Did I do a Tangled sorcerous origins? Yes, yes I did.
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"I'm Dorothy Gale from Kansas"

Discoholic 🪩
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Fai_Ryy
macklin celebrini has autism
I'd rather be in outer space 🛸

Origami Around
let's talk about Bridgerton tea, my ask is open
The Bright Sessions

#extradirty
Today's Document

YOU ARE THE REASON
Lint Roller? I Barely Know Her

@theartofmadeline
The Bowery Presents
todays bird
occasionally subtle
NASA
seen from Israel
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seen from United States

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seen from Hungary

seen from Colombia

seen from China
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seen from Russia
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seen from United States

seen from Jamaica
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seen from United States
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@zunadarolls
Did I do a Tangled sorcerous origins? Yes, yes I did.

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Hello! Just a idea for a Bardic College I’ve had for a while. I left the rules on tattoos pretty open since I know there is a lot of different approaches to them out there! Thoughts on changes are always welcome!
After discussing all the missed opportunities with paladins, I remembered the old Red Green Show and thought it would make a perfect case for a fun paladin! I decided on focusing on the ‘handyman’ aspect and giving this oath a little more utility. Most of the feature names come straight from the show, as well as the tennets.
I’m still new to homebrew so comments and critiques would be great! After all, in the spirit of the show - I can change, if I have to, I guess.
I took a go at the Champion Specialization, there is always something great about coming out of a dragon fight with full guard. I tried to carry that over, without excluding some of the other Champion abilities.
Homebrewery Link - https://homebrewery.naturalcrit.com/share/By9WP6HDB
I somehow haven’t done a fighter archetype? Like, at all? I decided on a whim to make a non-magical archer archetype and when saving it I realized its a first lol.
I’m not entirely certain about the balance on this or if it is very interesting mechanically, but it fills a gap I thought wasn’t being filled very well as the battle-master isn’t quite as focused as I’d like and the ranger has certain features that don’t quite fit the theme I was aiming for.
As always, questions and comments are welcome. I’d love to hear your thoughts.
(Content PDF) (Patreon)

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Don’t drink and homebrew guys……
Homebrewery Link - https://homebrewery.naturalcrit.com/share/rJHhHnbPH
I wanted to do a cowboy-esque character a while back and came up with this.
Here’s my first wizard subclass, and it’s a big one! My aim with this school was to provide players with a way to use runic magic that was more historically accurate than it is in D&D’s lore, so I sat down and did a lot of research about what magic runes actually were. The history of runic magic is really interesting, so I even included some of my research in the subclass description for you guys (although unless you’re a big old nerd like me you’re not obligated to read it). Based on my research, I managed to create options for thirteen somewhat-accurate magic runes.
Practitioners of rune cutting can create a number of different runes every day, although their usefulness may be limited without some creative thinking. If you’re looking for ways to bolster your spells and deal more damage, this isn’t the school for you- however, for those who enjoy solving problems and supporting their allies, it is ideal. It would also be a great choice for a wizard character with some Nordic flare, since all of these runes have their roots in Scandinavian or Icelandic history.
If you want the high quality PDF version of this subclass or would like to support me, please consider hopping on over to my patreon and checking out my other stuff.
Really interesting! Gave me a neat idea for some NPC’s in my Dragons Vs. Giants Setting!
Unearthed Arcana Downtime
Don’t forget to rate last week’s spells.

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Homebrew Distillery: Merfolk
A reclusive race of aquatic humanoids, the sight of a merfolk above the waves is often an omen of death. Occasionally they might be helpful and rescue drowning sailors or guide ships through storms, but more often than not, merfolk are openly territorial and hostile to outsiders.
Because their underwater abode halts certain technological advances, many merfolk communities put greater emphasis on military and survival, rather than research and technology. However, this has not stopped determined merfolk scientists from developing technology that benefits from their briny habitat. The legendary city of Atlantis is one of the biggest beacons of technological marvels in the realm, and that all stems from their invaluable mineral resource known as Orichalcum, which they use as an alternative power source to combustion engines or electricity. Because Orichalcum only develops deep below the sea, Orichalcum is an extremely important resource to their society, as it keeps borders open and promotes trade between the merfolk and the land-dwellers.
While merfolk farther out to sea tend to be hostile, merfolk that live closer to shorelines and island nations have slowly become more open to outsiders. They have helped land-dwellers study marine life and oceanography. They bring back salvage from shipwrecks, and dig up fossils from the ocean floor. Because of this more open policy found in shallow waters, Merfolk communities that are closer to shore are far more modern and wealthy, compared to the isolated warrior tribes that roam the open sea. However, this comes with the trade-off that flourishing cities also results in the growth of crime and corruption as well.
The divide between the cultured and civilized Atlantean merfolk and the open-water warrior merfolk is so severe that it has sparked open hostilities between them. To the open-water merfolk, the open trade policy the Atlanteans have with the land-dwellers spits in the face of their heritage and violates the “big fish eat little fish” mentality of the sea. The Atlanteans argue that ignoring progress in favor of tradition only serves to make the open-water merfolk seem primative and barbaric by comparison. Already, the merfolk have gone to war against themselves twice. One battle had enough casualties that the humans named the battleground The Bay of Blood.
Ability Score Increase: Your Dexterity increases by +2
Age. Merfolk can live to be up to 300 years old, and reach maturity at the age of 15.
Size. Your size is Medium.
Speed. You have a swim speed of 40 feet and a walking speed of 20.
Amphibious. You can breathe both air and water.
Oceanic Weapon Training. You have proficiency with the spear, trident, light crossbow, and net.
Languages: Common, Aquan, and Sylvan.
SUBRACES
Merrow
Adapted to the cold waters of the north, the Merrow are merfolk with a far more fish-like appearance. The males are known for their ugliness that causes the females to prefer land-dwelling males as mates over their own kind.
Ability Score Increase: Your Strength increases by +1.
Child of the Loch. You have resistance to Cold damage, and you are naturally adapted to cold climates.
Cold-Blooded Warrior: You gain proficiency with your choice of Athletics, Intimidation, or Acrobatics.
Hostile Environment. The climate has toughened your resolve. When your HP would drop to 0, you can make it 1 instead, once per long rest.
Atlantean
Their civilization was widely known for being technologically advanced. Their access to the magical ore Orichalcum is the driving force behind their wealth and advances. Similar cities dot the shallow waters off most coasts that follow the technologic and intellectual drive of the Merfolk capital.
Ability Score Increase: Your Intelligence increases by +1.
Cantrip: Learn 1 Cantrip of your choice from the Wizard spell list.
Advanced Society: You gain Proficiency with 1 skill of your choice between Arcana, History, Nature, or Religion.
Ancient Knowledge: You can cast your choice of Identify, Comprehend Languages, or Detect Magic once per long rest without material components or a spell slot.
Deep Sea
In the dark depths of the deep sea trenches, these merfolk survive in this harsh and unforgiving environment. Among the murk and silence, these hunters skulk through the darkness, leaping out to attack unsuspecting prey, or luring prey to them with deceiving lights.
Ability Score Increase: Your Constitution increases by +1.
Darkvision: You gain darkvision at a range of 60 feet. You can see in dim light as if it were bright light, and darkness as though it were dim light. You cannot discern color in darkness, and only see shades of gray.
Bio-luminescence: You gain the Light cantrip.
Fathoms Below: You are used to the intense pressure of the depths. You have advantage against being knocked prone. Halve the distance you are pushed by spells or creatures.
Hunter’s Sense: You gain proficiency with your choice of Survival, Stealth, or Perception. You can cast Hunter’s Mark once per long rest without requiring a spell slot.
Siren
Renowned for their beauty, they use their hypnotic songs to lure sailors to their rocky deaths, or to throw themselves into the sea. It is often said that sea storms are caused by their war cry, and whirlpools are the result of them circling their prey underwater. They are the most unpredictable when dealing with land-dwellers.
Ability Score Increase: Your Charisma increases by +1.
Fey Ancestry: You have advantage on saving throws against being charmed.
Sweet Words: You gain proficiency in your choice of Persuasion, Deception, or Performance.
Siren Song: You can cast Charm Person once per long rest without requiring a spell slot.
fuck jkr for convincing a whole generation that “witch” and “wizard” are male/female versions of the same thing
witches
herbs and gardening
cook a lot
wear lots of black
cats
magical brews
probably the village midwife
cottage in the woods
vine whips and healing spells
bigass hat but it’s all slouchy and cute
wizards
wear blankets, if you’re lucky
lab in a tower
grad student vibes
will definitely accidentally kill you
fireballs
high in some kind of magical drug
hat that scrapes the ceiling
cannot keep a familiar alive for more than a week
@wearemage
My Weird Names for the Schools of Magic...
School of Abjuration
School of Renouncement
School of Rejection
School of Defense
School of Preservation
School of Security
School of Conjuration
School of Creation
School of Summoning
School of Formation
School of Construction
School of Fabrication
School of Generation
School of Inception
School of Conception
School of Divination
School of Fortune-Telling
School of Prophecy
School of Prediction
School of Clairvoyance
School of Decision
School of Vaticination
School of Information
School of Portention
School of Auspication
School of Seeing
School of Auguration
School of Enchantment
School of Hypnotism
School of Mesmerism
School of Fascination
School of Captivation
School of Entrancement
School of Bewitchment
School of Evocation
School of Destruction
School of Demolition
School of Ruination
School of Shattering
School of Devastation
School of Spoliation
School of Desolation
School of Annihilation
School of Obliteration
School of Elimination
School of Eradication
School of Extinction
School of Extermination
School of Decimation
School of Illusion
School of Hallucination
School of Imitation
School of Deception
School of Misperception
School of Delusion
School of Misconception
School of Fantasy
School of Dreams
School of Necromancy
School of Desecration
School of Occultism
School of Spiritualism
School of Transmutation
School of Alteration
School of Transition
School of Transformation
School of Mutation
School of Transfiguration
School of Evolution
HERE IT IS. The first pages of the long-anticipated Christmas Classes. I will upload the other classes one by one over the coming days. Look forward to it! :D
(There may be a chance that I still update them and work them over)
This one includes
Rogue Archetype: Secret Santa
&
Warlock Patron: The spirit of Christmas
Races by PaladinofDoge

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.
Free to watch • No registration required • HD streaming
Name: Zunada
Race: Half-Orc
Class: Barbarian
Background: Sailor