#homebrew edition
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mostlyghostie · 1 year ago
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Finished! I think.
A book, scribble and dice based D&D session.
I’ll be exploring the possibility of getting some notebooks printed with this as a wraparound cover, but in the meantime it’s just a fun drawing!
Shop / Instagram
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demekii · 1 month ago
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light and sea domains
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tabletopresources · 3 months ago
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Image credit "Fishing" By yonaz
So in last night's 3.5 edition D&D game, my players had a chance to do some ice fishing and one player called out for one of my ad hoc mini-games (I do this a lot haha). I wanted something simple, a combo of character skill and some luck, and so in short order ended up with this very quick mini-game you can easily employ.
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Quick Disclaimer: These fishing mini-game mechanics may not be entirely original and could resemble systems from other games I just can't recall. For my part, I'm posting this FOR sharing. Feel free to use, adapt, or modify them in your own games as you see fit. No ownership or exclusivity is claimed over this idea—enjoy and share as you wish!
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Fishing Mini-Game (D&D 3.5 Edition)
Step 1: Build the Fishing Pool
The player rolls a number of d6 equal to their relevant skill modifier (Survival or Profession (Fisher)).
Example: A character with a +10 in Survival rolls 10d6 and sets these dice aside as their "Fishing Pool".
Fishing Pool Example Roll: 1, 1, 2, 3, 3, 4, 4, 5, 5, 6.
Step 2: Perform the Fishing Check
The player then rolls 5d6 as their "Fishing Check" for one hour of fishing.
Example Roll: 1, 2, 4, 4, 6.
Step 3: Match for Combos
The player now attempts to match the dice results from their Fishing Pool with their Fishing Check results to form combos. The number of dice used in the combo determines the size of the fish:
Small Fish: Match 2 dice from the Fishing Pool with the Fishing Check.
Medium Fish: Match 3 dice from the Fishing Pool with the Fishing Check.
Large Fish: Match 5 dice from the Fishing Pool with the Fishing Check.
Example Combo:
If the player's Fishing Pool has dice showing 1, 2, 4, 4, and 6, they could match all 5 dice with their Fishing Check, catching a Large Fish.
Step 4: Fish Weight and Rations
Once the fish is caught, the total weight of the edible parts of the fish is determined by summing the values of the dice used in the combo.
Example: For a Large Fish (1, 2, 4, 4, 6), the total weight is 1+2+4+4+6 = 17 kg.
To calculate the number of rations provided by the fish:
1 kg = 2,000 calories (or half a ration).
Rations Formula: Divide the total weight of the fish by 2.
Example: 17 kg / 2 = 8.5 kg or 8 rations (we round down).
Step 5: Continue or Stop
After catching a fish, remove the dice used from the Fishing Pool.
If the player still has at least 2 dice left in their Fishing Pool, they can attempt to catch another fish using the same Fishing Check results. Otherwise, they are done for that hour.
That's all that we did and they loved it!
But since then we've considered how future games or others might expand on it with special roll combos, items, locations, setting conditions, Aid Other, etc. So here are some...
Optional Add-Ons and Considerations
Multiple Attempts Per Hour:
If the player rolls exceptionally well on their Fishing Pool, they may be able to attempt fishing multiple times in an hour. To keep this simple, I'd say if they are able to clear the first Pool entirely, they get a brand new roll, a whole new Pool as if starting fishing over, but they keep their previous catches.
Modifiers and Conditions:
You could introduce conditions that affect the Fishing Pool or Fishing Check rolls:
Good Fishing Spot: +1d6 to the Fishing Pool.
Bad Weather/Overfished Area: -1d6 (or more) to the Fishing Pool or disadvantage (see 5e, we use this idea quite a bit even in our 3.5e games) on Fishing Check rolls.
Magic/Luck Items: Grant rerolls or bonus dice to the Fishing Pool or allow rerolls of the Fishing Check.
Special Fish Combos:
Occasionally, you could allow rare or magical fish (or larger species) that provide bonuses or other effects; perhaps these are possible if the combos use specific die results:
Giant Fish: Requires a match of dice with identical values, but double the weight result (ex: a medium fish that used 5,5,5 would be a Giant of its type, and grant 15x2 or 30 kg of edible parts!).
Magical Fish: Grants temporary bonuses, like extra HP or special buffs, when consumed. (ex. A combo of sequential rising values, like 1,2,3,4,5, would grant a Magical Large fish)
Fishing Tools and Bait:
Fishing equipment or bait could modify the rolls:
Better Rods/Lines: Allow rerolls or add extra dice to the Fishing Pool.
Special Bait/Lures: Increases chances of catching better or more fish (ex. set any one die result to 6; or allow player to select the value of any one die, etc.).
Aid Other
Another player can choose to assist Player A if they are proficient in the same associated skill (Survival or Profession (Fisher), etc based on your setting):
Player B (helper) rolls for the associated skill.
If the result of their skill check (rolled like any other skill check) is 10-19, Player A gains 1 extra die in their fishing Pool.
If the result of their skill check is 20 or higher, Player A gains 2 extra dice in their fishing Pool.
Player A can then use these extra dice to help form better combos when matching against their Fishing Check.
Let me know if you use this mini-game in your D&D sessions, or revamp it for the tabletop rpg/edition you play!
I'd love to hear your stories of the biggest catch, or lamenting that one LEGENDARY CATCH that got away!
And check out Tabletop Gaming Resources for more art, tips, and tools for your game!
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dinrelsanddragons · 16 days ago
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so for this post from ovegakart i'm imagining spell rules going along these lines...
Nayru's Shield: Level 3 Abjuration Casting Time: 1 Action Range: Self Components: V, S, M (A blessing from a Great Fairy worth 1000 rupees) Duration: Concentration, up to 1 minute The love and protection of the goddess Nayru shields you. You gain resistance to all damage for the duration. Additionally, this spell also summons a magic shield into your hand, granting the benefits of wielding a shield even if you are not proficient with shields. If you do not have a free hand, the shield does not appear, and this benefit is not granted. Finally, this spell also generates an emanation of protection around you, granting a +1 bonus to AC for any ally inside it, you excepted.
Nayru's Mirror: Level 3 Abjuration Casting Time: 1 Action Range: Self Components: V, S, M (A blessing from a Great Fairy worth 1000 rupees) Duration: Concentration, up to 1 minute The love and protection of the goddess Nayru reflects damage directed at you. You gain resistance to all damage for the duration. Additionally, creatures of your choice within 5 feet of you must make a Dexterity saving throw, taking 2d6 force damage on a failed save or half as much damage on a successful save, as shards of Nayru's protection strike them. Finally, ranged weapon attacks and ranged spell attacks that hit you are reflected off of you after dealing their damage, striking the original attacker for half their damage.
Notes: I split Nayru's Love into two spells, for Link and for Zelda. For Link: I figure this should be a hefty spell given the immense benefits it offers, but still accessible to an Eldritch Knight like Link. So I made it level 3. I'm also not sure about the concentration on it, since you can get smacked but it doesn't drop, I just wanted to make it slightly less busted by making it eat the caster's Concentration. For Zelda: More offensive, I originally thought like Armor of Agathys but re-read the handwriting and realized lol nope. So I made it so enemies who attack and hit you take the half damage that the shield stops you from eating.
Farore's Wind: Level 3 Conjuration Casting Time: 1 Action Range: Self Components: V, S, M (A blessing from a Great Fairy worth 100 rupees) Duration: Instantaneous Briefly surrounded by the divine gales of the goddess Farore, you teleport to a location within sight. Using a Higher-Level Spell Slot: You can teleport to any location you know within 1000 feet (4th level spell slot), any location you know within 5 miles (5th level spell slot), any location you know within 100 miles (6th level spell slot), or to any location you know on this plane of existence (7th level spell slot). If you cast this spell at 5th level or higher, there is a cumulative 15% chance for each level above 4th it is cast at (up to 45% with a 7th level spell slot) for a mishap to occur, sending you to a false destination. Holding or carrying an object linked to the intended destination removes this chance.
Notes: I figure the inspiration spells for this should be Misty Step (but range increased to 'anywhere within sight'), Dimension Door (range increased), and Teleport. It's a sort of catch-all spell. The only issue is that, in order to make it NOT BUSTED AS FUCK (which is already is tbh), I had to level-scale it, which seriously kneecaps Link as an Eldritch Knight. I also had to add in that a mishap can occur because even Teleport isn't perfect.
Din's Fire Level 3 Evocation Casting Time: 1 Action Range: Self Components: V, S, M (A blessing from a Great Fairy worth 300 rupees) Duration: Instantaneous An explosion of Din's holy flames blasts from you in a 20-foot emanation. Each creature in this emanation makes a Dexterity saving throw, taking 8d6 fire damage on a failed save or half as much damage on a successful one. Flammable objects in the area that aren't being worn or carried start burning. Using a Higher-Level Spell Slot: The damage increases by 1d6 for each slot level above 3.
Notes: It's Fireball as an emanation, why not.
Zelda's Light Level 3 Transmutation Casting Time: 1 Bonus Action Range: Touch Components: V, S Duration: 1 hour You touch a nonmagical weapon. Until the spell ends, that weapon becomes a magic weapon with a +1 bonus to attack and damage rolls. Additionally, when a creature hits another creature with that weapon, a bright flash of light accompanies the strike. The target must make a Constitution saving throw (using the caster's spell save DC) or be blinded until the end of its next turn. This spell ends early if you cast it again. Using a Higher-Level Spell Slot. The bonus increases to +2, and the weapon deals an additional 3d6 radiant damage with a 4-6 level spell slot. The bonus increases to +3, and the weapon deals an additional 6d6 (instead of 3d6) radiant damage with a 7+ level spell slot.
Notes: It's magic weapon but added blinding and radiant.
Lens of Truth Wondrous Item, Very Rare (requires attunement) While wearing this lens over your eyes, you have Truesight with a range of 120 feet.
Notes: Should this be legendary? True Seeing is a 6th level divination spell, so maybe! I made it attunement so you can't just pass it between people for a free action or whatever and you need to know it well to use it.
BONUS POINTS (or rather, an edit)
Ocarina of Time Wondrous Item, Artifact This ocarina has been protected by the royal family of Hyrule for ages, and is said to have a powerful connection to the unnamed goddess of time. You can take a Magic action to play a song on the Ocarina of Time, with each song producing a different effect or casting a spell. You must know a song in order to play it.
Zelda's Lullaby – When you play this song, this Ocarina opens a magical lock, or has other magical effects based on other locations which specify this song. This song has no effect on nonmagical locks. Epona's Song – When you play this song, you can cast the spell Find Steed at its base level of 2. Saria's Song – When you play this song, you can cast the spell Sending. The only possible recipient of the spell when cast in this way is the Fey known as Saria. Sun's Song – When you play this song, you can cause day to become night or night to become day, depending on what time it is when you play it. The passage of this time is instantaneous to the Ocarina's player, and does not confer the benefits of a long or short rest, nor does it impose the penalties of forgoing a long rest. Song of Time – When you play this song, you can open the Door of Time or cause obstacles bearing the symbol of the goddess of time to permanently disappear. If this song is played in the realm of Termina, it has an entirely different effect: You can go back in time to a maximum of three days, although in doing so you must forfeit all ammunition (nonmagical and magical) and rupees to go back. Upon returning to the past, all magic item charges are restored, and you gain the benefits of a Long Rest. You cannot use the Song of Time again for another three days. Song of Storms – When you play this song, you can cause the weather around you to suddenly and inexplicably become intensely stormy and rainy, complete with thunder and lightning. This storm lasts for ten minutes, after which time it vanishes. Effects of the storm remain. Warp Songs – When you play any of these songs, you can cast the spell Teleportation Circle, with each song being linked to a specific circle and sending those who stand in the circle's area there: the Minuet of the Forest will send to Kokiri Forest; the Bolero of Fire will send to Death Mountain's crater; the Serenade of Water will send to Lake Hylia; the Nocturne of Shadow will send to the graveyard of Kakariko Village; the Requiem of Spirit will send to the Desert Colossus in the Gerudo Desert; and the Prelude of Light will send to the Temple of Time in Hyrule Castle Town. Scarecrow's Song – When you play this song, you magically summon a wooden scarecrow to a location you can see within 60 feet of you. The Scarecrow is a Construct with 10 HP, AC 10, a movement speed of 0 ft., and immunity to psychic and poison damage. It vanishes when you play this song again. Inverted Song of Time – When you play this song, you can cast the spell Haste on yourself. Song of Double Time – When you play this song, you can magically cause twelve hours of time to pass by. The passage of this time is instantaneous to the Ocarina's player, and does not confer the benefits of a long or short rest, nor does it impose the penalties of forgoing a long rest. Song of Healing – When you play this song, you can cast the spell Calm Emotions, with the added ability to affect any creature capable of having emotions as opposed to solely humanoids. Song of Soaring – When you play this song, you can cast the spell Dimension Door. Elegy of Emptiness – When you play this song, you can create a lifeless statue of yourself. This statue is an eerie reflection of you and weighs the same as you do. It is a Construct that has an amount of Hit Points equal to half your maximum Hit Points, your Armor Class, and it has immunity to psychic and poison damage. It is also incapable of moving on its own.
Notes: No Sonata of Awakening, Goron Lullaby, New Wave Bossa Nova, or Oath to Order because they have extremely specific purposes.
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homebrew-a-la-traumaverse · 2 months ago
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The Wildcard Rogue - Homebrew Rogue Subclass
It's hard for your enemies to pin you down when even you don't know what's coming. When you want to roll the dice and feel the fear in your DM's eyes, this is the subclass for you.
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cass-brews · 6 months ago
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Rogue: Blademaster
Rogues of the Blademaster Archetype hone their combat skills, weaving through battles and using their expertise to turn aside dangerous blows, leaving openings for them to exploit.
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https://www.gmbinder.com/share/-O0MM2rMS-_UwjQf5_R9
If you like what I do, consider supporting me on Ko-fi: https://ko-fi.com/cassbrews
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dungeon-strugglers · 2 years ago
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✨New item!✨ Copycat Captain’s Hat Wondrous item, rare (requires attunement)
This hat is actually a living mimic that prefers to take the appearance of a captain’s tricorn.
Sentience. This hat is a sentient neutral item with an Intelligence of 6, a Wisdom of 13, and a Charisma of 13. It has hearing and darkvision out to a range of 60 feet. It can understand, and speak Common. It speaks with surly sailor lingo. It doesn’t require sleep, but it needs to eat ¼ pound of food every day. If, at the end of a day it hasn’t been fed, it goes into a dormant state, losing all magical properties and hibernating until fed.
The mimic will attempt to bite anyone that touches it, unless they’ve fed it within the last 24 hours. It has a +5 bonus to attack, and deals 1d4 piercing damage on a hit.
If you’ve fed the hat within the last 24 hours, it grants you the following properties while wearing it:
First Mate. It uses its many eyes to survey your surroundings, and alert you to any suspicious activity. You cannot be surprised. Additionally, the hat awakens you and your companions within 30 feet of it if any of you are sleeping naturally when combat begins.
Sailor's Mouth. The hat has 5 charges, and regains all expended charges daily at dusk if it has been fed. As a bonus action, you can expend one charge to cast the vicious mockery spell (as a 5th level caster; save DC 15) from the hat, which unleashes a torrent of profanity at the target.
A Mimic of Many Hats. As an action, you can command the hat to polymorph into any style of headwear, or revert it to a tricorn. Using the hat’s First Mate or Sailor’s Mouth abilities reveals its true nature as a mimic.
The first mate knew well to bribe the captain’s living hat with a bit of cheese before fetching it for her, lest he lose another finger. It was an ornery creature, prone to foul language and mockery. It took delight in using it’s perfect memory to stir up controversy and pit members of the crew against each other, or whisper gossip into the captain’s ear. - 🖌🎨 Like our work? Consider supporting us on Patreon and gain access to the hi-resolution art for over 170 magic items, item cards and card packs, beautiful creature art and stat blocks and setting pdfs with narrative hooks and unique lore!🧙‍♂️
📜 Credit. Art and design by us: the Dungeon Strugglers. Please credit us if you repost elsewhere.
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rollforimagination · 1 year ago
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Spell Idea
Cozy
Description: For 6 turns, you make your target feel like they are in their bed with a hot blanket around them, making them feel so cozy that they don’t want to move or do anything that could make that feeling disappear.
Functionality: If your enemy fails a Constitution saving throw they lose half of their movement speed and have disadvantage to all their attacks or actions that require moving (ex: spells with a Somatic component) and will have to roll 1d20 to see if they feel like doing it (ex: before drinking a health potion). If somebody uses a sleep spell against that same target they’ll have disadvantage on the saving throw required to escape from it.
Inspiration: It’s me, I’m cozy.
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educationaldm · 2 years ago
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So let's talk about the idea of Coin Mimics... Homebrew monster from u/Delicious-Jicama40 on Reddit. 
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night-springs · 1 year ago
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       ↳ "What, you're wondering about my teeth? Well, they're hereditary, to begin with. An unfortunate side effect of having a half-orc for a father."
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heelycular-manslaughter · 9 days ago
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CALLING ALL D&D PLAYERS AND DUNGEON MASTERS
Are you having trouble scheduling a dnd session? Do you want to let loose in a way your DM won't allow? Have you imagined yourself trapped in a hole? Do you want to play dnd, but have no one to play with?
I'm prototyping a FREE solo-focused Dungeons & Dragons supplement right now, and would hugely appreciate if you would check it out!
(Because it's just a prototype, the page requires the password fathoms to access)
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liath-art · 11 months ago
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;w; It's finished! I can finally share The Lord of the Forest theme inspired by antlers! The standalone page is already up on my Patreon. The actual 3 page set will be up on my store in a day or two! I am super happy with how it turned out. ;w;
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foundry-fabrications · 10 months ago
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Hey folks! Been sitting on this one for two weeks, done and ready, not wanting to release so close to the Behemoths and just reveling in the fact that for once I have a small stockpile of brews that are done/close to done. It's nice to take a break and not worry about what's next.
Anyway, this is a complete rework of my Transformation Cog item I did a few years back. For those not familiar with the source material or just need a refresher, the Transformation Cog, or T-Cog, is from Transformers and is the organ that allows a Cybertronian to transform into (and scan in later continuities) an alternate mode.
The original version was a reworked version of the Druid's Wildshape feature, with a focus on beast forms rather than vehicular ones. This time, I've gone the other direction and made various types of vehicular alt mode, each for a different purpose and giving you related benefits. A focus of this new version was, as with most of my reworks, refinement of the old idea and simplifying its mechanics to be easier to use. I think I've accomplished that goal, but we'll see how she plays.
I pulled a lot from the Shifter race from Ebberon, as well as the official Transformers RPG by Renegade Games, which is a pretty robust RPG in its own right, though a touch complicated for my tastes (maybe worth a System Spotlight in the future). Eventually, I would love to use this new version as a base for a beast mode T-Cog, and make a Cybertronian lineage that incorporates perhaps an even more simplified version of what I have now. Something to think about.
Anyway, that's it from me, hope y'all like the update! Stay safe, don't forget to love each other, and I'll see you next time.
Enjoy my work? Consider supporting me on Patreon! Patrons gain access to high quality PDFs for all of my content, weekly updates, early access, and more!
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nicthedm · 2 months ago
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Presenting, the Dragon Eel! The 4th edition variety of this creature is a planar dragon from the Elemental Chaos. Check my Channel tomorrow for a complete lore video. Otherwise, here are the stats i converted for 5th edition.
My Channel: Nic the DM - YouTube
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dev-the-dm · 2 years ago
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Creature: Horizon Mongrel
When stars collapse into black holes, not even light can escape the surface. But occasionally, very rarely when there is not a single pair of eyes in the universe even flitting towards the newly birthed black hole, something else can escape. Something that inherits the churning, black darkness and the intense gravity of its birthplace, and speeds away faster from that sinkhole of death than anyone can follow it.
Black holes incarnate. Many people ask questions about the origins of the horizon mongrels, the creatures called after the black boundary of certain death and crushing gravity near an imploded star. Very few people have answers that aren’t an overactive imagination. Where the mongrels really come from, no one is quite certain, but it’s clear that the patch of space that spits them out is darker and emptier than any other.
Flashing nightmares. Mongrels are solitary creatures that seem to be either completely uninterested in their own kind of entirely unaware of them. Rather, a mongrel seeks out places where the flow of spacetime is warped in some way, or even broken. Powerful graviturges often find themselves hunted by a mongrel, which is capable of great destruction should it ever arrive at its unfortunate victim’s doorstep. And as fast as it appears, it is gone - since they are often not much more than a flash of jaws and choking, crushing gravity, leaving nothing behind.
Slowing down time. The mongrels that have been studied seem to live at a faster pace than most creatures, slowing down their internal clock and allowing them to attain lifetimes of aeons. The only true weapon anyone has against a mongrel is to attempt to slow it, forcing it to experience time at a different speed, which seems to draw out some of its few weaknesses. Stopping a mongrel in its tracks entirely, well... it might just kill it.
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homebrew-a-la-traumaverse · 3 months ago
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Subclasseptember Day 30
Let's say you could make a wish to change one thing about Dungeons and Dragons.
Not the culture surrounding it, not the business practices of the company that owns it, not the various tweets that have become immortalized over the years. The game itself. The rules and mechanics that define the game you're playing.
For myself, a few years ago, it would have been that there was no way to really unify the things I wanted out of a character. You can cast a spell, or you can hit the enemy with a sword; those are two separate actions, Smites and Scagtrips notwithstanding.
If you're a Paladin, you can choose to smite your enemies, or you can choose to heal your friends. Your support abilities and your martial abilities are contained away in neat little boxes that never mix.
What if you supported your allies in the process of attacking?
Well. You might get something a lot like the Magical Girl.
(featuring: Like 10 more pages of material that didn't fit here, 4 subclasses, a level of customization similar to the Warlock, and ethically-sourced Creative Commons art with absolutely zero AI input.)
Link below in the reblogs.
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