35 | she/her | Tabletop Gaming & Fantasy Concepts | Icon by hogboblin

dungeonsanddrakes:

The Dancer! A class based on the Dancer job in Final Fantasy Tactics. It is complex but ultimately based around performing consistent dances every turn in order to debilitate and distract enemies. As they level they become even more adept at this and learn to use their influence to impose all sorts of effects. I kept the general concept behind a dancer the same and made nods to their use as seduction and stealth users, but they work just as well on the battlefield as on the stage.

What to make me do a happy dance? Consider commisioning me or donating to my Ko-Fi.


Art credits:
5th Image: turtle-arts.deviantart.com
8th Image: Aromhawk Designs

basalt-dnd:
“basalt-dnd:
“ If you looked at the “Set 2 of 5″ and were confused, don’t worry. I came out with the first set (trinkets for gothic horror) all the way back in April. Seriously, that’s how much I’ve been slacking on this.
Also yes, it is...

basalt-dnd:

basalt-dnd:

If you looked at the “Set 2 of 5″ and were confused, don’t worry. I came out with the first set (trinkets for gothic horror) all the way back in April. Seriously, that’s how much I’ve been slacking on this.

Also yes, it is hypothetically possible to keep getting a book within a book within a book because of the book with the second trinket inside. And the scissors are considered a sickle so that they’re slashing damage and can’t be thrown.

Here’s the gothic horror one, by the way. They share some similarities.

If you like what I do and want to support me, consider heading on over to my Ko-Fi!

(Netflix) Castlevania: D&D 5e Spells

emberdm:

Happy day after Halloween!

To kinda go with the Stone-Eye Cyclops I uploaded last night, here’s four spells based on magic used by two of the spellcasters seen in the Netflix series.  I don’t want to spoil anything for anyone that hasn’t watched Season 2 yet, but here’s just some fun spells I really wanted to throw together.

Fair warning, they’re not tested or anything like that.  They’re just kinda eyeballed so some might be a bit too powerful, or under powered, compared to stuff in the books.  (But really, that’s the fun of D&D sometimes.  Fireball, the most famous of D&D spells, is somewhat overpowered so it’s probably fine.)

-Sypha’s Spells-

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Sypha’s Severing Ice Guillotine
5th-level evocation 

Casting Time: 1 action
Range: 60 feet
Components: V, S
Duration: Concentration, up to 3 rounds.

A large and sharp sheet of ice is formed within range that lasts for the duration or until you cast this spell again.  When you cast this spell, you can make a melee spell attack against a target within 5 feet of the ice sheet.  On a hit, the target takes 4d6 slashing damage and 4d6 cold damage.
      As an action on your turn, you can move the ice sheet up to 20 feet and repeat the attack against a target within 5 feet of it.  The slashing damage and cold damage is reduced by 1d6 for each successful hit it has previously made.
      At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the slashing and cold damage each increases by 1d6 for every slot level above 5th.
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Sypha’s Orbiting Icicles
3rd-level evocation

Casting Time: 1 action
Range: Self
Components: V, S
Duration: Concentration, up to 1 minute.

You create six floating icicles in your space.  They float in the air and orbit you for the spell’s duration.  When you cast the spell–and as an action on each of your turns thereafter–you can expend one or two of the icicles, sending them shooting out as a ranged spell attack at a target within 60 feet, or as a melee spell attack at a target within 5 feet.  On a hit, the target takes 1d8 piercing damage and 1d8 cold damage.
      While icicles are still orbiting you, you gain an AC bonus equal to the number of icicles orbiting you (maximum +3 to AC).  If you take fire damage, one icicle melts for each 10 points of fire damage taken. 
     At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the number of icicles created increases by two for each slot level above 3rd.
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-Dracula’s Spells-

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Vlad Tepes’ Dark Inferno
9th-level evocation

Casting Time: 1 action
Range: Self (10-foot sphere)
Components: V, S
Duration: Concentration, up to 5 rounds.

A massive 10-foot diameter sphere of magma appears in existence adjacent to you and lasts for the duration.  At the end of the turn it is cast, the sphere moves 20 feet in the opposite direction away from where you were when conjuring it, the sphere may move through creatures.  Any creature the sphere moves over must succeed on a Dexterity saving throw or take 18d6+20 fire damage.  A creature ending its turn in the sphere, or that moves into the sphere, takes the fire damage as if they failed the saving throw.
      At the end of each turn–after the turn the sphere was conjured–the sphere moves 20 more feet in the direction it was previously moving.  As a bonus action that may be taken once, you can change the direction the sphere will travel at the end of the turn.  The sphere flies through the air, and automatically burns through objects with an AC of 15 or less such as objects of wood and weaker, but stops moving if it hits a large sized object or wall made of stone or a harder material and deals its fire damage to the object or wall.  If the wall is destroyed by this damage the sphere resumes moving at the end of the next turn.  The sphere ignores difficult terrain, and counts as difficult terrain for creatures attempting to move through it.  The spell ends if the sphere doesn’t move at all for a whole turn.
      If damage from this spell kills a target, the target is consumed entirely by the sphere and leaves no trace behind.

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Vlad Tepes’ Fiery Teleport
7th-level conjuration

Casting Time: 1 action
Range: Self
Components: V
Duration: Instantaneous. 

With the burst of a pillar of flame, forming a cylinder 5 feet around you and 30 feet above you, you teleport yourself as per the teleport spell.  On casting this spell every other creature within the cylinder must make a Dexterity saving throw.  Each target takes 8d6 fire damage on a failed save, or half as much damage on a successful one.  Furthermore every creature within 15 feet of you must make a Strength saving throw or be pushed 10 feet away from you and knocked prone.
      The fire pillar spreads around corners.  It ignites flammable objects in the area that aren’t being worn or carried.  Unsecured objects within 15 feet of you are automatically pushed 10 feet away from you by the spell’s effect.
      On arriving it is with a sudden burst of smoke and scattered embers that are otherwise harmless to you and the location you teleported to.

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Most of Sypha’s spells seem like fun combat magic for player characters to use.  While Dracula’s spells are more appropriate for a big endgame villain.  The fiery teleport is an especially excellent way for the evil wizard, and/or vampire, to make their exit.

Please enjoy and I hope your Halloween was spooky.

krocodilian:

krocodilian:

Smaugust Day 11: Sand Dragon 🏜️

Sand dragons travel in herds and are very social animals. They travel together underneath the sand and only surface to feed. They have an incredibly deep roar that can be felt from miles away which they use to communicate.

Bonus Lore: They have an icey breath weapon that they use to create elaborate ice caverns beneath the desert sands. they can also use this frosty power from their fuzzy bellies to slide quickly through tunnels

!!!!

basalt-dnd:

The long-awaited Halloween monsters! I’m so sorry that these are so late! Note that these are absolutely meant to work together as an encounter, so their CRs aren’t 100% indicative of how dangerous they actually are.

The pumpkin on the first page is a stock image by RavenSkull that I edited.

The vine on the second page is a stock image by Black-B-o-x that I edited.

If you enjoy my homebrew and want to see more, please consider supporting me on Ko-Fi!