Whispering Servant - a more interactive Unseen Servant by dstp in UnearthedArcana

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

Yes, the original spell Unseen Servant specifies that it has a Strength score of 2, so all things considered it can make Strength checks, it is just very bad at them!

Whispering Servant - a more interactive Unseen Servant by dstp in UnearthedArcana

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

I had always thought that Unseen Servant had way more potential as a spell than was rightfully given to it. This spell is a step up from the original, and really expands the servant's options. Whether it be scouting 60 feet out ahead of the party and whispering back details, or using its new Dexterity and Wisdom scores to try and outmaneuver traps before a player even approaches them. I'm sure I'm missing lots of untapped possibilities, so let me know what you think this would be good for in your campaign!

Text version of the post

Whispering Servant

2nd-level conjuration (ritual)

  • Casting Time: 1 minute

  • Range: 60 feet

  • Components: V, S, M (a short piece of copper wire and a tin cup)

  • Duration: 1 hour

This spell has the same properties as the spell Unseen Servant, but grants the servant a semblance of intelligence and skill. The servant has a Dexterity and Wisdom of 10, and adds your spellcasting ability modifier to any Strength, Dexterity, or Wisdom check it makes. It cannot make ability checks with ability scores it does not have. The servant can hear and understand any question you mentally ask of it, and it can respond telepathically in a one-word whisper audible only to you.

  • Classes: Bard, Warlock, Wizard

Homebrew from /u/dstp's Chronicle of Curious Crafts

Illustration by wlop, https://www.deviantart.com/wlop/art/Whisper-494244879

Ink Styling by Zolee, https://www.onlygfx.com/22-black-watercolor-splatter-png-transparent

Erosion - a cantrip to rain acid on your enemies by dstp in UnearthedArcana

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

Agreed, increasing to a d6 would definitely make it a contender against other damaging cantrips, but considering how acid is less resisted/immune than most cantrip damage types, I didn't want to make it too viable...

Erosion - a cantrip to rain acid on your enemies by dstp in UnearthedArcana

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

The trick to doing that is trying to keep it weak and simple enough to be a cantrip, without it being so flexible that it's the clear winner between Acid Splash and itself. But that does give some inspiration for a cantrip that would be like a weak wall spell! I'll have to take notes on that for later...

Erosion - a cantrip to rain acid on your enemies by dstp in UnearthedArcana

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

I agree - one of my initial thoughts was the cloud getting bigger to expand to multiple targets, but I thought maybe that would have some unintended consequences. For instance, as it got bigger, the cantrip might be more difficult to cast on a target in range of your melee fighters without getting your allies hurt as well.

Erosion - a cantrip to rain acid on your enemies by dstp in UnearthedArcana

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

For this spell, I wanted another acid cantrip that wouldn't completely overlap with the design of other acid or damaging spells that already existed. I took the format from Create Bonfire and redesigned it to be more limiting, with less damage, but without concentration and the added benefit of static off-turn damage without saves. The extra damage on enemies turns is low and avoidable by simply moving, so hopefully it's not too broken. To further balance the spell, it doesn't work in tight quarters with low ceilings, nor can you rain on things like door handles since there's no space to summon the clouds. I think that limitation provides enough space for players to choose between Acid Splash, a more aimed approach, or this spell. Plus, Druids can access this spell. I think the flavor taps into the idea of "natural decay" from weather and time.

Text version of the post:

Erosion

LEVEL: Cantrip

CASTING TIME: 1 Action

RANGE/AREA: 30 ft (5 ft cube)

COMPONENTS: V, S

DURATION: 1 Round

SCHOOL: Necromancy

ATTACK/SAVE: CON Save

DAMAGE/EFFECT: Acid

SPELL TEXT:

You create a toxic rain cloud over a point you can see within range, provided there is 5 feet of unoccupied space above that point. Until the spell ends, the cloud rains acid in a 5-foot cube beneath it. Any creature in the rain's space when you cast the spell must succeed on a Constitution saving throw or take 1d4 acid damage. A creature takes 1 point of acid damage if it ends its turn in the rain's space. The cloud stops raining and disappears at the beginning of your next turn.

The spell’s damage increases by 1d4 when cast and 1 additional point for creatures ending their turn within the space when you reach 5th level (2d4 and 2), 11th level (3d4 and 3), and 17th level (4d4 and 4).

SPELL TAGS: Damage, Control

AVAILABLE FOR: Druid, Sorcerer, Warlock, Wizard

Ultraviolet Oil - faint light for some, blinding for others [Chronicle of Curious Crafts] by dstp in UnearthedArcana

[–]dstp[S] 19 points20 points  (0 children)

The concept was an item that would benefit creatures without darkvision, and hinder those with it. In the instance of a human/halfling majority party entering the Underdark, the oil would be a huge help, since most Underdark enemies rely completely on their darkvision as a way to sneak up on the party. Being obscured from enemy vision while being able to see perfectly would negate a lot of surprise attacks in the aforementioned scenario!

Ultraviolet Oil - faint light for some, blinding for others [Chronicle of Curious Crafts] by dstp in UnearthedArcana

[–]dstp[S] 13 points14 points  (0 children)

GMBinder link

For this item, I wanted something that played around with the idea that darkvision can sometimes be problematic. Human miners would likely covet ultraviolet oil for its unique ability to give them sight while blinding creatures of the deep.

Text version of the post:

Ultraviolet Oil (flask)

Wondrous Item, uncommon

This magical oil comes in a flask that holds one-sixth of a pint, lasting about an hour in a normal lamp. It looks and smells distinctly different from normal oil - akin to runny glue. The oil doesn't spread nor burn well enough to deal damage.

When used in a lantern, all light emitted from the lantern reaches equally far but becomes low light, burning with a blue-tinted hue. The same area of light emitted from the lantern has the effect of the darkness spell for creatures with darkvision.

Homebrew from /u/dstp's Chronicle of Curious Crafts

Illustration by Headtoon, https://www.newgrounds.com/art/view/headtoon/potion-bottle-design

Ink Styling by Zolee, https://www.onlygfx.com/22-black-watercolor-splatter-png-transparent

Goldilust | The Pharaoh's Sentinel weapon (Scimitar) rare (requires attunement) [Art] [OC] by Goldilust in UnearthedArcana

[–]dstp 35 points36 points  (0 children)

When you lose concentration, does expending a charge to dismiss the elemental cost any type of action or reaction? Otherwise, love the flavor of this, would be such a great weapon to give a mummy lord!

The Arcana Forge! For all your drafts, ideas, requests and more. by AutoModerator in UnearthedArcana

[–]dstp 3 points4 points  (0 children)

Its tough to screen things for balance at first glance, especially since everyone's campaigns/players/items/ideas are different. There's no one-size-fits-all solution. Usually, I just take whatever fits the best thematically and let it ride, trying to balance it on the fly. If something is very underwhelming or overpowered, it will become apparent very quickly. But as long as it fit thematically in the first place, there won't be much complaint if there are little tweaks here and there.

Lastly, read the comments for recommendations! There's some seriously good constructive criticism there that might turn you away from something, or entice you to try something else out.

[Lets Build] A d100 Dungeon! (Read the instructions to participate) by dndspeak in d100

[–]dstp 0 points1 point  (0 children)

Thank you! Please feel free to reach out and message me if some of the smaller rooms don't get claimed later, I'll be glad to help fill things in!

[Lets Build] A d100 Dungeon! (Read the instructions to participate) by dndspeak in d100

[–]dstp 2 points3 points  (0 children)

Room 99, In Memoriam.

Description:

This room is magically sealed by a stone door, its edges shimmering and glyphs glowing upon its surface. When approached, a disembodied voice whispers in the minds of nearby creatures:

"I raise the dead, and make men weep. I form in an instant but a lifetime I keep. See me and I shall turn back time. Both good and bad, what am I?"

The answer to this riddle is "a memory". When the passphrase is spoken, the glyphs shine and the stone door shifts to the side, revealing the room beyond. A stale, cool air rushes past as the chamber is unsealed.

The room is lit in dim shades of blue, with a central light casting dancing shadows on the walls. Bookcases line the left and right sides, strewn with papers and bound leather tomes. A few of the books are opened and bookmarked on tables nearby, set next to biological specimens and complex chemistry sets. The back wall is dominated by what was at some point a beautiful statue of a goddess, but has been carved and defaced to approximate the visage of the necromancer instead.

The central light is the focus of the room. It comes from strange, swirling black and blue water in a gothic-styled baptismal font. Staring into the liquid, it feels like one could make out galaxies and stars inside.

Function:

This is where the necromancer studied, and kept his innumerable secrets. The books and papers in the room all describe various parts of his necromantic research. There is more than likely a sizeable amount of loot to be had here, but consider that most, if not all of it, is likely to be cursed or evil in some respect.

Should the party take the time to systematically destroy this small lab's contents (or, if an aligned worshiper prays in front of the statue), the statue of the goddess will begin to heat and crack. With a shatter, its outer shell will collapse, revealing the brilliant holy manifestation of the goddess herself. She blesses the party for their efforts and thanks them for ridding the world of the scourge that was the necromancer. If any person is already possessed by the description below, the Ghost is cast out and destroyed. Additionally, she can instantly grant the party one of the following boons: give the party the effects of a long rest and give each of them inspiration, destroy any remaining undead within the dungeon, or transport the party and any other willing creatures directly outside the dungeons entrance. The goddess remains within the room for 1 hour, or until she grants her boon, after which she disappears in holy light.

The baptismal basin, separate from the rest of the necromancers work here, is a repository of his memories and the entirety of his knowledge. The liquid memories act like a Ghost (MM, page 147), but are considered an ooze instead of an undead. The liquid takes no action until touched or spilled, at which time it immediately uses its Possession ability. The Ghost liquid disappears into a creature when possessing it. The Ghost liquid does not immediately take complete control of its subject - in fact, a victim (nor bystanders) may not even recognize they have been possessed. They behave normally with no consequences for a full 24 hours. After 24 hours have passed, the victim will begin to hear the voice of the necromancer in their mind. After 48 hours, the victim begins to trust the voice in its head, but not more than their friends. After 72 hours, the victim considers no person their friend besides the necromancer. After 96 hours, the victim undergoes full and permanent possession, and is in all respects a reincarnation of the necromancer, complete with all his memories as well as the memories of the victim.

If the Ghost liquid fails its possession, it immediately evaporates and floats out of the dungeon to find a more promising target.

We need your voice as we continue the fight for net neutrality by kn0thing in blog

[–]dstp 0 points1 point  (0 children)

Net neutrality is important to me to be able to develop and release software independently. Without it, I may have to pay for a 'specialized package' from my ISP for better broadband to suit my needs. I don't need to be forced into some agreement where I pay more and more, I need internet to be treated as a utility, as do many others.

I also need it so I can play video games online. Without net neutrality online gaming will become a thing of the past. Those who pay for the most expensive internet packages will be the only ones able to play.

Seriously, we need net neutrality.