r/DnDHomebrew • • 11h ago

5e Two D&D 5e Homebrew Swords: An Artifact Greatsword with a Death Bargain and a Rare Longsword with Blindsight [Feedback Welcome][Full Rules]

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78 Upvotes

Hi everyone!

Two swords I've been working on recently.

Playing with Death is an artifact greatsword with a risky ability that can save you from dying.

Hangfang's Echoes is a rare longsword with a bat skull, blindsight and some extra thunder damage.

Any feedback or suggestions are always welcome. The Emporium's forge is always open!

Full rules below.

📜

Playing with Death

Weapon (greatsword), artifact (requires attunement)

Weight 6 lb.

Properties: Heavy, Two-Handed

Magic Weapon. You have a +3 bonus to attack and damage rolls made with this magic weapon.

Death's Edge. While holding this sword, when your current hit points are equal to or less than half your hit point maximum, once on each of your turns you can deal an extra 1d8 necrotic damage to a creature you hit with it.

The Death Bargain. When damage would reduce you to 0 hit points but not kill you outright, while holding this sword, you can instead drop to 1 hit point and gain 20 temporary hit points. Choose one hostile creature you can see within 60 feet of you that isn't summoned or controlled by you or your allies.

For 1 minute, once on each of your turns when you hit the chosen creature with this sword, you can deal an extra 3d8 necrotic damage. This damage stacks with Death's Edge.

If you reduce the chosen creature to 0 hit points with an attack from this sword before the minute ends, you regain 4d8 hit points and the bargain ends.

Otherwise, when the minute ends, you drop to 0 hit points and begin making death saving throws as normal. This effect isn't damage and can't be prevented by death ward.

Once you use this property, you can't use it again until the next dawn.

Traits: Hungry, Tenacious, Relic

📜

Hangfang's Echoes

Weapon (longsword), rare (requires attunement)

Weight 3 lb.

Property: Versatile (1d10)

Magic Weapon. You have a +1 bonus to attack and damage rolls made with this magic weapon.

Awakened Echo. While holding this sword, you can use a bonus action to awaken the bat skull for 1 minute. For the duration, while holding the sword, you have blindsight out to a range of 10 feet, unless you are deafened.

Once used, this property recharges at dawn only if the sword has hung upside down for at least 4 consecutive hours since its last use.

Lingering Screech. Once on each of your turns, when you hit a creature with this sword while Awakened Echo is active, the target takes an extra 1d6 thunder damage, and you can cause a spectral echo to cling to it until the start of your next turn. If the target moves or is moved 5 feet or more before then, it takes 2d6 thunder damage, and the echo disappears.

Traits: Resonant, Temperamental

──── ୨୧ ────

✏️ Art by J. Zangrilli (Azarneth's Forbidden Emporium)

✦

I create printable item cards, cursed treasures, NPCs, tales & omens, and strange creatures for fantasy roleplaying games. You can find the project on Patreon and follow the daily updates on Instagram. 🧙‍♂️🎲


r/DnDHomebrew • • 11h ago

5e [OC] Mammoth's Guide to Somethings - 42 new subclasses, 3 new classes (Oracle, Oneiromancer, Summoner), 5 lineages and some more things for your table

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53 Upvotes

Hey everyone! After a LONG time of writing, testing, and rebalancing, I'm sharing Mammoth's Guide to Somethings (v0.8), a free homebrew supplement for D&D 5e, built on the 2014 rules with some 2024 additions (and fully compatible with both).

What we got?

Part I - 42 subclasses (yeah, i know), three for every class (plus Mr. Mercer's Blood Hunter and our lovely Artificers), including:

- Path of the Singularity (Barbarian): wanna play as a motherfuckin' black hole? I got you, twin.

- Vigilante (Rogue): wanna be a billionaire orphan with a utility belt and trust issues? Say no more.

- College of the Crescendo (Bard): wanna 1-2-3 on your enemies' corpses? I've told you already, I got you.

- Sphinx Legacy (Sorcerer): wanna be the most annoying person at the table? Riddles and judgments. I got you, twin.

- Order of the Sanctified (Blood Hunter): do you have a death wish and want to play as the big boy J.C. Himself? Say it with me: Amen, brothers and sisters.

- Gunsmith (Artificer): do you want to shoot things really good? Yeah, this one I can't help yo- I GOT YOU, MAN.

- ...and SO many more.

Part II - 3 new classes

- Oracle: the gods gave you power and a curse, and there is no return policy (Pathfinder based-class)

- Oneiromancer: be the voice in someone's head. Legally.

- Summoner: want to play as Fushiguro from JJK but nobody lets you? I'm here, letting you fulfill your anime needs. Also comes with a bug swarm and a living armor option, because why not?

Part III – 5 lineages and optional rules

Bug-hogs (the perfect hybrid between a bugbear and a hedgehog), dryads, haunted puppets, walking rocks, and frogs. Plus a new fear system where your character either throws hands, runs, or freezes like a deer in headlights.

Balance: every subclass was compared numerically against official subclasses (from the PHB, XGE, TCE, etc) on damage, tankiness, and healing/support, then adjusted so nothing sits above the official ceiling or below the floor. Yes, I made spreadsheets and yes I made scripts to test it out. No, I don't want to talk about it.

Link: Google Drive

Feedback is very welcome! This is still v0.8, so I'd love to hear what feels too strong, too weak, or unclear, especially after playtesting.

About the art: I'm still tracking down the original artists for some of the illustrations (thank you AI-infested internet). If you recognize any of them, please let me know so I can credit them properly (or remove the piece if the artist prefers). And, if you see any AI-generated images that slipped through, please let me know. All the credits are in the PDF.

AI-Usage: Gen-AI was used only to review wording.


r/DnDHomebrew • • 2h ago

5e Wild Sorcerer Reworked

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4 Upvotes

When you pick this origin you can choose to roll the damage type of your spells of 1st level or higher when you do so roll 1d8, if the spell does multiple damage types all of them turn into the damage type rolled.

1 Acid
2 Cold
3 Fire
4 Force
5 Lightning
6 Poison
7 Psychic
8 Thunder

Ever time you cast a spell of 1 level or higher you have to roll a wild magic surge, every time wild magic doesn’t happen increase the chance by 5% (+1 on a D20)

Using Tides of Chaos increases your wild magic chance by 50% (+10 on a D20)

You can use Bend Luck for free a number of times equal to your proficiency bonus

Controlled Chaos still works if you are under 50% wild magic chance but if you are at or over 50% you roll twice and both happens at the same time.

At 14th level when you choose to roll the damage type of your spells of 1 level or higher you roll 2d8 and pick one option, if the spell does multiple damage types you can choose to use both damage types.


r/DnDHomebrew • • 1h ago

5.5e Hayasame早雨 - Rapier / Umbrella with melee spellcasters in mind

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• Upvotes

r/DnDHomebrew • • 1d ago

5e Half-Oni Race, Subraces, and FeatsㅣExplore a race torn between humanity and the demonic, inspired by Japan's most iconic yokai

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138 Upvotes

r/DnDHomebrew • • 30m ago

5.5e Mage stones, A stone with rarities that allows non magic users to cast spells

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• Upvotes

Common: Allows all cantrips and 2 level one spells of DMs disgression able to be cast 2 different turns

Uncommon: Same build except for you gain two extra level 1 spells or sacrifice all cantrips for 2 level 2 spells available for 4 turns

Rare: 3 Level 1 spells and 4 level 2 spells for 4 turns

Epic: 4 level 2 spells and 6 level three spells for 8 turns

Legendary: 6 level 3 spells and 5 spells of any level (requires attunement)

Grand Mage Stone: Any amount of spells from any level for 10 turns

Image source: Water Street Jewelers


r/DnDHomebrew • • 5h ago

5e DnD Kulo the Wild Fire

2 Upvotes

Here idea for fey firefox

Kulo the Wild Fire

Medium Fey (monstrosity), Unaligned

Armor Class 15 (natural armor)

Hit Points 52 (8d8 + 16)

Speed 40 ft.

STR 12(+1) DEX 16(+3) CON 14(+2) INT 10(+0)

WIS 14(+2) CHA 12(+1)

Saving Throws Dex +5, Wis +4

Skills: Perception +4, Stealth +5 (+7 amid embers or sooty terrain)

Damage Immunities Fire

Condition Immunities Charmed, Frightened (except against the Summer Queen)

Senses Darkvision 60 ft., Passive Perception 14

Languages: Understands Common, Ignan, and Sylvan but cannot speak

Challenge 3 (700 XP) Proficiency Bonus +2

Aura of the Summer Queen. Kulo recognizes the Summer Queen (or her direct royal heralds) as its absolute master. The Summer Queen has advantage on all Charisma (Persuasion) and Wisdom (Animal Handling) checks made against Kulo. Additionally, if the Summer Queen commands Kulo directly, it must succeed on a DC 20 Wisdom saving throw or be forced to obey the command as if under the effects of a Dominate Monster spell.

Ember Fur. A creature that touches Kulo or hits it with a melee attack while within 5 feet of it takes 3 (1d6) fire damage. Kulo's charcoal-black fur and glowing red embers shed bright light in a 15-foot radius and dim light for an additional 15 feet.

Actions

Multiattack. Kulo makes two attacks: one with its Bite and one with its Claws.

Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7(1d8 + 3) piercing damage plus 4(1d8) fire damage.

Claws. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) slashing damage.

Wildfire Breath (Recharge 5–6). Kulo exhales a gout of embers and superheated ash in a 15-foot cone. Each creature in that area must make a DC 12 Dexterity saving throw.

On a failed save, a creature takes 18 (4d8) fire damage and catches fire. A creature that is on fire takes 3 (1d6) fire damage at the start of each of its turns until someone uses an action to extinguish the flames.

On a successful save, a creature takes half as much damage and does not catch fire.

Lore & World Integration

Summer & Volcanic Dweller

Kulo instinctively senses the hottest and driest locations within a several-mile radius. While traveling through dry wilderness, scorched earth, or volcanic environments, Kulo's walking speed increases to 50 feet, and it ignores any difficult terrain caused by heat, ash, lava flows, or volcanic debris. Kulo communicates entirely through expressive facial movements and the crackling, popping sounds of an active campfire.

Magic Item: Hide of the Wild Fire

Wondrous Item (cloak), rare (requires attunement)

This charcoal-black cloak is crafted from the pelt of a mythical fey firefox. In darkness, the fabric pulses with a faint, warm orange glow reminiscent of dying embers. The cloak keeps its wearer comfortably warm even in the bitterest cold.

Fiery Resistance: You have resistance to fire damage.

Ashen Escape: Once per long rest, when you take fire damage from an enemy attack or spell, the cloak releases a sudden burst of superheated ash. Each creature within 5 feet of you takes 3 (1d6) fire damage. Simultaneously, you can use your reaction to move up to 10 feet without provoking opportunity attacks.


r/DnDHomebrew • • 13h ago

Other Edition Creepypasta Compendium: Toys and Treeline

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9 Upvotes

I bring you another Creepypasta x D&D! with a Creepy pasta Compendium. I hope you guys enjoy this little compendium

The Subclasses is for Rogue, Artificer, and Bard 2014.
Background is for 2024.

But they should work in either editions. Homebrewery


r/DnDHomebrew • • 22h ago

5.5e Heavensfall, the Bane of Evil - A divine warhammer forged to bring judgment upon the forces of darkness!

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29 Upvotes

Heavensfall is a sacred warhammer designed to grow in power alongside its wielder, evolving into a relic capable of unleashing devastating radiant magic.

Forged to hunt fiends and undead, its divine power can prevent slain enemies from returning to life, while its most powerful form grants access to an arsenal of holy spells.

I wanted to create something that could accompany a paladin or cleric throughout an entire campaign, gradually becoming a true instrument of divine judgment.

This entry comes from my compendium for D&D5E and 5.5E: The Vault of Ascending Items! This manual features:

  • 50 Ascending Items, including a series of rules, guidelines, and balance considerations are included within the compendium to scale these items depending on the intended power level of your campaign;
  • 12 Premade Ascension Quests, each meant to be used to ascend the items within the compendium or to be employed as additional quests and short adventures to include within your games;
  • 30 New Creatures and Monsters, all used within the quests included in the manual or summoned by certain Ascending Items. All these creatures are multi-tiered, offering varied levels of challenge and complexity to shape your quests and encounters;
  • A Table with 100 Additional Ascending Items Concepts, providing the name and a brief overview for each without providing mechanical rules. This is designed to provide GMs with ideas to create their own scaling items without having to come up with new concepts on their own.

The compendium just received a v2.0 update, featuring brand-new artwork and illustrations, expanded compatibility with both 5E and 5.5E, balance adjustments, several new spells, general layout improvements, and more! or the occasion, you can find it discounted either on DriveThruRPG or my Patreon, alongside a vast collection of previews for this and all my other titles! I'm currently working on updated version of all my older manuals, so there's a lot to uncover.

You can also find this manual (and many more) discounted on my 300+ Mythological Items for 5E and 5.5E Kickstarter! This project brings weapons, treasures, and relics from Greek, Norse, Egyptian, Asian, Mesoamerican, and many other mythologies to 5E and 5.5E, including scaling items that grow alongside your characters. If you’d like to bring a piece of these legends to your table, check out the campaign!


r/DnDHomebrew • • 17h ago

5e 959P - Tinkmaster by ForesterDesigns

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12 Upvotes

My PokĂŠmon-inspired Weapons and Items of the Day, with a Tinkmaster hammer to get crafty!

Join my Patreon to vote on future items and get all the PDFs with over 1000 items, including all the PokĂŠmon items, or buy the individual PDFs in my shop!

959P - Tinkmaritas

Weapon (Light Hammer) – Rare (5990 gp, requires attunement)

This +1 light hammer is made from multiple pieces of metal that seem to have been hammered together. A pink cloth is wrapped around the top of the handle.

While attuned to this hammer: as an action, you can have the hammer’s head reconfigure into any tool that would be found in Carpenter’s, Mason’s, Smith’s, Tinker’s, or Woodcarver’s tools, which also allows you to change it’s bludgeoning damage to piercing or slashing; and whenever you spend time crafting something using these tools, you’re able to complete the crafting in half the usual time.


r/DnDHomebrew • • 21h ago

5.5e Kengir Magic Items Sampler

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17 Upvotes

I'm sharing a free magic item supplement for Kengir, part of my upcoming Bronze Age Mesopotamian 5e setting.

Magic items in Kengir aren't just enchanted weapons and armor. They're clay seals, lapis lazuli jewelry, sacred amulets, ritual objects, and relics tied to the gods.

A farmer might bury Beads of Fertility to bless the soil for a season. A merchant might use a clay cylinder seal to keep provisions from spoiling. A silver mirror sacred to SĂŽn (Nanna) reveals shapeshifters beneath the moonlight. Anzu's Feather can lift allies safely into the air or hurl enemies skyward. At the other end of the scale, the legendary Tablet of Destinies grants power over time, but permanently drains its bearer's vitality with every use.

The goal is to make magic items feel like they belong to the world. Some serve practical needs of daily life. Others offer supernatural protection, dangerous bargains, or powers that might attract the attention of kings and gods.

This sampler includes 20 magic items, four each from Common, Uncommon, Rare, Very Rare, and Legendary. The full Kengir Game Master's Guide includes 100.

Do you prefer magic items with practical uses and a place in everyday life, or powerful artifacts that can change the course of a campaign?


r/DnDHomebrew • • 12h ago

5.5e Looking for Marital Feat Feedback

1 Upvotes

Hey guys, with the recent Arcana Unleashed book its gotten clear to me that WotC isnt too keen an narrowing the martial-caster divide so i thought I'd try my hand at HBing some stuff to try and give Martials some boosts. At the moment I'm thinking of some base class feature changes (like giving monks access to weapon masteries since they dont get them for some reason) as well as a few feat options. I'm pretty torn about one of those feats and my friends took quite different stances on it so I thought why not widen the pool of input a bot.

Anyway this is the feat

Custom- Aspect of an Empty Vessel:

Inspiration: JJK’s Heavenly Pact, Pathfinder
Prerequisite: Level 8+, No Spellcasting or Pact Magic Feature
Ability Score Increase.  Increase your Strength, Dexterity, or Constitution score by 1, to a maximum of 20. 
Improved Attunement. When you use a weapon that you are attuned to that has a +1, +2, or +3 property, then instead of adding +1, +2, +3 to the weapons damage rolls you instead add 1d6, 2d6, 3d6 force damage respectively.

Extra Attunement. You gain an additional attunement slot.

Looking forward to hearing thoughts and suggestions, thanks!


r/DnDHomebrew • • 22h ago

5e Hello everyone! I was hoping to get some helpful feedback on this homebrew side-progression! More details below!

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5 Upvotes

So, as you've noticed, this is one of the "let's fix the martial/caster divide homebrew" type. Now, i do know that there would be countless ways and approaches to it.

Tecnically speaking, we feel this divide only because wotc intended fighting days to include 6 to 8 encounters, like a dungeon crowler. Something way too far from the average dnd table (mine for sure). Therefore spell slots hardly become resources to manage properly, creating this divide.

My idea, then became this, to reward those who do not decide to (or cannot, lore wise) learn magic. The changes arent too crazy at the earliest levels, but they are there (i chose lv5 since it is the one where casters unlock powerful one ofs like fireball). On the highest level they do become clearly stronger, to be comparable to level 6+ spell slots.

The idea is to keep fighter relevant in... well, fights. Especially at higher levels. Now, ofc not everyone reaches lv 17+, it is quite complicate to run and to play. BUT, i wished to try and fullfill the powerfantasy for many fighter. (The chance to reach a 26 in str is quite tempting, reasonably so)

To be honest, to fix it in both ways I even considered to lower the tiers a bit, about level 5, 9, 13 and 17 for the last one. Or, i also considered to consume the advantage on ts with either a success or fail, since it is indeed powerful (but I wished for it to help fighters not to instalose to hold person).

Please, feel free to leave your opinion below. Any respectful critic is accepted 🙏


r/DnDHomebrew • • 13h ago

5.5e Heretic Features

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0 Upvotes

So I have a player who has narratively had their faith quite literally cut away. They were a cleric of the gods of law and reincarnation, now they are... effectively a different person than that. The player is requesting to stay a cleric,a nd just reflavor things, and I genuinely love this player and am trying to do my best to make a 'faithless' cleric for them to play, since they thematically do not want to use features like divine intervention anymore, and are hoping for some weaker replacements.

I don't want to give weak unfortunately but also don't want it to feel absurdly potent to the point of outshining the rest of the table. Any criticism/concern is genuinely appreciated. As a note of scale PC is currently level 14, and reaching 20 is a genuine possibility in the current game.


r/DnDHomebrew • • 15h ago

5.5e Poison Ivy vine - Bladesinger/Valorbard for Druids

1 Upvotes

Since there are no classes or subclasses that do what I want to build, I sorta come up with my own. Since this is such a like minded community I´m interested in your opinion or any tips on this.

Poison Ivy vine (2024 DnD 5.5)

Features the Druid should have:

mandatory
- at least 2 weapons with shillelagh
- lvl 6 extra attack with cantrip

optional
- Features to augment attacks with control options
- disengage Options
- Poison theme
- Poison, potion, Weaponaugmentation spells, Strike/smite spells, Tier 1 Control spells and trapspells

Lvl 3 spell list (pls make suggestions what could fit the theme of poisonous vines)

3 shillelagh, true strike, web, entangle, Shield, ensnaring strike, wrathful smite, Barkskin, Mirror Image, Sleep, booming blade, gf Blade, Shield of faith, spikegrowth, Thornwip

5 Haste (shadowblade?) Plantgrowth,

7 (somehing with shields or Poison or Traps) conjure Woodland beings (for disengage redundant?), Fireshield, freedom of movement

9 Flamestrike, Steel Wind Strike, Tashas bubbeling couldron, hold Monster, Tree Stride

Synergies/Thematic spells
-Font of moonlight
-conjure minor elementals
-(Is it allowed to give Druids Spirit Shroud, conjure Barrage or Divine favor?)

lvl 3 Shillelagh expert
Even the humblest of your Weapons becomes a Vessel for you poisonous Vines.

-When you cast Shillelagh it lasts until you take a longrest
-You can cast it Simultaneously on multiple Weapons equal to you wisdom modifier
-You can cast Shillelagh on all wooden Weapons: light club, Quaterstaff, Maul, shortbow, longbow, handcrossbow, light crossbow, heavy crossbow
-You cant be forced to drop the affected Weapon unless you have the incapacitated condition.
-Additionally, for the duration of the spell, you ignore Somatic components of you druid spells, and the weapon enhanced by the spell becomes a Druidic Focus for you.

lvl 3 Wreathing of Vines (Wildshape Feature)
Gain restistance to Poison, gain Immunity to Poison if you already have resistance
As a Bonus action, or as casting Shillelagh, you can use your Wild Shape to suffuse yourself with the power of the Poison Ivy Vine gaining one the following benefits once per tun:

- once per turn let poisonous Thorns grow from your Weapon to add 1d4 Poison Damage to your attacks and the target must succeed on a constitution saving throw against your spellseve DC or have the poisoned condition
- Poison Ivy vines aid your movement --> climb Speed equals movespeed
- once per turn with an Attack you can attempt to restrain a creature in piosonous Vines forcing a STR saving throw giving it the restaint condition on a failed save.
- for th Duration of this turn hold your melee weapons with vines to gain additional 10ft melee reach
- elude yourself with vines so that for the rest of the turn you dont provoke opportunity attacks (redundant conjure Woodland beings or super cool that you can concentrate on something other)
- once per turn vines create half cover for you

lvl 6 War Druid
-Extra attack, one attack can be made with a cantrip

lvl 10 deeper Rooting
-Immunity to Poison
-vines aid your Movement. You gain an additional 10 ft of movement and you can forgo your Movement to make a swing (jump) with your Vines equal to your movespeed. You dont provoke Opportunity Attacks in doing so.
-Using your Action you could also grap/grapple something/someone up to 40 ft away from you.

lvl 14
Heailing/leaching from/with your vines
while using wildshape whenever you hit with an attack you can heal yourself for 1d4 + your WIS modifier

OR?

Whenever an allied creature within 40ft of you is hit by an melee attack, you can use your reaction to make an opportunity attack against the attacking creature. Your vines granting you the needed reach.


r/DnDHomebrew • • 21h ago

5.5e Spellblade, a three-quarters caster gish

2 Upvotes

Hello there, Made a slightly simplified and nerfed version of my recent brew. Curious what you think.

https://homebrewery.naturalcrit.com/share/lHSJDmzwgy_U


r/DnDHomebrew • • 18h ago

Request/Discussion Help with homebrewing a lesser version of a dragon? 5.5e

1 Upvotes

Hi there, my players are in the perfect place to fight a shadow dragon. They are four level 7s. The juvenile shadow dragon is way too easy, and the adult shadow dragon will surely TPK with his xp budget.

Any advice on how to slightly lower the shadow dragon’s CR from 13 to around 10-11? I’m struggling to find resources or maybe I am just not wording this right. Any help is appreciated. Thank you!


r/DnDHomebrew • • 1d ago

5.5e [OC] Cakewalk X DnD Fusion = Crème Bulette - CR 7 Medium Monstrosity

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121 Upvotes

Crème Bulette

“Don’t put all your sugar cubes in one pouch.”

—Popular Y’umm Proverb

The origins of this culinary terror can be traced back to the kitchens of the combination wizard tower-restaurant Haute Cuisine, where biomancer and chef extraordinaire Bonnie Goûte spends most of her days blurring the lines between magic and gastronomy. In an attempt to create self-caramelising crème brûlée, Bonnie—ever the showwoman—intended to add a little flair to her creation by having a miniscule flambélemental burst from the custard, just as a bulette bursts from the ground. However, Bonnie made the perfectly reasonable mistake of inverting the proportions of dessert and elemental, inadvertently creating the first crème bulettes.

Sugar Sharks. After causing quite the ruckus in Haute Cuisine, Bonnie’s gastronomic mishaps vanished from sight, burrowing deep into the rolling hills neighbouring the tower. The creatures managed to evade capture despite numerous monster hunters being dispatched to retrieve them, and before long, travellers began reporting attacks by caramel-coated monsters. Strangely, whenever a victim happened to carry sugary wares, the bulettes ignored everything but those sweet treats, allowing the traveller to distract the bulettes and continue their journey without so much as a snarl. It became obvious that the crème bulettes had another trait in common with their inspiration: the overpowering predilection for a favourite food. Nowadays, every seasoned adventurer travelling through the isles of Y’ummm carries a pouch of sugar cubes, just in case a crème bulette rears its caramelised head.

Caramel Coating. Should an adventurer find themselves without sugar at the ready to distract a hungry crème bulette, they are left with no choice but combat, and would do well to consider their methods wisely. Though fire may harm an ordinary bulette, it’s considerably less effective against its confectionary counterpart, hardening its caramel armour without inflicting much damage. Instead, blunt weaponry and thunderous spells are recommended, shattering the bulette’s sugary shell and exposing its soft, pillowy inside. This inadvertently turns the hardened caramel into sharp shards, so it is best to keep one’s distance—no matter how delicious that custard core may seem.

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Want to see more of these? Check out our patreon for weekly monsters!


r/DnDHomebrew • • 18h ago

Request/Discussion Content/crediting question

1 Upvotes

I'm new to Reddit, so I apologize if this isn't how I should ask this kind of question or if it's already posted somewhere.

But, if I have a playable species version of a monster I homebrewed, like an ankheg or an otyugh that are lesser known monsters, am I cool to just use the MM art for the post so people know what the heck I'm talking about?(obviously I'll credit the art to the book because I didn't create it) I just didn't know if that was a taboo or something. Alternate suggestions are also appreciated if people have them for what I should do instead!


r/DnDHomebrew • • 23h ago

5e Bat Country Setting!

2 Upvotes

Hello everyone!

As of right now we're trying to create an entire campaign straight from homebrew scratch; this includes the character classes and setting!
Right now we have created the setting of the campaign which is Bat Country! Any feedback would be greatly appreciated!
We currently don't have images, but that'll eventually change in the future! Our main artist is also the creator of the homebrew campaign, so to prevent current burnout, images are not being made, but we do have a couple of NPC's in the works!

(Below is a direct copy/paste from our founder and creator of The Metallands campaign who has been on a hiatus from posting to focus solely on improving the classes!)

BAT COUNTRY

The biggest nation in the modern era, Bat Country, is a place that could be thought of as an entire land of its own. Considered by many in the Metallands to be a mysterious and treacherous region, this place has a well-deserved reputation for being foreboding and ruthless. This has changed very little since the days that the area was known to the other nations simply as "The Obsidien" and was a collection of clans, tribes, gangs, and nomadic communities made up of different dialects and cultures. Echoing in these spooky savannas are the famous events of the Metallands’ history. From the final battle of the Nocturne Rebellion to the Lugosi Curse that haunts everything from the inhabitants to the highways that crisscross the landscape of horrors. Indeed, it is no exaggeration to say that these lands, the soil, the very air, are very haunted. With the teachings of the hero, Victor Lugosi Nocturne, and the regional affinity for necromancy, the locals have created a place of eerie danger and wonder that proves Batlanders live up to the culture and reputation that their home has cultivated over the ages. 

Cursed Landscape
The once lush savanna is now tainted by the oversaturated and lingering necrotic energies of the defeat and death of the historical hero, Victor “Lugosi” Nocturne. The soil is scorched, and twisted, gnarled, thorned trees dot the horizon. The atmosphere is thick with a power that is always trying to bring out the inner darkness in things, making Bat Country an eerie and foreboding place for those who stay too long above ground. No one quite remembers how it was before the curse, or even its history before the reign of the tyrannical devil Belzoroth and his reign of terror that ultimately led to the Nocturne rebellion. The animals that live here are strangers, transformed into more off-putting versions of what they were. At times, even more vicious because of what else lives here.

As night falls, the land transforms into a realm of nightmares. Monsters and the undead emerge from the hiding places, wandering the savanna as their own. Werewolves, vampires, ghouls, and much more roam freely, making the nights in Bat Country particularly dangerous. Where there were once civilizations are now home to these creatures to make dark communities and lairs in the ruins of the mortal exidos. There is life in the savanna, but there is no living up here. This is a lesson that the inhabitants of Bat country learned long ago and have taken to heart in their way.

The Cavern Cities
Fearing the dangers above ground, Batlanders had no choice but to adapt to the encroaching darkness. Instead of fighting against it or succumbing to its allure, the people found a way to live alongside it. The creatures of the land would not permit them to have the surface. So instead, they have established intricate underground cities connecting each other through tunnels and vast cavern networks. These subterranean havens serve as shelters against the roaming surface horrors of the night, so that the residents have the peace of mind to live, work, and make peace with the land. The infrastructure of these havens is crucial, as are the tunnels and highways that connect them all are well-maintained and equipped to handle anything that the land and the night can bring to bear. The land cracks and swallows whole entrances, flash floods and brush fires push wildlife to stampede to the safety of these watchpoints and entrances. To make things worse, the creatures of the night also will not rest till all that is alive is devoured and dead. Efforts have been made to keep legions of monsters of all sorts from laying siege to all that Bat Country has tamed and created. From throngs of skeletons, vampiric camarillas, and packs of werewolves that seek to conquer Bat Country for themselves, there is no lack of the need for security. Above ground, remnants of Lord Nocturne’s battles with the forces of Belzoroth can still be found. With much effort, many of these sites have been determined to be the fastest way between Cavern Cities as well as places that hold the most dangers. They have been given the name “haunted highways”; now tainted and cracked, they serve as eerie reminders of the land’s history.

Necromancy and Corpzs
A revered and considered central aspect of Bat Country’s culture is the centuries-long pursuit of necromancy across the different peoples and generations that came together to call each other Batlanders. Even before the time Victor Nocturne came to these lands, there had been necrotic energy in the very soil of the savannah. Local traditions of dark magics and necrotic rites vary from method to method, but he ideals of the cycle of life, the inevitability of death, and the power that comes from both permeate all tribes and clans alike. Today, necromancy is one of the cornerstones of life in Bat Country and shows no signs of changing for anyone.

As time pressed on and travel was needed between cavern cities, a new form of necromancy and artifice came to be from necessity. While quite new in the lifetime of magic and even the practice of necromancy, strides in the art have grown immense are far-reaching. For the skilled necromancers of Bat Country have come to be known the world over for their amazing and iconic creations: the “corpz”. These horrifying amalgamations of living and undead creatures blended to make mounts to conquer the night. The corpz were originally guardians for the above-ground highway entrances and a means of transportation for people who still tried to brave the savannah despite the sun. Nowadays, they are a form of expression, with the inhabitants treating them like over-modified vehicles, showcasing their craftsmanship and creativity. They have perfected blending monsters and machines. The bigger, faster, meaner, more menacing a corpz is, the better. A corpz is more than a testament to someone's necromantic mastery, but also a symbol of status and power among the locals. It is a boast of ferocity, freedom, and the power to go anywhere you want. Often, those seeking a challenge try to on the night and its horrors to showcase their formidable corpzs by testing themselves on the haunted highways scattered throughout the savannah. From races to survival runs, many people come out at night for these events and the Curse for all to see. While these events are never guaranteed to be safe and have claimed many lives, Batlanders still come time and again in what may now be considered a rite of passage for a corpz pilot and their creations.

Even with the widespread use of necromancy, particularly in the creation of corpzs, there are still ethical questions that are raised both in and out of Bat Country. The land has always been a place with potent necrotic energy, only brought to terrifying heights by the power of the Lugosi Curse. On the other hand, necromancy has been here long before Victor Nocturn ever came to these lands to learn his first curse. Today, there are organisations in every Cavern City that are responsible for ethical necromancy as well as dealing with the diplomatic issues that will occur when a Batlander leaves home to travel the world. The tradition was, and still is, seen as a means of survival and a way of life in Bat Country, battling night creatures as a way to tame the land. But necromancy is now seen to be more than a mere tool, but an attitude and personal identifier. So the issue will be one that Bat Country will be dealing with for a very long time.

Culture
Whole districts are dedicated to residential and commercial living in the cavern cities. Homes are townhouses and mansions made of opulent stone and wood, detailed with intricate and elegant craftsmanship. The style, inspired by the original Lugosi Manor, is still felt today with the building being adorned with towers that can reach the ceiling, gargoyles dotting the roofs and doors, and green spaces of courtyards and gardens that try to emulate the natural beauty of what may have been Bat Country of old. The farther down the economic scale you get, people tend to live closer and closer to the surface within reach of their closest highways. They resemble smaller, more rustic counterparts to these manors. They are closer to cottages, ranches, or kraals. These homes are no less beautiful or impressive, but give a more gothic and country aesthetic with overgrowth, rust, dust, ornate graveyards, and hidden spaces that blend nature and stonemasonry.

The resident fashion leans to the practical and formal in a more "Victorian" or "antique" style. The gentry upper class, including local ruling bodies called the "Council of Lords," has held on to this tradition from the time of Lord Nocturn, but even the people of Cinder Fall, for where the late lord hailed originally, have moved on from these styles. More modern people adorn themselves in dark, elaborate attire, ranging from sleek silhouettes and bodysuits to day dresses, doublets, vibrantly patterned skirts, hats, animal furs, and jewelry fashioned from mined gems and treated "night creature" parts like teeth and bones.

There is quite a divide between the commonfolk like the ranchers and corpzcrafters, the scholars of necromancy, and the nobles of the gentry. Power and authority are separated by influence, money, and distance. For while representatives are chosen by the masses to be appointed to the council of Lords, all bets are off the farther away from the caverns you get, and you can see the sky. Class has always been a strong factor in how people interact with each other in Bat Country, only given horrifying substance with modern necromancy to be wielded like a ruler's scepter or a cudgel. It is no surprise that outsider communities will be created. These places are normally ruled with corpzs and heavy metal, the sound that freed Bat Country in the first place. The Metal of goth and horror punk has roots here, considering its past and how much it represents an upheaval of the status quo. Some even say that the noble power structure that Lord Nocturne brought was the real curse of Bat Country.

But it’s not all doom and gloom in some cursed hole in the ground. The caverns are no strangers to street racing - traversing unknown, deeper caverns, and even savannah ruins- with the vibrant nightlife of people just trying to escape from the surface. This makes the modernness of the inner cities meaner monsters entirely. Whole spaces are made closer to the surface to capture and “source meat” for corpz-components. As you continue in, you easily move through several different “bizaars” before even this begins to be replaced by the new chaos of the cityscape. Sometimes, even the ceilings crack open as if the entire place were swallowed by the earth itself. Intricate magical force fields are erected across here to make a protective canopy that only allows air in. Other times, bioluminescent plants and fungi are cultivated for natural illumination. Just enough lighting fills the walkways with the ambiance one may have come to expect here. Interconnected buildings with huge panes of windows contain the many grand wares the storefronts and artisans hold for the passerby. Public spaces are plentiful and with much to see and do, like boutique cafes, cinemas, parlors, open-air record stores, and interactive displays. The bizaars connect the locals and serve as places of community and business, and are considered the place to be during any large celebration, normally referred to as night parades. It's a chance for Batlanders to celebrate their unique culture with these events; extravagant displays of necromantic prowess, strutting out their most fearsome corpzs, even the gentry of the city to make grand spectacles of their own or show the people something from outside the savannah.

The Legacy of Victor Nocturn
In Metallands' history, the founder of the nation of Bat Country, Victor Nocturne of the former Lugosi Clan, remains a formidable and legendary figure to this day. Before their last stand, Lord Nocturne was a charismatic but irregular nobleman hailing from a prestigious lineage in the nearby realm of Cinder Falls. Leaving his place in the aristocracy, he departed his home upon learning of the corruption of Belzoroth and the atrocities committed by his forces across the Metallands. Disturbing rumors spread of Belzoroth’s relentless advance, with whispers of soul-reaping and devastation echoing through local communities.

Victor recognized the imminent threat posed by Belzoroth’s calculated march and sought to rally support against it. He argued that the devil’s encroachment on smaller nations would inevitably lead to a siege on larger territories. However, convincing the other noble houses of Cinder Falls proved to be a futile endeavor. Faced with the prospect of distant conflict and uncertain victory, the other clans hesitated to raise an army, leaving Cinder Falls vulnerable and unprotected.

With few viable options remaining to safeguard his homeland and the Metallands at large, Lord Nocturne, accompanied by some loyal clansmen, departed Cinder Falls for the Obsidian Expanse. But this decision carried profound consequences; Victor’s exit marked a significant loss of aristocratic influence within Cinder Falls, leaving his family’s once-prominent clan grappling with the aftermath of his absence. To no one's surprise, there are still scholars and historians to this day who believe that the late Lord used the coming of Belzoroth as an opportunity to break away from the Cinder Falls aristocracy. It was no secret that he was deeply fascinated by the power that magic can have and the mystery that Obsidian represented. It is said that Victor’s research led him to look towards the Obsidian Expanse, where many say he sought to harness the dark energies that permeated the land.

Upon reaching the Obsidian, Victor Nocturne bore witness to the truth of the land.

Here, life flourished in unexpected abundance in a swirl of life, death, and rebirth, with the necrotic power of the land being seen from the tall grasses to the blackish-red claybeds. Discovering that the many different people of the Obsidian had always lived in harmony with these mystical forces since before the Eruption, Victor was more than enthusiastic to not just wage war here, but help fight for this land. He may have originally come as a would-be crusader and opportunistic scholar. But after some time, as he came to understand the many different indigenous traditions and cultures, and became a part of the community, these communities imparted to him their traditions of necromancy. It was much much-needed skill, since even locals Obsidianites knew of the Devil Belzoroth and how he had already influenced and corrupted everything. With their organization and newfound strength, Clan Lugosi started its effort against the monsters that slay in the name of Belzoroth and even rooted out his traitors and spies. Working alongside other local organizations, the Lugosi were slow to warm up to but eventually welcomed as allies in their fight against this great evil. Over time, Victor Nocturne became a formidable necromancer in their own right, harnessing vast reserves of negative energy to fuel their most potent spells. Through this newfound mastery, he sought after enough influence to help keep the union of all the Obsidian so they could turn the tide against the encroaching darkness. Turning away outsiders and feuds between groups and cultures were the norm in the Obsidian. While it was not uncommon for groups to join for a goal, they seldom lasted. But with a threat this big, the pleading from an outsider who put their very life at risk to safeguard not just their lands, but also that of the Obsidian, it became only a matter of time before Victor Nocturne went from respected voice to a respected leader.

After many battles against the devil’s minions and rooting out schemes and corruption made by Belzoroth, lord Victor Nocturne became a figurehead of resilience and defiance for the Metallands, willing to take on anyone willing to fight for his cause. His allure and charm drew in many followers, both mortal and supernatural, who were captivated by his vision of wielding the very essence of the night. This force of like-minded warriors, and their time keeping Belzoroth at bay, was known as the Nocturne Rebellion. Using the caves and caverns of the Iluwanne, strongholds and fast tracks for secret transportation helped in the effort to keep the evil at bay. As the rebellion raged in the savannas, it gave time for the other nations to commit and purge more interior assaults and push out Belzoroth’s influences. Soon after, all of these groups came together under one cause and banner. To no one’s surprise, Lord Victor Nocturne was pressed into the position of leadership of this new conclave. By his choice, the flag of an expansive field, a purple moon, and the icon of a giant bat in the sky became the symbol of what we all know now as Bat Country.

However, despite the promise of the budding union in the fires of rebellion, the final moments of the Nocturnes would come to an end.

Ultimately, the final battle against Belzoroth proved too perilous an undertaking for Lord Nocturne and his supporters. They sacrificed themselves in a valiant effort to save the new nation of Bat Country by pushing the vile devil’s forces out towards the unsettled lands of what would later be known as Demon Head. This defeat and the death of Victor Nocturn would mark the darkest chapter of the Bat Country. With the lord’s well-known capacity and necropotence, it was an opportunity for Belzoroth to use Victor’s death and the escaping energy as the catalyst for the shadow that veils Bat country to this day; the Lugosi Curse. Fearing the devil’s retribution, the survivors made their way back to the Iluwane homes to battle the night to this day. Victor’s legacy lives on in the land’s twisted landscape and the unique culture that emerged from the aftermath of his noble yet tragic pursuit.

The Lugosi Curse
As a result of the curse, the local animals, and even some inhabitants of Bat Country, have transformed to resemble fiends, monstrosities, and even the undead. Some individuals willingly embrace this change, adapting their lifestyles to the nocturnal nature imposed by the curse. While many people are affected by the constant assault of night things, the rest have become more mundane. People die, but they sometimes come back. Trying not to hit a dog with your corpse is not just for safety; it may be someone’s kid.

While many people embrace the darkness and the night, they are under no illusion of its enhanced dangers. The idea of your homes constantly being under threat and siege makes the people more vigilant, but even so, the youth are becoming very rebellious. Many want to explore the savannah, study the communities of the night, and even search the ancient and abandoned locations of forgotten Obsidian. The older generations instead try their best to make the cavern cities more hospitable to live in and develop the bounds of necromancy and everything the original rebellion was forced to create. It is not that they are not willing to reclaim the surface, but that there is so much more underground that they still do not know as well. Despite the generational gap, Batlanders are constantly more concerned with what lies beyond the palisades and in the darkness of the haunted highways. In essence, Lord Victor Nocturne’s curse has transformed Bat Country into a realm where its denizens and the supernatural live and coexist in a constant delicate balance. But Bat Country has proven that it is not dead, nor is it going away anytime soon; neither are the people nor their need to push every boundary. Besides, you can’t do anything when you’re dead, except maybe sleep.


r/DnDHomebrew • • 1d ago

5e Additional Arsenal - Weapons to flay, puncture, and bash your foes

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19 Upvotes

r/DnDHomebrew • • 1d ago

5.5e Myriad Words: 画龙点睛 (huà lóng diǎn jīng)/ Finishing Stroke [SPELL]

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7 Upvotes

r/DnDHomebrew • • 1d ago

5e DnD Huurre the Spring Fog

2 Upvotes

Here idea for Fey Giant Elk

Huurre the Spring Fog

Huge Fey, Chaotic Neutral

Armor Class 15 (natural armor)

Hit Points 76 (9d12 + 18) Speed 60 ft.

STR 20(+5) DEX 16(+3) CON 14(+2) INT 10(+0)

WIS 16(+3) CHA 14(+2) |

Skills: Nature +3, Perception +5, Stealth +5

Senses Blindsight 30 ft. (blind beyond this radius inside fog), Passive Perception 15

Languages Common, Elvish, Sylvan

Challenge 4 (1,100 XP) CR 5 (1,800 XP) when using Vernal Roar roficiency Bonus +2

Spring Steps. Snow melts instantly beneath Huurre's hooves, leaving behind spring flowers like coltsfoot and blue anemones. When Huurre moves at least 20 feet on its turn, the ground along its path erupts into rapid, wild overgrowth, becoming difficult terrain for all other creatures for 1 minute.

Charge. If Huurre moves at least 20 feet straight toward a target and then hits it with a ram attack on the same turn, the target takes an extra 10(3d6) bludgeoning damage. If the target is a creature, it must succeed on a DC 15 Strength saving throw or be knocked prone.

Actions

Ram. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 14(2d8 + 5) bludgeoning damage.

Hooves. Melee Weapon Attack: +7 to hit, reach 5 ft., one prone creature. Hit: 18(3d8 + 5) bludgeoning damage.

Vernal Roar (Recharge 5–6). Huurre releases a deafening, thunderous shout that sounds like cracking river ice and spring floods. Each creature within a 30-foot radius of Huurre must make a DC 13 Constitution saving throw. On a failed save, a creature takes 10 (3d6) thunder damage and is deafened for 1 minute. A deafened creature can repeat the saving throw at the end of each of its turns, ending the effect on a success. On a successful save, a creature takes half as much damage and isn't deafened.

Reactions

Enraged Spring Fog. When Huurre takes damage for the first time during combat, or when its hit points drop below half its maximum (38 HP), it conjures a thick vernal mist. A 30-foot-radius sphere of heavy fog centered on Huurre appears around it and moves with it. The fog heavily obscures the area, lasts for 1 minute, and vanishes early if Huurre dies. Huurre can see through this fog perfectly using its blindsight.

Lore & Campaign Magic

The Changing of Seasons

Huurre represents the violent, sudden shift from winter to spring.

When Huurre wakes, the ice breaks with a roar (Vernal Roar), floods fill the valleys, and nature grows back so aggressively (Spring Steps) that it chokes out anyone trying to civilize the wild.

Crafting Option:

The Essence of Verdant Mist

If the players defeat Huurre or earn its favor, its essence can be harvested

Vernal Cloak (Rare): A cloak that allows the wearer to cast Fog Cloud once per long rest. While inside any fog, the wearer ignores difficult terrain caused by plants and gains a +10 ft. bonus to their walking speed.


r/DnDHomebrew • • 1d ago

Request/Discussion Is it right to use other homebrew as inspiration?

8 Upvotes

I'm a big fan of DND and I have only recently started playing a few months. I've played a few classes and even played two homebrew classes in different campaigns I've played.

Recently I've wanted to play a homebrew I saw online but find it to be a bit unblanced and inconsistent. I like it so I want to use some of the ideas it had to inspire my own although I worry it's too similar at some points and wanted to know if it's wrong to copy in a way another person's homebrew and change it.

Id credit them for the inspiration but I haven't gotten the permission and didn't know if it is wrong or not

(Apologies for my grammar being bad I'm unfortunately heavy dyslexic)


r/DnDHomebrew • • 1d ago

5.5e Hexsinger Warlock. This is the third subclass for a Martial Unleashed like book I am slowly making. Want to know thoughts.

1 Upvotes

Before we begin, I want to say this it is a reimagining of the Hexblade Warlock subclass that in my opinion had very little in terms of flavor. Oh, an sword-bearing spell-caster from the Shadowfell. Every edgy kids wet dream. Whether or not you like the new flavoring is dependent on how you feel about the old one. Lets begin.

Hexsinger Warlock
Your pact draws from the Lower Planes in the circle of various devilish singers who use their songs and words like daggers. With every strike of your blade, a melody sings and enchants those who listen to it. Those with this pact often find themselves in daylight taverns and plays putting on a performance for an audience and by night luring those whom the devilish singers need punishment to meet their beautiful demise. The song of swordsmanship is one composed by blood and you are the composer. 

Level 3: Hexsinger’s Song

You gain the ability to begin singing an enchanting curse during combat. Creatures within 30ft of you are affected by the song you sing. You can switch between songs as a bonus action. The song lasts for 1 minute and upon switching doesn't reset the duration. The song ends early if you are muted or become Unconscious or Incapacitated. You choose between three songs in which their benefits are listed below. 

  • Symphony of Blood. Your weapon attacks deal an extra 1d4 psychic damage plus your Charisma modifier. 
  • Lullaby of the Drifter. Creatures have disadvantage on Wisdom saving throws and has disadvantage on attack rolls against creatures other than you.  
  • Grave Diggers Finale. If the cursed target dies, You regain hit points equal to the damage dealt in the final strike.

You can only use this once per long or short rest. 

Level 3: Performance Warrior
You acquire the training necessary to effectively arm yourself for battle. You gain proficiency with medium armor, martial weapons, and shields. The influence of your patron also allows you to mystically channel your will through a particular weapon. Whenever you finish a long rest, you can touch one weapon that you are proficient with and that lacks the two-handed property. When you attack with that weapon, you can use your Charisma modifier, instead of Strength or Dexterity, for the attack and damage rolls. This benefit lasts until you finish a long rest. If you later gain the Pact of the Blade feature, this benefit extends to every pact weapon you conjure with that feature, no matter the weapon's type.

Level 6: Smooth Fighter
Your voice isn’t the only thing enchanting but so are your movements and your skills with a blade. When you make Dexterity checks, you add your Charisma modifier on it. You can also attack twice, instead of once, whenever you take the attack action. 

Level 10: Expanded Songbook
Your songcraft has been expanded and you can sing a greater variety of songs which can enchant your foes. The songs and their benefits are listed below. 

  • Shanty of the Blood Sea. Non-Allied Creatures have reduced movement of 10ft and have disadvantage on Dexterity saving throws. 
  • Ballad of Blades. At the start of the creature's turn it must make a Wisdom saving throw. On a failed save, it will attack any creature that wields a blade regardless of allegiance or friendships. 
  • Hymns of False Prayer. Allies within your song's radius gain the effects of the Sanctuary spell until the end of the song. The spell is always up even after the creature makes an attack.

Level 14: Song Heard Through the Hells 
Your songs have reached as far as the Nine Hells and have gotten the attention of your patron. Your song's radius has increased by an additional 30ft and while singing you can gain the effects of two songs as your patron is singing alongside you.