Blood Explosion Disease
Description: The character’s veins burst and their skin is torn as blood rushes out of their body at high speed, coating the surroundings with blood. Then the skin reforms back to its normal state. The first part is not a painless process. Neither is the second part. If the next rest of the character will be a long rest, they won’t be able to do anything beside sleeping. If the next rest is scheduled to be a short rest, and the character is forced to continue their journey, they’ll have +2 points of fatigue until the next long rest.
Functionality: 1/long rest. When using this trait the player rolls a d4 to determinate how much blood they’ll lose:
0.5 liter of blood: the character takes 2d12 of damage, anyone who is in the blast radius needs to roll a Dex ST above 10(with disadvantage their first time, advantage after the fourth) on a fail they’ll get directly hit by the blood and take 1d12+X of damage
1 liter of blood: the character takes 2d12+5 of damage, anyone who is in the blast radius needs to roll a Dex ST above 14, on a fail they’ll get directly hit by the blood and take 1d12+1d6+X of damage
1.5 liter of blood: the character takes 3d12+5 of damage, gets their speed reduced by 5 ft, they can hold their breath for -Y minutes and have a -2 on strength, dexterity, wisdom and charisma checks and saving throws. Anyone who is in the blast radius needs to roll a Dex ST above 16, on a fail they’ll get directly hit by the blood and take 1d12+1d8+X of damage
2 liters of blood: the character takes 2d8+1d6 of damage, gets their speed reduced by 5 ft , they can hold their breath for -Y minutes and have a -4 on strength, dexterity, wisdom and charisma checks and saving throws. Anyone who is in the blast radius needs to roll a Dex ST above 18, on a fail they’ll get directly hit by the blood and take 1d12+1d8+X of damage
The AoE is a circle around the player with a 20ft DIAMETER.
X equals the class level of the player using the feat (a level 2Wiz/4Barb will use 4, not 6)
Y equals the lowest stat of the player using the feat -1. If it’s positive it becomes negative: if Cha +1 is the lowest, it becomes -1, then take -1 again, so -2=Y.
Inspiration: the meme above and that one blood post of @yaboywillyshakes (formerly adventuresintimeandspace). Your blood will never be forgotten @yaboywillyshakes
Pond of Dancing
Description: A pond of approximately 9x9 meters, the water is slightly darker than it should be. The players can roll for perception (DC 17 if there aren’t any other bodies of water nearby, if there are then -1 for each), creatures that live in the Deep or underground get advantage. The pond can be either empty or have 1d6 number of goblin skeletons inside, dancing.
Functionality: Once a creature enters the pond or walks 3m in it roll a DC 17 Con save, if it fails, the creature starts dancing alongside the creatures already in it, creating a ritualistic choreography. Small and Tiny creatures get disadvantage to the Con save.
All dancing creatures (whether they are still in the pond or got out) are now labelled as “Dancers”. Dancers get 1d8 necrotic damage once they become Dancers and every 2 minutes that they’re still in the Pond. If a Dancer dies, they won’t stop dancing, their skin will erode and become an undead dancing skeleton, still labelled as a Dancer.
Once there are 10 Dancers in the pond, the water will start moving and shaping form of a Water Elemental. The Water Elemental’s stats are the same as a normal Water Elemental except:
CAR: 8(-1) —> 18(+4)
INT: 5(-3)—>12(+1)
+HP: Xd8 (X: n° of Dancers)
Damage Immunity: +Necrotic
Language: +The main one of each Dancer
Charm Person: 3/day
+Chill Touch, +Sapping Sting, +Toll the Dead: 5/day (each)
Dancing General: The Water Elemental can speak a 1-word command to any or all of the Dancers: Attack (attacks the closer enemy of the Water Elemental), Protect (moves in front of the Water Elemental to shield it of any attack), Grapple (lunges itself to grapple the closest opponent or the one the Water Elemental is pointing at), etc etc. This can be used as a reaction 4/day.
Dancers will be in a catatonic state unless ordered to do something by the Water Elemental (like at the first round of combat if they roll a higher initiative than the Water Elemental, or after they killed a creature after the Water Elemental ordered them to attack it). A Dancer with WIS 17 or higher will have disadvantage at all ‘to hit’ rolls, a Dancer attacking a former allied gets their speed halved. (Make your Dancer players role as they attack unwillingly the other players! They’re still semi-conscious).
A Dancer loses its Dancer label once the Water Elemental is defeated, after walking at least 45m away from the pond/Water Elemental or if the Water Elemental says to it “Free” thanks to the Dancing General feat.
Inspiration: the silly post I’ve reblogged of @diamondguls
P.S. Thanks to all the people who liked my posts while I was on a break, I have 40 something drafts just for you muhahahaha 😘😈
yippieeee~ ahahaha~ yaaaaaaaaay~!⋆。°✩
50s/60s Bard
Description: A bard with the charisma of a frontman of a 50s/60s rock band. The mythical Bard²
Inspiration: It appeared in my mind while listening to Be Bop a Lula, because I’m old inside and I like that era of music
Description: A hero who gets reincarnated over and over again to kill the BBEG (who also gets reincarnated over and over again) but neither of them is actually always the hero or BBEG, because the Hero is the only who retains their memory while the BBEG is the only who keeps their immense power and the Hero always has to kill the BBEG whatever they do.
One time the BBEG was actually a powerful Aasimar paladin of Tyr, who caught dragons and protected millions of people from them while the Hero was a Tortle and spent 10 years to infiltrate in the inner circle of the BBEG to kill them by giving them a food imbued in a drop of all the dragons that the BBEG killed that was filled with hatred towards them and so it was Highly deathly to them
Another time the BBEG was the father of the hero but since he was the King’s right hand and the wizard of court, the hero saw him for so little that every attempt he tried always resulted into a goofy scene of a toddler trying to “hug” is dad and falling head first against a chair
One time the Hero was a Giant and the BBEG a Halfling… wait that was very easy to accomplish actually
Why? Because the Hero and the “first” BBEG were secretly lovers, and when the BBEG died by the Hero’s hands (it was in the middle of the battle and they knew that this moment was gonna happen one day) the Hero lost all his will to live and made a pact to a God, not one of the good one but like a sillier Loki.
In exchange to entertainment for the God, the Hero and the BBEG reincarnated over and over again (the BBEG without their memories because they were already dead, but with the same high power because it was so strong that it was still there, filling the place where they died while the Hero always with random powers and abilities to entertain the God) and every time that the Hero killed the BBEG they could share one “year” (in the real world it’s an instant) together, obviously them being the first Hero and the first BBEG.
During the “year” together they live in an imaginary castle always slightly different than the last time, built by the God during the moments of their lives when kind of nothing happens (when they’re toddlers for example, like when you watch a show and it gets interrupted by the ads and you rush to the toilet) and the Hero would tell the BBEG stories of their last encounter and while in there they (both of them) can actually change their appearances to their previous bodies. The BBEG loves to do it to see how different they are from their “first” body, since they have no memory of their other lives.
Inspiration: this shorts of hamasamakun (check them out!) https://youtube.com/shorts/95T4-peUuow?si=TTG-cytOFLt0Stj4
Psychic Fox
Description: A seemingly normal Giant Fox that, only at night, looks like a fox being looked through a thermal sight.
Functionality: The Psychic Fox will first appear to the party during the day, looking at them from afar and studying them during an encounter or analysing their actions. If the Psychic Fox is approached, the party gets blinded and deafened for 6 seconds, after that it all goes back to normal but the Psychic Fox is disappeared. Any way to find or trace the Psychic Fox fails automatically.
The night after:
If the Psychic Fox deemed the party worthy, they’ll find a cub of Psychic Fox next to them when they wake up. The original Psychic Fox will sometimes reappear, to check on the cub, for the next 6d6 days, after that, it will never show up again. The cub is one week old (determinable by the party only after a successful Nature check).
If the Psychic Fox deemed the party unworthy, they’ll find their food missing, and the Psychic Fox will never show up again.
Once the cub is 1 month old it’ll be loyal enough to be able to aid the party:
1/day it can deafen for 6 seconds all enemies or non-allies in a 10ft radius
1/day it can blind for 6 seconds all enemies or non-allies in a 10ft radius
Small size
Understands Common and Sylvan
At 2 months:
2/day it can deafen for 6 seconds all enemies or non-allies in a 20ft radius
2/day it can blind for 6 seconds all enemies or non-allies in a 20ft radius
Bite and scratch attack
1/day can cast Minor Illusion
1/day can cast Mirror Image
Understands one other language (the most used in the party except Common or one of the languages their favourite party member speaks)
At 3 months:
3/day it can deafen for 6 seconds all enemies or non-allies in a 30ft radius
3/day it can blind for 6 seconds all enemies or non-allies in a 30ft radius
Medium size
2/day Minor illusion
1/day Hypnotic Pattern
At 4 months:
3/day Minor Illusion
2/day Mirror Image
2/day Hypnotic Pattern
1/day Major Image
No one is the owner of a Psychic Fox, not even when it’s a cub. The decisions are all made by the DM during battle. If spoken to with Soeak with Animal or other mechanics, it will have a Primordial accent (described as a guttural way of speaking by those not familiar with Primordial). The Psychic Fox will disappear after 4 and a half months for two weeks, before returning for one lasts month (presumably to have a baby and give it to another party).
At 5 months:
5/day Minor Illusion
4/day Mirror Image
4/day Hypnotic Pattern
3/day Major Image
1/day Seeming
1/day Weird
After 5 months and a half the Psychic Fox will disappear, forever. It will leave only X luminous spheres of light that when touched grants those who did it a sense of well being and immunity to being blinded and deafened. Those who gained a Psychic Fox blessing can also, only at night, focus and look like under a thermal sight until concentration ends.
Inspiration: the amazing artwork of @kittydisk (I procrastinated this so much and I don’t know why)
Everybody gets a knife
Descritpion: The caster points at up to 23 willing creatures in a 60ft radius. A spectral knife appears levitating in front of them, pointing to the closest enemy. The creature is defined as a companion of the spectral knife from now on.
Functionality: The spectral knife launches itself to the first enemy its companion attacks, dealing 1d4 piercing damage and 2d4 radiant damage, then it disappears.
Inspiration: @general-luce’s meme
Be prepared for tomorrow ya'll.
Keep going… ✍🏻
New Spell: Transmute Group Of Orcs To Polycule.
What? A non D&D post? Yeah, cause the safety of my non verbal children comes first babeee
Reassembled Painting
Description: What seem to be the painting of a famous artist, but with something wrong. The original was a different painting of another famous artist that was then magically cut in small squares and glued precisely back on to look as the other work. The name of the original is on the back of the frame. It yearns to return its original state.
With an investigation roll of 13 or lower the character doesn’t notice anything, 14 to 17 the character notice the colours are slightly different and in some places wrong, 18 or higher and the character notices the cuts and realise what’s been done to the painting as they read the original painting’s name.
Functionality: once a person stands in a 30ft radius of the painting for a long period of time, the sound of scissor will be overheard repeatedly in the air, this sets the start of the “attack” of the painting. Depending on for how long the character is in sight of the painting, it will try to get their attention and to make them suffer its own curse by:
• Swapping colours of their features, for example making their hair the colour of their eyes and viceversa, or making their skin the colour of their armour and viceversa.
• Swapping two people’s features, in case there are at least two creatures in sight, for example swapping the hair, armour or voices of two characters.
Everything is restored after the character moves 40 feet away from the painting.
To restore the painting the players must either break its curse with magic or restoring it manually in two hours of in-game time where the effects are minimal as the painting returns to its original state. (Make it so there is a way for a character with no art knowledge to know how the original looks like, by either putting the painting somewhere where they can be helped by a professional or maybe by making them find earlier a book of paintings of famous artists)
Once the painting is restored, depending on the character that saved it’s class, it changes form:
Artificer: the painting fuses with their tools giving them a beautiful coat of color, +1 to any checks made using them.
Barbarian: the painting fuses with the barbarian to make tattoos of beautiful art all over their body, +1 to Cha checks
Bard: the painting fuses with the Bard’s instruments, +1 to any attack made using them (magic and not, but only attacks that would damage a creature or more)
Cleric: the painting fuses with their shield, turning it into a fine piece of art dedicated to their god or deity, +1 AC
Druid: the painting fuses with the staff of the Druid, or changes in a similar way their Druidic focus, to make it look like a beautiful representation of blooming nature
Fighter: the painting fuses with the boots of the fighter turning them into a beautiful peace of art, +5ft on all speeds (that are not set to 0)
Monk: The painting fuses with the knuckles of the Monk, marking them with beautiful tiny tattoos, +1 max ki point
Paladin: The painting fuses with the paladin’s blade, turning into to a shining piece of art with its hilt beautiful yet still practical. +1d4 damage dealt using the sword
Ranger: The painting fuses with their bow or ranged weapon, marking with drawings of the hunt, +1 to all Wis checks
Rouge: the painting fuses with the daggers of the rogue, turning them into a deep black colour when they hide but a beautiful piece of art when they don’t, +1d4 to sneak attacks damage
Sorcerer: the painting fuses with the body of the sorcerer as a beautiful tattoo forms on their chest, gain an additional metamagic option
Warlock: the painting fuses not only with the character but with the pact itself that they made with the patron, making your Eldritch Blast look like a beautiful piece of art as it blasts your enemies, +1d6 damage dealt using Eldritch Blast (for Hexblade, it fuses with the weapon and deals +1d4 damage)
Wizard: the painting fuses with the spell book of the wizard, making its cover much more beautiful and depicting the spells inside with drawings too, +1 to the number of recovered spell slots AFTER halving the Wizard level (a 4th level wizard will be able to recover 3 spell slots instead of 2)
Inspiration: the video above, the idea of a painting cut to pieces to form another came to me listening to the story of a Black actress being forced to learn how to act as a White actress.
12ft Magic ladder
Description: A magic 12ft ladder that you can make appear from thin air when facing a 10ft or higher wall.
Functionality: You can roll a number of d4 equal to your level to make the ladder higher.
Inspiration: this meme ⬇️
Chonky
Description: An enormous cat seemingly made out of clouds, a bit fat because it’s the cat of the Goddess of Hunting and it receives a lot of treats who are just the scrap of the animals that the Goddess hunt. The fact that these animals where actually powerful monster may or may not be why the cat has its strange range of abilities.
Functionality: It’s probably just escaped from the back door that the Goddess left open for a second, try to bring it back or make sure it stays still in the same place so that it’ll be easier for the goddess to find it and bring it back to her house.
Abilities:
Immune to bludgeoning, slashing, poison, lightning, water and necrotic damage
Its body is literally clouds and acts like the spell Fog Cloud, players can end turn inside its enormous body but be warned:
It can cast lighting spells inside of its cloudy body, to attack those inside, or to deal more damage if it then use a charged paw to smash you
It’s weightless and even if it steps on a city, since it’s made out of clouds it won’t destroy it.
Wail (Banshee), Regeneration (Shield Guardian), Limited Telepathy (Otyugh), Hurl Flame (Barbed Devil), Keen Hearing and Smell (Hell Hound), Life Drain (Wight), Cold Breath (Winter Wolf), Lightning Breath (Behir), Animate Trees (Treant)
Inspiration: Cat above @benthesoldiersjeanshorts
she/her 🏳️⚧️ 20Send me random posts and memes and I’ll turn them into D&D homebrewSomehow 99% of my stuff is cat-related
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