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Roll for initiative...

@abouttogetdicey / abouttogetdicey.tumblr.com

Daily dice pics, IDs, dice history, and themed palettes. Requests are NOT open. Feel free to ask anything else!
They/them. Married. Long time D&D & MtG fan. I am a queer digital librarian by day & DM by night. This is my blog about dice & all things ttrpg related. Feel free to submit your own dice pics, characters, card pics, play mats, minis: whatever! Also please send asks about me, my dice, or whatever!! my other blog is: drdandy.
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The Satyr race took inspiration from the standard Monster Manual rules for a Satyr, along with the rules for goats, which provided a base of the Sure-Footed ability, which I felt was flavourful both because satyrs have goats’ legs, and are likely to be pretty good at keeping their footing, considering the amount of times they’re likely to find themselves trying to stand up while drunk. To add to the magically charismatic nature of Satyrs, I also gave them a bard cantrip.

For the Gorgon, the core aspect was the petrifying gaze ability. This was based on the ability of the Medusa from the Monster Manual, with a DC based on the dragonborn race’s breath weapon. Using the enemy’s hit points as the grading of whether they can be turned to stone was inspired partially by the spell Power Word: Kill, which can only target creatures with a certain number of hit points. To make it a useful ability regardless of the character’s level, the total number of hit points that a target must be under increases each time the character levels.

For more of my content from Theros, including a Cleric Divine Domain perfectly suited to a Satyr character, click here! If you want to help support my work, you can make a small donation to my ko-fi here!

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With Dominaria’s release next week, this week’s post is a farewell (for the time being) to one of my favourite planes: Ixalan. I’ve been working on this compilation for a pretty long time, and it includes Feats, Spells, Magic Items, Weapons, class modifications and variant rules. With the designs here I aimed to fill some gaps between what D&D’s rules provide and what cool stuff is in the Ixalan lore, particularly with the Vampires’ Blood Fast ability, which I designed as a racial feat for vampires (it’s way longer than ordinary feats but I felt that I really had to make sure it did the ability justice), spells like the pirates’ helmsmagic cantrip and the River Heralds’ Armour Projection (based on the card Jade Guardian), rules for dinosaur riding, for players who want to play characters like Huatli, and items like the Flamecannon for the Brazen Coalition, and, of course, rules for The Immortal Sun.

For more of my Ixalan content, click here! If you want to support my work, you can make a donation to my ko-fi here, or support me on Patreon here for early access to upcoming content and patron-only design process posts.

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Chapter 2 Of The Codex Of The Sentinels, The Flame Zealot. Not sure I’m completely happy where this is. May just make a separate class down the line for it. But for now, it’s usable.

Changed this up a little.

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Trinkets, 18: Interesting baubles, semi magical objects and items touched by mystery.

  1. A map of a nearby duchy marking three places as prospects for new gold mines
  2. A diagram of a series of tunnels and passages, showing major access points below a nearby city
  3. A seemingly ordinary grocery list except for next to last item, “1 pound elf flesh”.
  4. A thick burlap sack containing four iron ingots, each weighing one pound.
  5. The bleached white skull of a human child. A perceptive PC will notice that the interior of the top of the skull bears a small white lump. The lump is a gold key that had been glued inside the skull and covered in white paint.  
  6. A goblin’s skull with treasure map crudely carved into it. Knowledgeable PCs will recognize local landmarks on the map.  
  7. A skull covered in tight dried skin, still bearing three gold teeth
  8. A green wig, made from dyed horse hair
  9. A set of worn prayer beads made of wood and hemp with numerous holy symbols of various Random Gods of Good Domains. Using the beads as a focus for prayer may provide a measure of comfort to those who are truly deserving.  
  10. A set of worn prayer beads made of bone and barbed wire with numerous holy symbols of various Random Gods of Evil Domains. The spikes of the barbed wire are stained with dried blood. Using the beads as a focus for prayer may provide a measure of power to those who are ruthless enough to achieve it no matter the cost.  
  11. A small wooden carry case containing five sticks of incense. The box itself is rather plain but the incense is of good quality, suggesting the former owner cared more about substance and mediation, than style and presentation.  
  12. A small wooden carry case containing five sticks of incense. The box itself is ornately carved and painted but the incense is of poor quality, suggesting the former owner cared more about style and presentation, than substance and mediation.  
  13. A black medical bag containing five rolls of bandages, five sealed packets of herbal tea that relieves pain, and a flask of alcohol used for disinfectant.  
  14. A wooden spool around which is wrapped 20 feet of copper wire.
  15. A serviceable hacksaw dotted with flecks of rust.
  16. A crowbar that has been painted a bright white. Marks in the paint show that it has seen regular use.  
  17. A sealed clay jar painted with a crude ocean scene and contains half a pound of coarse sea salt  
  18. A sealed clay jar painted with a crude cornucopia spilling out its contents and contains half a pound of mixed spices.
  19. A burlap pouch containing a clay pipe stuffed with intoxicating pipeweed.
  20. A leather bandolier holding a dozen empty glass vials.
  21. A shiny brass locket with a portrait of a family of halflings in it
  22. A pillow made out of supple waterproof leather and stuffed with duck down. It is strong enough to be used as an adventurer’s travel pillow
  23. A soapstone jug containing a large wad of ambergris.
  24. A sealed jar with a slab of fresh honeycomb inside
  25. A rolled up battle banner of a famous mercenary company that has long since disbanded. The material is old and weathered but could be restored.
  26. A fragile, half empty bottle of a rare perfume.
  27. A sealed clay jar with a fat bumble bee painted on it. The jar contains half a pound of pure, strong smelling beeswax.  
  28. A jagged amber rob with a dead fairy sprite entombed within.
  29. A travel trunk of shoemaker’s tools in serviceable condition.
  30. A one-gallon cask of fine quality olive oil.
  31. A small waterproof pouch containing four pairs of fur stockings.
  32. A wooden scroll tube containing a bearer-bond that allows the possessor to take ownership of a dozen slaves from Zoealage the flesh-monger.
  33. A puka shell necklace strung on a hemp cord meant to be worn tightly around the neck.
  34. A sealed glass sphere three inches in diameter, containing water and and decorative fish that drift around the enclosure.
  35. A sheaf of loose leaf music written by the infamous conjurer, Wyrdlbr the Composarch.
  36. An axe head of exceptional craftsmanship whose faces are inlaid with a faience scene showing a crowd of human villagers throwing a halfling down a well.
  37. A bronze coin the size of a dinner plate that was minted by storm giants. The coins faces show a giant hand flicking a human off of a table top on one side and a thundercloud loosing a lighting bolt on the other.
  38. A 40 inch coil of small sea shells strung on a silken cord.
  39. A bronze plate bearing the ancient, and rare, recipe for Black Mountain Stout ale.
  40. A life sized copper statue of a fat cat with amber eyes that purrs when stroked.
  41. A waterproof belt pouch containing five silk packets containing powdered illuminators pigments. When thrown into a fire they ignite, causing the flames to burn a Random Bright Color for a few seconds.
  42. A set of well made carpenter’s tools made for easy transport.
  43. A wheel of fine, aged cheese, one foot in diameter and sealed in wax.
  44. A single bottle of Burglum’s Old Quarry red wine.
  45. A thin wooden case containing a dozen, foot-long sticks of incense wrapped in waxed paper.
  46. A writing slate (1’ x 2’) and a box containing ten pieces of white chalk.
  47. A small leather case containing 12 tattoo needles, and three Randomly Colored inks.
  48. A broad and cumbersome bronze mortar and pestle for mixing alchemical agents. It is inlaid with enameled alchemical symbols.
  49. A two-gallon cask containing a peck of pickled peppers.
  50. A fabric bag containing a dozen unmarked glass jars of various medicinal herbs.
  51. A solid brass door knocker cast in the form of a winged phallus.
  52. A wheeled trunk containing a dozen detailed marionettes and puppet show props.
  53. An owlbear mask made from an actual preserved owlbear face.
  54. A large, boxed chess set whose pieces are dead, costumed pixies sealed within glass.
  55. A sealed clay pot painted with various symbols of love and fertility, that contains a pound of an aphrodisiac root.
  56. A portable bronze planar armillary sphere whose dials rotate to show the relation of the inner and outer planes to the prime material, as well as the influence of the Gods and planets, at any time during the year.
  57. A finely made wool rug six feet in length that depicts a scene of a scene of siege warfare. The battle is portrayed quite realistically with the notable exception of an armed halfling being flung over a city wall by a trebuchet.
  58. A one-litre stoneware jug containing hallucinogenic tree sap.
  59. An elegantly carved ashwood comb, engraved with the name “Ilthorien” and decorated with twin unicorns.
  60. A concave wooden mask carved and painted to resemble a skull which covers the bearer’s face and head until mid-ear.
  61. An iron lantern forged to resemble a human skull in size an shape. The top of the skull is attached to a foot of chain ending in a hand sized iron hook.
  62. A battle standard trimmed in small brass bells with clappers made from bones, attached to a six foot spear, impaling an infant’s skeleton. The standard’s insignia is a broken skull on a tidal wave of blood
  63. A battle standard made from perpetually maggot-ridden, human skin, stitched from many individual fragments. The maggot’s tracks form disgusting demonic faces clearly visible on the standard’s surface.
  64. A bowl carved from the bone of an undead creature. The necromantic magic still courses through the bowl causing it to wobble slightly when raw meat is placed in it and causes any foodstuffs placed inside of it to spoil twice as fast as it normally would.
  65. A small belt purse containing three copper coins dated seven years in the future with faces of unrecognizable monarchs.
  66. A faintly glowing holy symbol of a (Supposedly) fictional God of a Random Domain.
  67. A wooden box containing a reasonably difficult jigsaw puzzle depicting a lovely pastoral scene.
  68. An arrest warrant for the constable’s daughter of the local town.
  69. A wooden box containing a sewing kit, a harmonica, and a set of dice.
  70. A sealed red envelop that reads, “FOR RECIPIENT’S EYES ONLY. DELIVER TO 2323 SCION’S CIRCLE IMMEDIATELY.”
  71. A plain dark wooden rod of elven design. The maker’s mark suggests that it used to belong to royalty  
  72. A fist sized snow globe, with a sturdy base of polished oak, depicting a small farmhouse in the midst of a forest clearing. Shaking the globe causes the snow to gently fall, and causes miniature figures exit the house and begin performing chores about the farmyard. The figures return to the house as the last flake falls.
  73. An elegantly carved oaken comb, engraved with the name “Aethelren” and decorated with twin dragons.
  74. A broken holy sword, inscribed with the name of a legendary Paladin. Its magical blessing has faded but a skilled smith and enchanter might be able to repair it.
  75. A ruby the size of a man’s fist which sparkles and gleams with the promise of untold wealth in the faintest of lights, but turns to granite upon the lightest touch. It reverts back to a ruby after an hour of being left untouched.
  76. A holy symbol of a god of a Random Domain long thought dead and gone. Although made only of iron, it resists any non magical attempts to damage it. Knowledgeable PC’s can determine that the reason for its durability is due to the faintest whisper of divine power still residing within it.
  77. A map claiming to be that of a nearby city, however the pattern of streets and names on the map are substantially different from the way the city is currently arranged.
  78. A wooden travel case holding three spent wands coddled in velvet lining. They were crafted by the finest artisans and enchanted by the mightiest wizards of a bygone age, but now reduced to mere wood, bone, and glass respectively.
  79. A telescope constructed of jade and banded with bloodstone. A creature looking through the telescope sees not the world around them, but a strange alien vista which follows the motions of the telescope.
  80. A broken music box which still plays a hauntingly familiar but unrecognizable tune, when wound beneath the light of the full moon.
  81. A complex set of interlocking gears which, if followed by the eye, seem to twist at some point, as if they were not strictly bound by the geometry of this world.
  82. A small ball of white marble roughly three inches in diameter. The stone hovers in the air until it is touched or disturbed, at which point it falls to the ground and ceases to exhibit any magical properties until a creature apologizes to it.
  83. A severed rabbit’s foot strung on a thin brass chain. Although separated from the rest of the rabbit, the limb has been magically enchanted against death. It respond positively to being softly stroked and petted, freezes in place in response to loud noises and strong vibrations and even bleeds if injured and will attempt to kick the injuring party and escape in a hopping fashion. Well adjusted, sane, mentally stable creatures consider this object extremely disturbing and an abomination against the Gods at most, and good taste at least.
  84. A rectangular mirror held in a frame of pale ashwood. Whenever a creature gazes into the the mirror, they perceive an elven version of their face in place of their own reflection.
  85. A peg leg inscribed with a pirate’s treasure map. Knowledgeable PC’s will notice slight irregularities in the etched map and can determine that following it would not lead to anything prosperous. Perceptive PC’s will notice a small hidden compartment within the leg that contains the true treasure map.
  86. A small, delicately carved hope chest of polished cherry wood. The box contains nothing but a remarkably fine, gray sand taken from some unknown locale, that glows a faint blue beneath the light of a new moon.
  87. A small, heart-shaped token carved out of rose-colored sandstone that contains the mad soul of a princess, trapped there by a sorcerer many centuries ago. The bearer can occasionally make out whispers from caged spirit who claims that her body remains in the hidden royal sepulchres of her homeland, perfectly preserved by ancient magic.
  88. A coin sized disk of finely polished materials. One side bears the elvish rune for death inscribed in blackest obsidian, while the other has the dwarven rune for life inscribed into the palest ivory.
  89. Two coin sized disks of magnetized steel with layer of iron filaments sandwiched between them. If the disks are separated by a few inches, a miniature tornado comprised of iron filaments springs up between them anchored on each end to a disk.
  90. A wooden mask carved to look like the face of a man, but which has been fitted for something wholly other.
  91. A sturdy iron banded wooden travel case. Inside the case are two cushions, an amount of velvet, and several silk straps all meant to secure and protect a single object; a small unlabeled vial made of thick hardened glass with a stopper that’s been covered in several layers of sealing wax. Inside the vial floats the blood and small chunks of brain matter harvested from a pig. The vial has a preserving enchantment on it keeping the blood and brain matter as fresh as if it was still alive. Suspicious PC’s may deduce that this is some sort of decoy or double of another similar case meant to serve as a distraction in order for the true prize to reach its destination.
  92. A belt pouch containing three pounds of hardtack separated into half pound sections.
  93. A letter describing a local citizen’s overdue taxes and the accumulating interest on those taxes. It states that if a honest effort to pay the debt is not made soon, that the state will have no choice but to begin seizing assets and auction them off to pay the balance. For a collections letter it is well written, surprisingly understanding and free of threats regarding broken limbs and harm to loved ones.
  94. An astrologer’s chart, inscribed with the finest instruments and the greatest precision upon a supple vellum sheet. Knowledgeable PC’s will discover that these charts were constructed around an entirely different night sky and possibly a calendrical system and length of year unlike anything known upon this world.
  95. A complete set of sheet music and lyrics to the bawdy song “A wizard’s staff has a knob on the end”
  96. A ten foot long coil of rope spun from the black hair of an elven maid.
  97. A finger lengthed obsidian dolphin figurine which is always wet to the touch.
  98. A hard, roughly cut piece of basalt rock which bleeds when pressure is applied to it.
  99. A signal horn fashioned from the thinly carved bone of a storm giant. Those who put their ear to the horn hear it whisper the sounds of an unknown village square. Whether the village which they hear is (Or was) a real place is as yet unknown.
  100. A silver hilt of a sword with a grip of black leather. The blade is missing, or perhaps never existed to begin with. One night per year however, on the eve of the new year, the hilt manifests a ghostly blade for a single hour, allowing it to perform its duties as a sword once more.
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D&D MCGuffins:  Infinity Stones

Its fairly common amongst our community, but I’m a comics guy. I’m also a Marvel fan, and having recently seen Infinity War, yeah I like that.

Anyway, I got to thinking recently about the stuff I love, and the many fun little things in them that I’d love to share with my friends by bringing them into our games. The McGuffins which really make the great films, books, video games that I truly love.

So I started to think of how they would work, and thought I’d offer my thoughts on the obvious first choice - the INFINITY STONES.

Yeah, I know, I said Stones rather than Gems. But movie audiences, you know?

Anywho, these are my ideas for the stones - six primordial artifacts as magical items for use in D&D:

No Gauntlet just yet. i figure thats an item far too powerful to have on a table top, but I may add it at some point.

Let me know what you think!

Also, I’m trying to boost this blog a bit, so please like and share!

I love this!! You've got a few typos you might wanna clean up (Like "Few few") in the first paragraph and +10 damage in addition to +10 damage when giving the example about strength. Otherwise, this is all great!! Def something I think would work well in a 3 to 6 party build in late game!!

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Worldbuilding: Religions

Religions have many different aspects that should at least be given thought if not careful consideration. Use these to guide your creative process when developing new religions and deities.

Key Aspects

Deity/Pantheon: Your religion does not need to necessarily have a deity, and it can even have an entire pantheon. I would venture that while a trained priest might perhaps specialize in one deity, a religion can have many.

Dogma: What are the principles and teachings of your religion? What does the deity implore of their worshippers? What is and isn’t allowed? What are the ethics of the religion? Why must we follow these principles?

Symbols: As important as the religion’s dogma are its symbols. How is your religion recognized on flags, tabards, armor, weapons, artwork, and holy symbols? Does your religion have a holy color or color scheme that they could use for their priestly robes?

Temples: Where are the religion’s places of worship? They could be secluded and secret or in/near cities. What do they look like? Are they merely household shrines or grand cathedrals? Do they have any distinguishing features?

Religious Practices

Rites and Rituals: What sorts of special ceremonies do the clerics of your religion practice? Are there any special material components that have meaning for the religion, deity, and ceremony? How long do ceremonies take and what is supposed to come from them? Rituals always serve a purpose, even if that purpose is merely affirming your faith. Rituals are useful as story elements as well as for players to perform.

  • Affirming Faith: telling your god you’re there and in prayer. It can be as simple as a daily prayer or weekly ceremony or more in-depth like a monthly or yearly ritual.
  • Proving Devotion: proving your faith to your god, usually meant for those who might be in doubt or who have wavered.
  • Initiation: rituals for new members to the religion.
  • Induction: rituals for new clergy members or clergy moving up in hierarchy.
  • Satiation: your deity demands sacrifice of something valuable to you or to it.
  • Boon/Blessing: the ritual seeks something of your deity, perhaps a bountiful harvest or victory in battle.
  • Magic: a ritual might be held to cast certain spells or perhaps to increase the power or scope of a spell. These can also be used in creation of magic items.
  • Healing: rituals for performing healing magic.
  • Funerals: ceremonies for the dead.
  • Marriage: ceremonies for binding individuals together spiritually

Holy Days: Often rituals can coincide with special days or times of the year. Holy days can be predicted and often signify important seasonal or historic events. Harvest, springtime, solstice, and equinox holy days are common, as are those commemorating the deaths of martyrs or important dates in the religion’s history.

Myths/Legends: Are there any stories or parables that your religion teaches? What stories of the gods do they tell? Do they have any specific myths relating to things like the creation of the world, the creation of elements, the invention of everyday things, or perhaps the invention of morality?

Prayers/Sayings: To help you roleplay priests of this religion, you can come up with some common greetings, farewells, and blessings that might be associated with the religion. “Pelor shines upon you” and whatnot.

People

Titles/Hierarchy: What are the ranks of the clergy and do they have any special titles? Are there any notable NPCs in the religion’s hierarchy? For instance, those that worship Mammon, the archdevil of greed are often called Covetors.

Clergy: Do the clergy perform any services for the rest of the population? Usually this involves healing or holding ceremonies, but they could have a broader scope in a theocracy or a narrower scope if secluded or unpopular. What do the clergy look like and wear? Do they favor certain classes other than clerics?

Worshippers: What sort of people are drawn to the religion? Are there certain races, classes, or kingdoms that worship them? What convinces them to follow the religion’s dogma? Is it out of fear, necessity, protection, comfort, or prosperity?

Relations: Does this religion have allies or enemies? These could either be allied or rival churches, deities, or religions. Furthermore, certain kingdoms or people could ally with or oppose the religion. Think of how each faction and religion in your world sees this religion.

Culture

Art: How does your religion express itself? Define your religion’s art, architecture, fashion, and songs and how they compare to other religions and cultures.

Relics: What sorts of holy relics belong to your religion? These can be body parts or objects belonging to important martyrs or high priests or heroes that champion the religion. These might be kept in temples or may have been lost to time. Perhaps some are magic items being used by chosen (or unscrupulous) adventurers.

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The Crawling King

Alignment: Neutral evil Domains: Death, Blood

The dark god of the endless tunnels and caverns beneath Exandria, the Crawling King acts as patron to torturers, slavers, and jailers across the realm.  His tears of pain and anger carved the pathways under the world, and his realm of imprisonment is a network of deadly caves and manacles where few return.  Those who rob others of their freedom offer prayers to him in cellars and other subterranean domains, and other creatures who live in the darkness below worship him and seek his guidance.

The Dawnfather and the Everlight defeated the Crawling King during the Calamity by drawing their nemesis above ground.  The Dawnfather pierced his body with 10,000 lances of sunlight, the Everlight imprisoned him within her serene rays.  The tears of suffering and rage the Crawling King shed burned through Exandria, and his faithful fled into these tunnels to escape their enemies’ holy light.

The Crawling King is largely rendered as a swollen, malformed worm that slithers through the dark below, a screaming, hairless human head at the helm with three arms carving through the lightless rock.

Commandments: - Seek and exalt places where no light touches. - Revel in the pain you inflict upon others, and relish the pain you suffer yourself as an offering to the Crawling King. - Imprison those who cannot resist you, and drag all life into the darkness.

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First Homebrew is Published

Hey everyone! The first installment of Homebrew used on the show is up on Drive Thru RPG! Follow the link below to find it and download the PDF.

The PDF is pay what you want. :)

If you want to support the show as we work towards an ever improving audio setup you can do so by paying forward whatever you like for the PDF of Homebrew!

This is the first of many publications for 5th edition that I’m working on releasing as we make our way to my big announcement later this year.

In the meantime, welcome Sage Games Publishing and it’s starting pay what you want content!

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pathfuckery

Ya’ll check this out!

This is awesome! Def downloading this!

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sharp-big

Sorry for the lack of updates. Visited home for the weekend, lazed around a bunch. Here’s v1.0 of the Abyss-Touched sorcerer, which will be part of my Abyss-themed homebrew splat. Look forward to it!

Art Sources (All will be properly attributed within the final pdf):

Abyss-Touched Sorcerer by sharp-big

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Gods of Amonkhet in D&D: Oketra

Oketra the True. The cat-headed god Oketra is Amonkhet’s god aligned with white mana’s ideals, such as protection, order, and, most of all, solidarity. An awe-inspiring figure of these just ideals, encountering Oketra leaves mortals overwhelmed with a feeling of comfort and peace in her presence.

Fingers of the God Pharaoh. Oketra refers to her arrows as the fingers of the God Pharaoh, for even when he is not present on Amonkhet, his reach is still as far as the Gods’ reach. Oketra brings her bow to bear against monsters of the desert wastes surrounding Naktamun large enough to become a substantial threat to the city. Imbued with divine energy, Oketra’s arrows can knock a towering demon off its feet, or obliterate an entire horde of undead.

God of Solidarity.  In Oketra’s eyes, solidarity is the first quality that initiates must embody, and is the core aspect to success in her trial - a race against time for a crop of initiates to capture one of Oketra’s arrows while defending an obelisk from waves of foes. As such, this trial is impossible to succeed without the effective cooperation of all initiates involved. In Oketra’s own words, the group of initiates, as with any group of individuals working together to form something greater than they could alone, will “Succeed as one, or fail as many.”

One of the first parts of this design I came up with was based on Oketra’s card having the Indestructible keyword, which gave me the idea to make her immune to nomagical bludgeoning, piercing and slashing damage. This is something I’m planning to continue with the other 4 non-corrupted Amonkhet gods.

For Oketra’s actions, her multiattack based on her double strike keyword. Combined with her Attack legendary action, she has a reasonable damage output in one. The Wrath of God ability was inspired by the art for the Invocation card of the same name, in which one of Oketra’s arrows is shown destroying a horde of undead. The Aura of Awe ability took inspiration from how she is depicted in the story as seeming to radiate hope and comfort, as she did for Gideon in particular.

I playtested Oketra’s statblock against other creatures of the same CR as her (most extensively against the Pit Fiend, due to its magical attacks), to ensure her balance compared to them, and then against my statblock for The Scorpion God. Although the latter is an unfair fight, since the Scorpion god is designed specifically to kill other gods, I wanted to make sure it fit in with my existing designs, as lore-wise the scorpion god was capable of killing the other gods tragically quickly.

For more of my Amonkhet content, click here! If you want to support my work, you can make a donation to my ko-fi here, or support me on Patreon here for early access to upcoming content and patron-only design process posts.

This conversion is SO good. I ran a similar conversion in my own homebrew but I might use this now. THANK YOU for posting this!

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With the legendary (in stature more than keyword) fungus Slimefoot becoming so popular I wanted to show off one of my favorite D&D creatures.

One mistake new DM’s make about the monster manual is they see it as a Boss Brochure. Not every creature has statistics because you’re supposed to fight it, the statistics help it work within the framework of the game.

Introducing: Myconids. Sentient mushroom people not much different from thallids.

Myconids have a variety of attributes to fit a variety of tones for D&D. Typically (but not always, as the DM could alter these in place of something more fitting for their story) myconids have the following traits:

-Myconids release spores that allow telepathic communication -Myconids have spores they release to warn about pain -They come from a Sovereign, a large fungus wall with an eyeball -The Sovereign can make servants with reanimation spores that give the new creature blindsight effectively making them Clickers from Last of Us -Myconids enjoy giving telepathic spores to a creature, then having the Sovereign use hallucinogenic spores on the creature for a “shared trip”

The reanimation spore gimmick is something that’s surfaced in many of my sessions, as few things are scarier to a player than a clicker owlbear.

Myconids try to live solitary and peaceful lives making it easier to give them a cuter, more wholesome lean as well. Often they just want to make one of the players trip so they can all join in on it. As for telepathic spores, I have had the myconids mimic language and I’ve had them project emotion through the spores. Its really up to what works best for your story.

If you haven’t rolled these fun guys out I recommend it. Lil mushroom men make a great addition to a feywild fairy tale or an underbelly to a dark or enchanted forest, and the types of interaction that can be drawn from your players are endlessly entertaining.

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