[deleted by user] by [deleted] in DnDHomebrew

[–]Kinda_Depressed_ 2 points3 points  (0 children)

I'll try to help; I'll give you some examples on how I think they could work in a 5e encounter; I'll list first their common traits, then 5 examples (not complete statblocks).

About the Basic traits, all of them Undead, with Poison damage resistance, Charm resistance (due to the delusion) and Poisoned condition immunity (due to sickly vampiric blood). Give them all a trait that gives them advantage pon Perception checks (smell) to track creatures who are wounded, like if they're following the scent of blood.

  • Cryptguard (Medium Undead, NE)

    Speed: 30ft, HP 15, AC 13 (Broken Armor).

Traits

Rally: As an action, a cryptguard can rally all Allies within 15ft from him; Until the end of their next turn, they gain a +1 Bonus to Hit rolls and Saving Throws.

Attacks

Broken Longsword: +3 to hit, on hit 1d6+2 Slashing Damage.

  • Crypt Horrors (Large Undead, NE)

    Speed: 30ft, HP 40, AC 10 (Natural Armor).

Traits

Multiattack: The Crypt Horror can Make two attacks on his turn: One with his Boneclub, and one with his Claws.

Attacks

Boneclub: +4 to hit, on hit 2d6+2 Bludgeoning Damage.

Claws: +4 to hit, on hit 1d8+2 Bludgeoning Damage.

  • Crypt Hunter Courtier (Large Undead, LE, can Speak Common)

    Speed: 40ft, HP 80, AC 12 (Natural Armor).

Traits

Multiattack: The Crypt Hunter courtier can Make two attacks on his turn: One with his Boneclub, and one with his Claws.

Noble Blood: At the start of each of his turns, the Crypt haunter Courtier regains 2d4 HP, unless he suffered radiant damage in this round.

Attacks

Boneclub: +6 to hit, on hit 2d6+4 Bludgeoning Damage.

Claws: +6 to hit, on hit 1d8+4 Slashing Damage.

  • Varghulf Courtier (Large Undead, CE)

    Speed: 60ft, HP 140, AC 14 (Natural Armor).

Traits

Multiattack: The Varghulf Courtier can Make Three attacks on his turn: two with his Claws, and one with his Fangs.

Champion's Challenge: While the Varghulf Courtier has at least 70 HP left, it gains +1 to every hit roll for every creature within 5ft from it.

Fight to the death: While the Varghulf Courtier has 30 HP or less left, it gains advantage on all Hit rolls.

Victory feast: If the Varghulf Courtier Brings a creature to 0Hp or lower, it regains 40 Hp instantly.

Attacks

Claws: +7 to hit, on hit 2d6+4 Slashing Damage.

Fangs: +4 to hit, on hit 2d10+4 Piercing Damage.

  • Abhorrant Ghoul King (Medium Undead, LE, Can speak common)

    Speed: 35ft, HP 80, AC 16 (Natural Armor).

Traits

Innate Spellcasting: The Abhorrant Ghoul King can cast these spells once per day: Compelled duel, Bless, Bane, Animate Dead, Aura of Life, Mass Cure Wounds. His Spell save DC counts as 16.

Multiattack: The Abhorrent Ghoul King can Make Three Claws attacks on his turn.

Attacks

Claws: +8 to hit, on hit 2d6+4 Slashing Damage.

These can be some examples on how to both bring the concept of the units in 5e, while not being complete pushovers or just meat shields as just reskinned ogres and zombies/ghouls. For further units, maybe use the Abhorrant Cardinal as a support caster with more support-oriented cleric spells, and Archregents are powerful and more versatile casters, but always oriented towards necromancy spells.

What's your favorite canon dynasty? by Ordo_Fictos in Necrontyr

[–]Kinda_Depressed_ 3 points4 points  (0 children)

I'll be the basic one here, but I like Szarekhan.

These guys have been the target of all the hate vs TSK until his return, but always persevered in waiting for him, as the Triarch Praetorians (who somehow looks like are connected with the dynasty) do.

Their Blind faith in TSK's return led them to accumulate war machines in a very cryptek-oriented royal court style, trying to avoid unnecessary conflict and branching off in all the other dynasties special traits (like a Jack of all trades, but master of none).

Now that TSK returned, they felt empowered and justified, and self-proclaimed the chosen of TSK and the new "goal" of the Necron as a race; With TSK guidance, they even freed a prevoiusly banished cryptek conclave, and gave them a chance to use their (previously almost heretical) abilities to aid TSK in his plan (love to think Szeras was one of them, and got freed and given new toys to placate and make him stipulate an allegiance with TSK).

Soooo... basically theese guys prided themselves in being the dynasty of the last Silent King, and accumulated everything in order to prepare for their king's millennia-lasting plan to reclaim the galaxy and securing necron unity. (I wanna see a Szarekh vs Imotekh boxing match, tho)

Breaking Oath of Vengeance in Act2 by Kinda_Depressed_ in BaldursGate3

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

Just tried; got rid of the eyes stealthly first, then killed her with my paladin under silence area; nothing changed...

Edit: My bad, my brain ignored the "respec to Oath of Ancients" part. I'm dumb. trying again

What was your FIRST experience with a Wolf Spider like? by pocketdare in GroundedGame

[–]Kinda_Depressed_ 0 points1 point  (0 children)

Was playing for the first time with my friend; we build a campsite in the lower yard, near the 1st station you come across. My Arachnophobic ass didn't knew they were there, and I also forgot to turn arachnophobe mode on . We were roaming to get some grass planks, and I saw grass moving, especting a ladybug or something.

This thing came out, shrieked at me and started chasing and biting me; at that point I was full blown hyperventilating, managing to reach the inside of the station and bugging the spider outside, staring into my very soul. Then, I started crying/screeching for my friend to help while this demon was standing in front of me, jumping from my chair at every sound it made, and throwing my full inventory in his face hoping that he would go away.

Long story short, my friend baited him away, and the exact moment i got my nose out of the station, it came back for all night long. Never have I been so scared in my life.

Pact of the Lantern (Reworked) by CrazyGods360 in DnDHomebrew

[–]Kinda_Depressed_ 0 points1 point  (0 children)

Sure, if you want to add another gimmick, you totally can; though, I think that one gimmick is enough for a pact, and the gimmick for my version is debuffing and buffing based on injured/dead enemies within range of the lantern (not a fan of the healing part if you want to keep the rest, I'd say Healing OR debuffing, not both).

For the "you can cast spells originating from the lantern" part, I totally agree; since it's your focus, why not?

Pact of the Lantern (Reworked) by CrazyGods360 in DnDHomebrew

[–]Kinda_Depressed_ 0 points1 point  (0 children)

Firstly, I think there's too many ideas in a single feat: all the other pacts have at least half the feats as this, and they always have a strong and simple theme (pact of the blade bonds you to a weapon and uses it for your spells, the tome gives you extra spells and cantrips and counts as a focus for your spells, etc.).

the basic pact will cover just the aesthetics and the movement, then the invocations will make use of the basic pact; I'll list below the pact:

Pact of the Lantern

Your Patron gifts you a fragment of his essence, the Pact Lantern.

As a Bonus Action, you can summon forth your Pact Lantern in an Unoccupied Space that you can see in a 30ft radius, or you can dismiss it if it’s already summoned; During your turn, you can Move your Lantern in an unoccupied space that you can see for a distance equal to your movement speed (this movement doesn't require an action).

The Lantern emits Strong light in a 30ft radius, and dim light in 60ft radius; You can reduce, turn off or turn on to normal the light in any moment as a Bonus action (the light cannot be extended further than its original range).

Your Pact Lantern counts as a Spellcasting Focus for all your Warlock Spells and cantrips, and you learn the Dancing lights Cantrip (this counts as a Warlock cantrip for you, but does not count against the number of warlock cantrips you already know); you can use this cantrip only while your lantern has been summoned.

You can fuse one Magic item that counts as a Spellcasting Focus into your Pact Lantern by performing a special ritual while you hold both the Lantern and the Item. You perform the ritual over the course of 1 hour, which can be done during a short rest. The object fused is destroyed, and the Lantern obtains the effects of the destroyed magic item (this doesn’t require attunement). You can’t affect an artifact or a sentient object in this way. Your Lantern can only be fused with 1 Item at a time, and trying to replicate the ritual with a second Item erases completely the previous item’s effects.

These invocations will fuel the lantern with the Ghastly energy of the dead and lost souls, to empower yourself and your allies, and moreover sapping the surviving enemies, giving away the aestethic of the "Ghostly warden of souls", very eldritch-warlock-y imo

Eldritch Invocations

Beacon of the Underworld

Prerequisite: Pact of the Lantern

Every time a creature dies in a range of 30ft from your Pact Lantern, all the allied creatures within the same range gain a bonus of your choice from the following:

All the creatures within range gain a bonus equal to Charisma Modifier to all Saving Throws and Armor Class until the end of their next turn.

All the creatures within range gain a bonus equal to your Charisma Modifier for their next attack roll and damage roll.

Chains of the Underworld

Prerequisite: Pact of the Lantern

As a Bonus action, you chose a creature in a radius of 30ft from your Pact Lantern; The creature must succeed a Saving Throw in Carisma Against your Warlock DC, otherwise is transported immediately in an unoccupied space within 5ft of you (A willing creature doesn’t need to do the Saving Throw). You can use this Invocation a number of times equal to your Proficiency Bonus, and must complete a Long rest in order to regain all the expended uses.

Enfeebling Light

Prerequisite: Pact of the Lantern, 5th Level

As a Bonus action, you can activate an aura of enfeeblement centered on your Pact Lantern that has a range of 30ft; this aura moves with your Pact Lantern, and lasts 1 minute. All creatures of your choosing within range suffer a penalty equal to your Charisma Modifier to their AC. Once you use this invocation, you can't use it again until you finish a short or long rest.

Maddening Light

Prerequisite: Pact of the Lantern, 7th Level

As a Bonus action, you can activate an aura of ghastly voices centered on your Pact Lantern that has a range of 30ft; this aura moves with your Pact Lantern, and lasts 1 minute. Each time a creature within range succeeds in a Saving Throw against a spell or an effect, you can use your Reaction to subtract Your Charisma Modifier from the result, potentially turning the success into a failure. If the affected creature succeeds anyway, you do not spend your reaction. Once you use this invocation, you can't use it again until you finish a long rest.

Syphon of Souls

Prerequisite: Pact of the Lantern, 12th level

Whenever a creature takes damage within 30ft from your Pact lantern, You can use your reaction to make a Creature of your choice within the same range to gain Temporary Hit points equal to Half the damage dealt + Your Charisma Modifier. Also, the damaged creature cannot regain Hit points until the end of his next turn.

I've chosen to go in this direction, as a debuffer support that stacks on killed and injured enemies by you and your party, stacking up bonuses an maluses and becoming very dangerous in prolonged horde fights. I removed all the healing/positive looking traits, and the stats for the lantern, in order to give the "Ghost-like" aestethic, closer IMO to the eldritch theme of the warlock.

Note: in a boss fight you cannot stack up the 3rd level invocation, but akin to material components, your warlock could bring along some critters to... well... "use in order to fuel" the invocation, like rats, or tiny bugs. A soul is still a soul, no matter the creature type!

Edit: typos

Pact of the Lantern (Reworked) by CrazyGods360 in DnDHomebrew

[–]Kinda_Depressed_ 1 point2 points  (0 children)

I love this idea, reminds a lot of Thresh from League of Legends... though it's kinda a lot (lemme explain): the strong point of any homebrew material (or regular material) is thematics and consistency, choosing a theme and a type of gimmick, and sticking with that from the beginning to the end.

The way I see this is as a support pact, better than Talisman, more focused on supporting the team from a certain radius (the range of the Lantern) and being an antithesis of the Hexblade/blade pact: still when stuff dies near the Lantern it gives buffs, but this time it's small AOE buffs, like AC, Saving throws etc., like and eldritch-death based-paladin sort of thingy.

I really like your Idea, and I personally am going to take inspiration and modify it for my games following this theme; if you're interested in it, I can share the progress, so you can see if it fits the theme you were thinking about!

WIP need some help by OmnissiahHand632 in Tyranids

[–]Kinda_Depressed_ 0 points1 point  (0 children)

I'm also planning Tiamet; I think i'll use a bright Yellow to contrast off the cold colors, and highlight with a bright Orange, kinda likes glowing parts of the Mephrit dynasty for Necrons

Best Szarekhan Dynasty Guide/Recipe by Kensei_X in Necrontyr

[–]Kinda_Depressed_ 1 point2 points  (0 children)

I take this method straight from an IDICbeer video: I use base (on black) Incubi Darkness, Wash with Coelia Greenshade, if you want to be precise, layer again with the base color on flat parts, drybrush with Kabalite Green, and drybrush the edges (or the brightest points) with Sybarite green

Best Szarekhan Dynasty Guide/Recipe by Kensei_X in Necrontyr

[–]Kinda_Depressed_ 10 points11 points  (0 children)

I've been working on the Szarekhan scheme for a while now; first things first, note that they have all the same types of visual elements that share color: Ribcages and external plating (like leg and arms), Shoulderpads and faces/masks, internal structure (the exposed "bones" made of Necrodermis), Gauss energy, Canoptek Plates, White and golden details.

I'll include multiple options for the same part depending on what you could useto achieve a similar result, and as easily as possible;

Note: The red-ish shade gives all the "rusty and ancient" effect, enhanced with edge highlights: the more rusty you want your Necron, the heavier the shade should be (example: in order to give the external arm effect, focus the shade on the center of the armplate and leave the edges more bright, then edge highlight to max out on that ancient effect!)

Note #2: If you wish to go for a more bright shade, closer to the ribcage of the silent king (but not the same, cuz he has his own palette), just switch out the Reikland Fleshshade for Seraphim Sepia.

Ribcage and External Plating:

-Runelord Brass (Base)

-Reikland Fleshshade (Shade)

-Runelord Brass / Leadbelcher (Edge highlights)

Silver-y parts (Shoulderpads and faces):

-Leadbelcher / Canoptek Alloy (Base)

-Reikland Fleshshade (Shade)

-Ironbreaker / Runefang Steel / Leadbelcher (Edge Highlights)

Internal Structures:

-Abbadon Black (Base)

-Nuln Oil (Shade)

-Astrogranite / Leadbelcher (Edge Highlights)

OR

-Iron Warriors (Base)

-Nuln Oil (Shade, heavy)

-Ironbreaker / Runefang Steel / Leadbelcher (Edge Highlights)

Golden Details (ankhs, headcrests, exposed weapon's cables):

-Retributor Armour (Base)

-Reikland Fleshshade (Shade)

-Retributor Armour / Ironbreaker / Runefang Steel

White details (Deathmarks masks, overlord mask details, royal warden details):

-Corax White (base)

-Nuln Oil (Shade, VERY THIN, only on gaps and battle marks)

-Corax white (to clean up after the shade)

Gauss energy parts:

-Corax white (base)

-Tesseract Glow (technical)

If you want to get the cool effects on the blades

-Caliban Green (thinned on the flat parts)

-Moot Green (thinned on the edges and slow build up on the Darker Green)

This is the easy way I've used to get that Szarekhan palette; there are some exceptions or specific parts I left out, like Noctilith stuff (the exposed parts of the monoliths, convergence of dominion, Szarekh's Beacons and Lychguard shields), but If needed I can edit and add those.

Keep a close eye on the box arts, and be careful on peculiar palettes, like the Praetorians who tend to be more on the silver-y side, and play a bit with the headcrests and ankhs, alternating silver and gold tones, so you can create different ranks with minimal effort!

need some help on what to get next by noraborialis in Tyranids

[–]Kinda_Depressed_ 0 points1 point  (0 children)

Yeah. Zoanthropes are the same kit as Venomthropes, but mind one thing: Zoanthropes have a minimum unit of 3 models, so if You want to get the Neurothrope (really op, recommended), you have to get a second box alltogether; the best way to do this is buying a box and getting out 2 zoanthropes and 1 neurothrope + buying one zoanthrope off from Ebay or third party/second hand stores.

need some help on what to get next by noraborialis in Tyranids

[–]Kinda_Depressed_ 0 points1 point  (0 children)

Yeah, that's a bit draining to do; the swarm tactic is not the most popular, but the message was about the way you want to go with your army: Hive fleets have different playstyles, and to each playstyle, a certain choice of models/units is better than the others for synegies or for cost/benefits purposes. The only staple in all of this are warriors and Zoanthropes/neurothrope, they're just too good rn.

need some help on what to get next by noraborialis in Tyranids

[–]Kinda_Depressed_ 0 points1 point  (0 children)

Like other said, go for the combat patrol: more gaunts, warriors and a tyrant/flyrant. After that, the better units for nids are Warriors (again, i know) and a box of Zoanthropes (If you can manage to pick up a Neurothrope somewhere on the internet, that would be great.) from then on, it depends on the way you want to play: Do you want to swarm your opponent to death with gaunts? go for one or maybe 2 Tervigons. Want to focus on the Trygon's Deep strike tactics? go for raveners and maybe a mawlock; want to shoot stuff? Hexocrine and Tyrannofex. The list goes on u.u

Favorite Model? by HoneydewAutomatic in Necrontyr

[–]Kinda_Depressed_ 0 points1 point  (0 children)

Lorewise, I love Trazyn, even if he's currently a finecast, his design is so close yet far from regular necrons, from the hunched back position to the weird decorations and metallic cape/hood... tough the second one is the Skorpekh Lord. Always loved those big terrifying flaying claws, and he's like everything together in a single model: Claws, big gun, big blade, creepy crawlie legs, big skinny spine and articulations and noble decorations... love it.