#dannymay day 20
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jamiethebeeart · 1 year ago
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After Danny has calmed down enough to not attack on sight they visit the Nasty Burger
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zeohieks · 1 year ago
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day 20: Nasty burger
i didnt bother doing the lineart and i think it ended up alr (i literally just picked out the colours from the traditional media post lololo)
tbh i dont think ill get around to ALL of the days,, i mean it'd be cool if i did but there's a day left lmao
Masterpost
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shadowfaerieammy · 1 year ago
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DannyMay2023 Days 20 Nasty Burger and 29 Ghost Speak
This is the only time I mixed prompts, but it was so perfect with the bagel meme. I wish I had time to do shading, but there’s only so much I can do when I’m zooming through as much of the month as I can in three days.
This is the last finished one! I’ll be doing a little sketch dump for the unfinished ones.
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charming-doodles · 1 year ago
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Dannymay Day 20 : Nasty Burger
What's a ghost boy gotta do to get a decent meal around here? 😔
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five-rivers · 6 months ago
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A drabble for the original pitch AU. :)
.
“Dude,” said Tucker in tones of disbelief and betrayal, “why did you get the tofu burger?”
“It turns out that mind-melding with someone you barely know has side effects.”  Danny poked sadly at his patty.
“Why would eating tofu be a side effect of telepathy you can barely use?”
“Did- Do you not know that Manson's a vegetarian?  Eating meat makes me feel nauseous.”
“Wow, as soon as I think she can't get any worse…”  Tucker shook his head.  “How's Spooky holding up?”
Danny snorted.  “I'm not going to put an owl on a vegetarian diet.  I'm not a moron.”
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jackson-imbecille · 1 year ago
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I want a burger so much. I’m hungry.
Edit: I realized his face looked alright, but did not look like his face so I shifted some stuff
Dannymay Day 20: Nasty Burger
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aprocessionofthoughts · 6 months ago
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Psychic Link
Sharing a psychic link allows Sam plenty of opportunities to have visions of Danny's many embarrassing moments.
pitch au: What if the show had aired as presented in the Pitch Bible, where Danny is a human with an owl named Spooky, rides a motorcycle, and has a psychic connection with Sam? For more information, the Bible has been uploaded to the Internet Archive
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day 20: pitch au
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owlfacenightkit · 6 months ago
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Day 20: Pitch AU
Honestly big fan of the owl idea
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dnpanimationstudioclone · 1 year ago
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Day 20, Nasty Burger👻🍔
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    Imagine if Nasty Burger decided to get in on the Phantom hype and made a special Phantom theme burger! Danny would be so happy!
👻🍔👻🍔👻🍔👻🍔👻🍔👻🍔👻🍔👻🍔👻🍔👻💚💚💚💚💚💚💚
Meanwhile Valerie’s slowly dying on the inside from each Phantom burger she makes.
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dannymayevent · 7 months ago
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Dannymay 2024
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Welcome back to Dannymay! We sincerely apologize for the delay this year, as we're releasing this just a day before the event is due to start. Life's been a bit hectic for all of us, but we're here now and ready to get this event started for you!
If you aren't aware, Dannymay is a yearly event where creators are given a daily prompt and are free to run with it! Any and all art is allowed; fanfiction, fanart, music, poetry, and anything else will be welcomed!
Feel free to complete as many or as few prompts as you'd like, and remember to have fun! When you're done, post your creations to Tumblr with the #Dannymay2024 tag so we can see it!
Like last year, we'll be compiling an ao3 collection under the tag Dannymay 2024, and we'll fire up the Dannymay discord for another year - the link is in our FAQ!
Full text prompt list and AU explanations are below the cut
Insect
2. Wish
3. Invisible
4. Wander
5. Nails
6. Immortal AU: What if Danny/Halfas couldn't die?
7. Mind Control
8. Style Challenge: A unique prompt to kick off the second week! Take the characters and draw them in the style of a different piece of media, or experiment with your own style and see what you can make!
9. Hunger
10. Mausoleum
11. Mutation
12. Time Travel
13. D&D AU: Drop the characters into the world of Dungeons & Dragons, or imagine them playing the game!
14. Light
15. Field Trip
16. Glowing Veins
17. Equilibrium
18. Revenge
19. Iron
20. Pitch AU: What if the show had aired as presented in the Pitch Bible, where Danny is a human with an owl named Spooky, rides a motorcycle, and has a psychic connection with Sam? For more information, the Bible has been uploaded to the Internet Archive
21. Funeral
22. Song Lyric: Just one week left! Take a line from a song you like and use that as inspiration!
23. Reflection
24. Electricity
25. Games
26. Shoes
27. Zombie AU: What if the ghosts were zombies, or what if canon Amity Park were to face a zombie apocalypse?
28. Healing
29. Fireworks
30. Goodbye
31. Free Day: You made it, thanks for participating in the event! For the last day, create anything you'd like!
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marzfartz · 1 year ago
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Dannymay Day 23: Rogue Gallery
Turns out making like 20 small pictures of Danny getting punched takes a lot more time than I assumed
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duchi-nesten · 1 year ago
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🍔 DannyMay Day 20: Nasty Burger 🍔
Everyone quiet, the boys are on a date.
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dragonshoardofworks · 6 months ago
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DannyMerMay 2024
Day 1: Insect/Anchor
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The return of Little Baby Moth! (From last year DannyMay)
Something happened since last time the two of them met, so LBMo is reasonably surprised to see Little Baby Man Mer's new form... or is this just an alternative dimension iteration of LBM (by @tourettesdog)? 🤔
(Keep reading to find the answer!)
@pikakaistudios Little Baby Mer inspired me in doing my own, so Kudos and credits where are due!
More fanarts and lore under the cut because it was getting long...
(^~^;)ゞ
Prompt for DannyMay by @dannymayevent and MerMay by @vladdyissues.
〜(꒪꒳꒪)〜
Since I'm a serial procrastinator and I wanted to be sure the art pieces were at least decent/accurate, I was almost late (but thank CW that I did, because some of them had the wrong orca-pattern and I would have brought disgrace upon myself if I published anything not done right since orcas are one of my favorite animals).
That being said, let's continue the DannyMerMay journey!
Day 12: Time Travel/Seafood
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My poor Mer-boy got yoinked temporalily into the past when he was still Danny (so even before the "normal" LBM-fication) and he's feeling reeeaaally distressed at the act of practically cannibalism that his past-self is committing...
(≧∇≦)
Day 2+4+29: Wish/Starfish + Wander/Night + Fireworks/Bioluminescence
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Wandering in the night, some interesting encounters are bound to happen...
I wonder what would happen if you wish upon a(n alien) star(fish)...
(≧∇≦)
Day 19+20: Iron/Pearl + Pitch AU/Abyss
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LBMer found a his rightful Crown (of Fire) sunk into the depths of the ocean!
But since it was rusty and forgotten, what better way to restore it than ghostly mother pearl?
(Works like ghostly ice, but it's an exclusive power of LBMer.)
(The Crown got bigger than canon, but he smol!)
Day 26: Shoes/Camouflage
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They say that imitation is one of the best form of flattery, but when you don't want to get caught by a certain dimensional hopper (and be mistaken for one of his foes), it's the best way to blend in!
(Octopi can camouflage in ways that make you think that magic is real...)
ฅ^≧ﻌ≦^ฅ
(Little Baby Terror unfortunately got caught in the same "accident" that LBM did, so they generally prefer to stick together-ish in case they need help.)
Day 16+22: Glowing Veins/Courtship + Song Lyrics/Songs
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I couldn't help myself and sneaked in some Everlasting Trio for the soul.
After all, LBM (and therefore LBMer) is still Danny, even if he has new form(s) and instincts.
They do incarnate the "Would you still love me if I was a worm?", don't they?
(◡̀_◡́)
Song: A Sky Full of Stars by Coldplay
(It feels such a Danny song to use, plus I checked how orcas court and while there's some posturing, they also sing! It felt only natural from there... >:3c)
Day 11: Mutation/Shell(s)
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And finally: the answer!
LBM found this weird shell on the beach while they were on vacation, but when he checked it (read: nibbed it), it reacted and tooted a magical cloud that mutated our Little Baby Man into a Mer!
(The same fate happened to Dani/Little Baby Menace and Dan/Little Baby Terror, changing them into a Seahorse Mer and Octopus Mer respectively.
I've got a lineart done of them for another prompt, but I didn't manage in time to clean and color it yet, along with a couple of others... ( ≧Д≦) )
This has two versions because I couldn't decide which was better. @teacupsandstarlight suggested the first because of the transforming smoke around our boi, but since I saved both, I told myself: why not upload both?
For now, that's all! (๑•̀ㅂ•́)و✧
I still have some linearts to finish/digitalize/color, but at least I contributed to these two fantastic events, hope y'all enjoyed them and my works!
Hope to type ya soon! ฅ^•ﻌ•^ฅ
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papiliomame · 6 months ago
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Dannymay Day 20: Pitch AU
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Repost, because tumblr tags system is crazy again.
Jack -- 45 - Danny's dad - isn't much help. Test pilot, engineer, ex-spy… you name it, he's done it. He was one big, gigantic risk taker until he finally took the biggest risk of all and settled down with Madison.
I kinda like this version of Jack more, you can say he is the Jack of all trades (Ha!).
Imagine he stayed that way, it could bring an interesting dynamic with the fenton parents ghost hunting activities. Maddie is more the traditional fighter who would fight ghosts (and Danny) with more textbook methods and Jack always comes with unpredictable methods which could keep Danny on his toes. Well, they kinda did this aspect in the show with his weird inventions but it just could be more, even crazier stuff with the knowledge he would have gained in the differents jobs. It could also explain Danny's adaptibilty in fights, he inherited from Jack.
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drinkmoarwater · 6 months ago
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Dannymay Day 13: DND
I may have let my autism take the wheel and made a functional race and class based on Danny Phantom. Fair warning now, it's overpowered for regular dnd and has not been play tested (yet).
Race: Portal-Touched
Balanced Halfa
Unstable Halfa
Class: The Obsessed
Ice Core
Fire Core
Manufactured Core
This is a long post.
TLDR; I made a Constitution based half caster with subclasses themed to Danny, Vlad, and Danielle. I'll be uploading this to the DND wiki as homebrew at some point, but for now, here's the content. Obviously I don't own either Danny Phantom or DND.
Race: Portal-Touched
You were once human, until contact with a ghost portal changed you down to your core. You are now a unique cross between human and ghost, and able to switch between your human and ghost forms with a flash.
Subrace: Balanced Halfa
You had some self reflection and discovered your purpose, something that keeps you tethered to both the physical and infinite realms. 
Ability Score Increase. Your Dexterity increases by 2 and your Constitution increases by 1.
Age. Halfas’ human forms age slowly, while their ghost form does not need to age at all. Most halfas have ghost forms that match the age they perceive themselves as. Halfas can live to be 200 years old, but reach maturity by age 20. 
Alignment. Balanced Halfas are good or neutral aligned. 
Size. Medium, though halfas can be compressed into any small space that could capture a ghost, such as a thermos or vacuum. 
Speed. 30 feet walking speed, 40 feet flying speed. 
Languages. Common and Ghostspeak. 
Rearranged Molecules. You are capable of transforming into both a human and a ghost, classifying you as both humanoid and undead. You can transform into your opposite form as a bonus action, or at will. When human, you have advantage on saving throws targeting undead, but can still be affected. You also can use your ghostly traits at half effectiveness (flying speed of 20 feet, half damage on attacks that use your ghost abilities, etc) not including invisibility and intangibility. When ghostly, you can be affected by anything that affects undead, but you have advantage on saving throws for Turn Undead.
Phantom Form. Your ghost form is natural to you, but requires focus. You do not require air while in ghost form. You are immune to disease, being paralyzed, and being petrified in ghost form, but resistant to each in human form. You can take the following actions: 
Flight: In your ghost form, you can fly at will with a flying speed of 40 feet. In human form, your flight speed is halved. 
Intangibility: You can walk through solid objects and creatures as if they were not there as a bonus action. You can use this feature a number of times equal to your proficiency bonus per long rest. You can access this ability while in human or phantom form. 
Invisibility: You can cast Invisibility on yourself as an action without using a spell slot. You can use this feature a number of times equal to your proficiency bonus per long rest. You can access this ability while in human or phantom form. 
Ectoblast. You can shoot ectoplasm from your hands as an action, so long as you have one empty hand. Think of this as a cantrip with a range of 30 feet. Your ectoplasmic blast adds your proficiency bonus and your Dexterity modifier to hit, and 1d8 + your Dexterity modifier lightning, force, fire, or cold damage. Once you select a damage type for your ectoblast, you cannot change it. This damage increases to 2d8 at 6th level, 3d8 at 11th level, and 4d8 at 16th level. Damage output is halved in human form. 
Blood Blossom Allergy. You, like any ghost, cannot be within 15 feet of a blood blossom or anything made with blood blossoms. If you are near it, you will take 1d4 poison damage at the start of every turn. If you touch a blood blossom, or anything made with one, you will take 1d12 poison damage at the start of every turn until you remove the item or flower. Damage taken from blood blossoms is critical in ghost form, meaning double the damage or roll two dice. 
Spiritual Purpose. Your obsession has developed into something new, you are a half-ghost with a purpose. Your purpose is what you have dedicated your existence to, a goal that extends beyond yourself, such as defending your family, finding lost knowledge, or allegiance to a leader or cause. You will do almost anything to accomplish this goal, even if it means sacrificing yourself. When fulfilling your purpose, you have advantage on related attack rolls and saving throws, though “related rolls” are at DM discretion. Without a purpose, or with a purpose that conflicts with your alignment, you become unstable and use the Unstable Halfa subclass unless you regain a purpose. 
Subrace: Unstable Halfa
The unease within yourself manifests outward in your body. That is, if you happen to have a body at the time. 
Ability Score Increase. Your Dexterity increases by 2 and your Constitution increases by 1. 
Age. Halfas’ human forms age slowly, while their ghost form does not need to age at all. Most halfas have ghost forms that match the age they perceive themselves as. Halfas can live to be 200 years old, but reach maturity by age 20. 
Alignment. Any alignment, with a tendency toward lawfulness. 
Size. Medium, though halfas can be compressed into any small space that could capture a ghost, such as a thermos or vacuum. 
Speed. 30 feet walking speed, 40 feet flying speed.
Languages. Common, Ghostspeak, and any 1 language. 
Rearranged Molecules. You are capable of transforming into both a human and a ghost, classifying you as both humanoid and undead. You can transform into your opposite form as a bonus action. When human, you have advantage on saving throws targeting undead, but can still be affected. You also can use your ghostly traits at half effectiveness (flying speed of 20 feet, half damage on attacks that use your ghost abilities, etc) not including invisibility and intangibility. When ghostly, you can be affected by anything that affects undead, but you have advantage on saving throws for Turn Undead.
Phantom Form. Your ghost form is natural to you, but requires focus. You do not require air while in ghost form. You are immune to disease, being paralyzed, and being petrified in ghost form, but resistant to each in human form. You can take the following actions: 
Flight: In your ghost form, you can fly at will with a flying speed of 40 feet. In human form, your flight speed is halved. 
Intangibility: You can walk through solid objects and creatures as if they were not there as a bonus action. You can use this feature a number of times equal to your proficiency bonus per long rest. You can access this ability while in human or phantom form. 
Invisibility: You can cast Invisibility on yourself as an action without using a spell slot. You can use this feature a number of times equal to your proficiency bonus per long rest. You can access this ability while in human or phantom form. 
Ectoblast. You can shoot ectoplasm from your hands as an action, so long as you have one empty hand. Think of this as a cantrip with a range of 30 feet. Your ectoplasmic blast adds your proficiency bonus and your Dexterity modifier to hit, and 1d8 + your Dexterity modifier lightning, force, fire, or cold damage. Once you select a damage type for your ectoblast, you cannot change it. This damage increases to 2d8 at 6th level, 3d8 at 11th level, and 4d8 at 16th level. Damage output is halved in human form. 
Blood Blossom Allergy. You, like any ghost, cannot be within 15 feet of a blood blossom or anything made with blood blossoms. If you are near it, you will take 1d4 poison damage at the start of every turn. If you touch a blood blossom, or anything made with one, you will take 1d12 poison damage at the start of every turn until you remove the item or flower. Damage taken from blood blossoms is critical in ghost form, meaning double the damage or roll two dice. 
Unstable Form. The beginning of your life as a halfa, whether through a portal accident or cloning, is challenging on your body. You have disadvantage on Constitution saving throws unless provided a ‘fix.’ This fix can be a cure, a familiar, or magical item to cancel out the disadvantage. If your fix is more than 30 feet from you, you will continue to have disadvantage until this is corrected. Optional: After casting a spell, make a DC10 Constitution saving throw. If you fail, you start to melt into ectoplasm. Your movement is reduced to zero and you must make another Constitution saving throw at the end of your next turn to solidify your body. While melting or melted, you are immune to being grappled and resistant to being restrained. Discovering Purpose. You can develop a Spiritual Purpose with your DM’s guidance. Your purpose must be tangentially related to your obsession, at minimum. Gaining a purpose does not remove your obsession, only calms it. If you have a purpose, you can gain advantage on either Wisdom (Insight) checks or Charisma (Persuasion) checks.
Class - The Obsessed
You must have the Halfa or Ghost Race and a Constitution of 13 required to multiclass in or out of this class. 
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[ID: A table listing the features, cantrips, and spells allowed for the fanmade Obsessed class. The cantrips and spells are the same for the Paladin class with one extra cantrip starting at 16th level, and the features are listed in text below.]
Hit Points
Hit Dice: 1d10 per obsessed level Hit Points at 1st Level: 10 + your Constitution modifier Hit Points at Higher Levels: 1d10 (or 6) + your Constitution modifier per obsessed level after 1st
Proficiencies
Armor: Light armor Weapons: Simple weapons
Tools: None Saving Throws: Dexterity, Constitution Skills: Choose two from Arcana, Athletics, Intimidation, Persuasion, and Sleight of Hand
Immunities: petrified, paralyzed, diseased
Equipment
You start with the following equipment, in addition to the equipment granted by your background:
a simple weapon
any light armor
an explorer's pack
a ghost capture device, either (a) a thermos or (b) a vacuum
Ghostly Obsession
You have an obsession, like any ghost. Your obsession is your reason for existing–you will do just about anything to fulfill your obsession, be it violence, endurance, or self-sacrifice. An obsession can be anything, such as a person, a concept, or even a mundane object like boxes. Add your proficiency bonus to any Intelligence (History) and Intelligence (Arcana) checks related to your obsession. When fulfilling your obsession, you have advantage on related attack rolls and saving throws. If you do not have a clear obsession, you will wander or lash out at others until you find one. Without an obsession, you will have disadvantage on either Wisdom (Insight) checks or Charisma (Persuasion) checks. 
Core Type
At 1st level, select a core type. You can have an ice core, a fire core, or a manufactured core. 
Spellcasting
You have an innate ability to cast spells, channeling magic through your ghost half. Most of your magic seems to extend from or be a part of your body. 
Cantrips (0-Level Spells)
At 2nd level, you know two cantrips of your choice from the obsessed spell list (to be determined). At higher levels, you learn additional obsessed cantrips of your choice, as shown in the Cantrips Known column of the obsessed table.
When you gain a level in this class, you can replace one of the obsessed cantrips you know with another cantrip from the obsessed spell list.
Preparing and Casting Spells
The obsessed table shows how many spell slots you have to cast your obsessed spells. To cast one of your obsessed spells of 1st level or higher, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.
You prepare the list of artificer spells that are available for you to cast, choosing from the obsessed spell list. When you do so, choose a number of obsessed spells equal to your Constitution modifier + half your obsessed level, rounded down (minimum of one spell). The spells must be of a level for which you have spell slots.
For example, if you are a 5th-level obsessed, you have four 1st-level and two 2nd-level spell slots. With an Constitution of 14, your list of prepared spells can include four spells of 1st or 2nd level, in any combination. If you prepare the 1st-level spell Magic Missile, you can cast it using a lst-level or a 2nd-level slot. Casting the spell doesn't remove it from your list of prepared spells.
You can change your list of prepared spells when you finish a long rest. Preparing a new list of obsessed spells requires time spent practicing your abilities: at least 1 minute per spell level for each spell on your list.
Spellcasting Ability
Constitution is your spellcasting ability for your obsessed spells; your unique physiology grants you the ability to manipulate your own ectoplasm into magic. You use your Constitution whenever an obsessed spell refers to your spellcasting ability. In addition, you use your Constitution modifier when setting the saving throw DC for an obsessed spell you cast and when making an attack roll with one.
Spell save DC = 8 + your proficiency bonus + your Constitution modifier
Spell attack modifier = your proficiency bonus + your Constitution modifier
Ritual Casting
You can cast an obsessed spell as a ritual if that spell has the ritual tag and you have the spell prepared.
Undead Endurance
At 2nd level, you have False Life always prepared, and it does not count toward your prepared spells. 
Fighting Style
Starting at 2nd level, you adopt a particular style of fighting as your specialty. Choose one of the following options. You can't take a Fighting Style option more than once, even if you later get to choose again.
Intrinsic Warrior. You learn two cantrips of your choice from the sorcerer spell list. They count as obsessed spells for you, and Constitution is your spellcasting ability for them. Whenever you gain a level in this class, you can replace one of these cantrips with another cantrip from the sorcerer spell list. 
Defense. While you are wearing armor, you gain a +1 bonus to AC.
Dueling. When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.
Fighting Dirty. You’re scrappy and aren’t afraid to do whatever it takes. You can attack your opponents weak spots, such as strikes below the belt or to specific nerves, a number of times equal to your proficiency bonus per long rest. When you use this ability, you add 1d8 of bludgeoning damage in addition to whatever damage you dealt, which is magical when in your ghost form. 
Frequent Flyer. You spend more time in the air than on the ground. When flying, attackers have disadvantageous on opportunity attacks against you when you move out of their melee range. When in human form, your flying speed is equal to your walking speed, instead of half of your flying speed. 
Great Weapon Fighting. When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.
Obsessive Protector. When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. If you are holding a shield, or have casted the Shield spell, then you can reduce the damage dealt to the target by half or 1d10 + your proficiency bonus (to a minimum of 0 damage). 
Tunnel Fighter (UA). As a bonus action, you can enter a defensive stance that lasts until the start of your next turn. While in your defensive stance, you can make opportunity attacks without using your reaction, and you can use your reaction to make a melee attack against a creature that moves more than 5 feet while within your reach.
Unlikely Hero. You learned how to fight as you were fighting someone. You have proficiency in improvised weapons and your unarmed strikes can deal bludgeoning damage equal to 1d6 + your Strength or Dexterity modifier. When in ghost form, your unarmed strikes deal magical bludgeoning damage. 
Ghost Sense
At 3rd level, you can sense other undead within a sixty feet radius of you without using a spell slot. This feature is triggered automatically. In other words, your DM must inform you if there are other undead within sixty feet of you without you prompting them to do so. If you choose, you can expand the range of this feature to a 120 feet radius a number of times equal to your proficiency bonus per long rest. 
Martial Versatility (Optional)
Whenever you reach a level in this class that grants the Ability Score Improvement feature, you can replace a fighting style you know with another fighting style available to the obsessed. This replacement represents a shift of focus in your martial practice.
Extra Attack
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
Fast Flyer
Your flying speed increases to 50 feet at 6th level and 60 feet at 11th level. 
Overshadowing
At 7th level, you can overshadow, or possess, living creatures. You can use your action to touch a living creature and use your intangibility to take over their body and pilot it as your own. You cannot overshadow other undead or a corpse. If you overshadow a willing creature, then you can overshadow them as long as they are willing. 
If you overshadow an unwilling creature, the creature must succeed on a Wisdom saving throw to resist being overshadowed using your spell save DC. The creature can reroll this Wisdom saving throw dependent on your level. At 7th level, they can reroll every round, every two rounds at 10th level, every minute at 13th level, every hour at 16th, and every dawn at 19th. The creature can also reroll the Wisdom saving throw if you are attempting to cause the creature to harm itself. If the creature passes the Wisdom saving throw, then you are thrown out of their body and are knocked prone. The same happens if the creature you are overshadowing is reduced to zero hit points, if two ghosts try to overshadow one creature, or if you try to overshadow a corpse or undead. 
While overshadowing a creature, you use the creature’s ability scores. You cannot cast spells, but can use ghostly abilities, such as flight, invisibility, and intangibility. If you are attacked by non magical damage, the creature’s hit points are reduced, but not your own. If you are attacked with magical damage or if an attacker hits you with something that targets undead while you are overshadowing, you are affected by the attack and take the same amount of damage as the creature you are overshadowing. 
After releasing a creature from overshadowing, the creature has foggy memories or has completely forgotten what happened. You will take a point of exhaustion for every day you continue to overshadow the creature. The creature will also take a point of exhaustion for every day you do not allow them to sleep or trance, if that is something they require. 
Duplication
You can split yourself into multiple duplicates of yourself. You can make one duplicate at 9th level, 2 duplicates at 12th level, 3 duplicates at 15th level, and 4 duplicates at 18th level. Hit points and hit point maximums are halved, divided by three, or quartered for yourself and your duplicate(s), depending on how many you make. Subtract 1 from every ability score for yourself and your duplicate for every duplicate you make. For example, if you create three duplicates, all of your and your duplicates’ ability scores would decrease by three, bringing your Constitution down from 18 to 15 and your Intelligence down from 10 to 7, and so on. This would apply to all skill checks, spell saves, spell attack modifiers, attack rolls, tool use, etc. Otherwise, you can choose to use your unaltered character sheet, but subtract from every roll dependent on or affected by ability scores equal to the number of duplicates made. 
You and your duplicates each have an action, bonus action, reaction, and movement. You can act together, but are not required to. Your spell slots are split amongst all duplicates, including ghostly abilities. You must roll for each duplicate separately. Any equipment or physical objects you have stay with the original and you cannot duplicate anything except for yourself. 
When a duplicate has 0 hit points, it disappears and you absorb its ectoplasm, bringing the original’s abilities up by 1 each or reducing the number you subtract from the original’s rolls by 1. The remaining duplicates would remain unaffected. When you absorb a fallen duplicate, you absorb their hit point maximum and you regain hit points equal to your proficiency bonus + your Constitution modifier. For example, if you made four duplicates and one had 0 hit points, the hit point maximum of the original would increase by the hit point maximum of the fallen duplicate (say 50 hit points, bringing the original up to a hit point maximum of 100) and the original would increase their current hit points by your proficiency bonus + your Constitution modifier (6 + Constitution). 
The Restful Dead
When healing during a short or long rest, you can add twice your Constitution modifier to your hit point dice at 10th level. 
Ecto-Shield
At 14th level, when you cast Shield, you can either extend your shield to cover you and another creature within 5 feet of you, or increase your AC by 7 instead of 5. You can use this ability any time you cast Shield, but only once per long rest.
Ghostly Wail
At 18th level, you unlock a terrifying power. Once per long rest, you can scream with untold strength. You automatically deal critical damage to structures and objects. Your wail is a 120 feet cone of 12d12 thunder damage and costs an action. Any creatures within this cone are deafened and must make a Constitution saving throw to take half damage. Afterward, you revert to human form (if applicable), you are knocked prone until your next turn, suffer 2 points of exhaustion, and cannot take reactions until after your next turn. At 20th level, you suffer 1 point of exhaustion but nothing else. 
Phantasmal Touch
At level 20, you find a way to share your ghostly abilities onto other living creatures safely. You are able to extend your ghost abilities of intangibility and invisibility onto one other creature Large or smaller via touch. This ability can be used as often as you use your intangibility and invisibility, totalling up to twice your proficiency bonus per long rest. 
You can use this ability on the same action or bonus action you spend to use a ghostly ability. To affect two creatures at once, you can use a second action for invisibility, or a separate action for intangibility. To affect a creature that is Huge, make a spell attack DC15. For a Gargantuan creature, make a spell attack DC18. Note that all creatures you affect with this ability now are considered both undead and humanoid (or whatever creature they may be). 
Core Types (subclasses)
Ice Core
Chilly Exterior
Starting at 1st level, your core takes on a natural ability to manipulate and endure extremely low temperatures. You are resistant to cold damage and can manipulate ice in the following ways:
Minor ice sculpting. You can create small ice sculptures or objects at will, no longer than two feet and no heavier than 40 pounds. 
Temperature control. You can manipulate the temperature around you, but only to make it colder. You can make up to 10 feet around you cold enough to freeze water, or 30 feet around you cold enough to keep food from spoiling. 
Ice maker. When you touch water, you can instantly freeze it, up to 10 gallons per second. 
Bitter cold. You can make a creature cold enough to have frostbite up to 20 feet away as an action. You deal 1d6 + 4 cold damage. 
Frozen Knowledge
Starting at 3rd level, you always have certain spells prepared. Each spell corresponds to your obsessed level in the table below. 
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[ID: A table showing the spells in the Frozen Knowledge feature, which include Frost Fingers at 3rd level, Rime's Binding Ice at 5th level, Sleet Storm at 9th level, Fire Shield at 13th level, and Cone of Cold at 17th level.]
Cold-Hearted Catcher
Starting at 6th level, you are proficient in using FentonWorks Thermoses, meaning you can add your proficiency bonus to tool use skill checks. 
Ectoplasmic Pulse (Ice)
At 11th level, you can use your action to send out a pulse of ecto-energy. Every creature must make a Dexterity saving throw against your spell save DC or be restrained by magical ice. On a failed save, they take 2d10 ice damage or half damage on a successful save. You can use this feature once per short rest. 
Cold Snap
At 15th level, you can use your reaction to create an ice structure to help an ally. If an ally is within 15 feet from you and you can see them, you can impose disadvantage on attack rolls made against one ally until the start of your next turn. You can use this feature once per short rest. 
Shattered Hail
At 19th level, your duplicates can use your Ectoplasmic Pulse, once per duplicate, once per short rest. You must roll separately for each duplicate.
Fire Core
Wildfire 
At first level, your core develops the natural ability to manipulate and endure high temperatures. You are resistant to fire damage and can manipulate fire in the following ways: 
Fire starter: You produce small fires from your hands that can be used to light candles, spark bonfires, or controlled brush fires. Your fire can be no larger than your hand.
Turn up the heat. You can manipulate the temperature around you, but only to make it hotter. You can make the air or objects around you hot enough to boil water up to 10 feet, or hot enough to cook meat up to 30 feet away. 
Tea maker. You can instantly boil water you come into contact with up to 10 gallons per second. 
Tiny forge. You can heat metal to the point of being pliable enough to shape into something else. This requires you touch the metal for a full minute and the area you affect is only as big as your hands. 
Intuitive Inferno
Starting at 3rd level, you always have certain spells prepared. Each spell corresponds to your obsessed level in the table below. 
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[ID: A table showing the spells in the Intuitive Inferno feature, which includes Burning Hands at 3rd level, Heat Metal at 5th level, Fireball at 9th level, Fire Shield at 13th level, and Flame Strike at 17th level.]
Hot-Shot Trapper
Starting at 6th level, you have advantage on Intelligence skill checks to capture ghosts using Dalv Co. technology. 
Ectoplasmic Pulse (Fire)
At 11th level, you can use your action to send out a pulse of ecto-energy. Every creature must make a Dexterity saving throw against your spell save DC or become blinded. On a failed save, they take 2d10 fire damage or half damage on a successful save. You can use this feature once per short rest. 
Hot Flash
At 15th level, you can warm up your allies within 30 feet of you. If you see your allies taking cold damage, you can use your reaction to create enough heat to reduce the cold damage by half. This effect lasts until the start of your next turn. You can use this feature once per short rest. 
Heat Wave
At 19th level, your duplicates can use your Hot Flash ability once per duplicate, once per short rest.
Manufactured Core
A New Unlife
At 1st level, your core only just developed into something real and unliving. You entered this world as someone else’s creation and you’re going to make it everyone else’s problem. You are resistant to force damage and can manipulate your core to do the following: 
Test tube baby. You can manipulate your body into the consistency of ectoplasm, a thick slime like substance. You can fit into any container with at least 4 gallons capacity. 
States of Matter. Solidity is a suggestion to you, something you wear when convenient. You can squeeze through any space larger than straw so long as you can get to the other side. You can use this feature as an action and a number of times equal to your Dexterity modifier per long rest. 
Standardized Magic
Starting at 3rd level, you always have certain spells prepared. Each spell corresponds to your obsessed level in the table below. 
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[ID: A table showing the spells in the Standardized Magic Feature, which includes Zephyr Strike at 3rd level, Gentle Repose at 5th level, Pulse Wave at 9th level, Gravity Sinkhole at 13th level, and Steel Wind Strike at 17th level.]
Synthetic Snare
At 6th level, you are proficient in creating traps to capture ghosts. Add your proficiency bonus to Dexterity (Sleight of Hand) or Charisma (Deception) checks related to trapping ghosts. 
Ectoplasmic Pulse (Force)
At 11th level, you can use your action to send out a pulse of ecto-energy. Every creature within 10 feet of you must make a Dexterity saving throw against your spell save DC or be knocked prone, and 5 feet away from you if they are size Large or smaller. On a failed save, they take 2d10 force damage or half damage on a successful save. If they fail and are pushed out of your melee range, you may use your reaction to take an opportunity attack against one opponent. You can use this feature once per short rest. 
Undead Tracker
Starting at 15th level, your Ghost Sense extends to a 120 feet radius centered on you. You can expend this range to a 300 feet radius a number of times equal to your proficiency bonus per long rest.
Copy and Paste
At 19th level, you can mimic one ability from the Fire or Ice Core types of your choosing, with the exception of their always prepared spells (Frozen Knowledge and Intuitive Inferno). 
The Obsessed spell list will be on its way when I have time and hopefully one day I will have enough motivation to make builds for the ghosts and for Sam and Tucker. Someone please roll a luck check for me.
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five-rivers · 1 year ago
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Just another day at the Amity Park Nasty Burger.
Combining today's challenge and tomorrow's prompt! I did this on grayscale mode with a color picker (screenshots of the Nasty Burger) as an extra challenge.
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