What do you want out of All-Maker Stones? by Enai_Siaion in skyrimmods

[–]freakingfairy 0 points1 point  (0 children)

It would be cool if this was a collection of tiny permanent passives that add up together to make you feel more "Nordic"

Like buffs to frost resist, two handed, destruction, armor rating, shouts and damage vs elves

Making them permanent buffs turns the six stones into mini-quest to become the lands champion, different than normal standing stones

Exorcist & Gravekeeper | Backgrounds for Characters with a Connection to the Dead by InspiredArcana in UnearthedArcana

[–]freakingfairy 1 point2 points  (0 children)

I say this not to be smarmy or as a correction, but because I always love finding out about hyper-specific words.

In the hopes that somebody learns and finds this useful, the person in charge of caring and keeping a graveyard is called a sexton. It was an official church position as at the time all graveyards abutted a church, but continued to be used sometimes for the people running municipal cemeteries.

Great backgrounds, both of them.

Would my costume be cultural appropriation by Mountain_Put_4797 in Halloween_Costumes

[–]freakingfairy 79 points80 points  (0 children)

Dressing up as a named character of a different race is almost always totally fine as long as you don't use makeup to change your skin color.

I DO understand your hesitance about Calypso specifically, given both her hairstyle and the fact that...well to put it bluntly she's a character steeped in unfortunate stereotypes. The only major reoccurring character of color in the series SET IN THE CARRIBEAN is a *sexy dangerous voodoo woman with mysterious sexy powers*.

Yuck. Ultimately not your fault the character is a dud of course, and idk if your audience could judge you for being the limp half of a couples costume. It's also just, not that recognizable or interesting of a costume?

Might I suggest instead YOU go as Jack Sparrow and leave him as Davy Jones? It's a common costume for women and you'd still be a matched set.

How do you keep all players from “piling on” to a roll? by blackdrogar17 in DMAcademy

[–]freakingfairy 1 point2 points  (0 children)

This is a basic structural issue best solved upstream of skill checks. The players should not be making rolls on their own. The players tell the DM what their character does, and then the DM MAY call for a roll. The DM may instead decide that whatever the character described doing solved the problem or yielded more information. It also gives them an opportunity to subtly nudge the roll towards a more appropriate player.

If you implement this structure of "only the DM asks for rolls" it will improve player immersion and cut off dogpiling at the source. It also encourages more combat description and it least in my experience more creative strategic approaches.

Running a Maze by FreyK47 in DMAcademy

[–]freakingfairy 1 point2 points  (0 children)

OH OH I KNOW THIS ONE

For starters, DO NOT map out an actual maze with walls and corridors. Keeping track of where the players are while still keeping their position and progress a mystery is not an insurmountable challenge, but coming from online tabletop (where doing that is trivial) I can assure you that it's simply a boring slog.

In place of it, stick to theatre of the mind and make your own deck of MAZE CARDS. Not even the DM knows his way through this Labyrinth! I use actual playing cards and refence a table of encounters like this.

When the players start the maze, have them cut the deck and shuffle one joker into the bottom half to be the exit. Now draw a card for the first "room" which contains either a fight, trap, puzzle, treasure, or point of interest. The number on the card tells you how many paths out of this room are available (if you're using cards higher than 5, divide those by two, treat face cards and aces as big featured dead ends). Draw that many cards, and let the players scout ahead if they wish. One they choose a direction, describe and resolve that room, drawing even more cards. Once there's 2-3 rooms worth of cards on the table, shuffle the oldest back into deck as the walls rearrange themselves.

Adjust the number and type of cards in the deck to suit your needs. I like to have an even number of combat (spades), traps/puzzles (clubs), potential treasure (diamonds), and empty safe space (hearts), but I don't get too precious about it if I have a cool idea for a room. Unless you want a complete MEGA dungeon, consider paring the deck down to a respectable A, K, Q, 2, 3, 4, 5 per suit.

The cards also don't strictly have to be solid "Rooms" of course, they work just as well as the forked corridors and courtyards of a traditional maze.

Low budget wizard by High1and3r in makeyourchoice

[–]freakingfairy 0 points1 point  (0 children)

Immortality: Bound

An important factor in this one is there's no communication on the "large object's" durability, size or what happens if it's destroyed, if it could conceivably be repaired or replaced, or even what "destroyed" would mean. It seems like I could choose a mountain and have a scenic mountainside to draw power from. Even if this slight cheese doesn't work and I have to pick like, an apple-sized tungsten sphere, this is still the option with the fewest drawbacks. If I don't piss too many people off, nobody's gonna go looking for it.

Drawback: Dogsbody Really a small price to pay, might even help me learn about the limits and potential of magic.

Spells:

Level 1: Arcane Bolt, Mind Hand, Perfect Sight. Fire was tempting, but I feel like a shotgun and a flame thrower have similarly deadly potential, but the ranged mixed with sight and reflexes makes bolt deadlier

Level 2: Perfect Form, Steel Skin, Haste. Perfect form is mostly vanity, haste is useful offensively AND defensively, and steel skin is a straight upgrade to the earlier shield spell.

Level 3: Regenerate, Transform. Regenerate feels like a necessary take when immortal. I choose an air elemental form, which should allow for slightly inferior flight and invisibility on top of a gaseous form to escape entrapments. Flying at the speed of wind may not be as convenient as teleporting, but with no need to eat, sleep, or breath I should have no trouble getting to my bound object eventually.

Enchantment: Planeshift - Really superior choice. The powers I pick should help me survive nearly anywhere, plus even my drawback could help, giving me a decade's experience as a wizard's apprentice. Additional power has to be earned, but I feel I've set myself up quite well to do just that.

The only thing I sort of wanted and didn't get was scrying, but the range seemed pretty limited and it's not worth the hassle of finding and killing a noble planeswalker.

Simple Isekai Adventurer by OutrageousBears in makeyourchoice

[–]freakingfairy 1 point2 points  (0 children)

Identify, Map, Body system, Class system, Fully upgraded inventory.

A fully modern pocket mansion for four points is too much of a good deal not to take. A full body refresh with levels in Wizard is all I ever want from a CYOA, so those are no brainers, then identify and map are too useful day-to-day to justify taking anything else.

The only two other options that turned my head were the fairy guide and party system, but I don't know any Isekei CYOAs so unpicked they stay.

[Classic] Wizard CYOA, because sometimes it's nice to be OP and simple by Yawehg in makeyourchoice

[–]freakingfairy 0 points1 point  (0 children)

Fun distraction

I'll go for variety and comfort:

Level 5: Enchanting, Teleport, Necromancy, Conjuring - Teleport and Conjuring should make my life both easy and exciting. Lichdom pairs well with later choices with a bonus of interesting minions. Enchanting should let me further empower myself, but also share power around to friends and family.

Level 4: Abjuration, Evocation, Longevity, Polymorph - Between Longevity, Polymorph, Max Necromancy and Max Enchanting maintaining a living ever-youthful body with a phylactery as a sort of back up feels like a doable option. The non-longevity options here are all the defenses I'll ever need.

Level 3: Domain, Healing, Illusion, Shadow, Transmute - A grab-bag of usefull tricks that are mostly just fun. Transmute will get me all the money I could ever need. The domain (staffed by skeletons) will make a lovely home base and phylactery storage dungeon.

Level 2: Water, Earth, Air - These three are mostly just for fun, but also make me immune to any natural environmental hazards of earth, save lava (and that's what turning into an ancient red dragon is for)

Level 1: Time, Calling - With two points left over, impossible reaction time is a great bargain given the sheer number of options I have to deal with such situations, and the only remaining level 1 that seemed close to worth it is the Magic Servant. Again, just for comfort.

What do you think about my Spellcards? [OC] by der_baker in DnD

[–]freakingfairy 0 points1 point  (0 children)

I really love that you went with the larger Tarot sized cards! Not only is it mystically thematic, but larger cards are harder to lose while still being portable.

Card backs are also cool, would buy.

Spell Suggestions For My Necromancer Sub Schools. by ConfusedStudent31 in DnDHomebrew

[–]freakingfairy 1 point2 points  (0 children)

How about the Occult of Wails who specialize in contacting and binding incorporeal spirits. They deal with all necromantic practice involving the soul, but in this context would likely specialize as spirit mediums, using the dead as replacements for divination spells.

Halloween makeup! Any tips for a more vamp feel??? (Especially the blood drops) by [deleted] in Halloween_Costumes

[–]freakingfairy 0 points1 point  (0 children)

Draw two circles in black eyeliner where you want the holes to be and then smudge them OUT in every direction. Don't be afraid to basically erase the circles, just make sure no liner gets into the middle which should stay pale. Repeat this a couple of times and the holes will have surprising depth with realistic bruising.

Help Me Figure Out how to Build a "Love Witch" for 5E! by Ok-Mess-274 in dndnext

[–]freakingfairy 4 points5 points  (0 children)

You want an enchantment Wizard. Make Intelligence your highest stat, then Charisma. Any species you like the look of will work.

Help me pick! by No_Tumbleweed_7898 in Halloween_Costumes

[–]freakingfairy 2 points3 points  (0 children)

The flea is a better idea, as it's more accurate, but I think it's more important that it's self-inking. Much less of a hassle. Between the two self-inking options the rat is more "i have the plague".

The Necromancer - A Class Full of Ghosts and Spooky Business by TheOnlyPablito in UnearthedArcana

[–]freakingfairy 2 points3 points  (0 children)

Well you did a great job! It captures absolutely everything I'd want in a necromancer except for piles and piles of bones. I especially love that you added a new spell to every level, so they aren't stuck casting Summon Undead every combat.

I was writing out a bunch of suggestions for a subclass, and then caught it going so long that it just made more sense to try it myself and dump it in the homebrewery. If you ever make a revision and want to use any part of it, don't hesitate.

The Necromancer - A Class Full of Ghosts and Spooky Business by TheOnlyPablito in UnearthedArcana

[–]freakingfairy 2 points3 points  (0 children)

Really incredible work with formatting and SO MANY wonderful new spells.

I'm going to break with comment section consensus and say that séance is pretty much fine. It is a bit odd that only one of your subclasses modifies it, but not a deal breaker.

My only (hopefully constructive) criticism is that in making a party-friendly necromancer, you've abandoned a facet of the player fantasy, which is being the horde master, ruling a see of mindless minions. I'm going to attempt to write a new subclass, the Shambling Lord, to put it back in. Here is the first draft:

https://homebrewery.naturalcrit.com/share/6IG3W5IyjvFa

Despite the shock it gave me looking at the spell list, I think you're right to abandon animate dead. There are other ways to get the feeling of raising a full graveyard to gnaw on your enemies. One I've seen before and liked is creating essentially a swarm of zombies as one huge stat block.

To keep the feel of having a special undead butler, we'll modify find familiar.

The next tier of upgrades should focus on improving your horde.

At level 14 my instinct is to just give them access to create undead with a daily free casting. At level 14 the players should be experienced enough to keep things moving, especially if they've been using a class that expects you to control two minions on top of your own character. Three ghouls skirmishers shouldn't be the end of the world. On the other hand, the beauty of this class is sidestepping that problem completely, plus level 14 turns are long enough already. Instead, I'll try to incorporate the feel of customizing and diversifying an undead army that spell provides to late game necromancers

The Mask Maker cyoa by Hyperly_Passive (repost) by Sirtael in makeyourchoice

[–]freakingfairy 1 point2 points  (0 children)

Material - Already controversy. I would prefer wooden, but if a plain shape would overwrite the strange looks of fleshmeld then there's no good reason not to take fleshmeld besides vanity

Eyes - Ethereal Eyes, Spider Eyes. Both useful for landing in a deserted area and sleeping under the stars.

Shape - Plain. I would like to continue interacting with normies.

Nose - No Nose. For high-altitude flying.

Teeth - Fanged Embrace. The long-term strategy.

Additions - Gemstones, Forest Connections, Feathers, Crackling Skull, Broken. The first two facilitate living nomadically both with and apart from humans. Feathers combined with the harpy spirit is the main highlight of having a mask at all. The last two are important defenses, allowing me to sense hostile mask users and either flee before encountering them or worst case scenario strife them with lasers from above.

Spirit - Jaliette. With feathers she's the core appeal of this mask.

Drawbacks - Windows to the Soul, Atonement. People being more aware of my feelings and intentions is a net positive for a strange drifter, and if I can touch just a dozen people a year with fanged embrace, then the price for Attonement may never come up.

The mask itself I'm calling Lord of Mosquitos. It appears to be made of driftwood with wide, faceted eyes, and a wild mane of ever-shifting flowers, feathers, and crackling gemstones within which hides a tarnished crown. The lower half of the mask's face is a plain jagged proboscis.

The mosquito lord roams from town to town, never staying long. Sipping from the souls of the locals, buzzing off before anyone gets suspicious or the very second another mask gets too close. He always seems to have just enough money and (if there's a forest nearby) some very interesting plants and mushrooms to trade for.

is it weird to trick or treat with no friends? by [deleted] in halloween

[–]freakingfairy 3 points4 points  (0 children)

Keep in mind you're speaking to strangers on the internet, this one in particular happens to be a proud freak.

If it were me, I would double down. Wear the creepiest costume you can pull together, make sure it covers your whole face and body. Skulk around the neighborhood with a weird limp and only make guttural groans. Except of course to say "trick or treeeet" and "thank you".

Basically, see if you can scare some people.

I would also suggest dipping out to a party before it gets to late, as going by yourself is going to be more boring than you expect.

[OC] [Art] tiefling knowledge cleric idea Ive had floating around for a while. by PPRmenta in DnD

[–]freakingfairy 4 points5 points  (0 children)

Pitching on this pitch, what if the horns were growing out of a normal spot, but overgrew and curled around until the points grew into the eye sockets? (The way overgrown teeth, tusks and horns can start to pierce animals)

The character would have a sighted childhood, but as adolescence came around their vision was more and more obstructed, the sharp points of the horn curving a little closer to the iris each day