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#homebrew project
purgatory2 · 2 months
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my modded 2ds ^_^ 🍰🩷
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hollowedkingdoms · 3 months
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Good evening everyone, we have a surprise for you!
We have come a long way since the beginning of this project and after a while of deliberation we thought an update is in order. Here is the new cover of the future players guidebook for the Hollowed Kingdoms Project.
Made by @mebis-art-dump who did an amazing job of bringing this cover to life.
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tree-kitchen-need · 14 days
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Telepole - Magic Item Set
Click for quality because :tumblr: likes eating my pixels.
Take damage, gain charges. Spend charges, deal damage. It's the circuit of life.
It's not lost on me that these are basically blood magic reflavored. The best defense is killing the other guys faster than they kill you!
Based on the world of Lobotomy Corporation. Again. I just think they're neat.
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a-tired-dm · 1 month
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Lobotomy Corp. Monster Series: Punishing Bird
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soylent-crocodile · 11 days
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Negator (Monster)
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(Phyrexian Negator by John Zeleznik)
CR16 NE Medium Aberration (Phyrexian)
(The negator is another iconic creature, although one whose card is simply not up to snuff nowadays- the balance of power has tipped so that its astronomical drawback is not worth the creature you get. Still, the obliterator is clearly a riff on it- and got its own, incredibly aesthetically boring riff later- and even then it's simply too fabulous a design not to use. Can you say "xenomorph"?
Lorewise, these explicitly saw most usage in the leadup to full invasion- perhaps, in a hypothetical Phyrexia campaign, this could be the final boss of the second act, before the REAL invasion force finally arrives.)
Negators are perfected assassins of Phyrexia, designed to eliminate key targets with compleat efficiency. They are singleminded in this pursuit- one infamous document stated simply "It exists to cease." Indeed, a negator's heart is terribly stilled- they are not known to experience any emotion but the satisfaction of a job well done and the desire to achieve so.
Negators, being stealth operatives and assassins, are rarely used once a full-scale invasion begins, although they are often deployed just in the leadup to it. Each negator is given all Phyrexia knows of its target, and is simply placed as close as Phyrexia can get it without garnering attention and sent to kill. Negators are surprisingly skilled at stealth and disguise, able to walk as a hunched figure through whatever streets it may need to to reach its target, and are surprisingly eloquent and skilled actors when they need to lie. Once it makes its kill, however, a negator rarely makes time for stealth. Such negators will begin a return to Phyrexia (such that they might possibly be reset, reprogrammed, and reused), but generally lack the precautions of one who has yet to make a kill. These assassinations are its purpose; it seems some higher part of it shuts off once it is done.
This wicked creature stands humanoid, with razor sharp claws and a smooth nubby head lined with tiny triangular teeth. Its body is dotted with glasslike hemispheres and wires arcing between body parts.
Misc- CR16 NE Medium Aberration (Phyrexian) HD24 Init:+11 Senses: Blindsight 120ft Perception: +26, Detect Magic, Detect Good Stats- Str:27(+8) Dex:33(+11) Con:20(+5) Int:30(+10) Wis:8(-1) Cha:24(+6) BAB:+18/+13/+8/+3 Space:5ft Reach:5ft Defense- HP:228(24d8+120) AC:30(+11 Dex, +4 Armor, +5 Natural) Fort:+14 Ref:+19 Will:+15 (+4 Racial bonus vs Emotion) CMD:47 Resist: Cold 20, Fire 20, Electricity 20 Immunity: Acid, Fear, Curse, Polymorph, Petrification, Death effects, Disease, Poison Weakness: Special Defenses: Evasion, Negative Energy Affinity, DR10/Adamantine, SR27, Uncanny Dodge, Mycosynth Flesh Offense- Bite +24(1d6+8), 2 Claw +25(2d6+8/19-20x2) or Negation +29(90ft ranged, 10d8 plus Negation) CMB:+26 Speed:40ft Special Attacks: Coronous Ambush, Sneak Attack +5d6 Feats- Iron Will, Multiattack, Power Attack (-5/+10), Dodge, Mobility, Spring Attack, Wind Stance, Vital Strike, Improved Vital Strike, Improved Iron Will, Quicken Spell-Like Ability (Bestow Curse), Weapon Focus (Claw) Skills- Acrobatics +38, Bluff +31, Climb +29, Disable Device +35, Disguise +31, Escape Artist +38, Knowledge (Arcana, Planes, Religion) +34, Knowledge (Dungeoneering)* +37, Linguistics +15, Perception +26, Sense Motive +23, Spellcraft +17, Stealth +38, Survival +26, Swim +29, Use Magic Device +31 Spell-like Abilities-  Detect Magic, Detect Good, Mage Armor, Deathwatch /constant Bestow Curse (DC19), Fog Cloud, Silence (DC18) /at-will Quickened Bestow Curse (DC19) 3/day Special Qualities- Compression Ecology- Environment- Any Languages- Necril, Draconic, Elven, Aklo, Abyssal, Infernal Organization- Solitary Treasure- Incidental Special Abilities- Coronous Ambush (Ex)- A negator’s erratic, jerky movements and mastery of anatomy give it the opening to strike at its enemies weakest points. A negator may make a sneak attack against any creature vulnerable to precision damage as long as it has moved at least 10ft since the end of its last turn. Negation (Su)- As a standard action, a negator can fire a beam of oblivion energy. This is a 90ft ranged attack that deals 10d8 untyped damage. Additionally, a negator may immediately make a dispel check as with the spell Greater Dispel Magic at +18 against all magical effects the target is under.
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peitalo · 1 year
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it’s hard out there for bi genderfluid 18 year old warlocks with adhd but someone has to save/destroy the world
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parallel-2-anywhere · 7 months
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Planescape Homebrew Book
I am working on a better name, but I have loved Sigil and the Planescape setting for so long. I am so excited to put out a book on the DM's Guild for it. I am aiming to put it out on release day. It's going to be a lot of additional player features for existing species, new species and subclasses! Just the sorts of things that won't be in Planescape proper that all bring a fun multiversal vibe! Headed of course by an enigmatic librarian named Piranesi!
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I am so thrilled to put this together and I am getting to bring in some amazing concepts that my awesome friends have created as well! Like the thoughtborn you would see in @mind-or-matter and other amazing stuff!
I am probably going to be posting updates here and on other socials to build hype for the book because there is a lot of content here!
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mor-and-more · 2 months
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I don't believe it myself, but
I ended the night with 11 full rows of ribbing. Yes with 326 stitches, 4x4 ribbing
I think it's the texture of this yarn. It very much reminds me of another yarn and project, the Advent Shawl 2022 where I got distracted on day 11 or 12 of it...
The best way I can describe this feeling is.. it feels cottony. Even though the fiber composition is 75% wool, 25% nylon or polyamide, I forgor
But also this specific yarn I'm using now SMELLS wooly. Which I love, too
And the colour is fun
So it's a triple hit for my senses
Also I guess using the trick of "bunch 80 cm onto 25 cm needles" helps me not think about how many stitches there are, lmfao
But no, the next Sock Yarn Sweaters will all have an extra thread, and I'll even experiment with the threads I'll add. Like 1 strand of mohair in body, 2 in sleeves. Or an extra white/black strand of sock yarn in body, sock+mohair in sleeves. Add only 1 extra strand everywhere, but knit the body and Tunisian crochet the sleeves... So many fun options!!!
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ephemxras · 11 months
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has homebrewed his 3ds
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funkwitz · 1 year
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D&D Dump
some more stuff to that homebrew thingy i’m doin’ ,’:-)
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hollowedkingdoms · 1 year
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Good morning everyone! I hope you are having a good Friday so far. Today we have some new art to show you! Art for the Royal Knights Class! Made by the wonderful @chipper-smol. 
You can find the full doc here: https://homebrewery.naturalcrit.com/share/rNDmYvhnZApg
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wanderingmarine · 10 months
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Post-Apo Fantasy Writing Prompts, Round I.
You know I love DND, my stuff speaks for itself, but you know what I also do love ? Post-apo and Zombies. So, to combine both, here are a few prompts I thought about recently and wrote down ! Hope you like them and feel free to tag me if you make content with it, I would love to see what you come up with !
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Prompt n° I: Deep within the ancient forest, a tribe of peaceful centaurs has fallen victim to a mysterious necromantic curse, turning them into savage undead centaurs. Your party is called upon to investigate the cause of the curse and restore peace to the forest. As you delve deeper into the dark heart of the woods, you uncover a tragic love story between a forbidden union of a centaur and a powerful necromancer. Plot Twist: The necromancer, driven by grief over the death of their centaur lover, unintentionally unleashed the curse while attempting to bring them back to life. The undead centaurs are merely trapped souls, desperately yearning for release. To break the curse, your party must help the necromancer find closure and peace, ultimately releasing the spirits of the centaurs and allowing them to find eternal rest.
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Prompt n°II: Rumors circulate of a remote village haunted by zombie creatures that emerge from the nearby swamplands every night. Your party ventures into the swamp to uncover the truth behind the haunting. However, you soon discover that the swamp itself is a sentient being, its dark energy giving rise to the zombie creatures as a means of self-defense against encroaching civilization. Plot Twist: The swamp's sentience was awakened by the destruction caused by the villagers who sought to drain and exploit its resources. The zombie creatures were once innocent beings who fell victim to the swamp's defensive mechanisms. To bring peace to both the village and the swamp, your party must find a way to reconcile with the sentient entity and persuade the villagers to coexist harmoniously with the mystical ecosystem.
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Prompt n°III: Deep in the heart of a cursed forest, a group of zombie werewolves terrorize the land under the control of an ancient necromancer. Your party is called upon to end their reign of terror and bring peace to the afflicted land. However, as you confront the necromancer, you discover that they are not the true mastermind behind the curse. Unravel the mystery and face the true puppeteer pulling the strings. Plot Twist: The true mastermind behind the curse is a vengeful forest spirit seeking revenge against those who destroyed their sacred grove. The necromancer unwittingly stumbled upon the curse and used it to gain power, unaware of the spirit's true intentions. To break the curse and restore balance, your party must reconcile with the forest spirit and find a way to heal the wounds of the land.
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Prompt n°IV: In a small coastal village, an eerie fog rolls in every night, bringing with it a swarm of zombie-like creatures known as the "Drowned Ones". The village pleads for your help in uncovering the source of the curse. As you investigate, you discover that the curse originates from an ancient sea deity seeking retribution for the pollution and destruction caused by the village's inhabitants. Plot Twist: The ancient sea deity's retribution was triggered by a corrupt leader within the village who disregarded the consequences of their actions. Uncovering the truth, your party must convince the corrupt leader to make amends and restore the village's connection with the sea deity, ensuring a harmonious coexistence and breaking the curse once and for all or straight up kill him but if you do, you'll have to restore the balance in your own way.
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Prompt n°V: Deep in the heart of a cursed forest, a once-majestic family of owlbears has fallen victim to a dark necromantic ritual, transforming them into ferocious zombie owlbears. The nearby village is gripped with fear, and they beseech your party to put an end to the undead creatures' rampage. As you delve deeper into the forest, you discover an ancient burial site, and it becomes apparent that the owlbears' transformation is tied to a long-forgotten curse placed upon the land.
Plot Twist: The curse plaguing the forest is far more complex than initially believed. Upon further investigation, your party uncovers that the necromantic ritual was a desperate attempt by a grief-stricken druid to save the forest from a deadly blight that threatened to consume it entirely. However, the ritual went awry, and the owlbears were inadvertently turned into zombie abominations instead.
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Prompt n°VI: Legends speak of a hidden grove guarded by zombie nymphs, once known for their ethereal beauty and healing powers. The grove's enchanting aura has been tainted, turning the nymphs into undead abominations. Your party is approached by a desperate herbalist who believes that an ancient curse is responsible for the corruption. Unravel the mystery behind the curse, heal the grove, and restore the nymphs' vitality.
Plot Twist: The curse was not inflicted by an external force but rather by the nymphs themselves. Consumed by an insatiable desire for eternal youth and beauty, they made a pact with a malevolent entity, unknowingly accepting the curse in exchange for their desires. As your party confronts the entity, you must find a way to break the pact, redeem the nymphs, and teach them the value of acceptance and embracing the natural cycle of life or eliminate the Nymphs so it never happens ever again.
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krokaxe · 6 months
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ODE: Occultation Dream Engine 🦋 The only AI you'll ever need.
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thevaillesproject · 3 months
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PROGRESS ON CAMPAIN SETTING BOOK. A CURRENT MAP. This just includes towns, and not a ton of the places of note scattering the in-between. PROGRESS!!!!!
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a-tired-dm · 1 month
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Lobotomy Corp. Monster Series: Judgement Bird
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