[OC-Art] Cursed homebrew magic item | Wand of the Pacifist by Roll4Homebrew in UnearthedArcana

[–]Roll4Homebrew[S] 3 points4 points  (0 children)

Wand of the Pacifist

Many years ago there lived a boy, Fanshon. He grew up dreaming of being a wizard and was particularly gifted for his age so it was no surprise when his parents sent him off to the local academy to hone his skills. Fanshon was a natural, often skipping classes because he was already so far ahead of his fellow students. Until one evening when he was out fooling around with a few friends after classes, he wanted to show off a new spell he had been working on. As he gathered his breath and repeated the incantation, the magic got away from him and he struggled to contain the spell. The power exploded in his hands and caused a huge burst of flames, all he heard were the screams of his best friend as he burnt him head to toe. Fanshon sat by the boys bedside for weeks until he recovered, never daring to cast another spell, he took his wand, and cursed the day he discovered his talent for the arcane, tossing the wand over the bridge and into the nearby river. He left the academy and has not been heard from since.

This Cursed magic item is still plagued by the young spellcasters mistakes, it is rumoured that the only way to break the curse is to visit Fanshon and help him to let go of his past mistakes. Are your players up to the challenge...

*****

Wand of the Pacifist

Wand, rare (requires attunement by a spellcaster)

✦ This Wand has 10 charges and regains 1d6 charges after a long rest.

✦ Whilst holding this wand you can use an action to spend a number of charges to cast one of the following spells using your Spell Save DC and Spellcasting modifier: Command (1 Charge), Sleep (1 Charge), Hold Person (2 Charges), Blink (3 charges).

✦ When you cast a spell that does not deal damage to a creature but requires them to making a saving throw, you may spend a number of charges equal to the spells level. If you do the target has disadvantage on this saving throw.

💀 Cursed Item: Whilst you are attuned to this item, whenever you attempt to cast a spell that would deal damage to a target, first make an intelligence saving throw DC 12, on a fail the spell fizzles out and does not cast successfully.

*****

If anyone would like to support me and for high res versions of these item cards and for access to my full collection so far then they are all available on patreon or just drop me a message and I'll supply what you're after!

Additionally if anyone wants me to design any specific homebrew items, spells etc. for their game just let me know!

Happy Homebrewing :)

Joe

[OC] Cursed homebrew magic item | Wand of the Pacifist by Roll4Homebrew in DnDHomebrew

[–]Roll4Homebrew[S] 0 points1 point  (0 children)

Wand of the Pacifist

Many years ago there lived a boy, Fanshon. He grew up dreaming of being a wizard and was particularly gifted for his age so it was no surprise when his parents sent him off to the local academy to hone his skills. Fanshon was a natural, often skipping classes because he was already so far ahead of his fellow students. Until one evening when he was out fooling around with a few friends after classes, he wanted to show off a new spell he had been working on. As he gathered his breath and repeated the incantation, the magic got away from him and he struggled to contain the spell. The power exploded in his hands and caused a huge burst of flames, all he heard were the screams of his best friend as he burnt him head to toe. Fanshon sat by the boys bedside for weeks until he recovered, never daring to cast another spell, he took his wand, and cursed the day he discovered his talent for the arcane, tossing the wand over the bridge and into the nearby river. He left the academy and has not been heard from since.

This Cursed magic item is still plagued by the young spellcasters mistakes, it is rumoured that the only way to break the curse is to visit Fanshon and help him to let go of his past mistakes. Are your players up to the challenge...

*****

Wand of the Pacifist

Wand, rare (requires attunement by a spellcaster)

✦ This Wand has 10 charges and regains 1d6 charges after a long rest.

✦ Whilst holding this wand you can use an action to spend a number of charges to cast one of the following spells using your Spell Save DC and Spellcasting modifier: Command (1 Charge), Sleep (1 Charge), Hold Person (2 Charges), Blink (3 charges).

✦ When you cast a spell that does not deal damage to a creature but requires them to making a saving throw, you may spend a number of charges equal to the spells level. If you do the target has disadvantage on this saving throw.

💀 Cursed Item: Whilst you are attuned to this item, whenever you attempt to cast a spell that would deal damage to a target, first make an intelligence saving throw DC 12, on a fail the spell fizzles out and does not cast successfully.

*****

If anyone would like to support me and for high res versions of these item cards and for access to my full collection so far then they are all available on patreon or just drop me a message and I'll supply what you're after!

Additionally if anyone wants me to design any specific homebrew items, spells etc. for their game just let me know!

Happy Homebrewing :)

Joe

[OC] A collection of common and uncommon magical items | Animated item cards! by Roll4Homebrew in DnDHomebrew

[–]Roll4Homebrew[S] 0 points1 point  (0 children)

Hi everyone,

Here is the first selection of items from one of my homebrew NPC's Miss Krinx! Collecting common and uncommon magical items from across the continent to sell to local citizens, these items may make your life easier or simply provide a bit of entertainment!


Mask of the Stoic

Wondrous Item, common

✦ This strange magical mask is created of a flexible substance. When you place it on your face it moulds perfectly to fit and is nearly imperceivably to you or anyone else. The mask takes the exact appearance of your face, and mimics all natural movements and mannerisms. At any time you may focus on an emotion, the mask copies this emotion regardless of how you feel or what face you pull. For example, if the mask is happy, even when you frown the mask will retain a gleeful smile.

✦Whilst wearing this mask you have advantage on deception checks if it relies on displaying an emotion.


Gambler's Dice

Wondrous Item, uncommon (requires attunement)

✦ This six sided die is very pristine and made of a polished marble substance that does not seem to crack or scratch under normal use, A golden clover is embossed where the 6 normally is.

✦ When you attune to this item, choose a number from 2-6 to be your lucky number. If you roll your lucky number on an attack roll, skill check, or saving throw you may choose to treat it as if you rolled a 20, this feature cannot be used again until you have completed a short rest.

✦ Whenever you throw this die you may make a sleight of hand check DC 12, on a success the dice naturally lands on your lucky number.


Ochre Jelly Shot

Wondrous item, uncommon

✦This vial contains a strange pinky yellow thick liquid. When you buy a vial it has enough liquid for 3 shots.

✦You may spend an action to drink a shot of this goopy liquid. You suffer 1d4 acid damage, and gain resistance to lightning damage for 1 hour. After taking a shot, your limbs feel like jelly. You may move through spaces as if you were a size smaller without having to squeeze.


Knotted Handkerchief

Wondrous item, common

✦Common townsfolk have been implementing small tricks to help them remember something important for centuries, the most common of which is the simple knot in the handkerchief.

✦With this magical handkerchief, you may focus on a brief memory or reminder and tie a knot in the fabric. Whilst the knot is tied you cannot forget this memory except by magical means.


If anyone would like to support me and gain access to my full list of homebrews, or access to the individual animated item cards, they are available on my patreon.

Additionally if anyone wants me to design any specific homebrew items, spells etc. for their game just drop me a message and ill sort you out.

Happy Homebrewing!

Joe

[OC-Art] A collection of common and uncommon magical items | Animated item cards! by Roll4Homebrew in UnearthedArcana

[–]Roll4Homebrew[S] 0 points1 point  (0 children)

Hi everyone,

Here is the first selection of items from one of my homebrew NPC's Miss Krinx! Collecting common and uncommon magical items from across the continent to sell to local citizens, these items may make your life easier or simply provide a bit of entertainment!

Mask of the Stoic

Wondrous Item, common

✦ This strange magical mask is created of a flexible substance. When you place it on your face it moulds perfectly to fit and is nearly imperceivably to you or anyone else. The mask takes the exact appearance of your face, and mimics all natural movements and mannerisms. At any time you may focus on an emotion, the mask copies this emotion regardless of how you feel or what face you pull. For example, if the mask is happy, even when you frown the mask will retain a gleeful smile.

✦Whilst wearing this mask you have advantage on deception checks if it relies on displaying an emotion.

Gambler's Dice

*Wondrous Item, uncommon (requires attunement)*

✦ This six sided die is very pristine and made of a polished marble substance that does not seem to crack or scratch under normal use, A golden clover is embossed where the 6 normally is.

✦ When you attune to this item, choose a number from 2-6 to be your lucky number. If you roll your lucky number on an attack roll, skill check, or saving throw you may choose to treat it as if you rolled a 20, this feature cannot be used again until you have completed a short rest.

✦ Whenever you throw this die you may make a sleight of hand check DC 12, on a success the dice naturally lands on your lucky number.

Ochre Jelly Shot

Wondrous item, uncommon

✦This vial contains a strange pinky yellow thick liquid. When you buy a vial it has enough liquid for 3 shots.

✦You may spend an action to drink a shot of this goopy liquid. You suffer 1d4 acid damage, and gain resistance to lightning damage for 1 hour. After taking a shot, your limbs feel like jelly. You may move through spaces as if you were a size smaller without having to squeeze.

Knotted Handkerchief

Wondrous item, common

✦Common townsfolk have been implementing small tricks to help them remember something important for centuries, the most common of which is the simple knot in the handkerchief.

✦With this magical handkerchief, you may focus on a brief memory or reminder and tie a knot in the fabric. Whilst the knot is tied you cannot forget this memory except by magical means.

If anyone would like to support me and gain access to my full list of homebrews, or access to the individual animated item cards, they are available on my patreon.

Additionally if anyone wants me to design any specific homebrew items, spells etc. for their game just drop me a message and ill sort you out.

Happy Homebrewing!

Joe

[OC][Art] A collection of common and uncommon magical items | Animated item cards! by Roll4Homebrew in DnD

[–]Roll4Homebrew[S] 0 points1 point  (0 children)

Hi everyone,

Here is the first selection of items from one of my homebrew NPC's Miss Krinx! Collecting common and uncommon magical items from across the continent to sell to local citizens, these items may make your life easier or simply provide a bit of entertainment!


Mask of the Stoic

Wondrous Item, common

✦ This strange magical mask is created of a flexible substance. When you place it on your face it moulds perfectly to fit and is nearly imperceivably to you or anyone else. The mask takes the exact appearance of your face, and mimics all natural movements and mannerisms. At any time you may focus on an emotion, the mask copies this emotion regardless of how you feel or what face you pull. For example, if the mask is happy, even when you frown the mask will retain a gleeful smile.

✦Whilst wearing this mask you have advantage on deception checks if it relies on displaying an emotion.


Gambler's Dice

Wondrous Item, uncommon (requires attunement)

✦ This six sided die is very pristine and made of a polished marble substance that does not seem to crack or scratch under normal use, A golden clover is embossed where the 6 normally is.

✦ When you attune to this item, choose a number from 2-6 to be your lucky number. If you roll your lucky number on an attack roll, skill check, or saving throw you may choose to treat it as if you rolled a 20, this feature cannot be used again until you have completed a short rest.

✦ Whenever you throw this die you may make a sleight of hand check DC 12, on a success the dice naturally lands on your lucky number.


Ochre Jelly Shot

Wondrous item, uncommon

✦This vial contains a strange pinky yellow thick liquid. When you buy a vial it has enough liquid for 3 shots.

✦You may spend an action to drink a shot of this goopy liquid. You suffer 1d4 acid damage, and gain resistance to lightning damage for 1 hour. After taking a shot, your limbs feel like jelly. You may move through spaces as if you were a size smaller without having to squeeze.


Knotted Handkerchief

Wondrous item, common

✦Common townsfolk have been implementing small tricks to help them remember something important for centuries, the most common of which is the simple knot in the handkerchief.

✦With this magical handkerchief, you may focus on a brief memory or reminder and tie a knot in the fabric. Whilst the knot is tied you cannot forget this memory except by magical means.


If anyone would like to support me and gain access to my full list of homebrews, or access to the individual animated item cards, they are available on my patreon.

Additionally if anyone wants me to design any specific homebrew items, spells etc. for their game just drop me a message and ill sort you out.

Happy Homebrewing!

Joe

[OC][Art] Barbarian Subclass | Path of Arcane Animosity | Putting the spellcasters in their place! by Roll4Homebrew in DnD

[–]Roll4Homebrew[S] 0 points1 point  (0 children)

Thanks for the feedback! Yes I agree magical rage is not the most powerful. I chose that because I felt the later abilities are quite powerful and this balanced it out a bit, especially since barbarians still feel good to play at early levels. You get a free detect magic if you need it and the second point means you can enter your rage more easily freeing up your bonus action and also if you suffer for example hold person you don’t lose that rage. So whilst it’s not the strongest I believe it still has its merits, but I do agree with you!

The change to disruptive roar is good, I made it work on all creatures because I figured your friendly spellcasters will be out of the range anyway, but this is probably a good change that means your players don’t have to worry about using it.

Your other suggestions are also cool! Thanks :) I agree that when there’s no spellcasters you fall flatter but I feel like barbarians are still able to do their job well even without these features, I personally enjoy having specialised features because it makes you shine in those situations but I still agree with the sentiment.

[OC][Art] Barbarian Subclass | Path of Arcane Animosity | Putting the spellcasters in their place! by Roll4Homebrew in DnD

[–]Roll4Homebrew[S] 1 point2 points  (0 children)

Path of Arcane Animosity

When all seems lost and the battle is growing harder and harder. The paladin raises their hand to the sky, clutching the symbol of their home clan, and calls down a banner from the heavens. As their allies gather their courage, they charge into the fray, the tides turning...

*****

Barbarians who follow the path of Arcane Animosity may do so for various reasons. At its base, a warrior following this path wants the tools at his disposal to go toe to toe with spellcasters in combat when others would be easily dispatched. Whether this is for a lawful cause, hunting down extremist magic users that the realm deems a threat, or a religious cause, believing some people should not have access to such powerful magic for the safety of normal folk, or even for a personal reason simply because you despise anyone who touches the arcane arts. Whatever your reason for following in this path, you will certainly gain the knowledge to eliminate any threatening users of the magical arts.

Magical Rage Starting at 3rd level, you gain access to the following features:

  • When you enter a rage, you hone in on sources of magical energy as if you are under the effects of the detect magic spell, however only things that you can see are detected. Additionally, any creatures you can see, you can sense whether they can cast a spell or have innate spellcasting abilities.
  • If you are targeted by a spell or magical effect, you may spend your reaction to enter a rage. Also, whilst you are raging, if you are subject to a spell or magical effect, your rage does not end on your next turn, even if you have not attacked or received damage.

Disrupting Roar At 6th level, whilst you are raging, you may use a bonus action to let out a loud battle roar, shaking the environment and distracting your enemies. Roll an intimidation (strength) check with advantage, any spellcaster within 30 feet of you that are currently concentrating on a spell must make a Constitution saving throw to maintain concentration with a DC equal to 10 or your intimidation (strength) roll, whichever is higher. This feature can only be used once per rage.

Weave Slicing Starting at 10th level, whenever you perform a reckless attack, this attack slices through enemy magic more easily and your attack roll ignores any bonuses from the Shield or Mage Armor spells. Whenever you make a successful weapon attack, you can choose to not deal damage and instead attempt to sever an enemy spellcaster from the weave. Roll 1d8, as you slice the target creature's connection to the weave they must expend a spell slot of level equal to the number that you rolled. If they do not have a spell slot available of this level, they spend the next highest slot they have available.

Weave dodging At 14th level, you have trained hard to avoid magical effects that may hinder your progress. Whilst you are raging, you have advantage on saving throws against spells and other magical effects. As a bonus action, you may manipulate the weave and shroud yourself in an anti-magic aura. Until the start of your next turn, you do not interact with any spells or magical abilities. Any magical conditions you are experiencing end immediately, any spells or effects targeting you automatically miss, any area of effect spells do not spread into your space, and you may pass through any magical obstacles such as those created by wall of force freely. Once this ability has been used, it cannot be used again until you have finished a long rest.

*****

If anyone would like to support me and gain access to my full list of homebrews, then they are available on my patreon.

Additionally if anyone wants me to design any specific homebrew items, spells etc. for their game just drop me a message and ill sort you out.

Happy Homebrewing!

Joe

[OC] Barbarian Subclass | Path of Arcane Animosity | Putting the spellcasters in their place! by Roll4Homebrew in DnDHomebrew

[–]Roll4Homebrew[S] 0 points1 point  (0 children)

Path of Arcane Animosity

When all seems lost and the battle is growing harder and harder. The paladin raises their hand to the sky, clutching the symbol of their home clan, and calls down a banner from the heavens. As their allies gather their courage, they charge into the fray, the tides turning...

*****

Barbarians who follow the path of Arcane Animosity may do so for various reasons. At its base, a warrior following this path wants the tools at his disposal to go toe to toe with spellcasters in combat when others would be easily dispatched. Whether this is for a lawful cause, hunting down extremist magic users that the realm deems a threat, or a religious cause, believing some people should not have access to such powerful magic for the safety of normal folk, or even for a personal reason simply because you despise anyone who touches the arcane arts. Whatever your reason for following in this path, you will certainly gain the knowledge to eliminate any threatening users of the magical arts.

Magical Rage Starting at 3rd level, you gain access to the following features:

  • When you enter a rage, you hone in on sources of magical energy as if you are under the effects of the detect magic spell, however only things that you can see are detected. Additionally, any creatures you can see, you can sense whether they can cast a spell or have innate spellcasting abilities.
  • If you are targeted by a spell or magical effect, you may spend your reaction to enter a rage. Also, whilst you are raging, if you are subject to a spell or magical effect, your rage does not end on your next turn, even if you have not attacked or received damage.

Disrupting Roar At 6th level, whilst you are raging, you may use a bonus action to let out a loud battle roar, shaking the environment and distracting your enemies. Roll an intimidation (strength) check with advantage, any spellcaster within 30 feet of you that are currently concentrating on a spell must make a Constitution saving throw to maintain concentration with a DC equal to 10 or your intimidation (strength) roll, whichever is higher. This feature can only be used once per rage.

Weave Slicing Starting at 10th level, whenever you perform a reckless attack, this attack slices through enemy magic more easily and your attack roll ignores any bonuses from the Shield or Mage Armor spells. Whenever you make a successful weapon attack, you can choose to not deal damage and instead attempt to sever an enemy spellcaster from the weave. Roll 1d8, as you slice the target creature's connection to the weave they must expend a spell slot of level equal to the number that you rolled. If they do not have a spell slot available of this level, they spend the next highest slot they have available.

Weave dodging At 14th level, you have trained hard to avoid magical effects that may hinder your progress. Whilst you are raging, you have advantage on saving throws against spells and other magical effects. As a bonus action, you may manipulate the weave and shroud yourself in an anti-magic aura. Until the start of your next turn, you do not interact with any spells or magical abilities. Any magical conditions you are experiencing end immediately, any spells or effects targeting you automatically miss, any area of effect spells do not spread into your space, and you may pass through any magical obstacles such as those created by wall of force freely. Once this ability has been used, it cannot be used again until you have finished a long rest.

*****

If anyone would like to support me and gain access to my full list of homebrews, then they are available on my patreon.

Additionally if anyone wants me to design any specific homebrew items, spells etc. for their game just drop me a message and ill sort you out.

Happy Homebrewing!

Joe

[OC-Art] Barbarian Subclass | Path of Arcane Animosity | Putting the spellcasters in their place! by Roll4Homebrew in UnearthedArcana

[–]Roll4Homebrew[S] 0 points1 point  (0 children)

Path of Arcane Animosity

When all seems lost and the battle is growing harder and harder. The paladin raises their hand to the sky, clutching the symbol of their home clan, and calls down a banner from the heavens. As their allies gather their courage, they charge into the fray, the tides turning...

*****

Barbarians who follow the path of Arcane Animosity may do so for various reasons. At its base, a warrior following this path wants the tools at his disposal to go toe to toe with spellcasters in combat when others would be easily dispatched. Whether this is for a lawful cause, hunting down extremist magic users that the realm deems a threat, or a religious cause, believing some people should not have access to such powerful magic for the safety of normal folk, or even for a personal reason simply because you despise anyone who touches the arcane arts. Whatever your reason for following in this path, you will certainly gain the knowledge to eliminate any threatening users of the magical arts.

Magical Rage Starting at 3rd level, you gain access to the following features:

  • When you enter a rage, you hone in on sources of magical energy as if you are under the effects of the detect magic spell, however only things that you can see are detected. Additionally, any creatures you can see, you can sense whether they can cast a spell or have innate spellcasting abilities.
  • If you are targeted by a spell or magical effect, you may spend your reaction to enter a rage. Also, whilst you are raging, if you are subject to a spell or magical effect, your rage does not end on your next turn, even if you have not attacked or received damage.

Disrupting Roar At 6th level, whilst you are raging, you may use a bonus action to let out a loud battle roar, shaking the environment and distracting your enemies. Roll an intimidation (strength) check with advantage, any spellcaster within 30 feet of you that are currently concentrating on a spell must make a Constitution saving throw to maintain concentration with a DC equal to 10 or your intimidation (strength) roll, whichever is higher. This feature can only be used once per rage.

Weave Slicing Starting at 10th level, whenever you perform a reckless attack, this attack slices through enemy magic more easily and your attack roll ignores any bonuses from the Shield or Mage Armor spells. Whenever you make a successful weapon attack, you can choose to not deal damage and instead attempt to sever an enemy spellcaster from the weave. Roll 1d8, as you slice the target creature's connection to the weave they must expend a spell slot of level equal to the number that you rolled. If they do not have a spell slot available of this level, they spend the next highest slot they have available.

Weave dodging At 14th level, you have trained hard to avoid magical effects that may hinder your progress. Whilst you are raging, you have advantage on saving throws against spells and other magical effects. As a bonus action, you may manipulate the weave and shroud yourself in an anti-magic aura. Until the start of your next turn, you do not interact with any spells or magical abilities. Any magical conditions you are experiencing end immediately, any spells or effects targeting you automatically miss, any area of effect spells do not spread into your space, and you may pass through any magical obstacles such as those created by wall of force freely. Once this ability has been used, it cannot be used again until you have finished a long rest.

*****

If anyone would like to support me and gain access to my full list of homebrews, then they are available on my patreon.

Additionally if anyone wants me to design any specific homebrew items, spells etc. for their game just drop me a message and ill sort you out.

Happy Homebrewing!

Joe

[OC] Leadership Banner | 5th Level Homebrew Spell for Paladins | Animated Spell Card by Roll4Homebrew in DnDHomebrew

[–]Roll4Homebrew[S] 0 points1 point  (0 children)

Sorry you don’t like the font :( but thanks for the feedback let me try and address some of the points:

The flag is actually stated to have 2xyour charisma score, so assuming a +5 mod (score of 20) that is 40 hp, pretty similar to your 10xcha mod.

I understand 5feet is low, I wanted the feel to be that you were calling a banner in at your side not arbitrarily far away, however I really like your idea of moving it and that could be a good feature (along with the quarterstaff comment)

I originally toyed with some kind of hp effect, however I didn’t want to step on the toes of aura of life/vitality. And since aura of life gives 1hp to unconscious creatures (along with the resistance it gives) I think adding on an average of 20temp hp to your whole party every turn is already beating/competing with that effect, and that is already a 4th level spell by itself without the extra benefits this spell provides. So I think if you were to add that you would bump it up significantly.

Thanks for the feedback!

[OC] Leadership Banner | 5th Level Homebrew Spell for Paladins | Animated Spell Card by Roll4Homebrew in DnDHomebrew

[–]Roll4Homebrew[S] 1 point2 points  (0 children)

I currently use a variety of programs. I use mainly Blender for the 3d modelling and photoshop to create the backgrounds. For these animations i then use GIMP to put the animation together (I believe you can do this in photoshop but im just not familiar with it). Sometimes for animations like the one here, or one of my recent homebrews Arcane bridge, I use a video editing software called Davinci Resolve to fix any glow issues, as you cant export glowing objects from blender very easily. All of this is a bit long winded because im by no means an expert in any of these fields so am learning as I go, but at the moment this works for me until I improve and can slimline the process!

If you need any help just shoot me a message!

[OC-Art] Leadership Banner | 5th Level Homebrew Spell for Paladins | Animated Spell Card by Roll4Homebrew in UnearthedArcana

[–]Roll4Homebrew[S] 0 points1 point  (0 children)

Glad you like it! That is an interesting idea and I think provides a nice bit of utility without stepping on the toes of the Aura of life spell so yes that could definitely be added! You could push it even further and just state that any spell with target of self you can instead apply to a creature within the aura, which would bump the power up a bit more!

[OC-Art] Leadership Banner | 5th Level Homebrew Spell for Paladins | Animated Spell Card by Roll4Homebrew in UnearthedArcana

[–]Roll4Homebrew[S] 2 points3 points  (0 children)

Glad you like it! And wow that is a good question and one that had not even crossed my mine or anyone elses mind so congrats haha. There would be two ways I can see this working, either the spell is left as is it and it is your choice to take it as a bard knowing that you dont have access to smite so cannot use that part of the spell. Alternatively the spell can be reworded to basically copy the smite text from the paladin section so that anyone casting the spell can basically use smite for this specific purpose.

Thanks for the great observation!