A reupload of literally, hands down, my favorite subclass Iâve ever made. Go forth and be spooky.
(Edit: forget to add in the LEVEL for the last ability lmao, have fixed it now)

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@its-a-dnd-world
A reupload of literally, hands down, my favorite subclass Iâve ever made. Go forth and be spooky.
(Edit: forget to add in the LEVEL for the last ability lmao, have fixed it now)

Anya is live and ready to show you everything. Watch her strip, dance, and perform exclusive shows just for you. Interact in real-time and make your fantasies come true.
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I made some Vampire mechanics a while ago when I had a player who wanted to play a vampire. Didnât actually get the chance to use them in-game, but I recently cleaned them up and decided someone else might enjoy!
Quite a while ago, I helped someone design an elemental warlock pact. My main contribution was the fire section, which I wrote nearly in its entirety, but I was never actually credited for the project and have had half a mind to make my own version of it since. Well, I finally did! For when you canât stop listening to Arsonistâs Lullaby, or you make a warlock whoâs patron is accidentally a phoenix.
Art by Stefan Koidl
I figured I should share this NASTY boy with the world! Whether you want to bring a little spice to your Curse of Strahd/Horror campaign, or you just want to watch with joy as all of your players recoil in disgust at the Impregnate action, this fetid little monster might be the thing you need! Special shoutout to @homebrewfromthevoid for helping me with the formatting, and @dykes-and-dragonss for giving opinions and being my buddy. Check out their blogs for more homebrew content !
These
Tables
Are
So
Freakin
GOOD!
Shoutout to Lady Tiefling for being kickass.
Fyi donât click the link, itâs spam

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Free worldbuilding idea:
Wizards have the same trust in magic that software designers have in software, which is to say, almost none at all.
âAre you fucking kidding me I worked in a reagrent shop for a few years I donât trust any of that stuff. Who the hell knows what other components are in the ashes.â
âYeah I was in the circle that made Alstonâs Divine Circle of Teleportation. Thereâs some pretty nasty corner cases you can get into but the headmaster published it without us. I just take ships. Itâs way safer.â
âI call bullshit on that Necromancer channeling spirits of loved ones. What did he say he was using? âMedium Conduit Ruinic Circlesâ? Thatâs just a bunch of buzzwords slapped together, and they donât even interact with each other.â
âIâve been looking at this scroll all morning and Iâm 90% sure that the scribe didnât even look at the standard for pyromancies.â
âHelp Desk, this is Gloriline, what did you fuck up this time?â *indistinct vocals* âDave, Iâve seen the news, and, frankly, I can see the ash cloud from here. You paid for extended support, not enabling support.â
âI canât get this fucking spell to work, Jane, can you look it?â
*passes a scroll* *a few moments of silence*
âI think you missed a bookend rune right here-â
âGODS DAMN IT! ITâS ALWAYS SHIT LIKE THAT! THANK YOU!â *angrily scribbles on parchment*
(It takes five more aggravatingly tiny adjustments before the spell works)
I donât play wizards anymore because theyâre too much like my day job.
Instead of a orb the wizard has a little statue of a duck he tells his spells to and then swears when he spots the obvious mistake.
You beat me to it! I was going to add that the reason why wizards and witches always have familiars around is so they can Rubber Duck at them until they realize what the mistake with their spell is!
Outsiders get it wrong and figure the familiars are somehow teaching spells to their owners, but no. Itâs just explaining to Firewing what youâre trying to do with this teleportation matrix until you realize that youâve been using telepathy crystals to power it the whole time like a FUCKING IDIOT!
Inspired by:Â https://lair-master.tumblr.com/post/186427249862/dd-paladin-idea
Iâm open to comments and suggestions! Feel free to play with it!
Hey you know those condition rings Matt uses? I found the legit same ones on Etsy! They are licensed for production and sale by the guy who designed the ones Matt uses, so if you want the exact ones Matt has, this is actually the only place to get them legitimately.
They are great quality and a good size! Plus when I ordered them he sent me some great joke ones as a bonus:
Definitely recommend!!! PLUS I found out the dude who prints these runs a game shop in my city so I stopped in and met him. Heâs SUPER cool and committed to producing a quality product that is licensed and supports the original creator, plus he keeps his prices lower than the competition. Support Mike! Heâs rad!
You can find his Etsy shop here: [x]
Why do Goblins have to eat trash? Why canât goblin cuisine simply have a strong emphasis on fermentation and controlled spoilage?
Like fermentation stinks to high heaven and you typically hide it away in dark and cool places. It fits lore wise for a creature that lives in a cave and is described as unclean.
Anyway this has been food for thought
concept: a setting where every race has a different preferred method of food preservation and each of them is pretty sure that everyone else is ruining their food - goblinoids are masters of fermented foods, elves make exquisite sundried fruits and jerkies, dwarf cities have enchanted walk-in freezers hewn from living stone, gnomes can pickle anything, orcish smokehouses are legendary.
humans and halflings donât have their own signature food preservation methods, but are notable for being willing to eat everyone elseâs trail rations.
Goblins also have an EXQUISITE mushroom cuisine. A single package of genuine goblin-grown shelf mushrooms can be worth more than gold in some regions.
Okay, yes to all of this, but consider: FUSION CUISINE.Â
Some adventurous gnome starts using elf-dried berries and herbs in their pickling vat. Some curious orc discovers what happens when you smoke goblin-fermented fish. An elf defies all tradition and starts adding both orcish curing seasonings and goblin-made vinegar to their jerky. A couple of dwarves and halflings working together accidentally invent ice cream and nobody knows how.
Since I get unreasonably annoyed about how popular the boring ass 4e/5e tiefling design is, hereâs the table from Planescape for rolling really varied and weird tieflings.
Keep tieflings weird.

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one of my favorite d&d podcasts is doing a one-shot based on the friday the 13th movies. except the DM hasnât told any of the players that itâs based on friday the 13th. he has them convinced itâs based on a sex-comedy coming-of-age film theyâve never heard of (that he made up). which is so fucking genius. because the characters in a slasher flick donât know theyâre in a slasher flick, why should the players? if youâre going for genre accuracy, make your players think theyâre acting out animal house or something, or else theyâll end up weirdly genre savvy. itâs perfect.Â
and like, throughout the whole session, to keep the players convinced that the fake not-horror movie is real, the DM keeps mentioning weird, specific details about the fake movie, like, âoh yeah, didnât i mention? your character is played by crispin glover before he was famousâ or âso in the actual movie, you got lost and had a nice scene in an orchard, but so-and-so succeeded on his navigation rollâ
and this has the players lulled into a false sense of security for the most part. but over the course of the game they get more and more suspicious of all the weird, doom-harbinging horror-movie details the DM keeps sprinkling in. every once in a while a player will be like, âokay so these identical hitchhiking twins are hot, right? wait, why are they speaking in unisonâÂ
itâs so genius. the DM introduces a small child who creates and collects ultra-realistic, cinema-quality latex monster masks, and none of the players even bat an eye. they donât clock this creepy horror movie child at all. theyâre too busy trying to hit on his older sister, just like their characters would be.Â
at one point one of the players gets weirdly, genuinely angry, and is like, âWHY DO I CARE??? so this old couple is talking about a tragedy at the local hospital, SO WHAT????? arenât i just supposed to want to get laid right now?! why did you put this in the story, man?!?! was this couple even in the original movie? i donât know, because you wonât let us look it up on IMDB, even! what is going on?!â and i know itâs an auditory medium, but fuck, i could SMELL the shit-eating grin the DM mustâve had on. thatâs so fucking awesome
#the DM even gave them homebrewed game mechanics based on love and sex so that theyâd be distracted by their charactersâ personal goals#which is so perfect for a slasher game. why else would your players be distracted by a trashy sex scene #theyre TRYING TO WIN. and to win. they have to have sex with so-and-so #and it keeps them distracted the whole time before the reveal bc a lot of their actions towards each other affect their relationship stats #itâs just. so fuckin funny. i had to pause the podcast multiple times to shout âYOU FUCKING LIARâ at the ceiling. it was so funny #The Film Reroll is the name of the show btw if u wanna check it out or w/e
World Building Tips:Â Empires and Power Structures
World building is important in any setting. There are places, such as fantasy literature where it can become the difference between a believable world and an unbelievable one. Suspension of disbelief is often a critical part to stories.Â
Many fantasy books take place during times of war, or revolution or even a fall of a corrupt empire. I love reading these sorts of stories, as many people do. Power structures can be complex. They can be used to create tension and drama between characters - take for instance the hero versus the corrupt government troupe in fiction such as The Hunger Games, Harry Potter or even more traditional fantasies such as Tigana ( by Guy Gavriel Kay) or The Wheel of Time series (by Robert Jordan).  As a reader it can be compelling to follow these stories. For writers though, it can seem daunting to go into the details of shaping a believable power structure. Here are some basic tips for creating one. Â
There are four crucial factors to any power structure. These are as follows:
1. Military - this includes the size of the army, the types of technology used (guns or swords? navy or land army?), the basic structure of the army (is it highly regimented like the Romans? What are the different groups within the army? How are they divided - by technology, skills or social status?). Another important question here is why has the military developed in this way? The Roman military, for example, grew out of competition with other Italian states. The opposition is equally important here - who were/are they within your story? Apply the above questions just as much to them, because empires and other structures are influenced by the world around them. The military can be the reason an empire begins in the first place. The military should also play a role in sustaining the power structure/empire. It doesnât have to be the strongest factor by any means. It may even become the downfall of the structure in the end.
2. Economy - How is your power structure or empire funded? Does this change over time? Does your empire take part in internal or external trade? Is trade important to the running of the empire? Resources such as crops, fertile land or people are also a part of this and influences the larger actions (such as conquest) your structure takes towards other countries. Trade can be a form of control and influence as well, even outside of the structureâs territory. In terms of story, a lot of decisions that are made involve trade or economic reasons - no one wants to get on the wrong side of someone who controls valuable resources or trade with other entities. The British Empire was based mainly on trade and this insured a global influence even as it declined in actual power.
3. Administration: The system of government and the way it manages itself is important to know. Is it a traditional monarchy or a democracy? How is leadership decided? How is power delegated throughout the larger administration? Hierarchy? One person canât do or know everything. In terms of empire and conquest this is equally important. Does the empire recruit the local elites from conquered areas to administer to the general public, like the Romans? If your story is set in the outskirts of your empire, this could effect the outcome of the story - local elites might enjoy the power they have gained through an alliance with the larger empire and thus be unwilling to revolt against it. What other ways does your power structure control its territory? Does it use culture, or a set language to spread out into new territory? What kind of empire is your empire? Is it land based (only conquering territories linked by land) or maritime (navy focused with overseas territory)?
4. Culture: How does your power structure interact with its subjects? Even in a small area, different ethnic groups exist, so what unites all of them together? Are they all united, or is there groups of people the power structure leaves out? Have they always been left out deliberately or have these groups formed over time?How does the the government and the people from inside the empire view outsiders and their culture? Does this influence your story or characters? Do negative stereotypes or different language create a barrier between your character and others? In newly conquered areas is the empireâs language, laws and social ideals endorsed to locals or is it forced upon them? Is religion important to how the empire works or interacts? For example, before war do the gods need to show approval for the empireâs commanders? What about clashes of religion with other areas? Where do cultures intersect? Is your empire influenced by an older power or a hard past? What is seen as integral to your structureâs culture - art, literature, music etc? Are allies connected with your structure through culture, a shared distant history?
Most power structures rely on all of these factors - but none are ever equal in importance. Your government will identify one or two of these areas as important and focus on them. This can impact how the structure comes together and eventually falls apart - the greatest strength becomes a weakness, or something is overlooked until it is too late.
This is a long post - so Iâm going to leave it here for now. If you guys have any questions, feel free to use the Ask feature to contact me.
If youâd like to help support me to keep doing what Iâm doing, as well as get some great benefits, check my page or the notes for the links to my Patreon and kofi pages.
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Can you believe I almost didnât end up doing this conversion? Man, what a mistake that would have been!
If youâd like to support me and get some great benefits at the same time, feel free to check out my Patreon! Or if youâd like, buy me a coffee for a chance to get a card of your choice converted.
The first land from Arabian Nights happens to be the Bazaar of Baghdad, an incredibly popular (and expensive) card used frequently in Legacy. Making it was definitely fun- what player or DM doesnât just love ridiculously large markets where you can buy anything you want? Always rife with plot ideas and adventure seeds, I love putting my players into the fantasy equivalent of Mall of America and letting them run wild like sugar-high 8 year olds. Also trying a bit of a new thing here by putting the lands/locations into a nice format before posting them, to save space and make them look a bit better. What do you think?
If youâd like to support me and get some great benefits at the same time, feel free to check out my Patreon! Or if youâd like, buy me a coffee for a chance to get a card of your choice converted.

Anya is live and ready to show you everything. Watch her strip, dance, and perform exclusive shows just for you. Interact in real-time and make your fantasies come true.
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I really enjoy doing these early Arabian Nights creatures, since theyâre all based on famous stories from the 1001 Nights. This lets me take some already existing source material, and twist them just enough to give them a unique flavor, and drop some hints to potential plot lines or adventures involving them.
If youâd like to support me and get some great benefits at the same time, feel free to check out my Patreon! Or if youâd like, buy me a coffee for a chance to get a card of your choice converted.
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Alternative explanations for why your fantasy setting has powerful magic items just lying around where any random schmuck can pick them up:
Up until a couple hundred years ago, the worldâs magical background radiation level was much lower than it is today. Most magic items were once minor lucky charms and simple household conveniences; being designed to function in whatâs now considered a low-magic environment, their effects have not only increased considerably in power, but have also become warped in unexpected and frequently ironic ways.
Itâs impossible to create a magic item on purpose. Random objects just become magical, and nobody really knows why. Living things are never affected, and the phenomenon seems to favour manufactured objects over natural ones, though itâs unknown whether this is a real trend, or a reflection of the fact that people rarely âuseâ natural objects in ways that are likely to trigger any powers they might possess.
Magic items are the larval form of monsters. They spend the first part of their life cycle sessile, feeding off of the heroic destinies of the adventurers who carry them. When those adventurers eventually TPK, it triggers the next stage of the itemsâ development; shortly thereafter, the items âhatchâ into a new colony of monsters and spawn the next generation of magic items, continuing the cycle.
There exists a possible future where the forces of Order and Chaos fuck up so badly that the world is torn apart and smeared across its own past. The wreckage of that future are/have been/will be raining down over the entire span of history leading up to it. Being indestructible, magic items comprise the bulk of the debris, but sometimes creatures, buildings or chunks of terrain make it through, which is where dungeons come from.
The worldâs supply of magic items is actually very limited, but is constantly being manipulated by the gods to place them in the paths of people who will make best use of them â where âbest useâ is defined roughly as âhey, you know what would be hilarious?â. The random magic item tables the GM rolls on arenât a game-mechanical conceit, but a completely literal modelling of the godsâ decision-making process.
There are no such thing as magic items. Sometimes ordinary objects just do things when adventurers pick them up. Almost no-one knows this.
The adventures live twenty years after the The Wanderings of Brian the Compulsive Enchanter, who couldnât walk past an outhouse without trying to make the bog roll hurl a couple fireballs or emit psychic damage, much less a smithy.