Showing off the cool effect of this sticker of my art featuring an adult white dragon from DnD.

#dc comics#dc#dick grayson#dc fanart#batman#tim drake#batfam#batfamily#bruce wayne
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Showing off the cool effect of this sticker of my art featuring an adult white dragon from DnD.

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IM GONNA BURN MOUNT FAY TO THE GROUND
More Homebrew 5e Spells
If anyone’s wondering, I’m doodling on my lunch break in work. This time, a couple of illusion spells, something for my beloved cold damage, and a mean abjuration spell.
FROSTFLOWER
4th level evocation
Casting Time: 1 action
Range: 90ft
Components: V, S
Duration: Concentration, 1 minute
You channel the power of deepest winter and gesture towards a point that you can see within 90ft. A bloom of frost unfurls, sending fractal patterns of ice across the ground in a 20ft radius circle from that point. This circle of frost creates an area of frigid air in a cylinder extending 20ft above it. The temperature within this area plummets to a lethal, bone-deep chill that saps strength, slows movement, and seeds frostbite. The more effort a body extends to escape this deathly chill, the more warmth and strength is sapped from them.
A creature moving through the area must spend 4 feet of movement for every 1 foot it moves. For every five feet the creature moves, it takes 4d4 cold damage. Creatures wearing metal armour instead take 5d4 cold damage, as the metal hastens the loss of heat from their bodies. Numbed and weakened by the cold, creatures within the area have disadvantage on Dexterity saving throws.
Available to: Druids, Sorcerers, Warlocks, Wizards
(Yes, this is basically a cold-themed Spike Growth, but I just want more cold spells! And, I mean. If you abruptly plummet the temperature in an area to well below freezing, people are likely going to get slow and clumsy in there)
HEX GATE
2nd level abjuration (ritual)
Casting Time: 1 action
Range: Touch
Components: V, S, M (a piece of silk)
Duration: 1 hour
Touching a doorframe or the wall of a passage, you create an invisible gate that punishes those who attempt to pass through it. Choose 2 vertical anchor points that are no more than 10ft apart, such as the walls on either side of a passage, either side of a door frame, or two pillars in a colonnade. Touching 1 of these points, you funnel crackling protective energy into the creation of an invisible vertical pane of magic between the two points, a barrier that is 1 inch thick, up to 10ft between anchors, and up to 10ft tall. This barrier seals to the vertical anchors on either side, to the floor beneath, and to the ceiling above if that is in range, and is not impeded by inanimate objects that occupy the space, such as the door in a doorframe. It is soundless, invisible, and cannot be detected save by the detect magic spell or similar magics. The hex gate lasts for 1 hour, and deals 3d6 lightning damage to any creature that passes through it.
At higher levels: When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d6 for each slot level above 2nd.
Available to: Artificers, Bards, Sorcerers, Warlocks, Wizards
(This was inspired in large part by the walls of light from Dishonored, hence the lightning damage. Then I started describing it as a ‘pane of magic’ and I wondered if force damage would be better? But it’s an invisible electric fence, essentially, so I think lightning works)
FAERIE FEAST
4th level illusion (ritual)
Casting Time: 1 action
Range: 30ft
Components: V, S, M (a piece of fruit)
Duration: 12 hours
You create an illusory meal of your choosing in a suitable location within range, such as on a nearby table top. The meal could appear as simple as a bowl of fruit, or as elaborate as a feast, and can appear large enough to feed up to 12 Medium creatures. The illusion behaves in all ways as a real meal, in taste, smell and texture, and lasts for 12 hours at your chosen location before vanishing. Any creature who eats or drinks from the faerie feast while the spell is active must make a Wisdom saving throw. On a successful save, the creature takes 4d8 psychic damage, and becomes aware that the feast is illusory and dangerous. On a failed save, the creature becomes drowsy and feels compelled to find a place to sleep. Within 10 minutes, the creature lapses into a magical slumber, falling unconscious, and cannot be wakened until the spell ends or until they take damage.
Available to: Bards, Sorcerers, Warlocks, Wizards
(This is purely ‘do not eat fairy food’, the spell. I’m distinctly unsure on the level, here. On the one hand, it knocks people out for a long time, and Eyebite is 2 levels higher. On the other hand, it requires a lot more time and set-up than a battle spell like Eyebite, and there’s no guarantee that anyone will actually eat anything, so if luck and/or your DM are against you, it’s a waste of a spell slot. So I compromised on 4th level? I’m open to both lower and higher, though).
PHANTASMAL FOLLOWER
7th level illusion
Casting Time: 10 minutes
Range: 500 miles
Components: V, S, M (incense and a gemstone worth 500gp, which the spell consumes)
Duration: Special
You shape a phantasmal follower to haunt and bedevil a creature you know and have met before. Holding a gemstone in your hand over a lit bowl of incense, you focus on your hatred for this creature until the gemstone shatters with the force of your magic and the dust mixes with the smoke from the incense. You shape this smoke into an illusory spectre of hatred, gaunt and horrifying, and cast them out into the world to find and shadow your target. The phantasmal follower disappears from your side and appears beside your target as long as they are within 500 miles of you. Only your target can see this phantasmal follower, and the follower never leaves their sight, dogging them wherever they go, howling dire predictions and afflicting them at every turn.
The target must make a Wisdom saving throw when the spectre first appears to them. On a successful save, the target takes 9d10 psychic damage and the spell ends. The creature is then immune to this spell for 10 days if you cast it again. On a failed save, the creature instead becomes afflicted by the phantasmal follower, who reacts to any violent action they take. They make all attack rolls at disadvantage while the follower is with them, as well as any concentration checks to sustain a spell, and any Charisma (Deception) or Charisma (Intimidation) checks. The follower cannot be dispelled, reforming instantly if such magic is attempted. The spell only ends once the creature succeeds on their Wisdom save, which they can repeat once every 24 hours. Once they succeed on the save, they are immune to this spell for a year if you cast it again.
You are aware when the creature succeeds on their saving throw and the follower vanishes.
Available to: Bards, Clerics, Warlocks, Wizards
(Intended as a continuation of the Phantasmal Force/Killer spells, this is essentially the ‘summon a grudge ghost on your enemy’ spell. I found it very hard to judge potential costs. It’s a long-term debuff, so I figured it needed a material cost, but again it needs some set-up, and there’s a chance they’ll just take some psychic damage and call it a day. So. Let me know if you think the cost is miscalculated?)
oh my god look at me being so cool and productive (this was entirely impulsive)
Frost Ward
3rd level abjuration (druid, sorcerer, wizard)
Casting Time: 1 action
Range: 30ft
Components: V, S
Duration: 1 hour
You freeze the air around another willing creature you can see within range, forming it into a protective layer of frost. The targeted creature gains 4d6 temporary hit points. Once per turn while the creature has these hit points, when it takes damage from an attack, you can immediately deal cold damage equal to your spellcasting modifier to the attacker.
At higher levels. When you cast this spell with a spell slot of 4th level or higher, the amount of temporary hit points increases by 1d6 for each spell level above 3rd.
Damage from the cold!
Wiley-treehouse-gardens

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pretty boy
Do you know how to help succulents that were exposed to cold? I accidentally left a few plants outside last night, and most of them just have cold stress colors on the leaves, but one is turning white and mushy, and one is still green but super droopy and mushy. Is it too late for them?
The only thing you can really do is remove all the cold damaged leaves as they'll eventually rot and that will spread to the rest of the plant. Anything mushy should be removed, if all of it's leaves are mushy then yes you need to remove all of them even if it leaves a bare stem. The bare stem may survive and push out pups but if it was also damaged by the cold it'll eventually show it and die. If you've still got non-mushy leaves in the center of a rosette then it'll probably be okay but still just keep an eye on everything and see how it does. Hopefully they're okay, and I'm sorry if they're not. It sucks to lose a plant. :(
White Dragon in an attempt at a heraldic style. I failed but it looks cool so whatever. I really struggle with simplifying things so I may try again, idk.
What do you think? Keep the other dragons this detailed or simplify?
As you can see from the white paint I couldn't decide where the tail should go.
Apparently they only have 3 fingers/toes and a thumb (on the front limbs), but 5 digits on their wings, and that bothers me.