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[-] Devil_Master 1 points 10 months ago

That last part is absolutely devious, but I also kind of like it

[-] Devil_Master 1 points 10 months ago

Obligatory mod request

[-] Devil_Master 1 points 10 months ago

Obligatory mod request

[-] Devil_Master 1 points 10 months ago

Obligatory mod request

[-] Devil_Master 1 points 10 months ago

Obligatory mod request

[-] Devil_Master 1 points 10 months ago

Obligatory mod request

4
submitted 10 months ago by Devil_Master to c/dndhomebrew
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submitted 10 months ago by Devil_Master to c/dnd

[-] Devil_Master 1 points 10 months ago

I've always had a lot of respect for people who paint as a hobby. I know I don't have the patience or skill to do art, so I'm always flabbergasted by what people can make. Great work, and thanks for posting it here!

[-] Devil_Master 5 points 10 months ago

Welcome to the team!

[-] Devil_Master 1 points 10 months ago

In case you don't feel like reading the "spider web" feature, here is the TLDR: You can cast the web spell once per rest without using a spell slot. When cast in this way, it counts as non-magical.

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submitted 10 months ago by Devil_Master to c/dnd

Spiderfolk playable race

The spiderfolk are a species of bipedal, six-armed humanoids characterized by their spider-like features. They are commonly feared by society, although usually, their fear is unjustified as the spiderfolk are not automatically evil by default).

  • Ability score increases: Your Dexterity score increases by 2 and your Charisma score increases by 1.
  • Age: Spiderfolk reach adulthood at around 8 years old and live for as long as 50 years. However, due to the fact that the majority of the public fears them, they are often killed by the age of 40 by someone who thought they were in danger.
  • Size: Despite your long slender legs, you are only slightly taller than the average human. Your size is Medium.
  • Speed: Your base walking speed is 35 feet.
  • Alignment: Most spiderfolk arenʼt evil in nature, despite their poor reputation. Instead, they lean towards a chaotic or neutral alignment.
  • Languages: You can speak, read and write Common, and Undercommon.
  • Darkvision: 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 colour in darkness, only shades of gray.
  • Spider Climb: You can climb difficult surfaces, including walls, and ceilings, you do not need to use your hands for this. Your climbing speed is equal to your walking speed
  • Spider Web: As an action, you conjure a mass of thick, sticky webbing at a point of your choice within 60 feet. The webs fill a 20-foot cube from that point for the duration. The webs are difficult terrain and lightly obscure their area. If the webs aren't anchored between two solid masses (such as walls or trees) or layered across a floor, wall, or ceiling, the conjured web collapses on itself at the start of your next turn. Webs layered over a flat surface have a depth of 5 feet. Each creature that starts its turn in the webs or that enters them during its turn must make a Dexterity saving throw. On a failed save, the creature is restrained as long as it remains in the webs or until it breaks free. A creature restrained by the webs can use its action to make a Strength check against your spell save DC. If it succeeds, it is no longer restrained. The webs are flammable. Any 5-foot cube of webs exposed to fire burns away in 1 round, dealing 2d4 fire damage to any creature that starts its turn in the fire. After you use your spider web, you canʼt use it again until you complete a short or long rest.
  • Hexalimbed: You have six arms (the other two that spiders are known to have are used as legs). Your 4 additional arms can hold objects and wield weapons as normal, provided that those extra weapons have the light property. While wielding a two-handed weapon, you cannot benefit from a shield.

As is the case with all of my work, feel free to adapt this race to better fit your campaign setting!

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submitted 10 months ago by Devil_Master to c/dnd

Sorcerous Origin: Blade Lord’s Creation

Description: You were created or altered by the lord of blades (from the Eberron setting) to be the most elite soldier for his army, an expert combination of swordsmanship and spell casting.

- Weapon proficiencies: Starting at 1st level, you gain proficiency with simple and martial melee weapons.

- Expanded spell list: The Blade Lord lets you choose from an expanded list of spells when you learn a sorcerer spell. The following spells are added to the sorcerer spell list for you.

1st level spells: compelled duel, wrathful smite

2nd level spells: branding smite, magic weapon

3rd level spells: blinding smite, elemental weapon

4th level spells: death ward, staggering smite

5th level spells: banishing smite, dispel evil and good

- Caster’s flurry: Starting at the 6th level, whenever you take the attack action on your turn, you can choose to expend 2 sorcery points to make a number of additional attacks equal to the number of sorcery points you spent minus one. The maximum number of sorcery points you can expend increases at higher levels: 3 points at the 10th level, 4 points at the 15th level, and 5 points at the 20th level.

- Spell blade: Starting at the 14th level, when you hit with a melee weapon attack, you can choose to expend 1 sorcery point to make the damage type of the weapon change to a type of your choice for one minute. Regardless of if you spent a sorcery point, your melee weapon attacks count as magical for the purpose of overcoming resistance and immunity.

- Mage’s strike: Beginning at the 18th level, whenever you hit with a melee weapon attack. you can expend 1 sorcery point to add your charisma modifier to the damage (in addition to any other relevant damage modifiers).


As with all of my homebrew, please feel free to make alterations as needed for it to fit into your campaign setting. Additionally, as subclasses are a little more complicated than subraces, feel free to ask me questions if there is anything you don't understand.

[-] Devil_Master -5 points 10 months ago

No offence or anything, but in my eyes, witchcraft ≠ facilitating copyright infringement, so your comparison is a little flawed.

[-] Devil_Master 3 points 11 months ago

I can't speak for BigFig, but I know that I can't draw to save my life, so I can't really do an art post

[-] Devil_Master 1 points 11 months ago

Was it the same bush of twig blights as the rogue died in, or a completely unrelated twig blight bush?

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submitted 11 months ago by Devil_Master to c/dnd

Mirror-folk playable race

Mirror-folk are strange creatures, capable of ignoring physics. They can perform unnatural acts, despite having nothing in their body that would allow for such abilities. After performing an autopsy on one, it was revealed that they don’t even have organs, veins, or muscles.

  • Ability Score Increase: Your ability scores each increase by 1.
  • Age: Mirror-folk reach adulthood at the age of 60 and generally live for about 300 years, however, they don’t have facial features or skin, so they don’t actually show signs of age other than size.
  • Size: Mirror-folk range from 4 to 7 feet tall and weigh from 100 to 150 pounds. Your size is Medium.
  • Speed: Your base walking speed is 35 feet.
  • Languages: You can read, write, speak, and understand Common and one extra language of your choice.
  • Purity of defence: You gain resistance to one damage type of your choice other than bludgeoning, piercing, or slashing
  • Shatter susceptibility: You take double damage from effects that deal double damage to objects and structures.
  • Purity of movement: You can move normally while moving through difficult terrain. Additionally, you can climb difficult surfaces, including walls and ceilings, and you do not need to use your hands for this. Your climbing speed is equal to your walking speed.
  • Purity of vision: You gain blind-sight to a range of 30 feet, and have standard vision outside of that range.
  • Purity of life: You lack a mouth and therefore don’t need to breathe or eat to survive, however, airborne poisons still affect you. Additionally, you don’t need sleep. Instead, you meditate deeply, remaining semiconscious, for 4 hours a day. After resting in this way, you gain any benefit that you would receive from completing a long rest.

As was the case last time, feel free to adapt this race to better fit your campaign setting!

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submitted 11 months ago by Devil_Master to c/dnd

Myconid playable race:

  • Ability score increases: Your Wisdom score increases by 2 and your strength increases by 1.

  • Age: A Myconid reaches maturity at the age of 6 and generally lives about 24 years.

  • Alignment: The majority of myconids have a strong sense of loyalty to their colony, making them typically lawful in nature.

  • Size: Myconids range from 4 to 6 feet tall and weigh from 70 to 120 pounds. Your size is Medium.

  • Speed: Your base walking speed is 25 feet.

  • Darkvision: 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 colour in darkness, only shades of gray.

  • Poison touch: Your unarmed strikes deal an extra 1d4 poison damage.

  • Natural armour: When not wearing armour, your AC is 12 plus your dexterity plus any other modifiers. A shield can still add to your AC.

  • Languages: You can speak Common and Undercommon


Feel free to adapt these features to fit your campaigns! I will continue to post homebrew as often as possible (hopefully weekly) to try and help keep this community active! If you have any questions, don't hesitate to ask!

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Devil_Master

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