#50 Shades of Fey
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itsonly4-ever · 27 days ago
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Chapters: 36/?? Fandom: Labyrinth (1986) Rating: M Relationships: Jareth/Sarah Williams Characters: Jareth, Sarah Williams Genre: Romance/Angst
Summary:
Sarah has to put her faith in a complete stranger to keep her brother with her. To do so, she has to give him power over both herself, and her little brother. When she finds out who, will she regret her decision? (NOT based on the 50 Shades novel - but there are kink and sexual themes)
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itsguysnightitsironic · 2 years ago
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INDEX
Once upon a Witchlight -- THE TITLE OF THE EP.
EXTRA CONTENT: . ILLUSTRATION (🧁) . COMIC (🎃) . VIDEO / ANIMATIC (🦢) . SHITPOST (🧚) If emojis are fuss together it's the two things ---> example: (🧚 / 🧁 ) SHITPOST AND ILLUSTRATION. If it's surrender by stars (⭐) it means it's an official LOA short that I was commissioned to animate.
We need some order in our life, not context, just order in the chaos.
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EP. 1 CIRCUS TO CIRCUS
Remy Bonnaire from Tiger, Tiger comic??? In the dnd campaign? (🧚) ⭐Madryck Roslof living room. (🧁/🦢) ⭐
EP. 2 REQUIEM FOR A CLOWN
⭐ A little angry man in the void, what will he do? (🦢/🧚) ⭐
EP. 3 LET THEM EAT CAKE
A very out-of-context Ep 3: Let them Eat Cake (🧚/🎃) ⭐ The Furries and Gideon (🦢/🧚) ⭐
EP. 4 LOSE YOUR ILLUSION
EP. 5 BIG TOP BOP
The Only One (PART 1) (🦢 / 🧁) Gondolas are supposed to be calm and relaxing not.. Whatever this was. (🦢 / 🧚) A little angry man in the void, what will he do? (🦢 / 🧚) The Only One (PART 2) (🦢 / 🧁)
EP. 6 GUY'S NIGHT
Guys night! IT'S IRONIC, WE SWEAR-- (🧁/🧚) The Kremy's crew (🧚) They put a foot into the carnival and the Fae magic when: We need to be gay! Trust me gay is in, gay is hot, I want some gay, gay it's gonna be, NANDOR-- (🧚/🎃)
EP. 7 TAINTED LOVE
Would you blink already?!" (🎃) ⭐ A bright mind makes quicker hands (🦢/🧚) ⭐
EP. 8 AT A SNAIL'S RACE
EP. 9 WHEN THE WAGON'S A ROCKIN'
EP. 10 RAUCOUS REVELRY
EP. 11 THE PIXIE DUST PLOT
EP. 12 SCARY MONSTERS AND SUPER CREEPS
EP. 13 AN ELF FOR ALL SEASONS
EP. 14 SASHAY AWAY
EP. 15 FOUR WEDDINGS AND A FUNERAL
Payasos de rodeo (🧁) I'm sure the wedding was passed as a business expense. (🎃/🧁)
EP. 16 MONARCH FOR A DAY
Never forget what Prismir took from us. (🦢 / 🧚) "We have been, Carnival Lecroux. I love unicorns, and y'all own me one." (🦢) The Only One (PART 3) (🦢 / 🧁)
EP. 17 WHEN THE HARES GO MARCHING IN
What 24h in a carnival does to a man, ah? (🧚/ 🧁) The Only One (PART 4) (🦢 / 🧁)
EP. 18 SNAKES AND BURROWS
The Only One (PART 5) (🦢 / 🧁) Worse found (kidnapped into) family ever. (🧚 / 🎃) The Only One (PART 6) (🦢 / 🧁)
EP. 19 BUMP IN THE NIGHT
Lost things find their way into Prismir (🧚 / 🎃) Drink your fey milk (🦢 / 🧚) The inn on the end of the Road. (🧚) POV: You're getting adopted into a polycube after trying to murder them while on drugs (🧚)
EP. 20 HOT JONES
Fur coats and pumpkin labyrinths. (🎃)
EP. 21 RUNNING UP THAT HILL
EP. 22 HARE TODAY, GONE TOMORROW
New phone, who diss? (🧁) H E R. (🦢 / 🧚)
EP. 23 STUMPED
EP.24 SLIPPERY WHEN WET
EP.25 THE ONE WHERE FIRE GETS PURGED
EP. 26 DON'T LOSE YOUR HEAD
EP. 27 LORD OF FLIES
EP. 28 A COMEDY OF ERRORS
The cookie of true (🧚 / 🎃) ⭐ An animation is here. (🦢/🧚) ⭐
EP. 29 THE SHOPPING EPISODE
Frankenstein of your own making. (🧁) Give that genasi a stick! A SEXY ONE! (🧚 / 🎃)
EP. 30 PHANTOM OF THE HOPPERA
EP. 31 ELECTRUM CHEF
EP. 32 A FEAST FOR FROGS
EP. 33 UP THE WRONG TREE
EP. 34 A CHANGE OF HEART
"¿Y cuáles deseos me was a dar?" (🧚 / 🎃)
EP. 35 BEWARE THE FOREST MUSHROOMS
"What's your favourite scary movie? Boo, you whore. That's not... That's not a scary movie" (🧁)
EP. 36 THE ROOM WHERE IT HAPPENED
EP. 37 DREAD, BATH AND BEYOND
EP. 38 UNCLOG THE BOG
EP. 39 TOO MANY COOKS
EP. 40 STILL LIFE
EP. 41 THROWING SHADE
"That's life, That's what all the people say, You're riding high in April, shot down in May" (🦢)
EP. 42 ALL DOLLED UP
EP. 43 FUNGI'S NIGHT
EP. 44 MUSHROOM SAMBA
EP. 45 THROUGH THE HOURGLASS
"Eat your young before they eat you." (🎃)
EP. 46 THE JAWS THAT BITE
"Gresca i destrucció, riurem i ens penedirem, el cremarem el dimarts i patirem fins el diumenge." (🎃)
EP. 47 PLOT OF GREED
EP. 48 UP SHADE'S CREEK
EP. 49 THE LAST UNICORN
EP. 50
EP. 51
EP. 52
EP. 53
EP. 54
EP. 55
Born Guilty (🎃 / 🧁 )
🧚🧚🧚OH NO! 🧚🧚🧚🧚
🧚🧚Pixies are covering the way!🧚🧚🧚
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OUTSIDE THE LOOP.
It takes two to trust, but only one to bleed. (🧁) Feliç dia de la Mercè, the weird sketchy carnival is in town. (🦢 / 🧚) What crisis are you on? (🧚) Kith and kin. /Aromantic week 2024/ (🎃) ---->ft. 🪻🪻BENEATH DARK WINGS🪻🪻 ---> ft. 💠💠ICEBOUND💠💠 ---> ft. 🥀🥀 EDGE OF MIDNIGHT🥀🥀 ---> ft.🌹CURSE OF STRAHDANYA🌹 ---> ft.✨✨STARDUST RHAPSODY ✨✨ ---> ft. 🌻🌻PRIME 🌻🌻 ⭐ They put the clown in the convention? (🦢 / 🧚) ⭐ If I don't go to hell when I die I might go to heaven (🎃) Te estoy amando locamente, Pero no sé cómo te lo voy a decir - LAS GRECAS (🧁) back to the office, baby (the last shift looks traumatized) (🧚/🎃) ---->ft. 🥀🥀 EDGE OF MIDNIGHT🥀🥀 It's pride month, baby! (2023) (🧚) Just, just don't go shopping, EVER (🧚/🎃) ---->ft. 🥀🥀 EDGE OF MIDNIGHT🥀🥀 Big Cat -- MORNING FROST (🧁) Some very out-of-context shitpost's. (🧚 / 🎃) A saint garden of lies and bones. (🎃 /🧁) Gideon Coal walked so buses would run (🧚) The 87 faces of a wagon. I PART 1I (🧁) Dental hygiene. (🧚 / 🎃) A blaze (🧁) OUT, just get out (🦢/🧚) "You made Uncle Kremy disappear? You took Uncle Kremy from Hootsie and left behind a doppelganger? OH, OH! JAIL FOR FATHER! JAIL FOR FATHER FOR ONE THOUSAND YEARS!" (🧚) Falling into the background. (🧁) THE WAGON AT THE END OF THE ROAD (🧚 / 🎃) ---> ft.🌹CURSE OF STRAHDANYA🌹 Cold-Blooded surrounded by heat lamps (🧚 / 🎃) Some human skin and bone (🧁) Surviving enough to start living again. (🎃) RIP the OUAW gang, they would have loved Eurovision 2023. (🧚 /🧁) There's some video in the funny pictures (🧚 / 🦢) Have more of these charts, but the conflict edition (🧚) My favourite part of Once Upon a Witchlight was when the Witchlight said "Once Upon a Wicthlight!" and Oncing Uponing a Witchlighting all around. (🧚) "Would you so kindly call the accused not guilty?" (🧚/🎃/🦢)
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shijiujun · 2 years ago
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Brief Review of The Abyss 光渊 | The LA of Priest’s Danmei 默读 Silent Reading
Just a TLDR for everyone who’s a fan or if you’re not a fan and not sure if you should get into this, I’ve watched four episodes out of the eight so far and:
1. Character name changes like no one was spared not even Luo Yi Guo the cat he becaome Ping Di Guo which is flat pan ya know I was like a bit ???
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2. Plot changes - So far none in terms of the cases and the plot, and the interactions between LWZ, Fei Du and Tao Ran, I’d go as far as to say it’s 100% aligned, EXCEPT for the front part where there’s two strange additions:
It’s set like hundreds of years in the future and branded as a sci-fi drama but it’s not because the setting is exactly the fucking same like literally no advanced tech or shit, and tencent shaded them subtly for calling themselves a sci-fi drama
It also begins on the premise of genetic mutation where people have this gene that makes them commit crimes - i know technically this is not a new theory irl right, in reality there is ongoing research on whether it’s genetic or environmental causes that makes someone kill AND it’s a motif and underlying theme for Modu in general with Fei Du between him and his dad but this like public genetic mutation setup is weird PLUS they don’t actually even talk about it??? Like 4 eps in they set it up but it’s nowhere to be seen
The CGI is shite omgg.... like you can tell they CGI-ed the storm, a cake in a fight scene etc. and like a sack of dice... I cry...
It’s 30 episodes in total, and ZHANG XIN CHENG IS A GORGEOUS FEI DU but Fu Xinbo legit looks more like an uncle than the LWZ I had in mind, and the way he does things also not as cool so I’m a bit sad. HAHAHAHA
But otherwise a lot of the details are kept to, we’re just not sure where on earth they’re gonna stop cuz I don’t think 30 eps are enough, BUT that being said, each ep is 50 minutes long.
No translations just yet and even I had to watch on VPN via Youku’s china app. 
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imnobodyuknow · 2 years ago
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Surprise!!!
So, a friend of mine who goes by Modthorne, Clover, or The Eevee Breeder (depending on where you find her) made a request for me to draw one of her OCs some years ago (God knows how many), and I finally cranked it out!  😄  Say hello to defense attorney Lillian Goodwood!
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If you’re an Ace Attorney fan, you may recognize her pose -- it was inspired by another young lawyer by the name of Mia Fey!
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The shading is also modeled after hers, as you may have noticed.
The background is my attempt at recreating the defense’s bench from the game:
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I have to say, the ability to use layers in Krita makes it a lot easier to draw something from a picture -- all you have to do is place the picture in front of the layer you’re drawing on and change its transparency to somewhere around 50% (that’s what I prefer, anyway), and it’s just like tracing something on paper.  That being said, drawing the shading for the metal parts of the poles was quite the opposite of easy.  😮‍💨  Definitely a fun challenge, though, and I always love those.  ��
And finally, Lillian’s design was based on two different things: A drawing made by Da_Hybr1d, a friend of Modthorne’s...
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...and an avatar she made herself using Kisekae.
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So anyway, who is this lovely young attorney?  In the words of Modthorne, who was nice enough to share some info about her when I asked her, “she aspired to be a DA when she was a little kid because she admired Phoenix Wright, but at 13 a tragedy struck and changed her mind, making her want to be a prosecutor instead for a while.  However, at 17 she was defended and given closure by Apollo, which gave her a lot to think about, about herself and her future.  Finally, when she graduated law school, she held her head high as the defence attorney she was always destined to be.”
The one in the picture, in other words.  😉
I realize you may not share my excitement, but the fact that I finally made good on my promise to draw Modthorne’s character makes me want to put on a huge grin!  I don’t feel up to taking a picture of myself at the moment, though, so I’ll just use the emoji.  😁  Hopefully I’ll get the chance to do more requests down the road (and maybe even commissions) but it feels good having this one done.  Hope you like it!
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roll-your-initiative · 2 months ago
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Kagrua
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Artificer level 1
AC: 12 Prof Bonus: +2 HP: 8 + CON mod (2) = 10 Hit Dice: 1d8 Proficient: Light armor, medium armor, shields, simple weapons, thieves' tools, tinker's tools, smith's tools Saving Throws: Constitution, Intelligence
Magical Tinkering
Must have thieves or artisans tools in hand to do this. Tiny non magical item, one of the following properties: - Shed's bright light in a 5 ft radius and dim light for an additional 5 ft. - When tapped by a creature, object emits a recorded message. Heard up to 10 ft away (chosen). No more than 6 seconds long. - Emits choice of an odor or nonverbal sound. Perceivable for up to 10 ft (chosen). - Static visual effect appears on one of the object's surfaces. Can be a picture, up to 25 words of text, lines and shapes, or a mixture of the elements.
This lasts indefinitely. As an action, can touch the object and end it early. Only can have as many as the intelligence modifier, oldest property ends first.
Sea Elf
Humanoid Elf 179 5'10 Child of the Sea: Can breathe air and water. Resistant to cold damage. Darkvision: Can see dim light within 60 ft as bright, and in darkness as if dim (shades of grey). Fey Ancestry: Adv on save throws to avoid or end charmed condition on self Friend of the Sea: Prof in Perception Trance: Don't need to sleep and magic can't put to sleep. long rest 4 hours Languages: Common, Elvish, Primordial
Stats
Strength: 13 Mod: +1 Dexterity: 10 Mod: +0 Constitution: 15 Mod: +2 Intelligence: 15 Mod: +2 Wisdom: 11 Mod: +0 Charisma: 11 Mod: +0
Saving Throws:
Strength: +1 Dexterity: +0 Constitution: P +4 Intelligence: P +4 Wisdom: +0 Charisma: +0
Skills:
Acrobatics (Dex): +0 Animal handling (Wis): +0 Arcana (Int): P +4 Athletics (Str): +1 Deception (Cha): +0 History (Int): P +4 Insight (Int): +0 Intimidation (Cha): +0 Investigation (Int): +2 Medicine (Wis): +0 Nature (Int): +2 Perception (Wis): +0 Performance (Cha): +0 Persuasion (Cha): P +2 Religion (Int): +2 Sleight of Hand (Dex): P +2 Stealth (Dex): +0 Survival (Wis): +0
Equipment
Hand-axe (1d6 Slashing) (Light, Thrown Range 20/60) Sling (1d4 bludgeoning) (Range 30/120) Light Crossbow and 20 bolts (1d8 Piercing) (80/320, two handed, loading) Studded Leather Armor Thieves tools Dungeoneer's pack (backpack, crowbar, hammer, 10 pitons, 10 torches, tinderbox, 10 days rations, waterskin, 50 ft. hempen rope strapped to the side) Fine Clothes Signet Ring Scroll of Pedigree Purse (25 gold)
Background
Noble: Position of Privilege: Welcome in high society, assume he's supposed to be where he is. Common folk accommodate, other nobles treat as if same social sphere. Can secure an audience with a local noble. Characteristics: His favor, when lost, is lost forever. Proving that he doesn't need his family's coddling. Nothing is more important than his family Believes the world revolves around him
Spellcasting
Spell save: 8 + Prof (2) + INT mod Spell attack mod: Prof (2) + INT mod
Cantrips
Magic Stone: 1 bonus action. 1-3 pebbles. Ranged spell attack. My mod. 60 ft. 1d6+INT mod. Spell ends when thrown. Spell ends when used again. Prestidigitation: 1 action. 10 feet. 1 hour. One of the following effects. - Instant harmless sensory effect - Light or snuff out up to a small campfire - Instantly clean or soil an object up to 1 cubic foot - Chill, warm, or flavor up to 1 cubic foot of nonliving material. - Make a color, small mark, or symbol appear on an object or a surface. - Create a non magical trinket or an illusory image that can fit in your hand. Lasts until the end of next turn. Can have up to 3 of non-instantaneous effects active at a time. Can dismiss an effect as an action.
Level 1
- Can change out prepared spells on a long rest. Catapult: One object 1-5 lbs catapults. 90ft straight line. Would strike creature, Dex Save Throw. Failed Save Strike 3d8 bludgeoning. (higher spell slot goes up 5 lbs and 1d8 per lvl). Cure Wounds: Regains 1d8+INT mod (2) HP. (higher spell slot goes up 1d8 per lvl).
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tylahsdigitalfieldguide · 1 year ago
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Pinus strobus Eastern White Pine
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This dwarf tree is Pinus strobus or Eastern White Pine. This specific tree was photographed at Northeastern University's arboretum in front of the Architecture studio.
Basic Facts
Although this tree is a dwarf, they grow to 50 to 80 feet. The leaves are spiked and can grow quiet long. This tree prefers full sun to part shade and medium moisture. It also does well in well-drained soil. The cold hardiness zone of this species is 3 to 8. The branches are relatively smooth and can sometimes be multistemmed.
Design
In the winter, this tree can give color and structure to any landscape that it is added to. They can be added to a garden if you are aiming for a soft landscape. They are also easy to grow and cut for anyone looking for a low commitment tree to design with.
Wildlife Benefit and Considerations
Eastern white pine are not aesthetically appreciated, but also valuable to wildlife. The seeds produced by these trees are mostly eaten by birds and small mammals. For the most part, the foliage is mostly eaten by snowshoe hares, white-tailed deer, and cotton tails. The bark also serves as a food source for many animals
How often have you seen these trees? Have you seen a tree that was not a dwarf?
Source:
https://www.missouribotanicalgarden.org/PlantFinder/PlantFinderDetails.aspx?taxonid=285004
https://beyondbehnkes.com/eastern-white-pine-is-for-the-birds/
https://www.fs.usda.gov/database/feis/plants/tree/pinstr/all.html#:~:text=IMPORTANCE%20TO%20LIVESTOCK%20AND%20WILDLIFE,by%20various%20mammals%20%5B68%5D.
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dndhomebrewvault · 2 years ago
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Gean-Cannah (gee-ann can-na)
Gean-Cannah reside in the Feywild and each contain two distinct and individual people, a brother and sister in the same body. They are extremely attractive and look somewhere between elves and half elves with striking features, such as brighter hair or eye colors. The eldest Gean-Cannah have gained full control of their skills and can shift genders as easily as a skinshifter can shift from a humanoid form to an animal form but younger Gean-Cannah are forced to shift siblings with the dusk and dawn.
Gean-Cannah are charismatic fey that have innate suggestive powers and illusions. They can induce attraction toward themselves with ease. However, that attraction doesn't necessarily translate between their male and female forms, and there are small chances that someone attracted to one form may even be repelled by the other.
Ability Score Increase. 
Your Charisma score increases by 2, and one other ability score of your choice increases by 1.
Age. 
Gean-Cannah are highly attractive beings that reach physical maturity at about the same age as humans. Their understanding of adulthood goes beyond physical growth to encompass worldly experience. A Gean-Cannah claims adulthood around the age of 50 and can live to be 500 years old.
Alignment. 
Most Gean-Cannah lean into their chaotic fey nature. They chafe at rules and may sometimes prove unreliable, or at least unpredictable. They are good and evil in equal numbers.
Size. 
Gean-Cannah are more or less the same size as humans, ranging from 5 to 6 feet tall. Your size is Medium.
Speed. 
Your base walking speed is 30 feet.
Darkvision. 
Thanks to your fey heritage, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.
Languages. 
You can read, speak, and write Common, Sylvan, and one language of your choice.
Gean-Cannah Ancestry. 
When the sun sets and rises you change siblings, and therefore personalities. You no longer need to sleep and can't be forced to sleep by any means. To gain the benefits of a long rest, you can spend all 8 hours doing light activity. You also have advantage on saving throws against being charmed.
Gean-Cannah Magic. 
You know the Friends cantrip. When you reach 3rd level, you can cast the Charm Person spell once with this trait and regain the ability to do so when you finish a long rest. When you reach 5th level, you can cast the Suggestion spell once and regain the ability to do so when you finish a long rest. Charisma is your spellcasting ability for these spells.
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mekkthemighty · 2 months ago
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Eyebright: a vibrant flower that grows in some swamps, can be made into an ointment that can cure Sight Rot, it can also be distilled into a potion of blindness with a DC 10 herbalist or alchemy
Fey Fungus: the mushrooms that create a Fairy Ring, the mushrooms can be plucked which will destroy the Fairy Ring. The mushrooms can be made into a Potion of Diminution with a DC 20 craft roll
Gold Carrot: a gold yellow root vegetable found in clumps in semi shaded areas, forests and grasslands. Known for its benefits to eyesight and can be crafted with a herbalism or alchemy craft roll DC 10 Potion of Darkvision, DC 15 Potion of See Invisibility, DC 20 Potion of True Sight
Laughcap: a purple mushroom whose spores have an effect similar to Hideous Laughter at DC 10. When used as an additional material component for the spell Hideous Laughter you also target each creature within 5ft of the target creature
Magic Mushrooms: golden capped psychedelic mushrooms. Con save DC 10, fail Poisoned, pass Poisoned and Inspired, DC 20 inspired without poisoned, eaten raw or brewed into tea. Can be made into a Wild Magic Potion with a DC 20 alchemy craft roll.
Mandrake: shrieking roots with many medicinal and poisonous qualities, key ingredients in potions of healing, restoration, and poison. When plucked from the ground it screams for 1 minute, requiring a DC 15 Constitution saving throw from anyone within 50 ft or become paralyzed and be dealt 1d6 Thunder damage or half as much on a successful save for each round it remains screaming and you are within range. Placing the mandrake back into soil or destroying it ends the screaming. A mandrakes medicinal qualities can only be utilized after it has finished screaming at which point one can be made into one of the following potions: Potion of Lesser Restoration DC 15, Potion of Greater Restoration DC 30, or Healing Potion 1d4+1 with a DC 10 Craft roll gaining 1d4+1 per DC+5
Mountain Rose: A colloquial name given to a variety of flowers found in the mountains. Known for their revitalizing properties as well as their ability to repel creatures native to the Elemental Chaos. Can be made into a potion of resistance for a random elemental damage type, the resistance type is unknown until the potion is drunk. 
Peristinkles: a beautiful flower that comes in a variety of colors ranging from deep blue to bright orange, the flower is often considered one of the most visually appealing flowers, however the flowers aroma is pungent and similar to feces, they are often used as an insult in the language of flowers. The flower can be used as an additional material component for the spell Stinking Cloud; when used in this way those affected have disadvantage on the Constitution saving throw against the spell's effects. 5 flowers can be made into a throwable stink bomb that replicates the spell Stinking Cloud with a DC 15 craft roll (alchemy/herbalist) (yes I stole it from dragon prince)
Snowberry: This berry in naturally connected to the Elemental Chaos and imbued with Elemental frost energy, can be made into potions of cold resistance
Serpent’s Tongue: Found growing underwater in lakes and rivers. This grassy weed has incredibly strong acidic properties, however, when prepared correctly, can also create a magic potion known to temporarily enhance the consumer's charm and sharpen their wits.
Night Root: An extraordinarily rare root found growing near Planar Portals to the Shadowfell, as well as a rare few other Lower Planes, this root is imbued with necrotic energy and repels Celestial beings.
Olisuba Leaf: leaves of the Olisuba tree, when dried and steeped to make tea, can help a body recover from strenuous activity. If you drink a dose of Olisuba tea during a long rest, your exhaustion level is reduced by 2 instead of 1 at the end of the long rest. (this one is official I forget where though)
Hydra’s Thistle: Found growing underwater in rivers and lake beds. This magic weed allows humanoids to survive without oxygen for a short time. can be made into a Potion of water breathing with a DC 15
Tail leaf: A rare weed that grows along warm coastlines, this plant is the strongest naturally occurring stimulant. Can be made into a Potion of Maximum Power with a DC 20 craft roll
Toadshade: Found primarily in the mountains, this fungus repels Giants and is able to be made into a poison toxic to Giants and Giant beasts
Wolfsbane: a purple flower which can be distilled into an extract which is toxic to lycanthropes and can prevent shapechangers from changing form
Wokenleaf: Can be used as an additional consumed material component when casting Druid spells. When used in this way, the target has disadvantage on saving throws against your druid spell effects. If 20 leaves are used in the ritual for the Awaken spell, the casting time is reduced to 1 minute.
Violet Fungus Tendril. Can be used as an additional consumed material component when casting spells that deal necrotic damage. When used in this way, you deal an additional 2 (1d4) necrotic damage when you cast the spell.
Magical Natural Resources PT 3 Plants
Acid Algae: a bright green algae that is naturally acidic and deadly to most creatures, this algae usually grows in swamps inhabitated by black dragons. It deals 1 acid damage per round to any creature who makes contact with it. This algae can be collected in a glass vial and can boiled to create an acid vial, though the gasses released will deal 1d4 acid and 1d4 poison damage to any who inhale it. When used as an additional material component in casting Acid Splash or Acid Arrow, the acid damage destroys the targets armor if it is nonmagical and the damage exceeds the creatures armor class.
Aloe: Found primarily in deserts, often used to treat burns and can be made into a potion of fire resistance with a DC 15 alchemy craft roll
Arrowroot: Found primarily in the desert, acts as an incredibly strong digestive stimulant. Can be made into a potion of poison resistance with a DC 15 craft roll
Beast’s Foil: An herb found in the woods, known to repel magic beasts such as Griffons, Harpies, and Basilisks. Can be distilled into a poison potent against creatures with chimeric origins including bestial humanoids
Bell Flower: Found primarily in mountain foothills, repels aberrations and can cause infatuation when consumed. Can be made into a potent aberration poison or a love potion.
Berserker Spore: a red mushroom with a sweet scent, when disturbed it releases a spore dust which causes those who inhale it to go berserk, attacking anyone around them DC 15 Con to resist
Bladegrass: a variety of grass that is razor sharp, walking through it deals 1 Slashing damage per 5ft square, thankfully it has a slower growth cycle than other grasses and remains somewhat rare as a result. It can be picked with a DC 20 Herbalism, if failed by more than 5 take 1 Slashing damage. If Plant Growth or similar spell is cast over an area of Bladegrass, consider that area to be under the effects of Spike Growth. Can also be made into an inhaled poison called Sharp Powder (see poisons)
Blisterwort: Found primarily in the swamps and marshlands. Repels Ooze based creatures and can be made into a poison which is effective against oozes, Can also be made into a Potion of Acid Resistance with a DC 15 craft roll
Bloodleaf: Found primarily in the desert and thus remains rare as it is known for its aggressive growth. This weed often forces all other plant life from its growth area and is even known to harm Awakened plants. Can be made into a Potion of Necrotic Resistance with a DC 17 craft roll
Bright Rose: Found primarily in the grassland meadows. Incredibly valued for its wide uses, including repelling undead, magic mind clearing properties, and innate radiant energy. Some theorize the flower is actually native to the Higher Planes, specifically the Fields of Elysium, and was transplanted to the Material Plane. Tea made with this flower has a 1% chance of becoming holy water. Can be made into a Potion of Radiant Resistance with a DC 17 craft roll
Buckthorn: Found primarily in the swamps and marshlands, famous for its ability to repel draconic creatures. Can be distilled into a poison that is quite potent against creatures of a draconic lineage
Catnip: attracts cats, also can be made into a potion of confused haste with a DC 15 herbalism or alchemy, the potion when drunk gives you an extra confused action on your turn in which your action is determined as with the Confusion spell lasts 1 minute
Coca Leaf: The leaves of the Coca bush. The branches are curved, and the leaves are thin, opaque, oval, and taper at the extremities. The flowers are small, and disposed in clusters on short stalks; the corolla is composed of five yellowish-white petals, the anthers are heart-shaped, and the pistil consists of three carpels united to form a three-chambered ovary. The flowers mature into red berries. Can be made into a Potion of Rage with a DC 15 alchemy craft roll
Cursefruit: the fruit of the Cryingwood tree, resembles a peach with pale white skin and black flesh. The fruit retains the curse of treant and will inflict the curse on those who eat of it and do not plant the seed at its core. Casting remove curse on the fruit before eating it adds color to its skin and makes it not only safe to eat without being cursed but also causes it to provide 2d6 temporary hp and advantage on saving throws made to resist curses, disease or poison until the end of your next long rest  Can be made into a petrifying poison known as Barkblood (see poisons) unless the curse has been removed.
Darkberry: a rare berry found in forests. Often the subject of great study, darkberries are extremely toxic to non magical creatures. Beasts and humans alike are repelled and disgusted when near the plant, however creatures and humanoid races with innate magic energy, spellcasters, and magical creatures are completely unaffected by the plant. It can be made into a poison potent against non magical creatures.
Earthbread: A relatively common herb found in forests and grasslands, known for its magic healing properties. Eaten raw provides 1 hp of healing, can be made into a healing potion with an herbalist or alchemist craft roll DC 10: 1d4 healing +1d4/(+5DC)
A lot of these are stolen and adjusted from this cuz it was one of the first things on google: https://allaria.fandom.com/wiki/Magic_Materials
so thanks for the resources
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letsanimetayposts · 7 years ago
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Bia and Fey watch 50 shades of grey. part 2... URGHHH! DX 
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bnaz · 7 years ago
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In which we’re going to MCFREAKIN LOSE IT
SUBTITLES: Yellow ► Fey   White ►Bia
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LINKS
SUPPORT US ON PATREON ► https://www.patreon.com/biaandfey
INSTAGRAM (FOLLOW FOR EARLY SNEAK PEEKS): ► http://www.instagram.com/biaandfey
TWITTER Bia & Fey ► https://twitter.com/BiaAndFey Bia ► https://twitter.com/BnazF Fey ► https://twitter.com/Feyrah
TUMBLR Bia ► http://bnaz.tumblr.com/ Fey ► http://feyrah.tumblr.com/
PERSONAL CHANNELS Bia ► https://www.youtube.com/user/UBAmandaFan2 Fey ► https://www.youtube.com/user/Feyrah
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trippin-over-my-fandoms · 2 years ago
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How's your day been our wonderful cult leader. I must say your newest fic is amazing and I hope I'm not being a pain by asking for some steamy spacegravity headcanons if that's ok with you
Aw thank you so much! That’s probably a tad more than i deserve since I was just looking at it to show my sister and caught two very bad mistakes. Ben who i only know Be. Anyway!
I do actually have in mind a steamy fic I want to write as well as slot a scene into the 60s au and just do a separate one. I dunno yet. I’m always super confident thinking about writing smut but getting into actually writing it I’m like “oh my gosh why did I think I could do this” (spoiler alert- I take everything I do, including smut, too seriously) so stay tuned! A true fic will happen! For now? Headcanons!!!
18+ content ahead!
Their first time would be literally so clumsy and awkward. Which would be the Higher Love scene since it’s very obvious in episode 3 they hooked up after that adorable kiss.
Let me explain-
Luther has never had a real relationship and he’s canonically stated he’s never had friends and never left the house. And it is canon that the rave girl was his first time. He was drunk and all sorts of stuff when that happened so it’s like- how much does he remember? How much of that did the lady take the lead on? Ya know?
I mean, he’s definitely seen porn but probably not a lot of it. He gets how sex works in theory but actually doing it is a lot different but he’s got 30 years of being touch and loved starved to push him through.
Sloane is in the same boat I think. She’s never left the house either and is as bond to the Sparrows as Luther was to the Umbrellas.
He may not be a thirty year old virgin but she definitely is (well… 29)
But she’s not wholly innocent. Something tells me this girl is a reader. Film and literature are the way to go for escapism (speaking as a professional lol) so she’s definitely read some books with sex scenes and she’s definitely read books who’s whole thing is sex. Even if they’re trashy she’s probably read some and she’d die if any of her siblings ever found out.
So their first time would be figuring the specifics out but they get it pretty quick. Quick enough to do it on the ceiling.
Now obviously they have sex in her bed too since Fei mentions Sloane’s bed squeaks.
But that scene- the LOOK Fei gives Luther after she says “kept me up all night” drives me fucking insane like they are doing SOMETHING
He’s gotta be pretty impressive or something. Like these two hook up a lot.
His dirty talk could be pretty good.
Nah- headcanon it is good. Like, he may be clumsy pretty normally but Luther’s sexy talk is out of this world (pun intended). He somehow knows exactly what to say and how to say it- like a low and sensual voice. You’d never believe he was the same guy.
I’m also on team “Luther has a big dick” and I think once he gets the hang of things he knows how to use it. Also? Hot take/headcanon part of Luther’s super power is endurance/stamina 👀
Luther may not have gotten adventurous with his porn search history but Sloane has read some wild books so this girl has a check list of things she wants to try. It was definitely her idea to do it on the ceiling. Between her powers and her imagination-
They may not be super kinky but I think they definitely have some kinkier moments. They may not go full 50 Shades (a book Sloane def read) but what couple doesn’t want to try being tied up?
Though- it probably becomes a game. Starting with Sloane being the one tied up and having to use her sparrow skills to get out of it before she finishes and if she can do that she edges/teases him for a bit or something.
Luther can’t play that game. It would have to be some super thick rope or something because he can just super strength his way out.
This has been sitting in my drafts too long I’m gonna go ahead and post it rip
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sapphire-wine · 3 years ago
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Who are we to say that fic didn't come over from the AA universe where 50 shades is out and someone was like "you know who's powerful and repressed...that demon prosecutor..." and they wrote it as rpf
And Pearl finds it, just as I found it using the Pearl Fey wattpad account. She sends it to Maya because she doesn't know what Deviant means but she does know Miles' name when she sees it.
Maya reads the whole thing and dies. She shows it to Phoenix. The first thing Phoenix says is "I don't even have a cousin"
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honourablejester · 3 years ago
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Osh Derrinalina Subraces
A couple of subrace/lineage options for my Osh Derrinalina subterranean sea setting.
Contents:
Goblin (Palerin)
Dwarf (Durgen)
Elf (Starfolk)
Triton (Rachinilean Hadali)
Goblin (Palerin)
The Palerin are the people of Rachinilea. Originally a tribe of goblins, they have become … slightly altered by the Ghostly Isle in the thousands of years since then. The Palerin are pale, chalky white, and some of their elders verge on the translucence of some of the other ancient Children of Derrinalina. Their lifespans are eccentric, guided by the whims of Rachinilea, and while some live only a few decades, others can live for several centuries. Almost all of them are painted and sometimes tattooed with girrish, the phosphorescent fungal daub of Rachinilea’s Pit, and there is considerable artistry and ritual attached to these marks. The Palerin are quite a lively people, however, despite Rachinilea’s dour reputation, and they produce as many traders, sailors, musicians and artisans as they do priests and oracles. Nor are they wholly bound to Rachinilea itself, and many travel the length and breadth of the Lightless Sea, though almost all of them return to Rachinilea in death. Even if they are already dead, and there is no one to bring their remains …
Ability Scores: Dex +2, Wis +1
Size: Small
Speed: 30ft
Age: Palerin age erratically depending on the whims of the Ghostly Isle. Their lifepans can be normal for a goblin (60 years), or rival those of dwarves (350 years), or even elves (750 years) if Rachinilea greatly favours them. Those with extended lifespans grow paler as they age, almost to translucency.
Alignment: Rachinilea’s unique nature tends its inhabitants towards … odd outlooks. Moral neutrality is very common among Palerin, with all the cultural patience of the dead, while opinions on order vs chaos tend to be more divisive and strongly held, given the weight of the Island’s traditions.
Superior Darkvision: Accustomed to life underground, you have superior vision in dark and dim conditions. You can see in dim light within 120 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.
Sunlight Sensitivity: You have disadvantage on attack rolls and on Wisdom (Perception) checks that rely on sight when you, the target of your attack, or whatever you are trying to perceive is in direct sunlight.
Fury of the Small: When you damage a creature with an attack or a spell and the creature's size is larger than yours, you can cause the attack or spell to deal extra damage to the creature. The extra damage equals your level. Once you use this trait, you can't use it again until you finish a short or long rest.
Nimble Escape: You can take the Disengage or Hide action as a bonus action on each of your turns.
Touch of Rachinilea: You have resistance to necrotic damage. Palerin elders, those over three centuries, often have full immunity to necrotic damage, but only on Rachinilea itself.
Girrish Marked: You are ritually marked with luminescent girrish over parts of your body of your choice. While these marks are uncovered, you can emit dim light up to 15ft, and you have advantage on Wisdom (Insight) and Wisdom (Perception) checks as Rachinilea aids and alters your perceptions. However, you will have disadvantage to Dexterity (Stealth) checks while the marks are uncovered. Girrish luminescence is not visible through clothing and can by covered by bandages.
Languages: You speak, read and write Common, Goblin and Ysean Trade Tongue.
Dwarf (Durgen)
Despite the depths to which they have delved with Durgendelf, their own cavern city-state, the Durgen are actually a clan of surface dwarves, or at least they were originally. The Durgen histories say that they were originally mountain dwarves from a coastal mountain range. Their reasons for digging so deep are only speculated on, but it is possible that, as the Palerin heard Rachinilea’s call, so the Durgen might have heard Derrinalina’s. Certainly Durgenrath produces enough sailors to suggest a hint of sea-longing in the clan. It is not what they are most known for, however. The Durgen are primarily builders and growers. They specialise in the artificial growth of plants underground, and the creation, through magic and artifice, of objects that can produce true sunlight. No other dwarven clan can match them in this regard, and very few other races either. The Durgen have developed a great friendship with the Patient Ones during their time in Osh Derrinalina, though the wanderlust and adventurous nature of Durgenrath mean that they’ve also connected quite strongly with everybody else as well.
Ability Scores: Con +2, Wis +2
Size: Medium
Speed: 25ft
Age: Dwarves mature at the same rate as humans, but they're considered young until they reach the age of 50. On average, they live about 350 years.
Alignment: Durgen dwarves tend strongly towards neutral or good alignments. Those who live in Durgendelf tend more towards lawful alignments, but those who live in Durgenrath or who feel Derrinalina’s call often have more chaotic tendencies.
Darkvision: Accustomed to life underground, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.
Dwarven Resilience: You have advantage on saving throws against poison, and you have resistance against poison damage.
Dwarven Combat Training: You have proficiency with the battleaxe, handaxe, light hammer, and warhammer.
Tool Proficiency: You gain proficiency with one set of artisan’s tools of your choice, or proficiency with the herbalism kit.
Stonecunning: Whenever you make an Intelligence (History) check related to the origin of stonework, you are considered proficient in the History skill and add double your proficiency bonus to the check, instead of your normal proficiency bonus.
Gifts of the Suns: You grew up under the light of Durgendelf’s suns, among the bowers of the Growers. You know two cantrips of your choice from the druid’s spell list. When you reach third level, you can cast the Entangle spell once with this trait and regain the ability to do so after a long or short rest. When you reach fifth level you can cast the Daylight spell once with this trait, and regain the ability to do so after a long rest.
Languages: You can speak, read and write Common, Dwarvish and Ysean Trade Tongue.
Elf (Starfolk)
The Starfolk were originally a tribe of elves from the surface or just below it, who were driven deeper and deeper into the stone by their enemies. They came to Osh Derrinalina as a close-knit band of grey-skinned, silver-haired refugees some fifteen hundred years ago, along the southern road. Records from before the Great Flight are fairly few and slim, based mostly on the memories of those who survived to reach the Lightless Sea, but the Starfolk do remember that they were once people of the surface, of the sky and stars, though that a long, long time ago. When they reached Ysea, and the promise of food and shelter if they could only bargain for it, they speak of the silver light of the silken bridges as an echo of that long-lost starlight. It was that, they say, that gave them true hope of building a life on the Lightless Sea.
As a consequence, many Starfolk also worship Ineia, the Weaver deity, revere her and give thanks to her for what she has allowed and helped them to build down here. They also worship a pantheon of their own deities, however, in particular one they call Surenine, the Lady of Shadows, who helped them evade and run from their enemies during the Great Flight. Ysea is their first city, though they live all across the cavern of Osh Derrinalina.
Ability Scores: Dex +2, Cha +1
Size: Medium
Speed: 30ft
Age: Although elves reach physical maturity at about the same age as humans, the elven understanding of adulthood goes beyond physical growth to encompass worldly experience. An elf typically claims adulthood and an adult name around the age of 100 and can live to be 750 years old.
Alignment: Starfolk borrow many cultural values from their neighbours and allies the Weavers, and so strongly value community and diplomacy, tending strongly towards good or lawful alignments.
Superior Darkvision: Accustomed to life underground, you have superior vision in dark and dim conditions. You can see in dim light within 120 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.
Sunlight Sensitivity: You have disadvantage on attack rolls and on Wisdom (Perception) checks that rely on sight when you, the target of your attack, or whatever you are trying to perceive is in direct sunlight.
Keen Senses: You have proficiency in the Perception skill.
Fey Ancestry: You have advantage on saving throws against being charmed, and magic can't put you to sleep.
Trance: Elves don't need to sleep. Instead, they meditate deeply, remaining semiconscious, for 4 hours a day. (The Common word for such meditation is "trance.") While meditating, you can dream after a fashion; such dreams are actually mental exercises that have become reflexive through years of practice. After resting in this way, you gain the same benefit that a human does from 8 hours of sleep. (If you meditate during a long rest, you finish the rest after only 4 hours. You otherwise obey all the rules for a long rest; only the duration is changed.)
Ysean Diplomacy: You have proficiency in the Persuasion skill.
Echoes of the Great Flight: The Starfolk are a people marked by centuries of hardship and flight before reaching Osh Derrinalina, and have trained for endurance as a legacy. You have advantage on Constitution saving throws.
Languages: You speak, read and write Common, Elvish and Ysean Trade Tongue.
Triton (Rachinilean Hadali)
The First Children of Derrinalina, the Hadali are a truly ancient submarine people of the Lightless Sea, the oldest inhabitants of Osh Derrinalina. In form, they are ink-black, translucent, bioluminescent merfolk, well adapted to living in the pitch-black depths of the Lightless Sea. Though they can breathe air if they have to, they distinctly prefer not to, and they do not speak surface tongues well. In the port city of Ysea, a trade language of hand signs and clicks was developed aeons ago to aid communication between the Weavers and Hadali, and it is still a commonly used language in Derrinalina. The Hadali worship Derrinalina itself as a living Mother Sea, and the strange behaviour of its waters in their defence cannot be denied. They are most commonly seen in their own city of Muarra and in the trading complexes of Ysea, though some are seen in the lower ports of Durgenrath and, much less commonly, Tchorit as well.
Some Hadali, however, are found on Rachinilea instead, for it does call them also. There are those of them who have left the Mother Sea’s embrace to dwell on the Ghostly Isle. Rachinilea has the power to grant them legs and breath, when it borrows them graciously from Derrinalina’s depths.  This is understood not as a theft, but as an exchange. What Rachinilea grants to Derrinalina in return is not known, but she does not disdain or despise those who answer the Ghostly Island’s call, and nor do her people. The Isle is as ancient in its way as Derrinalina. The Pit travels as deep as the Delve. It is a sacrifice, but not a shame, to answer Rachinilea’s call.
Ability Scores: Con +1, Wis +1, Cha +1
Size: Medium
Speed: 30ft, swim 30ft
Age: Rachinilean Hadali, as much as Palerin, age according to Rachinilea’s whims. Their lifespans vary between 200 and 800 years, dependant on the Island’s favour.
Alignment: Hadali who answer Rachinilea’s call often have a keen sense of sacrifice and tradition, so often tend towards lawful or good alignments, but the act of transitioning between them can often leave them bereft and between worlds, which can lead towards more neutral alignments either.
Superior Darkvision: The Hadali have a unique sort of sight. They emit a bioluminescent light that only they can see, allowing them to see in absence of any light sources. You have superior vision in dark and dim conditions. You can see in dim light within 120 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.
Sunlight Sensitivity: You have disadvantage on attack rolls and on Wisdom (Perception) checks that rely on sight when you, the target of your attack, or whatever you are trying to perceive is in direct sunlight.
Swim Speed: You have a swimming speed of 30 feet.
Amphibious: As a gift of Rachinilea, you can breathe air and water, and walk on two legs.
Gifts of the Mother Sea: Cradled by the depths of the Mother Sea since birth, you have resistance to cold damage, and can communicate simple ideas with beasts that can breathe water. They can understand the meaning of your words, though you have no special ability to understand them in return. In addition, Derrinalina will also shield you and up to five other creatures from sight within her waters, rendering you and your chosen companions invisible for up to ten minutes while submerged. However, she will not grant your companions the ability to breathe within her waters.
Marked by Rachinilea: You have resistance to necrotic damage.
Languages: You can speak, read and write Common, Primordial and Ysean Trade Tongue.
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inanhaltija · 3 years ago
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Rules: Tag (nine) people you want to know better. Was tagged by lovely @corianten​
Favourite colours: Lately I’ve been really into different shades of blue, but I just know this can and will change multiple times in the future. Regardless of favouritism, I do like most colours.
Currently reading: Not really reading any books or anything at the moment, though I have gotten back to reading some fics. It is slow going.
Last song: People I Don’t Like by UPSAHL. It is part of a playlist I made for one of my characters named Agatha Scarsinger. 
Sweet, savoury, or spicy: Sweet and savoury, I suppose. Sometimes I don’t mind a tiny bit of spice. 
Last series: That Time I Got Reincarnated as a Slime. Those good old long tittles of manga/anime. Not the longest, as far as I recall.
Last movie: Repo! The Genetic Opera and Asterix: The Mansions of the Gods.
Currently working on: Preparing for DnD sessions and creating stuff for players to get/find. At least I’ve gotten over the hurdle of figuring out 50 names to the children of a fey queen, with the rule that each name has to end in -ix. Because... apparently my brain just decided to do that one day. And now there’s stuff about the current situation and history of a family of vampires. While also thinking about the history and lore of fey, and the fey queen mentioned before. ... My brain just keeps itself busy without me trying too much, when it comes to these types of things, anyway.
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greenfurblueskin · 3 years ago
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just realized i never posted my dnd character here !! (not been used in a game yet but thats because i do not have enough irl friends for that) Name: Kanashii (Cahn - Ash - She) Kantora (Cahn - Tor - Ah)
Codename/Nickname: Fuan ( Fuwan , Fwan )
Body Age: 89 ‘Human’ age: 23
Gender: Genderfluid Pronouns: He/She/Her/Quee/Re/Hit/Hine/They/Them
Height: 5’7
Weight: 237 lbs
DOB: <to be decided depending on what we play>
Species: Unclear. Species similar in various fields to Aquatic Elves, however she displays a distinct lack of gills.
Alignment: Chaotic neutral
Team/Partner: <to be decided depending on what we play>
Allegiance: <to be decided depending on what we play>
Living family: Slightly younger sibling. Whereabouts unknown.
Friends: <to be decided depending on what we play>
Allies:<to be decided depending on what we play>
BFF/Closest Friend:<to be decided depending on what we play>
Significant Other(s)/Love Interest(s): is a simp. Not that hardcore of a simp tho Sexuality: Ace Romanticity: Biromantic
Mental Illnesses: ADHD, Anxiety
Physical Illnesses: Broken nose
Job: STEALIN YO (and also <insert small grocery store that fits whatever we do>)
Skillset: The ability to spend 54 minutes underwater without needing to come up for air or facing other backlash from being underwater, +,, other basic rogue things. Besides lying, canna lie for shit dude
Kill Count: 2.
Hit Points: 10 Proficiencies: Stealth, Sleight of Hand, Investigation, Athletics Expertise: Thieves’ Tools, Stealth Level: 1 Class: Rogue Strength: 13 Dexterity: 18 Constitution: 11 Intelligence: 12 Wisdom: 12 Charisma: 6
Main weapon: Harbinger of Dawn Other weapons: Rapier, Shortbow (20 arrows), two daggers, thieves tools. Items: Burglars Pack (Backpack, 1,000 ball bears, 10 ft of string, a bell, 5 candles, a crowbar, a hammer, 10 pitons, a hooded lantern, 2 flasks of oil, 5 days rations, a tinderbox, a water skin, and 50 ft of hempen rope strapped to the side of the pack.), GP: 11
Armor: Leather Armor
Random stuff D&D beyond gave me: Darkvision
Accustomed to twilit forests and the night sky, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray. Keen Senses
You have proficiency in the Perception skill.
Fey Ancestry
You have advantage on saving throws against being charmed, and magic can’t put you to sleep.
Trance
Elves don’t need to sleep. Instead, they meditate deeply, remaining semiconscious, for 4 hours a day. (The Common word for such meditation is “trance.”) While meditating, you can dream after a fashion; such dreams are actually mental exercises that have become reflexive through years of practice. After resting in this way, you gain the same benefit that a human does from 8 hours of sleep.
Ability Score Increase
Your Intelligence score increases by 1.
Elf Weapon Training
You have proficiency with the longsword, shortsword, shortbow, and longbow.
Fey Step
You can cast the misty step spell once using this trait. You regain the ability to do so when you finish a short or long rest. Thieves’ Cant: During your rogue training you learned thieves’ cant, a secret mix of dialect, jargon, and code that allows you to hide messages in seemingly normal conversation. Only another creature that knows thieves’ cant understand such messages. It takes four times longer to convey such a message than it does to speak the same idea plainly.
In addition, you understand a set of secret signs and symbols used to convey short, simple messages, such as whether an area is dangerous or the territory of a thieves’ guild, whether loot is nearby, or whether the people in an area are easy marks or will provide a safe house for thieves on the run.
Sneak Attack: Beginning at 1st level, you know how to strike subtly and exploit a foe’s distraction. Once per turn, you can deal an extra 1d6 damage to one creature you hit with an attack if you have advantage on the attack roll. The attack must use a finesse or a ranged weapon.
You don’t need advantage on the attack roll if another enemy of the target is within 5 feet of it, that enemy isn’t incapacitated, and you don’t have disadvantage on the attack roll.
The amount of the extra damage increases as you gain levels in this class, as shown in the Sneak Attack column of the Rogue table.
History: This is going to vary depending on what we play, what world we set it in. I’m not gonna fill that in till thats sorted out ;;; its so very long ik but thank u for reading :))))
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jeragar · 4 years ago
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Homebrew Race: Pagheim Elf's
Hey i want to see if a homebrew race of mine is well balanced, please leave a comente and don't repost this. This race is a custom race for my book. It is not complete yet, but i would like some feedback
Pagheim Elf's
"Ishvalda gave us new life, but at great cost"
The head monk, Sarutobi, was finishing his prayers in the temple, remembering one of the most important verses of their sacred texts. He looked around the other members, all their heads shaved,  a reminder of their simple lifes. After a brief pause he proceeded: "But the cost of immortality as worth it, so we could enjoy a life full of challenges to overcome and wonders to surprise us". We joy they thanked the food and enjoyed their breakfast. So we also did, since we were their guests.
- Verse from the diaries of the Halfling Willian Adams
Cites tall as trees and made of intricate carpenter techniques, great swordsman and martial artists along sages and gurus are just a few of the things that define aspects of the elven cultures. Even though divided by land, faith, magic and tradition, all still respect Ishvalda gift that is their new life. Well, mos of them at least.
Similar but different
They are slightly shorter than humans on average, ranging from well under 5 feet tall to just over 6 feet. They are more slender than humans, weighing only 100 to 145 pounds, but can easily become heavier if given them enough food. Males and females look almost the same, and males are only marginally taller than females. Elves’ coloration encompasses the normal human but rarely are in lighter colors and also includes skin in shades of copper and sometimes ebony. They favor elegant clothing of silks in bright colors, and they enjoy simple yet lovely jewelry and well made wood craftsmanship.
The price of true life
Before Ishvalda the elves were immortal in the fay, however their lives were devoid of purpose. Ishvalda offered them a new life in the material plane in Pagheim, however they had to sacrifice their immortality and the possibility to return. At first they lived for 700 years, now they can't pass the 250, same as the dwarves of Pagheim who once lived for 400 years. Besides that they lost the ability to return to the fey when they die and often prefer to reincarnate, to become a perfect soul and one day return. Such ideals made their cultures revolve around perfection and self improvement and companionship. Even the lowest thief will try to be the best and strongest, and will die to protect his friends (if he is honorable).
Five kingdoms first, three left
Elven kingdoms can be divided in five groups: The island of the Kaze Yōsei or wind elfs, the jungle kingdom of the Aag Yoginee or fire elfs, the half country of the Kkoma Yojeong, the small communities and temples of the Yù Jīnglíng and the mysterious kingdom of the Dark elves. Due to their distance and long tragedies, most of their culture became fractured in many diverse and unique ways. The wind elfs prefer to avoid overuse metal due the lack of it in their islands, while the jade elves covered their palaces in gold. Since the destruction of their kingdom, alongside the kingdom of the river elves, there isn't a jade nor river elf government. But if there is something they agreed is that the dark elves are weird and melodramatic.
In search for something
Elves that take on the adventure life when they are in search of something. It can be becoming the best warrior, the greatest sage, the greatest pirate or even the best cook. The desire of being the best at something, helping the people or of surpassing their own expectations is what drives the elves of any nationality to go adventuring. Sometimes Honor will be one of the key factors for them oher the desire to connect with the world. Searching for their place in the world is what drives them.
Brave but intense
Even though they make the best martial artists, they tend to be extreme in some aspects. Be it in their tales or themselves they always expect a lot from the other races, witch causes them to sometimes see the others as either not strong, graceful or espiritual as them. Still, they know when someone is worthy of respect.
Dwarves "Strong, but stubborn. How they manage to stay alive if they fight a lot against each other surprises me. Then again, it was the discord of the jade emperor that made most of our people die in the tragedy of jormungand. They are also worthy smits, since they have the best metals"
Humans "Confusing and disorganized most of the time. The ones form the desert and of darkish skin are extremely beautiful. Sure they have a more organized political system and good warriors, but they never have been in civil war for over a century." 
Dragons "Brute, rude and sometimes crazy. Is easy to be surprised by their skalds singin of their battles, their art and brave warriors. They might be simple compared to us, but they are honofull and they respect worthy foes. Wish they could be like our lungs though."
Elven names
Elven names vary with their subraces, but all are well thought and have deeper meaning. The Kaze Yōsei, Kkoma Yojeong and Yù Jīnglíng firts say their family name then their first name, mostly referring the children by their given name, but the Aag Yoginee say the family name first then the initials of their given name. Only the dark elves follow the rule of given name first and family name last, but for other reasons. Your names are defined by the elven culture you were raised by.
Elven traits
Your elf character has a variety of natural abilities, the vestiges of your fey origins.
Ability Score Increase. Your Dexterity score increases by 2.
Age. Although elves reach physical maturity at about the same age as humans, the elves stop aging naturally when they reach 50, and they can live up to 250 years.
Alignment. Elves love freedom, variety, and self expression, but they do it so through either chaos and order, same as the world. They value and protect their own freedom, and they are more often neutral than not. The Dark elves are an exception; their self-exile into the Underdark has made them more chaotic. 
Size. Elves range from under 5 to over 6 feet tall and have, sometimes, slender builds. Your size is Medium.
Speed. Your base walking speed is 30 feet. 
Darkvision. Accustomed to the dark nights and the adoring the night sky, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray.
Language. You can speak, read, and write Common and Elven. Elves do not possess a common language between themselves, but their spoken languages can be understood by the other members due their roots. 
Subrace. Due to tragedies and geographical preferences they became divided in five main subraces: Kaze Yōsei (Wind elves), San Yojeong (Mountain Elves), Aag Yoginee (Fire elves) and Yù Jīnglíng (Jade elves). Choose one of these subraces.
Aag Yoginee (Fire elves)
One of the oldest elven cultures and the one that gave origin to the mountain orcs, due their faith in Ishvalda. Passionate and driven by faith the Fire elves are now for their spirituality, as well for their combat techniques. Their bodys are flexible as the vines from their trees, their culture is well rooted in the belief of reincarnation and futility for material conceptions and illusions such as wealth, gender and class. That unfortunately doesn't stop them for having a caste system among themselves. They generally have darker or tanned skin, hair dark as the night or withe as ivory and eyes of darker colors.
Ability Score Increase. Your Wisdom score increases by 1.
Elven weapon training. You have proficiency in short-swords, scimitars, hand crossbows, hand axes and long crossbows.
Yoginee yoga. Your unarmed attacks possess the reach property, you also don't need to sleep, you stay in a trance semiconscious, for 4 hours a day. After that you gain all the benefits that other humanoids do from 8 hours of sleep.
Gift of the chakras. Due to the teachings of Ishvalda and the many incarnations of Shiva, the first Aag Yoginee, you possess the ability to reach one of the seven chakras in your body and have special abilities granted by them. However the process is imperfect so you can only have one chakra activated at first. When you reach 5th level you gain the ability to change between chakras after a 8 hour long rest. Chose one of the following:
Muladhara. The "root" chakra. Those born with this chakra unlocked are innate survivors due this chakra connection to the earth. You have advantage in saving throws against being frightened as you are no longer blocked by fear. You know the cantrip Mold earth. At 3rd level you can cast the Sanctuary spell once without expending a spell slot or using material components.
Svadhishthana. The chakra that establishes the "self". Those with this chakra unlocked are happy as they follow the flow of the river, same as the water the chakra represents. You have advantage in saving throws against being Charmed since you are free of worries and guilt. You know the cantrip Shape water. At 3rd level you can cast the Expeditious Retreat spell once without expending a spell slot or using material components.
Manipura. The brightest chakra "the jewel city". These chakra might be the best to represent the fire elves' way of living, be it represented by the element or by giving strong will to their bearers. You have advantage in Constitution saving throws as you no longer feel ashamed of yourself. You know the cantrip produce flame. At 3rd level you can cast the Absorb elements spell once without expending a spell slot or using material components.
Anahata. The chakra of those who are "unhurt". The chakra of love and purity, those born with this chakra unlocked are free of grief and able to love many others. You have advantage in wisdom saving throws as you no longer feel grief of having old loves. You know the cantrip gust of wind. At 3rd level you can cast the Charm Person spell once without expending a spell slot or using material components.
Vishuddha. The chakra of space and of the "Purest". Those born with this chakra unlocked are trustworthy and hard to deceive using lies. You gain proficiency in Perception checks as you no longer are blocked by lies. You know the cantrip Word of Radiance. At 3rd level you can cast the  Detect Thoughts spell once without expending a spell slot or using material components.
Agya. The cakra of "Command". Those born under this chakra no longer are tricked by the illusions of the material world and live knowing the truth. You gain proficiency in insight as you unlock the third eye. You know the cantrip Mind Sliver. At 3rd level you can cast the Augury spell once without expending a spell slot or using material components.
Sahasrara. The "thousand-petaled" chakra. These chakra might be the best to represent the fire elves' passion of comunion among the cosmic power of the universe. You gain proficiency in Religion as you no longer feel attached to the material world. You know the cantrip Resistance. At 3rd level you can cast the Enhance Ability spell once without expending a spell slot or using material components.
Kaze Yōsei (Wind elves)
Chosen to live in the mysterious islands close to the dragon and dwarven kingdoms, they are persevere and almost as passionate as the fire elves. The wind is your guide, as well as the elements surrounding them. The mysterious spirits surrounding them as well as many years of conflict have forged them into a proud and strong nation. Sometimes hornful others cunning, their origins always help shape their destinies. Hair dark as the coal and skin mostly withe and blue eyes on the north, hazel in the south and brown in the middle, they are different as they come.
Ability Score Increase. Your strength score increases by 1.
Elven weapon training. You have proficiency in longsword, shorts-word, Quarterstaff, spear and longbow.
Spirit of Kaze. You gain an extra 5ft of movement and also when you are reduced to 0 hit points but not killed outright, you can do one action before losing your consciousness. The action can not be class related (like two extra attacks) and you can only do it once per long rest.
Yōkai marks. Due to their faint connection with the spiritual and elemental side of the fey, mostly by the high spirits known as Kami, the Wind elves are born with a special mark and the presence of a yokai companion. Each mark reflects the Yokai main characteristics. You can always invoke your Yokai as if by the spell find familiar, without expending material components or having to cast a one hour ritual. However they have the following limitations:
You can't change the appearance of your Yōkai unless you have the mark of the trickster. If you do they can change once per short rest.
The Yokai stats and skills are the same as the creature he looks like, but he knows the same number of languages as you.
The Yokai can't interact with anything physically.
The Yokai appearance is related to the type they are. If you have the mark of the mimic your Yokai looks like an average object, if it is the mark of the trickster they might look like a fox or a tanuki for example.
You can't cast any spell through them, unless they are spells related to your mark. Those they can cast the same amount of times as you.
Their size can't be higher than medium, unless you have the mark of the colossus.
The Yōkai have only one action and bonus action, however they can use your class passive abilities and actions that don't cause harm or are not used to attacks (such as rage and extra attack), or that affect or give the ability to cast spells.
All yokai have darkvision of 60ft and flight speed of 10ft (unless they are an animal that can fly).
Chose one of the marks bellow, and work with the DM what Yōkai you have for their appearance and quirks:
Mark of strength: The strength of the mighty Oni, or the terrible Mazoku now reside inside you. Once per long rest you can use your bonus action to make yourself count as one size larger and gain advantage in all strength based rolls, attacks included, for one minute. At 3rd level when you use your transformation your appearance changes to something more unnatural (extra eye, one horn etc) and you gain a claw attack that deals 1d4 plus your strength modifier. At level 5 your transformation now grants you the ability to subtract 1d4 damage from any damage that isn't psychic and add 1d4 damage to all your strength based attacks.
  Mark of the trickster: Be the mark of a Kitsune, the Tanuki or the Bakeneko you are born with magical trikery abilities. You gain the Prestidigitation cantrip and the minor illusion cantrip. At 3rd level you can cast the spell Disguise self at will without material components. And at 5th level you can cast the spell alter self once per day, but the spell can also change your size and basic shape, doing so doesn't give you the abilities of the race or change your stats, it also reduces your movement to 20 ft if you grow larger or smaller than your natural size. 
Mark of the elements: The power of the mighty Tengu or the weather abilities of the Ame Onna, you are gifted with their elemental based abilities. At first level you chose two of the following cantrips: Control Flames, Produce Flame, Shocking Grasp, Thunderclap, Druidcraft, Mold Earth, Gust, Thaumaturgy, Acid Splash or Ray of Frost. At 3rd level you gain the ability to cast one of the following spells once per day without expending a spell slot: Burning Hands, Catapult, Chaos Bolt, Create or Destroy Water, Earth Tremor, Faerie Fire, Feather Fall, Jump or Thunderwave. At 5ft level, once per log rest you gain the ability to either gain a fly speed of 10ft, be able to breathe underwater, use the hellish rebuke spell once per turn, gain a +1 to your total AC or cause one extra 1d6 lightning damage for one minute.
Mark of the colossus: Be the mighty Nurikabe, the dreadful Gashadokuro or the gargantuan Bakekujira, you share their size. At first level you gain one extra feet to your total size, you also can't be grappled by anyone that isn't larger or above. At 3rd level you can cast the Enlarge/Reduce spell without expending a spell slot or material components and you don't need to concentrate on it, but you can't cast on anyone but yourself, and you can only cause the enlarge effect. At 5th level while in your enlarged form, you can now add 1d6 damage to any strength based attack, if you fal on someone you cause 4d4 bludgeoning damage, but you can only move 15ft while in the enlarged form.
Mark of blood lust: The kamaitachi possesses a contradictory nature, being able to harm as well as heal. Now you share one of those traits. At first level you must choose either blood or balm:
Balm: Once per turn you can use your reaction to heal anyone you can see at 60ft with one 1d4. 
Blood: Once per turn you can use your reaction to cause 1d4 extra damage when you succeed on one attack roll.
At level 3rd level depending of what you chose before your ability is replaced by the following:
Greater Balm: Once per turn you can use your reaction to harm yourself 1 hit point to heal an ally 1d6 hit points, you can not do it to yourself.
Greater Blood: Once per turn you can use your reaction to harm yourself 1 hit point to gain 1d6 extra damage to your next attack until your turn ends.
At level 5rd level you gain one ability based on what you chose before:
Self Balm: Whenever you use your Greater balm ability you can now heal yourself a number equal to half the hit points healed, as the karmic response of your actions are rewarded.
Healing Blood: Whenever you cause damage to an enemy using your Greater blood ability, you recover a number of hit points equal to half the damage you caused him, as you lick the blood of his wounds
Mark of the mimic: The power of the Tsukumogami, or objects with spirits, are given to you, even though not good for combat it is great for espionage. At first level you gain proficiency with a set of artisan tools related to the object that is your Yōkai (Wood carving for Kasa-obake and Chōchin-obake) if you already have proficiency in the tools related to your Yōkai you can chose another one. At 3rd level you gain the ability to assume the shape of the object that your Yōkai is shaped. While in the from of the object the following things happen:
Your max hit points is one.
Your total AC is 10. 
Your total speed is 10ft.
You can't cast spells because you can't talk or do any somatic movements.
You can only do one action and bonus action and use your passive class abilities.
You keep your equipment but you can use it.
You can only look like the object of your Yōkai (Umbrella, lantern etc) and you can't change it for another.
You can do this a number of times to equal your proficiency, after that you must take a long rest before you can do it again. At 5th level your ability to become your Youkai object evolves, you now have the following benefits:
When you roll for stealth you count as if you had expertise on it.
Your max Hit points now is 5. 
You can now use objects as your arms can now appear and disappear from the object you are shaped like. 
You can now cast spells that don't have the verbal component.
Your total speed is now 15ft.
While in the object form you can gain a number of temporary hit points when you consume a weird substance (Ex: oil from the lanterns). Work with your DM to define what substance you can consume. The number of temporary hit points you gain  is equal to your proficiency bonus.
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