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Who Doesn't Like A Paladin?

@vorniclex

Just a nerd who posts things RPG related.

Chess is fucking boring, we should add new pieces

and I have suggestions!!!

  • Knight w/ Machine Gun. Can kill anything within a 3 square radius (no more of that 2-forward-1-to-the-side nosense)
  • Archer. normal rook but with a bow & a single arrow, can kill any one piece in its line of sight
  • Double Agent. one of your opponent's pieces has been turned; it will do your biding when the time comes
  • Landmine. You get to choose one square that blows up if your opponent lands on it
  • Nuclear Apocalypse. avoid certain defeat by just flipping over the entire fucking chessboard. just make it rain stupid fucking little wooden castles & horses & shit. tear the board in half with your teeth idgaf

As someone who plays and enjoys chess, I fucking hate this with a burning passion and anyone else I would yell at for this...thing. But since it's from gaud the worst I can do is cringe and reblog. I love chess. I have a passion for it if you will. But this made me so indescribably angry I had to write a reply. I don't do that all the time. But I can't belittle the horrifying creation that is this post because gaud posted it. I physically cannot be mad about this. It's balanced just the way it is! I'm on my fucking knees. I can't be mad at this atrocity that is this post. I leave Tumblr alone for a month and what the fuck

*walks over on my itty bitty cat feet & stares u in the eye as I slowly tip the board over the edge of the counter*

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There’s actually something called Dragonchess! It’s a game in D&D and it has its own rules and pieces! I couldn’t find anything besides the rules, so I made a video tutorial in case you want to learn to play!

i never realized cuneiform was made with the corner of a cuboid tool, i thought the wedge shapes were carved such that you would press straight down with the tool at a 90° angle to the clay

Wow! My mind is super into this new information

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I literally just made a virtual tablet like this in photoshop for my D&D players to translate. This is super cool to see how it’s done IRL

Thought that appeared rent-free in my brain last night while I was trying to sleep:

D&D conservation science. D&D invasive species biologists.

Big carved sign outside of a dungeon reading

Gelatinous cubes are an INVASIVE SPECIES in this area

Gelatinous cube spores can survive on metal surfaces for 50+ years!

Keep our dungeons safe!

CLEAN YOUR GEAR before you ENTER HERE

Thank you for this concept

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And now I want to make this a trap. They put their equipment there and it gets yeeted somewhere in the dungeon. They gotta do the first part with backup/no equipment

WAS I THE ONLY PERSON WAITING TO SEE HOW HE WAS GOING TO RIDE THE BACKS OF TWO PEOPLE AT THE SAME DAMN TIME ?!!

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marvel and dc got nothing on chaotic disco bard guy

wheres his movie???

WTF IS THIS?!?!?! 

its style in it’s rawest and purest form my dude

So I did some googling, because every time I see this guy I wonder who he is. Here’s what I’ve discovered:

  • The character’s name is Liquid Jay. He gets his magic powers from a ring that contains the history of dance moves from the 70′s. (Reference.)
  • He’s the creation of a guy named Jean Robert, aka Splack. Here is his Instagram.
  • There’s actually a whole web series where Liquid Jay gets his ring stolen and has to get it back, but it’s on this platform called Zeus and I think you have to subscribe to see it. Here’s the trailer.
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I now want to make a Warlock/Bard based off of Liquid Jay

Anonymous asked:

What do you think about an eldritch invocation to allow a pact of the chain warlock to get their familiar to hold up concentration on a spell for them? It would have to have some steep restrictions, but I think it would be a neat distinction from a familiar from a tome warlock. For restrictions, your familiar would need to be summoned as well as not benefit from invisibility and within a `dangerous' distance of the warlock. Probably also only apply to warlock spells for multiclasses.

It’s essentially a way for warlocks that intend on being a frontliner (aka Hexblades) to maintain concentration in spite of the threat of getting hit. I don’t think that’s unfair at all, as long as they can still only concentrate on one spell at a time. Spells that require concentration take into consideration the balance of having an effect every turn. They provide a sizeable bonus that makes them more desirable than casting eldritch blast every round... so having two going at once is immeasurably powerful (especially cast at max level as warlocks do). 

Special familiars’ invisibility actually requires concentration, so that caveat doesn’t need to be there.

However, a remote boon to concentration is also not a super enticing feature. It doesn’t allow for a ton of creativity, and the DM can actually have an even easier time breaking your concentration if the enemies are intelligent and attack the low-AC, low-HP, low-CON familiar that will have a hard time hiding. And when you only have 2-3 spell slots to work with, what’s the point, really?

Instead, I’ve created what I think is a more enticing invocation by making the familiar a conduit for ANY of your spells (not just the touch spells). This will let them co-opt concentration AND allow you to increase your effective range or strike from invisible hiding with spells. This is a bit stronger but allows for more fun to be had. I wouldn’t let players have this until at least level 5, possibly higher. In low-level situations, they can just destroy average encounters with remote casting AoE spells into the rooms ahead of them.

Invocation: Eldritch Channel

Prerequisite: 5th level, Pact of the Chain feature

Your familiar can cast your spells and concentrate on them for you. Whenever you cast a spell, as long as your familiar is within 100 feet of you, your familiar can use its reaction to cast the spell. The spell uses your spell attack modifier and spell save DC. Your familiar becomes the origin of the spell and must meet requirements for the spell such as seeing targets, taking actions required of the spell, and must maintain concentration on it if it requires concentration.

You cannot concentrate on another spell while your familiar is concentrating on a spell. If you cast a spell that requires concentration, the previous spell ends. If your familiar is concentrating on a spell and ends its turn more than 100 feet away from you, the spell ends.

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New goddess idea: She’s an earth goddess of the new age who’s domain is spinning and weaving, but specifically spinning and weaving gigantic structural steel cables for construction and other industrial purposes. Her skin is steel grey and hard to the touch and her hair is like long dredlocks of woven steel. She laughs at shitty architecture deigns that will fall apart if actually built and protects well-made bridges and buildings she likes. She might warn you of unforseen danger if you always wear your proper PPE.

Okay now what do I name her

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O’sha. 

Obviously 

THAT’S PERFECT

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I AM ALWAYS HERE FOR QUALITY WORKPLACE SAFETY REGULATION PUNS

That’s my goddess. 👍🏻

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May O’sha bless you with earplugs that are comfortable and respirators that fit perfectly. 

And good steel. Always good steel.

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May your steel deliveries be always on time and your rebar strong

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I’m just gonna…. put this here…..

hope you don’t mind

more modern mythology like this please

 Hey btw, another worldbuilding thing: You can, and actually should have weird and impractical cultural things. They’re not inherently unrealistic, for as long as you address the realistic consequences as well.

 Let’s say you’ve got a city where there’s tame white doves everywhere. They’re not pests, they’re regarded as sacred, holy protectors of the city, and the whole city cares for them and feeds them like they’re pets. They’re so tame because it’s a social taboo to hurt or scare one. Nice pretty doves :)

 Then someone points out that even if they’re not seen as pests, doesn’t having a completely unchecked feral pigeon population - that not only isn’t being culled, but actively fed and cared for - mean that there would be bird shit absolutely all over the place?

 A part of you wants to say no, because these are your nice, pretty doves. To explain that there’s a reason why they’re not shitting all over the place, maybe they’re super-intelligent and specifically bred and trained to not shit all over the place. The logistics of how, exactly, could anyone breed and train a flock of feral birds go unaddressed.

 An even worse solution would be to not have those birds, editing them out of the world. No, they spark joy, you can’t just toss them out!

 Now, consider: Yes, yes they would, but the city also has an extensive public sanitation service that’s occupied 90% of the time by cleaning bird shit off of everything. One of the most common last names in the area actually translates to “one who scrapes off dove shit”, and it’s a highly respected occupation. And thanks to the sheer necessity of constantly regularly cleaning everything, the city enjoys a much higher standard of cleanliness, and less public health issues caused by poor public sanitation.

 The doves do protect the city. By shitting fucking everywhere.

While I absolutely love your idea, I just want to say that you can easily reduce public bird shitting from Pigeons by offering them comfortable lodgings where they can sleep and feed. Sure, you need to clean THOSE, but the pigeons shit a lot less all over town.

The Augsburg concept has one big pigeon house every 500m in which wild pigeons are fed, protected from weather and have nesting opportunities. Cities doing that have WAY less uncontrolled populations (since they can take out eggs if they feel they need reduce the population), way less shit AND a healthy population since it’s easier for veterinarians to notice and get to sick animals.

So I’d say one can of course still keep your general idea……but there’s also those MASSIVE palace-like pidgeon houses and only the most worthy are allowed to enter and directly interact with the pigeons (feed them, heal them, clean their lodgings). One big entrance for the human servants (priests??) and millions of small holes for the pigeons.

In fact, one could potentially turn your idea around IN THE PIDGEONS FAVOR. So your world is like ours and most major cities have a big feral pigeon population. And most of those cities HATE the pigeons and try to fight them and stuff. And they think that pigeon worshipper town is frigging cuckoo. BUT when comparing, then pigeon worshipper town is ridiculously clean and beautiful. No bird shit everywhere, no ruined house facades and statues from erosion through bird poop. Pigeon haters go “how tf are you so clean, you have birds EVERYWHERE???” and the worshippers shrug and show their little bird temples spread around town that keep their precious birdies AND their town pretty.

I think this is a really good example of how research can greatly improve your worldbuilding! You don’t have to be perfectly accurate - it is fantasy after all - but the real world is so much more clever and beautiful than any of us know

Deathbringer Large undead, neutral evil Armor Class 17 (half plate) Hit Points 241 (21d10 + 126) Speed 40 ft. Str 20, Dex 15, Con 23, Int 13, Wis 14, Cha 7 Saving Throws Dex +8, Con +12, Wis +8 Skills Intimidation +4, Perception +8, Stealth +8 Damage Immunities poison Damage Resistances necrotic Condition Immunities exhaustion, frightened, poisoned Senses darkvision 60 ft., passive Perception 18 Languages Common, Abyssal Challenge 17 (18000 XP) Indomitable (3/Day). The deathbringer can reroll a saving throw it fails. It must use the new roll. Trample. The deathbringer can move through the space of a prone creature. A creature whose space the deathbringer enters for the first time on a turn must make a DC 19 Dexterity saving throw, taking 18 (4d8) bludgeoning damage on a failed save, or half as much damage on a successful one. Actions Multiattack. The deathbringer makes four attacks with its flail, or two slam attacks. Flail. Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 14 (2d8+5) bludgeoning damage plus 9 (2d8) necrotic damage. If the target is a Large or smaller creature, it must succeed on a DC 19 Strength or be knocked prone. Slam. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 12 (2d6+5) bludgeoning damage plus 9 (2d8) necrotic damage. Necrotic Burst (Recharge 6). Each non-undead creature within 20 feet of the deathbringer must make a DC 20 Constitution saving throw, taking 55 (10d10) necrotic damage on a failed save, or half as much damage on a successful one.

Deathbringers serve as generals for liches, demons, and necromancers, leading entire armies of powerful undead. They have little subtlety, and are loyal only as a means to inflict death and destruction on the living. They have gray skin, and their eyelids and lips have been sewn shut. 

Originally from the Monster Manual II.  If there is a monster from 3.5 or Pathfinder that you want to see converted to 5e, feel free to send me a message or submit a monster request on the submit page. I have gotten to many requests, many are works in progress and are completed but simply need workshopping before release.

Spider-Man in D&D

After watching Into the Spiderverse, I got to thinking about how to make him in D&D 5e. It’s a little difficult and requires a bit of imagination, but here’s how I would do it. And if you want a homebrew subclass for something a bit more like Spider-Man, check out this link to the subclass I made!

Abilities

Dex and Charisma are the most important stats for this build, which makes sense. Spidey has quick reflexes and a quick wit. Don’t skimp on the Strength score either, even though we don’t technically need it for the build.

Skills

Athletics proficiency can help if you don’t have a ton of Strength. Acrobatics is a must, as well as Stealth.

Background

Folk Hero, duh! He’s your friendly neighborhood Spider-Man!

Utility Belt

Nets/Ropes/Whip: Ways to channel the idea of “webbing” as a weapon. Maybe the number of nets you have equates to your “web fluid.”

Wand of Web/Slippers of Spider Climbing: These will essentially negate all need for any other class decisions, or loosen up your spell slots. If you’re a spellcasting class it might be worth crafting these items as they are only Uncommon so they won’t take as much time/money.

Spidey Spells

To play Spider-Man well, we’re gonna need some spells. We don’t need especially high-level spells so we only need to dip into it. There are a few options for this. You can also go Druid (Land - Underdark) 4 for always-prepared Spider Climb and Web, or go Warlock (The Undying) 3-5. The lock has access to Blindness and also can Spare the Dying to help those in need. The way warlocks work can give you your spider-spells a bit more often.

I think the best though is Sorcerer (Storm Sorcery) 5. This gives the added utility of flying 10 feet with every 1st-level spell cast, along with the ability to edit your spells or burn spell points for more slots if you need another Web or Spider Climb spell.

Here’s a list of sample spells to fill out your list, depending on which casting class you’ve picked.

Cantrips: For the cantrips you don’t have access to, you can use the Magic Initiate feat. 

  • Thorn Whip: web pull
  • Lightning Lure: Miles Morales web pull
  • Shocking Grasp: If you’re going full Kid Arachnid
  • Mending: spit webbing at it 
  • Mage Hand: If you restrain yourself, you can pretend the mage hand is webbing, Just push or pull things instead of complex movement.

1st Level:

  • Alarm: Spidey Sense
  • Ensnaring Strike: It’s not a melee spell, so you can wrap an enemy in your “webbing” from range!
  • Catapult: Fling an object using your webs. Happens a lot in the video games.
  • Entangle: You spend your turn filling an area with webs, restraining people in the process.
  • Jump: Less need for this since we’re going monk, but gives you supernatural jumping ability!

See? Catapult spell.

2nd Level:

  • Arcane Lock: Gum up the door with webs.
  • Augury/Find Traps/See Invisibility: Spider sense.
  • Blindness: Web in their eyes.
  • Earthbind: Gum up their wings.
  • Hold Person: Web them up real good.
  • Invisibility: Another Miles Morales idea.
  • Spider Climb: Auto-pick unless you have Slippers of Spider Climbing
  • Web: Auto-pick unless you have a Wand of Web

3rd Level: If you want to go beyond 2nd level spells, these could work

  • Counterspell: webs in their mouth or on their hands prevents verbal and somatic components.
  • Fly: just say you’re web-slinging
  • Slow: When your webs can’t stop them but they can slow them down.

Spider Monk-ey

The rest of the build is just Monk. That’s it. A monk replicates spidey’s fighting style (unarmed), gives you reduced fall damage, increased speed, the ability to run up walls, evasion (spidey sense!), and deflect missiles.

Open Hand monk is the easiest way to go, but I could also argue the Drunken Master monk as their features (re-skinned) are very much Spider-Man abilities: Performance skill, Disengage whenever you flurry, recovering from prone easily, redirecting foes’ attacks, and luck! It really seems like the best option. 

Another option could be rogue if you’re going for a stealth-takedown style spidey, or maybe battle master fighter for some unique features.

Warlock Subclass: Spider Queen Patron

With all the spidersonas people have been making since Into the Spiderverse came out, I thought I’d add one of my own in my own style: a Dungeons and Dragons homebrew! This is a warlock subclass where the character takes on the notorious drow demon goddess, the Spider Queen, as an eldritch patron. That’s right, this spidersona gets their powers from a magical demonic pact rather than a radioactive spider! Many of the spells can be re-themed as either web-related or at least spider-related.

Spider Queen Patron

Expanded Spell List

The following spells are added to the warlock spell list for you.

  • 1st: Ensnaring Strike, Jump
  • 2nd: Earthbind, Web
  • 3rd: Conjure Animals (spiders only), Slow
  • 4th: Freedom of Movement, Locate Creature
  • 5th: Insect Plague, Telekinesis

Web Walker: At 1st level, you ignore movement restrictions caused by webbing.

Spider Climb: At 1st level, you can cast spider climb on yourself at will.

Webbing: Starting at 6th level, you are able to shoot webbing from your body using your action. The webbing reaches out to 60 feet in a straight line and sticks to the first surface or creature it touches. If you target a creature, you must make a ranged spell attack against the target to determine whether or not you hit. The webbing does not stick to surfaces or creatures that are slippery or wet.

The webbing disappears after 1 minute. The webbing is flammable and burns away in one round if set fire. A creature caught in a flaming web takes 2d4 damage. The webbing can be attacked. It has AC 10, 5 HP, vulnerability to fire damage, immunity to bludgeoning, poison, and psychic damage. You can use this webbing in a variety of ways. Choose one of the following whenever you use your webbing:

  • Binding Web: If the target is a Medium or smaller creature, it becomes restrained for up to 1 minute. The creature can use their action to attempt to escape. The escape DC is equal to your spell save DC. If the target is an object of 250 pounds or less, it becomes stuck in its place for 1 minute and cannot be moved unless a creature succeeds at a Strength check against your spell save DC.
  • Pulling Web: You can pull an object or creature stuck to your webbing toward you. If the target is a Medium or smaller creature or an object of 250 pounds or less, the target is pulled 15 feet toward you. If the target is a creature or an object held or worn by a creature, you must succeed at a Strength check opposed by the creature’s Strength check in order to successfully pull the target. An object of 10 pounds or less can be pulled up to 60 feet toward you instead of 15 feet.
  • Swinging Web: If the webbing lands on a solid surface that can support your weight, you can climb the web line or even swing upon it, though doing so may require a Dexterity (Acrobatics) check.

Uncanny Dodge: Starting at 10th level, your heightened senses can alert you to danger. When an attacker that you can see hits you with an attack, you can use your reaction to halve the attack’s damage against you.

Web Slinger: Starting at 14th level, you can use your Webbing feature as a bonus action. In addition, you can use your Webbing feature to gain a fly speed of 60 feet until the end of your turn. You must have something to stick your webs to within 60 feet above you such as nearby building or a ceiling. You fall if you end your turn in the air and nothing else is holding you aloft.

New Pact: Pact of Spider Strength

The power of the Spider Queen surges through you, invigorating you with demonic power. Your unarmed attacks deal 1d6 damage and you may use your Charisma modifier for your attack and damage rolls instead of Strength. At 10th level, the base damage increases to 1d8.

You may choose this pact when you gain the Pact Boon feature at 3rd level.

New Invocations

At 2nd level, a warlock gains the Eldritch lnvocations feature. Here are new options for that feature, in addition to the options already available to them. If an eldritch invocation has a prerequisite, you must meet it to learn the invocation. You can learn the invocation at the same time that you meet its prerequisite. A level prerequisite refers to your level in this class.

Blinding Web

(Requirements: Spider Queen Patron, 7th level)

You gain a new option for your Webbing feature. When you hit a creature with your webbing, you can aim for their eyes. The creature must attempt a Dexterity saving throw against your spell save DC or become blinded. The creature can use its action to remove the webbing during each of its turns.

Poison Stingers

(Requirements: Pact of Spider Strength feature, Spider Queen Patron, 5th level)

You grow retractable stingers on your wrists that you can summon or dismiss using a bonus action. When you hit with an unarmed strike, the damage becomes piercing damage. A creature that take piercing damage from your unarmed strike must make a Constitution saving throw against your spell save DC. On a failed save, the creature takes an additional 1d8 poison damage.

Spider Familiar

(Requirements: Pact of the Chain feature, Spider Queen Patron)

When you cast the find familiar spell, you can summon a Giant Wolf Spider as your familiar. In addition, you can cast animal friendship at will if the target is a spider or other arachnid.

Spiderform

(Requirements: Spider Queen Patron)

You can use a bonus action to polymorph into a Giant Spider, and can remain in the form for up to 1 hour. You can revert to your true form as a bonus action. Your statistics, other than your size, are the same in each form. You gain the Spider Climb and Web Sense traits and Bite and Web actions of the Giant Spider while in that form. You can speak and cast spells while in your spider form. Any equipment your are wearing or carrying in humanoid form melds into the spider form. You can’t activate, use, wield, or otherwise benefit from any of your equipment. You revert to your true form when you die.

Once you use this feature you must finish a short or long rest before you can do so again.

Web of Lightning

(Requirements: Spider Queen Patron, 7th level)

Whenever you hit a creature with your webbing, you can shock them with electricity, dealing 1d6 lightning damage. In addition, whenever you cast the web spell, each creature restrained by the webs takes 1d6 lightning damage at the start of each of their turns.