Homebrew shit
here's a list of most of my homebrew stuff ok
things that aren't linked aren't done yet
Classes:
Subclasses:
- Artificer:
- Barbarian:
- Cleric:
- Fighter:
- Paladin:
- Warlock:
- Wizard:
Races:
Feats:
- Alternate Defender
Choose one ability score other than Dexterity. You gain the following benefits:
- Increase the chosen ability score by 1, to a maximum of 20.
- While you are wearing no armor and not wielding a shield, your AC equals 10 + your Dexterity modifier + your modifier for the chosen ability score.
- Jeweler
- Increase your Intelligence score by 1, to a maximum of 20.
- You gain proficiency with jeweler's tools. If you are already proficient with them, you add double your proficiency bonus to checks you make with them.
- When you spend 1 hour using your jeweler's tools to modify the appearance of a gem worth at least 100gp, you can increase the value of that gem by 100gp.
- When you cast a spell where the material component requires some gemstone, you can substitute this for any other gemstone of equal value.
- Shadowwalker (see Vampire)
- Vampire Lord (see Vampire)
Magic items:
- Chargin' Targe
Shield (buckler), very rare
You have resistance to fire damage while you bear this shield.
When you take the Attack action on your turn, you can use one of your attacks to Charge.
Charge. You may immedietly move up 60 feet in a straight line.
If you moved between 50 feet and 60 feet with this movement and end this movement within 5 feet of a creature, your next attack on this turn against that creature is an automatic critical hit if the attack would hit otherwise.
If you moved between 30 feet and 50 feet with this movement and end this movement within 5 feet of a creature, your next attack on this turn against that creature will deal one extra die of damage.
Alternatively, if you move through a space occupied by another creature with this movement, you can push this creature up to 30 feet away from you. You can only affect one creature with this when you Charge.
You can use this ability a number of times equal to your Strength modifier (a minimum of once). You regain expended uses when you finish a short or long rest.
- Eyelander
Weapon (greatsword), legendary (requires attunement)
You gain a +2 bonus to attack and damage rolls made with this magic weapon. This weapon has the reach property.
While holding this weapon, your hit point maximum is decreased by an amount equal to your level.
When you reduce a creature to 0 hit points using this weapon, you can decapitate that creature using this weapon. If you do so, you gain benefits based on how many heads you have taken.
If you have taken 1 head, your speed increases by 5 feet and your current and maximum hit points increase by 10.
If you have taken 2 heads, your speed increases by 10 feet and your current and maximum hit points increase by 20.
If you have taken 3 heads, your speed increases by 15 feet and your current and maximum hit points increase by 30.
If you have taken 4 or more heads, your speed increases by 20 feet and your current and maximum hit points increase by 40.
The number of heads taken resets to 0 when you take a long rest.
Sentience. The Eyelander is a sentient chaotic evil weapon with an Intelligence of 8, a Wisdom of 16, and a Charisma of 12. It has hearing and vision out to 60 feet.
The weapon communicates telepathically with its weilder and can speak Common.
Personality. A warrior's spirit lives within the Eyelander. The weapon will whisper to the weilder, encouraging them to kill and to take heads.
- Pictograph Box
Wondrous item, uncommon
The pictograph box, or simply picto box, is a handheld cubical wooden device. Its faces feature a circular glass lens on the front, buttons on top, latches on either side, and a slots the size of a piece of parchment. The picto box can hold a stock of up to 25 sheets of parchment at a time.
Using an action, the button can be pressed to take a picture. A depiction of what is immediately in view of the camera's lens is transcribed flawlessly onto a sheet of parchment within the picto box. Any invisible creatures or objects in view of the picto box's lens are visible in the picture. The produced picture does not reproduce colors.
The following are meant to be enhancements to the Pictograph Box. The DM can decide if these are magical or mechanical items, and if they are mechanical if they can be created using tinker's tools.
- Color-Sensitive Lens
Wondrous item, common
This consists of a glass lens and set of enchanted vials which are filled with a never-ending supply of four colors of ink. This item can be installed inside a Pictograph Box.
If it is, when a picture is taken, the picture can instead be produced in color. Alternatively, you can choose to have the picture colored by heat, with brighter colors representing more heat.
- Flash Bulb
Wondrous item, common
This glass bulb contains a wire filament and is surrounded by mirrored metal. This item can be attached to a Pictograph Box.
If it is, when a picture is taken you can choose to also cause a flash, the bulb flares quickly at the moment the picture is taken, causing the bulb to emit bright light in a 30-foot radius for the moment the picture is taking.
In addition, when you are attacked by a creature within 30 feet of you that you can see and are holding the Pictograph Box, you can use your reaction to trigger the flash, imposing disadvantage on the attack roll. An attacker that can't be blinded is immune to this ability.
- Muybridge Reel
Wonderous item, uncommon
This attachment contains a modification so that the picto box supports a set of wheels that can roll a thin, wheel-mounted scroll through the picto box quickly. This item can be installed inside a Pictograph Box that already has the Color-Sensitive Lens and Flash Bulb installed.
If it is, then, using an action, the button can be pressed to record a film. A depiction of what is immediately in the view of the camera's lens for the next 1 minute is transcribed flawlessly onto a roll of film. A roll of film is a very long, thin sheet of parchment mounted on a wheel. A parchmenter can create these for 20gp and they weigh 1 lb each. The Pictograph Box can hold one roll of film at a time. Any invisible creatures or objects in view of the picto box's lens are visible in the film. On any of your subsequent turns for the next minute, you can use their bonus action to end the recording early.
When a film is recorded, you decide if the Flash Bulb is either on (emiting bright light in a 30-foot radius) or off for the entirety of the recording time. While recording, you can not use the Flash Bulb reaction ability. In addition, you decide you can decide if the film is produced in color or not. Alternatively, you can choose to have the film colored by heat, with brighter colors representing more heat.
- Chalice of Blood (see Vampire)
Spells:
- Mass Banishment
8th-level Abjuration
Casting Time: 1 action
Range: 60 feet
Components; V, S
Duration: Concentration, up to 1 minute
You attempt to send up to ten creatures that you can see within range to another plane of existence. Each target must succeed on a Charisma saving throw or be banished.
If the target is native to the plane of existence you're on, you banish the target to a harmless demiplane. While there, the target is incapacitated. The target remains there until the spell ends, at which point the target reappears in the space it left or in the nearest unoccupied space if that speace is occupied.
If the target is native to a different plane of existence than the one you're on, the target is banished with a faint popping noise, returning to its home plane. If the spell ends before 1 minute has passed, the target reappears in the space it left or in the nearest unoccupied space if that space is occupied. Otherwise, the target doesn't return.
Classes: Cleric, Sorcerer, Warlock, Wizard
- Stack Aegis
7th-level Abjuration
Casting Time: 1 minute
Range: Self
Components: V, S, M (a deck of playing cards)
Duration: 8 hours
Choose any number of spells of 5th level or lower that you can cast that can target you. You cast these spells—called the spells on the stack—as part of casting Stack Aegis, expending spell slots and material components for both, but the spells on the stack don't come into effect. Instead, at any time during this spell's duration you can use your action to have all of the spells on the stack come into effect, targeting you. Doing so ends the spell.
At Higher Levels: When you cast this spell using a 8th level spell slot, you can can add 6th level spells to the stack. When you cast this spell using a 9th level spell slot, you can add 7th level spells to the stack and you can choose spells that target a point within 30ft of you.
Classes: Sorcerer, Wizard
- Steal Vitality
Necromancy Cantrip
Casting Time: 1 reaction (when a creature within range with at least 10 hit points dies)
Range: 30 feet
Components: S
Duration: Instantaneous
You steal the last bit of vitality left in a dying creature, and use it to heal yourself. You regain 1d4 hit points.
This spell's healing increases to 1d6 at 5th level, 1d8 at 11th level, and 1d10 at 17th level.
Classes: Cleric, Wizard
- Tribal Aura
3rd-level Conjuration
Casting Time: 1 action
Range: Self (30-foot radius)
Components: V
Duration: 10 minutes
An strengthening aura radiates off of you. Choose a creature type (beast, construct, elemental, undead, etc.) other than humanoid. Creatures of that type within a 30-foot radius of you gain temporary hit points each turn equal to your spellcasting ability modifier. These creatures gain a +1d6 bonus to all attack and damage rolls.
At Higher Levels: When you cast this spell using a spell slot of 5th level or higher, the aura increases to 60ft, the attack and damage roll bonuses increase to +2d6, and the temporary hit points are doubled. When you cast this spell using a spell slot of 7th level or higher, the aura increases to 120ft and the attack, damage roll bonuses increase to +3d6, and the temporary hit points are tripled.
Classes: Artificer, Bard, Cleric, Druid, Ranger, Sorcerer, Warlock, Wizard
- Ygor's Chaotic Cascade
1st-level Evocation
Casting Time: 1 action
Range: Touch
Components: V, S
Duration: Instantaneous
You send an unstable bolt of chaotic arcane energy hurling at one creature in range. Make a ranged spell attack against the target. On a hit, roll a d4 until you roll a 1 three times. The number of dice rolled this way is the damage this spell deals. Then, roll 1d6. The number rolled on that die determines the damage type, as shown below.
d6 | Damage Type |
1 | Acid |
2 | Cold |
3 | Fire |
4 | Lightning |
5 | Poison |
6 | Thunder |
At Higher Levels: When you cast this spell using a spell slot of 3rd level or higher, the die rolled is instead a d8. Using 5th level or higher, a d12. Using 7th level or higher, a d20.
Classes: Sorcerer, Wizard