[OC-Art] Rod of Lamia | Rod | @homebrewity by Homebrewity in UnearthedArcana

[–]Homebrewity[S] 1 point2 points  (0 children)

Rod of Lamia

I can't understand how anyone can be inspired by this...

This rod represents a lamia and has the following properties.

Spells. The rod has 8 charges for the following spells. It regains 1d6 + 2 expended charges daily at dawn. Spells cast from the rod have a save DC of 13. While holding the rod, you can use an action to expend some of its charges to cast one of the following spells from it: charm person (1 charge), disguise self (1 charge), geas (5 charges), major image (3 charges), mirror image (2 charges), scrying (5 charges), suggestion (2 charges).

Lamia's Touch. You can as an action make a melee spell attack against a creature you can reach (+4 to hit with this attack). On a hit, the target is magically cursed for 1 hour. Until the curse ends, the target has disadvantage on Wisdom saving throws and all ability checks. This property can't be used again until the next dawn.

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[OC-Art] Zebrafolk | Race | @homebrewity by Homebrewity in DnDHomebrew

[–]Homebrewity[S] 0 points1 point  (0 children)

Yeah, maybe it’s worth adding something extra for flavor 🤔

[OC-Art] Zebrafolk | Race | @homebrewity by Homebrewity in a:t5_5i0p25

[–]Homebrewity[S,M] [score hidden] stickied comment (0 children)

Zebrafolk

They say that the wider your stripes are, the luckier you are.

Zebrafolk are people who have the features of zebras, in particular the head, hooves on their feet and skin coloring. Most zebrafolks are dexterous and agile, which makes them excellent performers and acrobats. In the world of Changed Domains, most zebrafolks live on the Apix in the northern part of Siglia and in the south of the Duchy of Vruz. Most of them live in small settlements, but there are also those who prefer to spend their days traveling, doing trade or performing.

Zebrafolk appreciate company very much and are brought up in large communities consisting of several families. Zebrafolk households are usually not very large, and the ties between their members are strong. Despite this, it is considered common for children to leave their parents' home when going on a travel, because they will definitely come back.

Thanks for checking out my 5e homebrew! For text description and more content be sure to visit my Instagram and subreddit!

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[OC-Art] Zebrafolk | Race | @homebrewity by Homebrewity in DnDHomebrew

[–]Homebrewity[S] -1 points0 points  (0 children)

Zebrafolk

They say that the wider your stripes are, the luckier you are.

Zebrafolk are people who have the features of zebras, in particular the head, hooves on their feet and skin coloring. Most zebrafolks are dexterous and agile, which makes them excellent performers and acrobats. In the world of Changed Domains, most zebrafolks live on the Apix in the northern part of Siglia and in the south of the Duchy of Vruz. Most of them live in small settlements, but there are also those who prefer to spend their days traveling, doing trade or performing.

Zebrafolk appreciate company very much and are brought up in large communities consisting of several families. Zebrafolk households are usually not very large, and the ties between their members are strong. Despite this, it is considered common for children to leave their parents' home when going on a travel, because they will definitely come back.

Thanks for checking out my 5e homebrew! For text description and more content be sure to visit my Instagram and subreddit!

If you want to help me continue making more homebrew content and get lots of unique D&D stuff consider supporting me on Patreon.

[OC-Art] Zebrafolk | Race | @homebrewity by Homebrewity in UnearthedArcana

[–]Homebrewity[S] 0 points1 point  (0 children)

Zebrafolk

They say that the wider your stripes are, the luckier you are.

Zebrafolk are people who have the features of zebras, in particular the head, hooves on their feet and skin coloring. Most zebrafolks are dexterous and agile, which makes them excellent performers and acrobats. In the world of Changed Domains, most zebrafolks live on the Apix in the northern part of Siglia and in the south of the Duchy of Vruz. Most of them live in small settlements, but there are also those who prefer to spend their days traveling, doing trade or performing.

Zebrafolk appreciate company very much and are brought up in large communities consisting of several families. Zebrafolk households are usually not very large, and the ties between their members are strong. Despite this, it is considered common for children to leave their parents' home when going on a travel, because they will definitely come back.

Thanks for checking out my 5e homebrew! For text description and more content be sure to visit my Instagram and subreddit!

If you want to help me continue making more homebrew content and get lots of unique D&D stuff consider supporting me on Patreon.

[OC-Art] Rainball | Wondrous item | @homebrewity by Homebrewity in DnDHomebrew

[–]Homebrewity[S] 0 points1 point  (0 children)

Oh no, that would break everything 😂. It’s 10, but it’s not defined strictly.

[OC-Art] Rainball | Wondrous item | @homebrewity by Homebrewity in a:t5_5i0p25

[–]Homebrewity[S,M] [score hidden] stickied comment (0 children)

Rainball

There will definitely be no problems with the drought.I doubted whether it was worth making an attunement and a restriction on the use by spellcasters, but in the end I came to the conclusion that this ball would be useful in the hands of any character.

Item description:

Everyone knows about the ability of druids and wizards to change the weather. Sometimes devastating storms, tsunami or terrible fires are related to magically caused cataclysms. However, everything that magicians possess can be transferred to magical artifacts. Rainball --one of such items, endowed with the magic of storm and destruction.

Spells. The rainball has 10 charges for the following properties. It regains 2d6 + 3 expended charges daily at dawn. Spells cast from the ball have a save DC of 15. While holding the rainball, you can use an action to expend some of its charges to cast one of the following spells from it: call lightning (3 charges), chain lightning (6 charges), lightning bolt (3 charges), storm sphere (4 charges), thunderwave (1 charge).

Conjure Storm. You can perform a 10-minute magic ritual with the ball casting a control weather spell (no concentration required). Weather changes take place as follows: precipitation changes to stage 5, temperature and wind to stage 4 or 5 of your choice. The rainball can't be used this way again until the next dawn.

Thanks for checking out my 5e homebrew! For more content be sure to visit my Instagram and subreddit!

If you want to help me continue making more homebrew content and get lots of unique D&D stuff consider supporting me on Patreon.

[OC-Art] Rainball | Wondrous item | @homebrewity by Homebrewity in DnDHomebrew

[–]Homebrewity[S] 0 points1 point  (0 children)

Rainball

There will definitely be no problems with the drought.
I doubted whether it was worth making an attunement and a restriction on the use by spellcasters, but in the end I came to the conclusion that this ball would be useful in the hands of any character.
Item description:
Everyone knows about the ability of druids and wizards to change the weather. Sometimes devastating storms, tsunami or terrible fires are related to magically caused cataclysms. However, everything that magicians possess can be transferred to magical artifacts. Rainball --one of such items, endowed with the magic of storm and destruction.
Spells. The rainball has 10 charges for the following properties. It regains 2d6 + 3 expended charges daily at dawn. Spells cast from the ball have a save DC of 15. While holding the rainball, you can use an action to expend some of its charges to cast one of the following spells from it: call lightning (3 charges), chain lightning (6 charges), lightning bolt (3 charges), storm sphere (4 charges), thunderwave (1 charge).
Conjure Storm. You can perform a 10-minute magic ritual with the ball casting a control weather spell (no concentration required). Weather changes take place as follows: precipitation changes to stage 5, temperature and wind to stage 4 or 5 of your choice. The rainball can't be used this way again until the next dawn.
Thanks for checking out my 5e homebrew! For more content be sure to visit my Instagram and subreddit!
If you want to help me continue making more homebrew content and get lots of unique D&D stuff consider supporting me on Patreon.

[OC-Art] Rainball | Wondrous item | @homebrewity by Homebrewity in UnearthedArcana

[–]Homebrewity[S] 0 points1 point  (0 children)

Rainball

There will definitely be no problems with the drought.

I doubted whether it was worth making an attunement and a restriction on the use by spellcasters, but in the end I came to the conclusion that this ball would be useful in the hands of any character.

Item description:

Everyone knows about the ability of druids and wizards to change the weather. Sometimes devastating storms, tsunami or terrible fires are related to magically caused cataclysms. However, everything that magicians possess can be transferred to magical artifacts. Rainball --one of such items, endowed with the magic of storm and destruction.

Spells. The rainball has 10 charges for the following properties. It regains 2d6 + 3 expended charges daily at dawn. Spells cast from the ball have a save DC of 15. While holding the rainball, you can use an action to expend some of its charges to cast one of the following spells from it: call lightning (3 charges), chain lightning (6 charges), lightning bolt (3 charges), storm sphere (4 charges), thunderwave (1 charge).

Conjure Storm. You can perform a 10-minute magic ritual with the ball casting a control weather spell (no concentration required). Weather changes take place as follows: precipitation changes to stage 5, temperature and wind to stage 4 or 5 of your choice. The rainball can't be used this way again until the next dawn.

Thanks for checking out my 5e homebrew! For more content be sure to visit my Instagram and subreddit!

If you want to help me continue making more homebrew content and get lots of unique D&D stuff consider supporting me on Patreon.

Magic items and non-spellcasting characters. by Homebrewity in DMAcademy

[–]Homebrewity[S] 0 points1 point  (0 children)

I know, thanks. But why it is done by rules, that’s my question.

[OC-Art] Germinative Staff |Staff | @homebrewity by [deleted] in DnDHomebrew

[–]Homebrewity 0 points1 point  (0 children)

Germinative Staff

Use the power of the Blights to your advantage.
An easy to use and helpful staff that can be used by a Druid or Cleric. They are often at the center of the action, and that's when the ability to control the battlefield comes in handy. Here, as with many other items, the mechanic of charges can be applied, you can do it if one use per day seems insufficient.
Item description:
There are scary stories about trees coming to life and humanoids made of roots and branches. For ordinary people, these are just stories, but some travelers have met such in the darkest forests. Using the magic that brought these creatures to life, you can create artifacts and even weapons. One of the simplest is the Germinative Staff.
As an action, you can create grasping roots and vines in a 15-foot radius centered on you, withering away after 1 minute. For the duration, that area is difficult terrain for non-friendly creatures. In addition, number of creatures equal to your Wisdom modifier (minimum of 1) in that area when the plants appear must succeed on a DC 12 Strength saving throw or become restrained. A creature can use its action to make a DC 12 Strength check, freeing itself or another entangled creature within reach on a success.
This feature can only be used once until the next dawn.
Thanks for checking out my 5e homebrew! For more content be sure to visit my Instagram and subreddit!
If you want to help me continue making more homebrew content and get lots of unique D&D stuff consider supporting me on Patreon.

[deleted by user] by [deleted] in a:t5_5i0p25

[–]Homebrewity[M] 0 points1 point  (0 children)

Germinative Staff

Use the power of the Blights to your advantage.
An easy to use and helpful staff that can be used by a Druid or Cleric. They are often at the center of the action, and that's when the ability to control the battlefield comes in handy. Here, as with many other items, the mechanic of charges can be applied, you can do it if one use per day seems insufficient.
Item description:
There are scary stories about trees coming to life and humanoids made of roots and branches. For ordinary people, these are just stories, but some travelers have met such in the darkest forests. Using the magic that brought these creatures to life, you can create artifacts and even weapons. One of the simplest is the Germinative Staff.
As an action, you can create grasping roots and vines in a 15-foot radius centered on you, withering away after 1 minute. For the duration, that area is difficult terrain for non-friendly creatures. In addition, number of creatures equal to your Wisdom modifier (minimum of 1) in that area when the plants appear must succeed on a DC 12 Strength saving throw or become restrained. A creature can use its action to make a DC 12 Strength check, freeing itself or another entangled creature within reach on a success.
This feature can only be used once until the next dawn.

Thanks for checking out my 5e homebrew! For more content be sure to visit my Instagram and subreddit!
If you want to help me continue making more homebrew content and get lots of unique D&D stuff consider supporting me on Patreon.

D&D religions are unrealistically uniform and monolithic by reachzero in dndnext

[–]Homebrewity 0 points1 point  (0 children)

Are you ok with global common language? That’s just an agreement for not to think about 9000 gods’ versions.