they amused me greatly. If you like them I'll add more.
http://lewisandquark.tumblr.com/post/159363915392# Neural Network Spells
The programmer Janelle Shane makes neural network programs with hilarious and interesting results. They did a round with D&D spells and came up with the best list of spell names I've seen in a while. I began to homebrew the spells, but got distracted, but recently I decided to challenge myself by finishing this and coming up with homebrew spells for all of the weird names on this list. <a href="http://aiweirdness.com/post/159363915392/new-dd-magic-spells-designed-by-neural-network">Click here for the original post</a>
### The Spell List
Moss Healing Word
Hold Mouse
Barking Spehere
Heat on Farm
True Steake
Finger of Enftebtemang
Fomend's Beating Sphere
Purping Lightsin
Farming
Wrathful Hound
Q's Invisibility
Cow of Auraly
Mind Blark
Stone Share
Puijune Magic Furs
Grove of Plants
Conjure Velemert
Vicious Markers
End Wall
Mous of Farts
Cursing
Gland Growth
### Cantrips
#### Finger of Enftebtemang
*Necromancy cantrip; clerics, wizards*
- **Casting Time:** 1 action
- **Range:** 30 ft
- **Components:** S, V (must be able to pronounce “Enftebtemang”)
- **Target:** one target
Roll a ranged spell attack. On a hit, a ray of sickly purple light spews forth from the pointing finger of the caster, poking sharply in to a single target (usually in the arm) dealing 1d6 necrotic damage, and the target must make a Constitution saving throw. On a fail, the target has disadvantage on any ability checks it makes until the end of your next turn. Said to have been created by a wizard with a very annoying older sibling.  This spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).
### First Level
#### Moss Healing Word
*1st-level divination spell; druids, rangers, clerics*
- **Casting Time:** 1 action
- **Range:** touch
- **Components:** V, a handful of healthy moss & a piece of string, ribbon or cloth, which the spell consumes.
- **Duration:** 1 hour
The caster says a word of healing in to the handful of moss and places it on the skin of another creature, binding it with cloth, string, or ribbon. At any time during the next 1 hour, the target can release the tie and receive 2d4+2 healing as the moss dissolves into the skin. If the moss is exposed to flame (from a fireball spell for example), acid, being frozen, or soaked underwater, the moss will be destroyed and the spell will fail. If the tie is forcibly removed, by another creature's attack for example, the spell will go off automatically.
*At higher levels* - When you cast this spell using a spell slot of 2nd level or higher, the healing increases by 1d4 for each slot level above 1st and the moss remains for an additional hour.
#### Q's Invisibility
*1st level illusion spell; wizards, trickster clerics, arcane trickster rogues*
- **Components** somatic
- **Duration** 1 hour
- **Range** touch
- **Casting time** 1 action
This spell makes the target invisible, but leaves their clothing and other belongings visible, as well as anything picked up or carried by the target. The appearance of clothing walking around on its own is rather unusual, and anyone within sight of the target must make a DC 14 intelligence save or be stunned until their next turn.
*At higher levels* - for every level above 2nd, the caster can target one additional creature.
#### Vicious Markers
*1st level illusion; bards*
- **Components** somatic, a quill or other writing implement
- **Casting time** 1 action
- **Duration** instantaneous
The caster makes a writing gesture in the air and mentally composes a phrase or insulting remarks. Target must make a wisdom saving throw vs the caster's spell save DC or take 1d6 psychic damage from the words only they can see written magically in the air.
*At higher levels* ; For every level above first, the target will take another 1d6 psychic damage on a failed save.
### Second Level
#### Puijune's Magic Furs
*2nd level abjuration spell; druids, rangers*
- **Components** S, a scrap of fur
- **Duration** 8 hours
- **Range** touch
- **Casting time** 1 action
Casting this spell causes a warm fur hat to appear on the head of the target. If the target cannot wear a hat, it will create a hood, scarf, or closest possible approximate headgear. If a type of fur of preferred, the caster may speak it at the time of casting, otherwise a random fur type will appear. The type of fur has no bearing on the efficacy of the spell, it is purely aesthetic. The target of the spell can tolerate temperatures as low as -50 degrees Fahrenheit (-46C) without any additional protection. If the target wears additional winter clothes, they can tolerate temperatures as low as -100 degrees Fahrenheit (-73C).
*At higher levels* - for every level above 2nd, the caster can target one additional creature.
#### Fomend's Beating Sphere
*2nd level evocation ; wizards, warlocks, bards*
- **Casting time** 1 action
- **Range** 30 ft
- **Target** One target
- **Concentration**
- **Component** verbal, somatic, a miniature drum
Make a ranged spell attack. On a hit, a shimmering sphere of magical energy surrounds the target, filling the inside with the deafening sound of beating drums. Target takes 2d6 psychic damage on the first round and cannot benefit or be targeted by any spell, ability, or effect that relies on sound, as they are surrounded and deafened. Each round afterward, if concentration is held, the target may make a WIS save versus the spellcaster's DC, or suffer 1d6 psychic damage and remain deafened.
*At higher levels* - When you cast this spell using a spell slot of 3rd level or higher, the target suffers an additional 1d6 initial damage and another 1d6 damage each subsequent round.
#### Cow of Auraly
*2nd level conjuration spell; druids, rangers*
- **Components** somatic
- **Duration** 1 hour
- **Range** 30 ft
- **Casting time** 1 action
This spell conjures a full size (~500 lbs/kg) cow and so must be cast in a space large enough to fit it. If the area is not large enough, the spell will fail. The cow is corporeal, but cannot be harmed, nor can she harm others, however she can block a path, push or pull objects, or provide three quarters cover. The cow has a speed of 15 ft per round, and can be commanded to move or stay by the caster. The cow has a strength of 20 (+5) and a dexterity of 10 (+0). If attacked, the cow utters a loud moo of annoyance but remains unharmed. The cow is stubborn and the caster will use its abilities more efficiently if they take the time to befriend the cow. The same cow is summoned each time, and will remember how the caster behaves toward her. She fades away with a soft moo after one hour or when dismissed by the caster. The intelligence of the cow is debatable, and it can be difficult to determine how she perceives her surroundings. Some say she was the cow of a great druid farmer in times of old, so steadfast and devoted she transcended to the astral plane. Others say the cow is a wise old monk taking the form of the cow to observe the world. Either way, her origin remains mysterious, and this spell is uncommonly found.
#### Stone Share
*2nd level evocation; wizards, clerics, bards, warlocks, rangers, sorcerers, druids*
- **Components** verbal, somatic, a fist-sized rock which the spell consumes
- **Duration** 3 hours held, 1 action to use
- **Casting time** 10 minutes
The caster spends the casting time infusing the stone with a first-level spell of their choice. Once the caster has finished, the stone splits in half. The caster may then give half the stone to another creature. The creature must have an INT of at least 8 to be able to use the stone. The creature may then use the stone within the next three hours to cast the held spell with an action, even if they are not a spellcaster. Use the statistics for the initial caster's spells. While this infused stone is shared, the initial caster does not have access to this spell and cannot cast it. If the stone of either creature is removed from their possession, the half-stone crumbles and the spell ends.
#### End Wall
*2nd level conjuration, druids, wizards*
- **Components** verbal, somatic, a pebble
- **Casting time** 1 action
- **Duration** five minutes
- **Concentration**
This spell needs to be cast between objects that can support the wall on at least two sides. The spell creates a shimmering magic wall measuring no more than 20 feet on each side that will fill and fully block a space. The wall is made of shimmering magic and is one foot thick. It has 20 HP and an AC of 11. It will completely fill the space and will not allow water or air through, though it is semi-transparent. Spells cast through the wall must beat its AC.
*At higher levels* - for each level above second you can create 10 more feet of wall in every direction.
\page
### Third Level
#### Cursing
*3rd level necromancy, clerics, warlocks, sorcerers*
- **Components** a long series of curse words
- **Casting time** 1 action
- **Duration** 1 minute
- **Target** one target
- **Concentration**
The target must make a Constitution saving throw vs the caster's spell save DC. On a fail, the target takes one level of exhaustion until the concentration is broken. The target will also emit involuntary curse words once per round.
*At higher levels* - When cast at 5th level, it causes 2 levels of exhaustion. 7th level: 3 levels of exhaustion. 9th level: 4 levels of exhaustion
### Fifth Level
#### Barking Sphere
*5th level illusion spell, wizards, clerics*
- **Components** a jar containing a glass marble and the bark of a dog
- **Duration** 8 hours
- **Range** touch
- **Casting time** 1 action to cast, 1 reaction to trigger
The caster touches themselves or another creature, and the target is protected for the next 8 hours. If the spell has not been triggered by the end of the 8 hours, it fades. The spell is triggered by any hostile weapon or magical attack on the target. When triggered, the target is encased in an invisible sphere of protection, which barks loudly, able to be heard up to 60 ft away. Any creatures within 5 ft not hostile to the target are gently pushed to the nearest unoccupied space. Any creatures hostile to the target within 5 ft are forcibly pushed in to the nearest unoccupied space and must make a DC 15 DEX save or be knocked prone. The triggered sphere and the barking are active for 1 minute after being triggered. or until the caster or the target speak the command word to end the spell early. Only the caster can end the spell on the target before the spell has been triggered, and if they choose to end it the spell slot is still expended. The person inside the sphere cannot cast spells, attack, or interact with items. They also cannot be attacked, affected by spells, or have items interact with them.
### Wrathful Hound
*5th level conjuration spell, Wizards*
- **Casting time** 1 action
- **Range** touch
- **Duration** 8 hours, once triggered - concentration, up to 1 minute
- **Components** verbal, somatic, material: an item on the target's body to hold the spell
The caster casts the spell on to a mundane item on the target's body such as a piece of clothing, jewelry, or nonmagical weapon. To cast the spell is one action, and it will cost a reaction to trigger it. Any hostile physical or magical attack on the target from within 30 ft will trigger the spell. Once triggered, a ghostly hound leaps from the item and viciously attacks the nearest hostile target within 30 ft. The hound sees invisible creatures and can see into the Ethereal Plane. It ignores illusions. The hound cannot be surprised. At the start of each of your turns, the hound attempts to bite one creature within 5 feet of it that is hostile to you. The hound's attack bonus is equal to the caster's spellcasting ability modifier. On a hit, it deals 4d8 piercing damage. As a bonus action on each of your turns, you can command the hound to move up to 30 ft. The hound cannot be harmed or attacked but will disappear if concentration is broken or one minute has passed. Each creature can only have one Wrathful Hound on them at all times. If the item the Wrathful Hound is cast in to is removed from the target, it must be returned within one minute or the spell will fail. If the hound has not been triggered within the 8 hours, the spell fades. If the caster is concentrating on another spell when the hound is activated, that spell will drop and be replaced by the hound.
This spell cannot be stored in any spell storing item.
*At higher levels* - for every level above 5th, the caster can cast the hound on an additional object for another recipient.
### Sixth Level
#### Conjure Velemert
*6th level conjuration spell, wizards, warlocks*
- **Components** verbal, somatic, incense and chalks worth at least 10 gp which the spell consumes
- **Duration** 10 minutes
- **Range** 10 ft
- **Casting time** 10 minutes
Use the chalks to draw a magical circle in a 10 foot radius in a clear, unoccupied space, then stand outside of the circle and light the incense. Inside the circle, a counter and shelves will appear around them filled with the typical goods in a provisions shop with Velemert as merchant. Velemert appears as a different race and gender each time, but is always dressed in the same brightly-coloured clothing and outrageous hat. It is up to the DM if Velemert carries magic items, but they carry common items such as equipment packs, torches, water skins, rations, etc. Velemert will also purchase excess equipment and sell items to the players at the suggested cost. If Velemert or their shop is attacked, or the magic circle is damaged or destroyed before the spell is complete, the shop will disappear. Velemert cannot leave the circle, and nothing from the shop may be removed from the circle until a transaction is complete. If shoplifting is attempted, the item simply disappears from the thief's hands and reappears on the shelf. Velemert has a perfect memory and may increase costs toward those who are unkind, but will also reward those who show them respect.
### Eighth Level
#### Grove of Plants
*8th level transmutation spell, druids*
- **Casting time** 8 hours
- **Range** 60 ft radius
- **Components** somatic, at least a gallon (4 litres) of water, which the spell consumes
The caster must sit in a comfortable pose in an unoccupied space with a 60ft radius. The spell will conjure a grove of healthy plants local to that region over the course of the spell. The earth must be capable of sustaining life (not salted or otherwise destroyed), but it may be low-quality earth. At the end of the spell casting, the caster will be surrounded by a beautiful grove of plants, the tallest ones reaching 10 ft. These can be any plants that grow naturally in the area of the caster's choosing - food-bearing plants, spiked thorns, coniferous trees, or a mix of all the local plants. If there already is plant life there, it is enhanced and bolstered by the spell. If there are large rocks within range, plants will grow around them on on them as best as possible (moss or ivy will cover it, for example). The grove leaves a flat, grassy or mossy space in the centre around the caster in a 15 ft circle. Once grown, the plants will remain in the area, and will need to be maintained and sustained as if they had grown naturally. If the caster brings seeds for non-native plants, they may be placed in the water and will grow as part of the grove in the location of the caster's choosing, but as it will be subject to the environment once grown these seeds must be chosen wisely (for example, a tropical plant in a cold wintery climate would not survive).
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leidensygdom · 1 year
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So, what is the OGL and why are DnD creators thoroughly screwed?
Tumblr has not been doing a great job at talking about this, but:
With OneDnD, Wizards of the Coast has decided to update the Open Game License (OGL). Said license is what allowed people to create homebrew DnD content and sell it, and even larger companies to use certain sorts of content. Pathfinder, for example, is built on said OGL. This also allows streamers and artists to exist and benefit from said content.
With OneDnD (sometimes called “dnd 6e”), WOTC wants to create a much more restrictive OGL, which will, amongst other things:
Make WOTC take a cut for any DnD-related work (according to Kickstarter, a whole 25% of the benefits)
Let WOTC cancel any project related to DnD up to their discretion
Let WOTC take ANY content made based on their system, and re-sell it without crediting you, or giving you a single cent
And most importantly, revoke the old OGL, which will harm any company or game system that used it as a base, such as Pathfinder. And it means they GET ownership over any homebrew content you may have done for 5e in the past!
It’s important to note that OGLs are supposedly irrevocable. They were planning to use it for OneDnD initially, but they want to apply it retroactively to 5e, somehow. Which is illegal, but lawyers have mentioned there’s a chance they may get away with it given the wording.
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This means that anything you make based on DnD (A homebrew item? A character drawing? Even music, according to them?), can get taken and used as they deem appropiate.
These news come from a leak of the OGL, which have been confirmed by multiple reputable sources (including Kickstarter, which has confirmed that WOTC already talked with them about this), and was planned to be released next week.
So, what can we do?
Speak against it. Share the word. Reblog this post. Let people know. Tumblr hasn’t been talking much about this matter, but it’s VERY important to let people know about what is WOTC bringing. 
Boycott them. Do not buy their products. Do not buy games with their IP. Do not watch their movie. CANCEL your DnD Beyond subscription. (Btw, they ARE planning to release more subscription services too!). They do not care about the community, but they care about the money. Make sure to speak through it. 
And maybe consider other TTRPG systems for the time being, Pathfinder’s Paizo has been much nicer to the community, their workers are unionized and are far more healthy overall
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mostlyghostie · 9 months
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Finished! I think.
A book, scribble and dice based D&D session.
I’ll be exploring the possibility of getting some notebooks printed with this as a wraparound cover, but in the meantime it’s just a fun drawing!
Shop / Instagram
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artharakka · 1 year
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Hot Tip: Make your D&D characters play truth or dare after sauna
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moonloredraws · 1 year
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He who serves They of Many Eyes
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ellatamara · 3 months
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Celestial 2 | Lilac Coral Fungus
The third one I drew, and I already lost track of making these simple.
Oh, and I gave it stats for D&D 5e:
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B E N O T A F R A I D, or as my friends like to say,
don't worry about it
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oldgodsgames · 1 year
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Using some assets I found online, I made this map that I used for N1 Against the Cult of the Reptile God. More to come later.
Assets: https://www.deviantart.com/gogots
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theropodart · 1 year
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The false Hydra
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dungeonmalcontent · 1 year
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I'll drag myself a little here. When I first drafted Grimdark & Dangerous, I wasn't entirely sure what was going to be in it. It was not my first attempt at a larger collection of content (that would be Kiril's Guide to the Far Realms, which never saw the light of day). But G&D was the first time I was determined and, I thought, organized enough to do it all properly. But I forgot something.
Between drafts and importing and exporting content in to the final doc, a spell slipped through the cracks. The rune magic spell "Runic Scrawl" was listed in the spell list, and mentioned in a passage talking about rune magic but never included. These inclusions, oddly, do not appear in every update edition, but sort of weave in and out. However, the spell did exist. It had been outlined and given a rough draft in a spreadsheet, but never been copied over to get a final draft. Except it had. In one unused draft it had been copied over and relegated to a 3rd column of page 126 (the wrong page) where it was invisible. A subsequent update edition to the book had been implemented hastily to fix a reported issue, and the spell basically vanished.
Along with a variety of other small fixes, this spell has been properly and completed implemented in the book's final (unless someone finds something truly egregious that everyone else has missed) update. All previous update editions have been removed from the upload folder and the 1.5 update is the only one you will find. This will keep the folder mostly clear for future additional content such as the Living Grimoire Expansion, which will likely be added in soon.
It may seem like one spell isn't that much to make a fuss over. But I take ya'lls purchases very seriously, and I want to provide you with the best product for the amount you're spending.
Enjoy this care while it lasts.
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cerinslair · 9 months
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Oath of the Courier
A paladin subclass for 5e
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Liberty. Reason. Justice. Civility. Edification. Perfection.
MAIL.
Tenets of the Courier
The Tenets of the Courier embody a paladin's commitment to delivering the mail with utmost integrity and professionalism.
Handle with Care: Treat anything entrusted to you as preciously as you would your own possessions.
Discrete Delivery: When others confide in you, do not betray their trust. Let none but the intended recipient pry upon what you carry.
Swift Postage: Do your best to fulfill your promises as promptly as possible. Punctuality is a virtue.
To the Letter: Strive to fulfill your oaths exactly as you pledged them. Your word is your promise.
Oath Spells
You gain oath spells at the paladin levels listed.
3rd Level: Expeditious Retreat, Illusory Script 5th Level: Animal Messenger, Arcane Lock 9th Level: Sending, Tongues 13th Level: Legally Distinct Secret Chest, Freedom of Movement 17th Level: Dream, Teleportation Circle
Channel Divinity
When you choose this Oath at 3rd-level, you gain the following two Channel Divinity options:
Postage Stamp: As an action, you mark an object with a magical postage stamp. When creating this stamp, you choose a creature you or an adjacent ally are familiar with to be the object's recipient. This stamp persists for a number of hours equal to twice your paladin level, until the stamped object is delivered to its chosen recipient, or it is dismissed as a bonus action. While holding the stamped object, you can spend an action to magically detect what direction its recipient is in, and approximately how far away they are from you. If the recipient does not want to be located by you, it can make a Wisdom Saving Throw to elude this detection. If you are relying on an ally's familiarity, they get Advantage on this save. If they succeed, they are immune to this effect for 24 hours. You may only have one magical stamp at a time. If you place another, the previous one is immediately dismissed.
This Side Up: As an action, you can use your Channel Divinity to ward a creature or object against toppling. One creature or object within 10 feet becomes immune to the Prone condition. If the target is an object, it must be light enough for you to carry. If the target is an object, it gains Resistance to bludgeoning, force, and thunder damage. If the warded creature or object falls, it may ignore the first 10' of the fall when determining fall damage. These effects last for a number of minutes equal to your Charisma score, minimum 3.
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Aura of Determination
Neither rain nor sleet nor hail will stop your delivery of the mail. Starting at 7th level, you emit an Aura of Determination. You and allies within 10' cannot have their speed reduced to less than their base speed when walking, crawling, jumping, or flying. This includes anything that would halve movement, such as Difficult Terrain or Exhaustion; or impose any other fraction-based penalty to speed. You cannot grant any of these effects while you are unconscious.
At 18th level, the range of this aura increases to 30 feet.
Return to Sender
Starting at 15th level, if you are targeted by a spell that targets only you, you may use your Reaction to instead have the spell target its caster. Use the original caster's Spell Save DC, Spell Attack Bonus, and Spellcasting Ability where applicable. If the spell required a Spell Attack Roll, re-roll the attack versus the caster. Once you use this ability, you must finish a short or long rest before you can use it again.
Pen Pal
At 20th level, you can assume the form of a celestial courier. Using your action, you undergo a transformation that grants you the following benefits for 1 hour:
Wings sprout from your back and grant you a flying speed of 60 feet.
Allies who begin their turn within 30' of you gain a 10' bonus to their speed that turn.
Add your Charisma bonus to your Initiative Rolls.
Once you use this feature, you can't use it again until you finish a long rest.
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Go forth, swift and trustworthy courier! You are the glue that holds society together!
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