The vault is for creating and sharing Dungeonâs and Dragons Homebrews based on fictional characters. Feel free to send me an ask if you have a recommendation for a character to build.
Masterlist
ANIME
Escanor (Seven Deadly Sins)
Tatsuya Shiba (Irregular at Magic High School)
MOVIES
coming soon
COMICS
coming soon
LITERATURE
Gean-Cannah (October Daye Series by Seanan McGuire)
Tuatha de Dannan (October Daye Series by Seanan McGuire)
The Luidaeg (October Daye Series by Seanan McGuire)
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Vikingr are masterful warriors and flyters (a contest consisting of the exchange of insults between two parties, often conducted in verse). Commonly found alive, or dead, with an axe (or other weapon) in hand. Proud and loyal warriors that fight, drink, and flyt ruthlessly.Â
Cunning Flyter
When you choose this subclass at 3rd level, you gain proficiency in performance and persuasion skills (if you already have one of these proficiencies you can choose either intimidation or deception).
Shield Wall
At 3rd level, as an action you can choose to protect a party member within 5 feet of you. That individual until your next turn has advantage on saving throws and attacks and any attack made against them is at disadvantage. You can use this as many times as equal to your Proficiency modifier.
Friendly Drengr
At 7th level, you learn how to use your wit to distract, confuse, and otherwise sap the confidence and competence of others. When a creature that you see within 60 feet of you makes an attack roll, an ability check, or a damage roll, you can use your reaction to subtract your charisma modifier + your proficiency bonus (minimum of one) from the creature's roll. You can use this feature after the creature makes its roll, but before the DM determines whether the attack roll or ability check succeeds or fails, or before the creature deals its damage. You can use this feature as many times equal to your proficiency modifier.
Fear Tactics
Starting at 10th level, your experience allows you to emanate an intimidating aura while you're not incapacitated. The aura extends in a 10 foot radius from you in every direction, but not through total cover, and gives you advantage on intimidation checks. Also, if a creature is frightened of any party member and they are in your aura, that fear extends to you, and its speed is reduced to 0. Any creature you choose in this aura takes psychic damage equal to half your fighter level if it starts its turn there. At 18th level, the range of this aura increases to 30 feet.
Berserker Rage
At 15th level you can, as a bonus action, go into a Berserker Rage state. Until the start of your next turn you have advantage on all attack rolls and saving throws and resistance to all damage taken that round of combat. You can use this once per short or long rest. At 18th level you can use this twice before a short or long rest.
To Helheim
Beginning at 18th level, your lifetime of war and raiding allows you to turn your fortune from failure to success in combat. If you miss with an attack roll, you can roll it again with advantage. Once you do so, you can't use this feature again until you finish a short or long rest.
Your patron is a mysterious being from somewhere beyond the outer planes. Many followers believe that these patrons come from wherever the Gods came from originally. These patrons are powerful and often considered to be incomprehensible to mortals. Their power comes across most often as Radiant but they are not any named Deity. The Fate-Touched are aware of life in the cosmos and while they might hold the key to existence they are most interested in adjusting Fate to their needs, whatever they may be.
Expanded Spell List
The Fate-Touched lets you choose from an expanded list of spells when you learn a warlock spell. The following spells are added to the warlock spell list for you.
Spell Level -Â Spells
1st -Â Gift of Alacrity, Bane
2nd -Â Fortuneâs Favor, Calm Emotions
3rd -Â Beacon of Hope, Haste
4th -Â Confusion, Death Ward
5th -Â Commune, Reincarnate
Adjusting Anotherâs Fate
Starting at 1st level, your connection to your patron allows you to make adjustments to someoneâs fate. When a creature you can see within 60 feet of you is about to roll a d20 with advantage or disadvantage, you can use your reaction to prevent the roll from being affected by advantage and disadvantage.
You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a short or long rest.
Adjusting Your Fate
Starting at 6th level, you can call on your patron to alter fate in your favor. When you make an ability check or a saving throw, you can use this feature to add a d10 to your roll. You can do so after seeing the initial roll but before any of the roll's effects occur.
Once you use this feature, you can't use it again until you finish a short or long rest.
Your Fate is Your Own
Beginning at 10th level, your patron teaches you how to turn the mind-affecting magic of your enemies against them. You are immune to being charmed, and when another creature attempts to charm you, you can use your reaction to attempt to turn the charm back on that creature. The creature must succeed on a Wisdom saving throw against your warlock spell save DC or be charmed by you for 1 minute or until the creature takes any damage.
Limited Control Over the Strands of Fate
At 14th level, you entreat your patron to grant you a small wish. As an action, you can speak your desire to your Pact Boon Item, requesting the effect of one spell that is 6th level or lower and has a casting time of 1 action. The spell can be from any class's spell list, and you don't need to meet the requirements in that spell, including costly components: the spell simply takes effect as part of this action.
Once you use this feature, you can't use it again until you finish 1d4 long rests.
Deep Sea Domain Clerics focus on the powerful and fathomless power of the open sea. These clerics are attuned to weather, waves, stars, and the needs of others â preferably their crew â and cover all facets of life as water is connected to all life. These clerics are often more neutral than good or evil, believing more in the fact that the sea does not care about either end of the spectrum and will bend everyone to its needs. And the beings that they worship are often deeply tied to the waves and what they create and destroy.
Deep Sea Domain Spells
Cleric Level -Â Spells
1st -Â Armor of Agathys, Create or Destroy Water
3rd -Â Gust of Wind, Misty Step
5th -Â Water Walk, Call Lightning
7th -Â Control Water, Freedom of Movement
9th -Â Destructive Wave, Maelstrom
Gift of The Waves
At first level, you gain a Swimming speed of 40 feet, you can breathe Underwater, and you have proficiency with water vehicles.
Voice of Power
At first level, you can invoke the singular power of the waves to embolden an ally to Attack. If you Cast a Spell with a spell slot of 1st Level or higher and target an ally with the spell, that ally can use their Reaction immediately after the spell to make one weapon Attack against a creature of your choice that you can see.
If the spell Targets more than one ally, you choose the ally who can make the Attack.
Channel Divinity: Power of the Tides
Starting at 2nd level, you can use your Channel Divinity connect yourself to the power of the tides.
Low Tide -Â As an action, you channel the sea to create a thick cloud of fog that surrounds you for 20 feet in all directions. The fog moves with you, remaining centered on you and making its area heavily obscured. You and each creature within 5 feet of you instead treat the area as lightly obscured. This fog lasts for 10 minutes, spreads around corners, and cannot be dispersed unless you choose to end this effect (no action required).
High Tide - As a bonus action, you channel the powerful might of the waves to bolster your attacks for 1 minute. Once per turn for the duration, when you hit a creature with a weapon attack, you can choose to push the target 10 feet away from you. If pushed into an obstacle or another creature, the target takes bludgeoning damage equal to your Charisma modifier
Dampen Elements
Starting at 6th Level, when you or a creature within 30 feet of you takes acid, cold, fire, lightning, or thunder damage, you can use your Reaction to grant Resistance to the creature against that instance of the damage.
Divine Strike
At 8th level, you gain the ability to infuse your weapon strikes with divine energy. Once on each of your turns when you hit a creature with a weapon Attack, you can cause the Attack to deal an extra 1d8 cold, force, or lightning damage (your choice) to the target. When you reach 14th level, the extra damage increases to 2d8.
Crashing Waves
At 17th level, you can call on the force of crashing waves as a reaction whenever a creature moves into or out of your reach. The creature takes 2d10 bludgeoning damage and must succeed on a Strength saving throw against your spell save DC or be knocked prone.
Bards of the College of Shanties spend their time at sea or in cities and towns where sand and sea meet. They thrive on the songs and stories of sailors, and the unknown depths of the sea. Whether singing shanties in the taverns of these locales, on the deck of a ship, or telling stories of the sea at docks or streetcorners, these bards use their gifts to hold audiences spellbound. When the applause dies down, the audience members might find themselves longing for a life on the ocean, whether it be in an epic tale of their own or just helping their community as fishermen or a local navy.
These bards focus on the pursuit of stories of the sea from any location across the world, often learning and sharing knowledge of skills, cultures, and history from places far from where they are.
The college's members are often found traveling solo, rather than in troupes, spreading across the land to better gather these songs and stories. You may find them gathering at festivals, sharing their stories with each other and broadening their knowledge, or meeting in pairs as they travel from port to port.
Stories of History
At 3rd level, you gain proficiency in either History or Performance. If you are already proficient in both skills, you gain proficiency in one of the following skills of your choice: Arcana, Intimidation, or Persuasion. In addition, choose either History or Performance. Your proficiency bonus is doubled for any ability check you make that uses that skill.
Inspired by Legends
Also at 3rd level, you gain the ability to weave a song or story filled with magic that imbues your allies with vigor and speed. As a bonus action, you can expend one use of your Bardic Inspiration to grant yourself a wondrous appearance. When you do so, choose a number of creatures you can see and who can see you within 60 feet of you, up to a number equal to your Charisma modifier (minimum of one). Each of them gains 5 temporary hit points. When a creature gains these temporary hit points, it can immediately use its reaction to move up to its speed, without provoking opportunity attacks. The number of temporary hit points increases when you reach certain levels in this class, increasing to 8 at 5th level, 11 at 10th level, and 14 at 15th level.
Thrilling Heroics
Starting at 6th level, you excel at inspiring others through stories and song. When a creature that has a Bardic Inspiration die from you takes the Attack action on its turn, you can use your reaction to allow it an additional weapon attack. The creature rolls the Bardic Inspiration die, adding the number rolled to its weapon damage roll.
A Story for the Ages
Upon reaching 14th level, you can touch a willing creature as an action and empower it with a passion to be immortalized in their own tales and shanties. For 1 minute, the creature is surrounded by shanty music and distant singing, granting it the following benefits and drawbacks:
The creature has a +4 bonus to AC.
It has advantage on attack rolls and saving throws.
When the creature hits a target with a weapon attack or spell attack, that target takes an extra 1d10 radiant damage.
Any weapon attack against the creature scores a critical hit on a roll of 18â20.
When this effect ends, the creature immediately drops to 0 hit points and begins making death saving throws on their turn. Once you use this feature, you canât use it again until you finish a long rest.
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Bards of the College of Harlequins are often lighthearted, nimble, and astute individuals who thrive on wit and resourcefulness. these bards use their gifts to hold audiences spellbound through word and actions. When the applause dies down, the audience members might find themselves questioning everything they thought possible, often affecting them not just physically but within their soul.
The skills of these bards lie in the pursuit of wit and resourcefulness, often choosing to act mischievously to thwart the plans of others. They play the fool just as well as they can play the intelligent trickster.
The college's members can be found in theaters, with traveling troupes, and in any place that allows for performance for the people. They also meet at festivals or at the behest of nobles, often where you may find corruption, lies, and generally poke fun at self-important figures of authority.
Physical Skills
When you choose this college at 3rd level, you gain proficiency in the Acrobatics and Performance skills. If you already have proficiency in these skills, you can choose to gain proficiency with another skill of your choice or double your proficiency bonus for the Acrobatics of Performance. Additionally, you gain proficiency in a gaming set, tool set, or instrument of your choice.
What is Life Without Risk
At 3rd level, you can use your personality to embolden others to take risks with little downside. When a creature that has a Bardic Inspiration die from you makes and ability check or attack roll with disadvantage, it can expend that die without rolling it to remove disadvantage on that roll.
Foolâs Errand
At 6th level, you learn to cause a distraction that draws your foes attention to yourself. When a creature scores a critical hit against an ally within 60 feet of you that you can see, you can use your reaction and expend one use of your Bardic Inspiration to target the attacking creature, distracting them from your party member. Roll your bardic inspiration to remove the critical hit and subtract the roll from their attack.
Uncanny Dodge
Starting at 6th level, when an attacker that you can see hits you with an attack, you can use your reaction to halve the attackâs damage against you.
Right Place, Right Time
At 14th level, your groups failures sometimes miraculously turn into success in unexpected ways. For example, you might miss on an attack roll, but instead hit a shelf which causes something to fall off and hit your opponent. If you or your party members roll a 1 on an attack roll, ability check, or saving throw, you may immediately force a reroll. You may use this feature once before finishing a long rest.
Bards of the College of Street Performers are adaptable and often on the move. They are as good at playing to a crowd of nobles as they are playing to a crowd of commoners. They thrive on life being resourceful and quick with a word, a smile, or even with their hands.
There are two common types of Students in the College of Street Performers. They always thrive on the crowd, performing âCircle Showsâ or âWalk-by Actsâ as puppeteers, magicians, acrobats, musicians, and even living statues, as long as there is a crowd to play to. The skills these bards develop are often malleable and these bards often adjust âon the fly,â always catering to the crowd, rather than a planned performance.
The college's members are often found in traveling troupes, but they will always gravitate to any place that looks like it could handle a performance for the people, often performing on a mere whim. They are always found around festivals or parties, and looking for a quick paying job, or enough pockets to empty to make their performances worth the time.
Bonus Proficiencies
When you join the College of Street Performers at 3rd level, you gain proficiency with thievesâ tools. You also gain proficiency in Sleight of Hand and Deception. If you are already proficient with thievesâ tools, Sleight of Hand, or Deception, add expertise to one of these skills or choose another skill proficiency for each proficiency you already have.
The Show Must Go On
To aid in your performances, and other tasks, you learn the cantrip Thaumaturgy and either 1st level spell Unseen Servant or Alarm. You learn additional spells when you reach certain levels in this subclass, as shown on the College of Street Performance Spells table. Each of these spells counts as a Bard spell for you, but it doesnât count against the number of spells you know.
Level - Spells
3rd - Alter Self, Fortuneâs Favor
5th -Â Incite Greed, Catnap
7th -Â Dimension Door, Hallucinatory Terrain
9th -Â Far Step, Geas
One Step Beyond
Starting at 6th level, you understand when you have outstayed your welcome. Your walking speed increases by 10 feet and you gain the following benefits.
I Think Itâs Time to Go. In addition to your speed increasing, if you aren't incapacitated, the walking speed of any ally who starts their turn within 5 feet of you increases by 10 feet until the end of that turn.
Things are Looking Bad. When a creature misses you with a melee attack roll, you can spend 1 Bardic Inspiration as a reaction to cause that attack to hit one creature of your choice, other than the attacker, that you can see within 5 feet of you.
Always a Crowd Pleaser
At 14th level, when you successfully inspire someone, the connection you have made with them can now spread to someone else. When a creature within 60 feet of you successfully adds one of your Bardic Inspiration dice to its ability check, attack roll, or saving throw and the roll succeeds, you can use your reaction to encourage a different creature (other than yourself) that can hear you within 60 feet of you, giving it a Bardic Inspiration die without expending any of your Bardic Inspiration uses.
You can use this reaction a number of times equal to your Charisma modifier (minimum of once), and you regain all expended uses when you finish a long rest.
Tuatha de Dannan are known Fey teleporters that are capable of opening portals to various locations. The longer the distance of a portal, the more powerful a Tuatha de Dannan is considered. They also have an easier time learning teleportation, and teleportation-adjacent, spells. In the Feywild, they are often considered for the role of soldiers and guards due to their commonly Lawful nature (by fey standards) with many becoming adventurers and even heroes throughout the Feywild's history. While they dwell mostly in Feywild, many travel to the material plane, often becoming protectors of open planar portals, especially those leading to the Feywild.
Tuatha de Dannan resemble the common elven races but with more sharply pointed ears and metallic-colored eyes, some even have heterochromia with each eye being a different metallic color. They also tend to have darker hair, ranging from black and brown to blues and purples, and these colors often are described as having an extra sheen to them.
Ability Score Increase.Â
Your Strength score increases by 1, your Dexterity score increases by 1, and one Ability score of your choice by 1.
Age.Â
Tuatha de Dannan reach physical maturity at about the same age as humans. Their understanding of adulthood goes beyond physical growth to encompass worldly experience. A Tuatha de Dannan claims adulthood around the age of 100 and can live to be 900 years old.
Alignment.Â
Because of their heroic natures, most Tuatha de Dannan lean into a more Lawful alignment. They are rule followers, loyal, and can often be more predictable than other Fey. There are those that break these molds and lean into a more Chaotic nature, but they aren't common.
Size.Â
Tuatha de Dannan are more or less the same size as humans, ranging from 5 to 6 feet tall. Your size is Medium.
Speed.Â
Your base walking speed is 30 feet.
Darkvision.Â
Thanks to your fey heritage, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.
Languages.Â
You can read, speak, and write Common and Sylvan.
Fey Ancestry.Â
You have advantage on saving throws against being charmed, and magic can't put you to sleep.
Tuatha de Dannan Magic.Â
You know the True Strike cantrip. When you reach 3rd level, you can cast the Misty Step spell once with this trait and regain the ability to do so when you finish a long rest. When you reach 6th level, you can cast the Far Step spell once and regain the ability to do so when you finish a long rest. When you reach 9th level, you can cast the Teleportation Circle spell once and regain the ability to do so when you finish a long rest. Charisma is your spellcasting ability for these spells.
Tuatha de Dannan Heroic Training.Â
You have proficiency with longswords, spears, and shields.
Gean-Cannah reside in the Feywild and each contain two distinct and individual people, a brother and sister in the same body. They are extremely attractive and look somewhere between elves and half elves with striking features, such as brighter hair or eye colors. The eldest Gean-Cannah have gained full control of their skills and can shift genders as easily as a skinshifter can shift from a humanoid form to an animal form but younger Gean-Cannah are forced to shift siblings with the dusk and dawn.
Gean-Cannah are charismatic fey that have innate suggestive powers and illusions. They can induce attraction toward themselves with ease. However, that attraction doesn't necessarily translate between their male and female forms, and there are small chances that someone attracted to one form may even be repelled by the other.
Ability Score Increase.Â
Your Charisma score increases by 2, and one other ability score of your choice increases by 1.
Age.Â
Gean-Cannah are highly attractive beings that reach physical maturity at about the same age as humans. Their understanding of adulthood goes beyond physical growth to encompass worldly experience. A Gean-Cannah claims adulthood around the age of 50 and can live to be 500 years old.
Alignment.Â
Most Gean-Cannah lean into their chaotic fey nature. They chafe at rules and may sometimes prove unreliable, or at least unpredictable. They are good and evil in equal numbers.
Size.Â
Gean-Cannah are more or less the same size as humans, ranging from 5 to 6 feet tall. Your size is Medium.
Speed.Â
Your base walking speed is 30 feet.
Darkvision.Â
Thanks to your fey heritage, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.
Languages.Â
You can read, speak, and write Common, Sylvan, and one language of your choice.
Gean-Cannah Ancestry.Â
When the sun sets and rises you change siblings, and therefore personalities. You no longer need to sleep and can't be forced to sleep by any means. To gain the benefits of a long rest, you can spend all 8 hours doing light activity. You also have advantage on saving throws against being charmed.
Gean-Cannah Magic.Â
You know the Friends cantrip. When you reach 3rd level, you can cast the Charm Person spell once with this trait and regain the ability to do so when you finish a long rest. When you reach 5th level, you can cast the Suggestion spell once and regain the ability to do so when you finish a long rest. Charisma is your spellcasting ability for these spells.
(AKA; Antigone, Lady of the Lake, Sea Witch, First among Firstborn)
âI am the sea witch. I am the tide you fear and the turning you can't deny. I am the sound of the waves running over your bones on the beach, little man, and I am not amused at finding you on my doorstep.â
Notes about playing the Luidaeg:
The Luidaeg cannot lie unless they are considered one of her descendants. These can be considered any hags, individuals she claims as her own, or those who are in her debt. She also cannot refuse any request made of her, question or bargain, but in doing so she is allowed to demand any price for the information. One caveat to that is that she cannot take on a request that directly causes conflict with someone she already bargained with.
The Luidaeg is often considered to be the earliest recorded hag in history. This has given her the classification of being a Firstborn, or one of the earliest Archfey of any species in the Feywild. Because of this status, she has immense powers that even eclipse the average archfey. Rumors say that she has the ability to create skerries and co-create entire dimensions if she really wanted to; she can mix potions and cast spells with minimal limits, especially when they fulfill a request; she can disguise herself so effectively that most fae do not recognize her power on sight. There is a question about what is true and what is rumor when it comes to her abilities.
Her personality is more defiant than chaotic. The Luidaeg enjoys acts of human rebellion such as mortal cursing, drinking, and even in some cases, drug use. She is known to be temperamental and that her moods can blow in and out like storms. However, she is also a very lonely being because most individuals only interact with her to make requests when they are desperate. Much of her grumpiness and sarcasm are coping mechanisms for her inability to lie to individuals and are the only way she can imply untruths.
Stats:
Medium (large) fey, neutral or neutral evil
Armor Class 22
Hit Points 279 (25d8+150)
Speed 30 ft., swim 50 ft.
STR DEX CON INT WIS CHA
16 (+3) 17 (+3) 22 (+6) 21 (+5) 24 (+7) 19 (+4)
Skills - Arcana +14, History +12, Insight +12, Intimidation +12, Perception +11, Animal Handling +12, Stealth +10, Medicine +11
Languages Elven, Celestial, Common, Draconic, Deep Speech, Undercommon, Primordial, Sylvan, Dwarven
Challenge 24 (62,000 XP)
Special Traits
Protean Existence.
She has multiple forms that she uses. There are two common forms that she has been seen as. The first is a young girl (about 20 years of age in human years) with curly black pigtails, freckled skin and minor acne scarring that has been said to shift slightly to a mother-of-pearl tone, eyes that shift between a forgettable blue and drift glass green, slightly pointed ears, and a sad smile. The other form comes across as a larger form (but this has been questioned), eyes that go fully black and dark as deep water, skin that is extremely pale and rough with the suggestion of scales, Rows of sharkâs teeth in her mouth, and dark hair that is heavy and slightly damp with each strand seemingly razor edged. She is excellent at disguising her true appearance from most creatures (DC 30 perception).
Angry Swear.Â
Luidaeg can use a bonus action to speak a swear word, focusing her ire on a single creature able to hear her that she can see within 60 feet. The target makes a DC 22 Constitution saving throw or is racked with intense fear and is stunned. At the end of each of its turns, the target makes a new saving throw to resist the effect. On a success, the condition ends. A creature targeted by Luidaegâs Angry Swear becomes immune to it for 24 hours after resisting its effects.
Marked by Debt.Â
Any creature that has met with the Luidaeg to make a deal, whether they made the deal or not, is marked on the soul by the Luidaeg. The creature makes a DC 22 Charisma saving throw. On a failure its soul is permanently marked. These marks are mentally visible by the Luidaeg and other hags even through disguises and even when the creature is brought back to life. Luidaeg knows the marked creatureâs location and can target it with her spells as long as it is within range, regardless of whether or not she can see it. Luidaeg may have up to 7 creatures marked at any time and can use a bonus action to remove a permanent mark from a creature.
Knowledge of the Sea.Â
Luidaeg has advantage on Wisdom (Perception/Investigation) and History (Intelligence) checks against anything that is related to the sea, whether it be item, person, or creature.Â
Elongating Limbs.Â
When she shifts into her secondary form the Luidaeg has a natural reach of 15 feet.
Legendary Resistance (3/day).Â
If Luidaeg fails a saving throw, she can choose to succeed instead.
Long-Lived.Â
Luidaeg has an extremely long lifespan. Because of how long she has survived the world, she adds +3 to any ability check she makes that doesnât already include her proficiency bonus.
Magic Resistance.Â
Luidaeg has advantage on saving throws against spells and other magical effects.
Regeneration.Â
Luidaeg regains 15 hit points at the start of her turn if she has at least 1 hit point.
Magic Items.Â
Luidaeg has a crystal ball (DMG) and Infiltratorâs Key (EGW), a bowl of controlling water elementals (DMG), Conch of Teleportation (DMG), a ring of free action (DMG), Wave (weapon, DMG), or any other magic item the GM deems fit.
Spellcasting.Â
Luidaeg is a 20th-level spellcaster that uses Wisdom as her spellcasting ability (spell save DC 22; +14 to hit with spell attacks). Luidaeg has the following spells (DM can use any ritual spells out of combat in half the casting time):
At will: detect magic, see invisibility, alter self
9th-level (2 slots): shapechange, mass polymorph, weird, wish
Multiattack
The Luidaeg makes three unarmed attacks (two claw strikes and one bite attack) or two weapon attacks with Wave.
Bite
If she is in her secondary form she can make a bite attack on a creature within 5 feet of her (+12 to hit, 1d10+3 piercing)
Claws
If she is in her secondary form she can make two claw attacks on a creature within 15 feet of her (+12 to hit, 1d8+3 slashing)
Weapon Attack
In lieu of three attacks she can make two weapon attacks with Wave (+12 to hit, 1d6+6 piercing damage when used one handed or thrown, 1d8+6 two handed)
Legendary Actions (5 per round):Â
As a Legendary action, the Luidaeg can use one legendary action to cast a cantrip or two legendary actions to cast a spell of 3rd level or lower.Â
The Luidaeg can use one legendary action to make one melee attack.
As a legendary action, she can speak a shocking truth to one foe, forcing that creature to attack once at disadvantage due to the shock of the truth that the being is given.
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The Tonberry is a recurring enemy from the Final Fantasy series. Since its debut in Final Fantasy V, it stands as one of the Final Fantasy seriesâ iconic and formidable enemies.
Tonberries are small creatures that are usually shorter than 3 feet tall (some variants that could be used vary in size from small to giant). Tonberries have green skin, round heads with small snouts, yellow eyes and a fish tail, reminiscent of either a fish or an amphibian. They are most noticeable to others because of their standard dress that includes dark brown cloaks, or coats, with hoods and they carry an old-fashioned lantern and what looks like a small kitchen knife.
In battle, Tonberries are not always the quickest enemy but they have been known to do massive damage to a party or even instantly kill the unwary or unprepared. If attacked they have a wealth of battle-hardened skills to fall back on.
While not much is known about the Tonberry, what is known is that Tonberries are either a type of humanoid beast or a type of devil. The reside in ancient structures across Toril, mainly in ancient ruins or caves in jungles. Based on where Tonberries are found and what little known writing that could lead to answers about them, there are many theories that try to explain their origins.
The first theory states that Tonberries are said to be filled with a rage that drives them to commit terrible violence against other beings and resent those who have slain any member of their race. According to those that study and theorize that the Tonberries are humanoid beasts, believe that their creator, the little-known Goddess Uggalepih, had beauty that was envied by other Goddesses. Because of this jealousy they say that a furious goddess transformed Uggalepih into a hideous beast and exiled her to the material plane. The rest of this theory states that revenge for the goddessesâ actions is one of the origins of the Tonberries' anger. This theory takes various myths and legends from ancient times and tries to piece a coherent story together.
Another theory states that the Tonberries are the remains of the ancient Kuluu race mutated by the intense magic released from some magical event only known as the "Meltdown" 2,000 years ago, which nearly destroyed Toril. Some say the Kuluu saved the world and others argue that they were the cause of it. Because there is not much known about the Kuluu to this point, there is no answer to this debate, only speculation.
While yet other theories state that Tonberries are the old citizens of the ancient Nymian civilization, that was said to be destroyed by a mysterious disease called the "Green Death" or "Sickness from the Sea" and that this event turned most of its population into creatures. Sympathizers of the research say that the centuries of isolation and prejudice from other races have turned most Tonberries into rage-fueled creatures who live in hiding. The history of the ailment is only mentioned in one of the only known texts that mentions the Nymian Civilization, known as the Heavensward, in which it claims that the plague was traced to a Devil or Demon named Bitoso.
The theory about the Devil Bitoso is where the final theory about the Tonberries being devils evolves from. In this theory, many claim that either Bitoso turned the civilization into his demon warriors to do his bidding, or that the civilization somehow tricked him into never taking their souls, and as such, when they died and there was no place for them to go, were condemned to forever wander the world with a lantern lit by an ember from the flames of the underworld. Both theories build on what little is known in the Heavensward and adds other known traits of demons and devils to make their theory plausible.
While not much is known about their history, it is noted that Tonberries do not hoard items or gold in ways that other creatures might. That does not mean that there are not items or gold in their lairs; there are often riches of history and archeological finds in their lairs, if nothing else. Often those that do attempt to enter a Tonberry lair are the misguided or the greedy who search out Tonberries because often the tales of them speak about ancient and unknown wealth they hide within their lairs.
Tonberry Stats
AC: 18 (Leather armor)
HP: 145 (16d10 + 50)
Alignment: neutral
Size: Small
Speed: 20 ft., swim 20 ft.
STR: 12 (+1)Â Â Â Â Â Â Â Â Â DEX: 18 (+4)Â Â Â Â Â Â Â Â CON: 17 (+3)
INT: 14 (+2)Â Â Â Â Â Â Â Â Â Â WIS: 15 (+2)Â Â Â Â Â Â Â Â CHA: 10 (0)
Passive Perception: 16
Saving Throws: Dex +6, Con +6, Wis +4, Int +3
Languages: Common, Elemental
Challenge Rating: 7
Skills: Perception +6, Acrobatics +5
Immunities: Fire, blindness
Senses: darkvision 120 ft. (lamp causes it to be unaffected by Darkness and/or other light obscuring spells)
Type: Beast
A Tonberryâs Lair
Tonberries dwell in swamps and lost areas forgotten by time. A Tonberryâs lair is a cave, grotto, or ruin that is at least partially flooded. Also, Tonberries usually attack alone, though in their lairs they may appear in small groups. The lair is littered with bones of previous victims, watched over by crumbling Statues. the lair is filled with the stench of decay and/or the passage of time.
Lair Actions
While Tonberries are not always found in their lair, when they are in their lair, they can be especially dangerous foes.
On Initiative count 20 (losing Initiative ties), the Tonberry takes a lair action to cause one of the following effects (the Tonberry cannot use the same Effect two rounds in a row):
Everyone's Grudge: Fore one round, a Tonberry holds a grudge against the players. Their rancor towards the adventurers will deal double damage to a creature if they have defeated a Tonberry previously.
Deep-seated Grudge: restores its 3d10 hit points it had lost to the entire party in the last combat round.
Bone-Deep Grudge: As a lair action the Tonberry can cast hold person or hold monster on the character that dealt the most damage to it in a round.
Traits
Amphibious: The Tonberry can breathe air and water.
Legendary Resistance (3/Day) (replacement for Doom and Gloom): If the Tonberry fails a saving throw, it can choose to succeed instead.
Actions
Multiattack: The Tonberry makes two attacks with its Chefâs Knife.
Chefâs Knife: Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 15 (1d8 + 4) piercing damage plus 4 (1d8) poison damage. On a hit the Chefâs Knife removes any positive status effects from the targeted creature (i.e. Bless). Also on a hit, roll a d20, on a roll of 17 or higher the knife slows (see the slow spell effects) the target. Â
Parry (Replacement for Time Damage): Parry: The Tonberry adds 2 to its AC against one melee Attack that would hit it. To do so, the Tonberry must see the attacker and be wielding a melee weapon.
Counterattack (Recharge 5-6): When a creature misses the Tonberry with a melee Attack or the Tonberry uses Parry, Tonberry can use its Reaction to make a melee weapon Attack against the creature.
Karma (Recharge 5-6): for one round the Tonberry adds a 1d8 worth of Chefâs Knife damage for every foe attacking it in the previous round.
Known Spells (4 spells, 6 spell slots, 1/3, 1/2, 4/1):
Absorb Elements (XGtE, level 1 spell)
Searing Smite (Replacement for Burnt) (PHB, level 1 spell)
Misty Step (Replacement for Teleport) (PHB, level 2 spell)
Lightning Bolt (Replacement for Thundaga) (PHB, level 3 spell)
Variations to the Tonberry
Master Tonberry (or Sir Tonberry); These Tonberry can change their elemental properties each round of combat. Roll a d4: 1 = fire, 2 = water/ice, 3 = wind/force, 4 = earth/thunder. This changes both the Tonberry immunities and the element of their searing smite spell. These Tonberry also have a higher HP (add 6d6).
Tonberry King (or Mega Tonberry): The Tonberry Kings appear with golden stars or crowns on their heads. These Tonberry are considered Large creatures instead of small creatures. They do 1d8 more physical damage and 1d8 more poison damage with their Chefâs Knife. They have 8d6 more HP than a regular Tonberry. They also have advantage on strength saving throws.
Tonberry Stalkers: are medium creatures but often are taller than average player characters (usually between 7 or 8 feet tall). They also appear more lithe than other Tonberries. Tonberry Stalkers are hunters and are immune to non-magical attacks. They have advantage on strength saving throws and an added 6d6 to their HP.
Masterberries: These ancient Tonberries are known for their higher-than-average speed (40ft walk; 40 ft swim) and while still small creatures they have an added 10d6 HP because of their long lives. They also have access to 3 more spell slots, for a total of 2/3, 2/2, 5/1, and added the powerful Synaptic Static Spell (XGtE, replacement for Voodoo) as a onetime use before a short or long rest.
Tonberry's Chefâs Knife
A Tonberryâs Chefâs Knife is a curious weapon indeed. It looks like nothing but a well-kept common kitchen knife, but in a Tonberryâs hand it seems to have a power unlike any knife like it. As you hold the weapon, it looks ancient but recently cared for, and strong but also fragile. The more someone questions the weapon leads to more questions about the Tonberries themselves, and not answers. The value to a collector or a museum would be unimaginable as their rarity makes them the centerpiece of any collection, but a powerful weapon that would be difficult for anyone to give up.
Chefâs Knife: Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 1d8 + 2 slashing damage plus 1d8 poison damage. Finesse. Light. Weight: 2. Â On a hit the Chefâs Knife removes any positive status effects from the targeted creature (i.e., Bless). Also, on the first hit per round, roll a d20, on a roll of 17 or higher the knife slows (see below) the target. Â
Slow: You alter time around one creature you attack with the Chefâs Knife. The target must succeed on a Wisdom saving throw or be affected by this spell for the duration. An affected targetâs speed is halved, it takes a â2 penalty to AC and Dexterity saving throws, and it canât use reactions. On its turn, it can use either an action or a bonus action, not both. Regardless of the creatureâs abilities or magic items, it canât make more than one melee or ranged attack during its turn. If the creature attempts to cast a spell with a casting time of 1 action, roll a d20. On an 11 or higher, the spell doesnât take effect until the creatureâs next turn, and the creature must use its action on that turn to complete the spell. If it canât, the spell is wasted. A creature affected by this spell makes another Wisdom saving throw at the end each of its turns. On a successful save, the effect ends for it.
Tatsuya Shiba (The Irregular at Magic High School Anime)
Based on the character in The Irregular at Magic High School, this homebrew consists of a homebrew Monk subclass and a recommendation for Character setup. This build is designed to be balanced within 5e and follow the mechanics to try to prevent overpowered characters.
Character Recommendations
When building Tatsuya for D&D from level 1, here is how I developed this character. First, choose the Human Variant (PHB) with a +1 in Wisdom and Constitution and either the Observant or Keen Mind feat. Next choose the Soldier background (PHB). This should make your base Skill Proficiencies Athletics, Intimidation, Acrobatics, Perception, and Insight. And finally, as your character advances at Levels 4, 8, 12, 16, 19 I added these feats to the character: Crossbow Expert, Tough, War Caster, Savage Attacker, and Mage Slayer.
Way of the Magi
Monks of the Way of the Magi train relentlessly with every part of their being, to the point where they develop a small well of magic through their Ki. Founded on a mastery of every element of power that a body can possess, this was often a path taken by War Mages, but the tradition has expanded through generations to include the whole self as a weapon by unleashing physical, ranged, and arcane attacks on their foes.
A Magi sees magic as a piece of the larger self and that knowledge allows them to become a powerful adversary or a loyal protector. Magi are often referred to as Strategic Class Magicians because they often use magic while in the thick of battle. Their fierce and powerful demeanors and mastery through devotion, practice, and study, and a reputation for ruthlessness leads them to be nicknamed things such as Gods of Destruction, Demon Kings, and Mage Slayers in battles by those who have seen high level Monks of the Way of the Magi fight.
Path of the Magi
When you choose this monastic tradition at 3rd Level, your Special Martial Arts Training leads you to Master the knowledge of not only hand to hand combat, but also harnessing magical energy through your body and the use of the hand crossbow as a secondary monk weapon. This path also gains a bonus proficiency because of these Monks studies on magical warfare. You gain the following benefits.
Magical Strikes. When you reach 3rd Level, you gain the ability to cast some Spells. See the general rules of Spellcasting.
Cantrips: You learn two cantrips: True Strike and Thunderclap.
Spellsâ : You know three 1st-level Spells: Detect Magic, Longstrider, and Wrathful Smite. You must use a Ki point to gain a spell slot to cast any of these spells. Follow the Warlock spell table (PHB) for the level of your casting of these spells.
Spellcastingâ Ability: Wisdom is your Spellcasting Ability for your Monk spellsâ because you have learned your Spells through dedicated study and memorization by way of physical training. You use your Wisdom whenever a spell refers to your spellcastingâ ability. In addition, you use your Wisdom modifier when settingâ the saving throw DC for a Monk spell you cast and when Making an Attack roll with one.
Spell save DC = 8 + your Proficiency Bonus + your Wisdom modifier
Spell Attack modifier = your Proficiency Bonus + your Wisdom modifier
Far Strike. You gain a hand crossbow as a secondary designated Monk weapon. As such, you can use your Bonus Action on Your Turn to make your Ranged Attacks more deadly. When you do so, any target you hit with a ranged Attack using your hand crossbow takes an extra 1d4 force damage until the end of the current turn. Also, as it counts as one of your designated Monk weapons, your hand crossbow becomes your spellcasting focus for all your spellcasting.
Magical Engineer. you have read a variety of subjects on Magic usage and spellcastingâits various component parts, variables in how spells are cast, and even how magic is transferred within a creatureâs body. Because of this study, you gain a proficiency in one of either arcana, history, or religion, if you do not already have one of these proficiencies.
Regrowth
At 6th level, you gain the ability to heal critical wounds. As an action, you can regain Hit Points equal to three times your monk level or target one other creature within 60 feet of you with the hit points gained from the use of this skill. You must finish a Long Rest before you can use this feature again.
Specialized Magic
Beginning at 11th level, you have access to a handful of powerful spells that you can spend your Ki points for a spell slot to cast them with.
Ki points â spell
3 â Fly
4 â Counterspell at level 4 (as a replacement for Gram Demolition)
5 â Magic Missile at level 5 (as a replacement for Baryon Lance)
6 â Disintegrate (as a replacement for Decomposition)
Elemental Sight
Beginning at 17th level, your Senses are impossible to foil. As an action, you sense the presence of illusions, shapechangers not in their original form, invisibility, and other magic designed to deceive the Senses within 90 feet of you. You sense the magical effect, know its school of magic, and/or know what/who is being hidden. This skill lasts for 1 minute and during that time you cannot be frightened or charmed, and you have advantage on dexterity saving throws.
You can use this feature a number of times equal to your Wisdom modifier (minimum of once), and you regain all expended uses of it when you finish a Long Rest.
You also have advantage on initiative rolls when you reach level 17 as it becomes harder to surprise you in combat situations. Also, you gain the use of the spell True Seeing by spending 6 Ki points.
Based on the character in Seven Deadly Sins, this homebrew consists of three parts: a homebrew subrace of Aasimar, a homebrew subclass of Paladin, and a new magic item. This build is designed to be balanced within 5e and follow the mechanics to prevent overpowered characters.
Aasimar - Supernova (Subrace)
Supernova Aasimar are imbued with a divine energy that comes from the sunlight. The sunlight feeds a growth in size and strength that helps them destroy evil, guard the weakest of the world, and stand as a beacon against those that would creep out of the darkness. Supernova Aasimar are directed from a young age by followers of the light and are urged to use their powers against the evil and darkness of the planes.
Ability Score Increase
+1 to Constitution
Darkness Sensitivity
You have disadvantage on Strength based Attack Rolls, Strength (Athletics) Checks and Strength Saving Throws when it is night, you are affected by Darkness, or you are in the Underdark.
Powerful BuildÂ
When you are in the sunlight, while still a medium creature, your muscles bulge and you count as one size larger when determining your carrying Capacity and the weight you can push, drag, or lift.
Daylightâs Might
At 3rd level, the Gods have granted you access to the power of the Sun. As a Bonus Action, you magically gain the following benefits, which last for 1 minute:
If you are smaller than Large, you become Large, along with anything you are wearing. If you lack the room to become Large, your size doesn't change.
You have advantage on Strength (Athletics) Checks and Strength Saving Throws.
Once on each of your turns, one of your attacks with a weapon or an Unarmed Strike can deal an extra 1d6 damage to a target on a hit.
At 9th level you learn to recall the sun as a mental image and can use Daylight's Might once when it is night, you are affected by Darkness, or you are in the Underdark.
You can use this feature again once you finish a Short or Long Rest.
Paladin - Oath of the Dignified (Subclass)
Paladins who take the Oath of the Dignified strongly believe they and their companions are destined to achieve glory through their deeds. They train diligently, and encourage their companions to do as well, so they're ready to be the ultimate weapons against the chaotic tides of evil and the predations of extraplanar beings that threaten to tear down the world. They hold themselves to the highest standards of conduct, and some, for better or worse, hold the rest of the world to the same standards.Â
Tenets of the Oath of the Dignified
The tenets of the Oath of the Dignified drive a Paladin to stand tallest when faced with the worst that the world and the outer planes has to offer, often creating legends through their acts.
Pride - Take pride in your abilities and the abilities of those close to you. Also take pride in your enemies abilities, for they made the choice to face you.
Beacon of Hope - Be a glorious beacon for all who live in despair. Let the light of your deeds and courage shine forth to all those in need of hope. Strive to be known by these glorious deeds, not your words.
Dignified Duty - Never accept gifts or favors from Fiends or other Evils and those who may side with them. Stay true to your order, your comrades, and your pride for the sake of others.
Protect Those Beneath You - Aidâ others, protect the weak of this world, and punish those who threaten them. For those who show remorse, you do not need to be a judge, jury, and executioner.
Oath Spells
3rd-level Oath of the Dignified feature
You gain Oath Spells at the Paladin levels listed in the Oath of the Dignified table. See the Sacred Oath class feature for how Oath Spells work.
You gain the following two Channel Divinity options. See the Sacred Oath class feature for how Channel Divinity works.
Channel Divinity: Radiance of the Daylight
Starting at 3nd level, you can use your Channel Divinity to harness sunlight, banishing darkness and dealing radiant damage to your foes.
As an action, you present your holy symbol, and any magical darkness within 30 feet of you is dispelled. Additionally, each hostile creature within 30 feet of you must make a Constitution saving throw. A creature takes radiant damage equal to 2d10 + your Paladin level on a failed saving throw, and half as much damage on a successful one. A creature that has total cover from you is not affected.
Channel Divinity: Divine Weapon
Starting at 3rd level, as an action, you can imbue one weapon that you are holding with radiant energy, using your Channel Divinity. For 1 minute, you add your Charisma modifier to attack rolls made with that weapon (with a minimum bonus of +1). The weapon also emits bright light in a 20-foot radius and dim light 20 feet beyond that. If the weapon is not already magical, it becomes magical for the duration.
You can end this effect on your turn as part of any other action. If you are no longer holding or carrying this weapon, or if you fall unconscious, this effect ends.
Aura of the Unflinching
7th-level Oath of the Dignified feature
You emit an aura of alertness while you aren't Incapacitated. When you and any creatures of your choice within 10 feet of you roll Initiative, you all gain a bonus to Initiative equal to your Proficiency Bonus.
At 18th level, the range of this aura increases to 30 feet.
Pride Before the Fall
15th-level Oath of the Dignified feature
When you are reduced to 0 Hit Points and not killed outright, your pride as a warrior prevents you from falling, dropping you to 1 hit point instead. Once you use this ability, you canât use it again until you finish a Long Rest.
Additionally, you suffer none of the drawbacks of old age, and you canât be aged magically.
The Lionâs Pride
20th-level Oath of the Dignified feature
Your pride in your achievements empowers you through the legendsâwhether they are true or exaggeratedâof your great deeds. As a Bonus Action, you gain the following benefits for 1 minute:
You are blessed with a legendary presence, gaining advantage on all Charisma Checks.
Once on each of your turns when you make a weapon Attack and miss, you can cause that Attack to hit instead.
If you fail a saving throw, you can use your Reaction to reroll it. You must use this new roll.
Once you use this Bonus Action, you can't use it again until you finish a Long Rest, unless you expend a 5th-level spell slot to use it again.
Failed Glasses of Shapechanging
Adventuring gear (wondrous item, eyes)
Category: Items
Item Rarity: Rare
*Requires Attunement
Glasses of Shapechanging were magically created by a famous arcane practitioner and are imbued with the Shapechange spell, changing the wearer into whatever form they imagine when they put them on. (For more information see the Shapechange spell)
However, these failed versions of the glasses were an early attempt at this magic item and they only turn the wearer into one form, a weak human commoner version of themselves (the first form they ever took when tested), even if the user is not a human. These glasses also suppress any detectable magical energies from being noticed about the wearer.