Dungeons and Dragons Megathread

ADND 2E: Bladelord
The following is for Advanced Dungeons and Dragons 2nd Edition. It spun out of ideas I came up with for the background of a recently created character. I literally just made this today, so it has undergone precisely zero play testing.

Bladelord

The Elven Bladelord Kit is the rare and ancient melee counterpart to the more common Elven Archer kit. Artists of the Blade, Bladelords can be thought of as the prototype for the modern Bladesinger. The intense martial training that Bladelords undergo precludes the incorporation of magic into their repertoire that Bladesingers enjoy, but the combat prowess of the Bladelord cannot be denied.

A Bladelord must have a Strength and Constitution of at least 14 and at least a 16 Dexterity.

Role: While the Bladesinger is the exemplar and advocate of all that is Elven abroad, the Bladelord is the martial lord of battle, taking the fight to the enemies of Elfkind wherever they may dwell. Bladesingers are examples, Bladelords make examples.

Secondary Skills: Always Weaponsmithing

Weapon Proficiencies: Bonus: Swords Broad Group (See The Complete Fighter's Handbook), Recommended: None (See Below)

Bonus Nonweapon Proficiencies: Bladesong Fighting Style, Weaponsmithing

Recommended Nonweapon Proficiencies: Alertness, Blind-Fighting, Dancing, Hunting, Tracking.

Equipment: Like the Bladesinger, Bladelords can be identified by their chosen blade, which is always very ornate, and of the very highest quality.

Distinctive Appearance: Again, like Bladesingers, Bladelords are notable for their Guild Tattoos, which traditionally depict stylized animals associated with or reminiscent of their chosen blade.

Special Benefits: Bladelords enjoy four special benefits, as follows.

1) They start with a free specialization in their chosen blade.

2) Unlike Bladesingers, Bladelords start out with a free exquisitely forged example of their chosen blade. Indeed, a Bladelord is not considered a true member of the fraternity until he has crafted his own starting weapon. This blade is always of the very highest quality, having a non magical +1 to hit and damage, as described in the Complete Fighters Handbook.

3) Bladelords may specialize in any number of weapons from the Swords Broad Group. They can potentially, with time and experience, become specialized in all swords!

4) Finally, Bladelords have a similar, though superior, ability to perform special combat maneuvers that Bladesingers enjoy. A Bladelord gets a +1 to all such maneuvers at first level, and another +1 every four levels thereafter. Unlike the Bladesinger ability, this does not merely cancel out penalties, but acts as a true bonus once penalties are negated, though only for purposes of performing the maneuver.

Example: Sherethiel Greendawn is a 5th level Bladelord in the Bladesinging attack stance attempting to disarm her opponent with her chosen weapon, a long sword. This maneuver normally incurs a +1 Initiative penalty and a -4 attack penalty, however her skill at arms gives her a +2 on her disarm maneuver. However, since she is an elf wielding her chosen weapon, and is in attack stance, she adds her racial bonus (+1), her specialization bonus (also +1), her chosen weapon quality bonus (another +1), and her stance bonus (+1 again) for a final +2 to disarm her foe. If she were 12th level, this would rise to +3. If she were wielding a scimitar, she would still benefit from her skill and attack stance, reducing the -4 penalty to -1.

Special Hindrances: As amazing as a Bladelord is in battle, they incur equally great penalties. Just as Bladesingers must always aid an elf in need, a Bladelord must always stand fast against those who would unjustly harm an elf. A Bladelord must never retreat from a battle to defend Elven lives. To do so intentionally requires a Wisdom Check at -5. DMs should exact harsh alignment and experience penalties should the player make a habit of attempting such a retreat.

Bladelords are called that for a reason. While they may specialize in any and all blades, they may never gain proficiency with any other weapons, not even bows, and they lack the typical Elven bonus with such weapons. All future weapon proficiencies must go to specializations, style specializations (see The Complete Fighter's Handbook), and Weapon Mastery (see Player's Option: Combat and Tactics).

Bladelords are less restricted in their need to move freely as the spell casting Bladesingers, but they must still retain a certain amount of freedom of movement. As such, Bladelords may wear no armor heavier than Elven Plate (see The Complete Book of Elves) or human chain armor.

Wealth Options: Bladelords begin with the standard 5d4x10 gp that all Warriors get, in addition to their hand-crafted chosen blade.

Suggested Elf Subraces: Grey Elf, High Elf, Sylvan Elf. Of the remaining subraces, Aquatic and Athasian elves have no tradition of bladesmanship, and Drow are barred from learning Bladesong by ancient divine decree.
 
Havocfett Homebrew: Quillbeast
Quillbeast:
Large Beast, Unaligned

AC: 12
HP: 16
50 foot movement speed
Abilities:
Str: 16 Dex: 14 Con: 10 Int: 2 Wis: 10 Cha: 8

Actions:
Claw: +5, 8 Slashing Damage (2d4+3), 5 foot reach. If the target is a creature it must make a DC 13 Strength save or be knocked prone.
Quill: +5, 6 Piercing Damage (1d6+3), 60/120 foot range.

Senses: Passive Perception 10
Languages: -
Challenge: 1/2

Quillbeasts are creatures of the steppes. Porcupine-like beasts larger than a horse, amenable to being trained as war-mounts. Their backs are lined with untold quills the size of small javelins which they can shoot at predators, a potent defensive measure and something that makes them invaluable mounts. Domesticated quillbeasts have flattened or clear stretches of back for a rider to rest on safely, a rider can draw a quill from a quillbeast's back as part of their move action. These quills are treated like Javelins. A trained Quillbeast costs four hundred gold (Six Hundred if Quillbeasts are particularly rare and exotic in a region).

A Quillbeast is an acceptable target for Find Steed. Their base carrying capacity is 480 pounds.



I am debating the cost and barding status, maybe disallowing types of barding, maybe increasing health. Thoughts?
 
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Gestalt Variant Rules
My goal is high Tier three/low tier 2 for overall power. I know someone did a tier-list for PF, so consult that.

If you go non-magic//non-magic, then you're probably tier 4, tho.

I'm thinking of a point system for gestalt. Tier 4 = 1 point, Tier 3 = 2 points, Tier 2 = 3 points. You can also spend points to access LA buyoff or get a boost to your stat allocation. You get 6 or 7 points to spend.

Eh, honestly i don't like setting hard rules for the mast pat. I usually say "what is your concept, let's see if we can work together to make this work."

But if you don't want to learn2AMS..

Eh, it's still early to say if my summer is going to be conducive to running or not yet.

(My big DM weakness has always been battle grid maps. Anyone know of any resource for maps?)
I've actually played with a point based tiered gestalt before.

  • We'll use the Gestalt variant rules from Unearthed Arcana with a few important changes:
  • Each character receives a number of Character Points (CPs) based on his or her effective character level.
  • Each class or significant character option (such as a template) costs a certain number of CPs based on its tier or the effective tier increase. See Tier System for Classes for examples. We'll try to compose a full table of 3.P class tiers soon, but in general lower tiered classes went up in Pathfinder while higher tier classes stayed the same. Templates cost a minimum of the cumulative ability score bonuses given by the template, while other options like the leadership feat or the symbiotic template can effectively double a character's total options. Generally, anything that doubles your options (or makes you twice as effective), increases your tier. If you're unsure, ask.
  • You may ignore the restrictions on prestige classes for gestalt characters. Classes or prestige classes that advance class features continue on that class's track (see below).
  • Unused CPs carry over to the next level. If you retrain something you spent CPs on, you get any remaining after purchasing new options back into your pool.
  • Extra feats can be taken based on the cost of the tier 3 track, and you can take more than one per level (for example, you could gain 3 bonus feats for 7 CPs).
  • The tier system is only a rough outline, and the CP amounts aren't meant to be especially restrictive. It may be that CP costs are changed due to power level concerns. Once you're confirmed for the game, and you're building your character, please track the CPs you've spent by outlining your class levels in a table and the amount you spent on each option.
    Character Point costs by Level and Tier
    Level | Points Per Level | Total Points | Tier 0 | Tier 1 | Tier 2 | Tier 3 | Tier 4 | Tier 5 | Tier 6 |
    1 2 2 1 1 1 1 1 1 1
    2 4 6 2 2 2 2 2 2 1
    3 8 14 4 4 4 4 4 2 1
    4 16 30 8 8 8 8 4 2 1
    5 24 54 16 16 16 8 4 2 1
    6 24 78 32 32 16 8 4 2 1
    7 24 102 64 32 16 8 4 2 1
    8 24 126 64 32 16 8 4 2 1
    9 24 150 64 32 16 8 4 2 1
    10 24 174 64 32 16 8 4 2 1
    11 24 198 64 32 16 8 4 2 1
    12 24 222 64 32 16 8 4 2 1
    13 24 246 64 32 16 8 4 2 1
    14 24 270 64 32 16 8 4 2 1
    15 24 294 64 32 16 8 4 2 1
    16 24 318 64 32 16 8 4 2 1
    17 24 342 64 32 16 8 4 2 1
    18 24 366 64 32 16 8 4 2 1
    19 24 390 64 32 16 8 4 2 1
    20 25 415 64 32 16 8 4 2 1

Also, Savage Species yes/no? I've got a Paladin concept that I think would work well for this, though she originally relied on sorc spellcasting (persistent thunderlance for that sweet, sweet SAD).
 
Havocfett Homebrew: Goblin Armiger
Today, a statline for a Goblin Variant I made for a game with @ZerbanDaGreat @LupineVolt @DissMech and @Dekutulla. Eventually, the Boar Rig adventure that they're currently playing.

Goblin Armiger:
Small Humanoid (Goblinoid), Neutral Evil
Armor Class: 15 (Shield)
Hit Points: 14 (2d6)
Speed: 30 ft
Str: 8 Dex: 16 Con: 10 Int: 10 Wis: 8 Cha: 8
Skills: Stealth +5, Acrobatics +5, Athletics +1, Proficiency (Land Vehicles)
Senses: Darkvision 60 ft., passive Perception 9
Languages: Common, Goblin
Challenge: 1 (200 xp)
Nimble Escape: The goblin can take the disengage, or hide action as a bonus action on each of its turns.
OI, WATCH DIS: The goblin has advantage on Acrobatics rolls, can use Acrobatics instead of Athletics to jump, and use Dexterity to determine jump distance.

Actions:
Scimitar: Melee. +5 to hit. Reach 5/1 Target. 6 Slashing Damage.
Dart: Ranged 20/60. +5 to hit. 1 Target. 5 Piercing Damage.
Immolate: The Goblin takes 10 fire damage and is now on fire (as alchemist's fire). Everyone within 5 feet of the Goblin must make a DC 13 Dexterity Saving throw or take 10 fire damage and catch fire (As Alchemist's fire). This does double damage against wooden objects and structures.

The math puts them at CR 1 but I am not sure that this is accurate. I'd pegged them as 1/2 (As Sahuagin), personally, but hey. They're basically Goblin Warboys. Climb about on and jump between vehicles (carts, horses, quillbeasts, wagons, chariots, elephants, bulettes, etc.), harass enemies with darts, close, and if they realize that they're going to lose a fight they immolate and fight to the death. Alternately, sacrificial Armigers jump onto boats or wagons or siege weapons and immolate themselves, setting their target alight.
 
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Havocfett Homebrew: Hobgoblin Charioteer and Chariots
Another enemy, this time one the PCs avoided fighting (But will probably fight during their escape), from the campaign that spawned the Armiger.

Hobgoblin Charioteer:
Medium Humanoid (Goblinoid), Lawful Evil
Armor Class: 18 (Chain mail, Shield)
Hit Points: 32 (5d8+10)
Speed: 30 feet
Str: 15 Dex: 14 Con: 14 Int: 12 Wis: 10 Cha: 13
Skills: Drive (Land Vehicle): +4, Handle Animal: +4, Athletics: +4
Senses: Darkvision 60 ft. Passive Perception 10.
Languages: Common, Goblin
Challenge: 2 (450 experience)
Martial Advantage: Once per turn, the hobgoblin can deal an extra 7 (2d6) damage to a creature it hits with a weapon attack if that creature is within 5 feet of an ally of the hobgoblin that isn't incapacitated.
Momentum: On a turn where the Charioteer has moved at least twenty feet (Or is on a land vehicle or mount that has done the same) it adds an extra damage die on all weapon attacks against enemies it moved towards.
Mounted Combatant: If the Charioteer's Mount or Vehicle is targeted, the Charioteer can make the attack target it instead. If the Mount or Vehicle is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, it instead takes no damage if it succeeds on the saving throw, and only half damage if it fails. The charioteer has advantage on melee attacks against enemies smaller than its mount.

Actions:
Spear: Melee. +4 to hit. Reach 5/1 Target. 5 Slashing Damage (9 with Momentum).
Longbow: Ranged. +4 to hit. Ranged 150/600 ft. 6 Piercing Damage (11 with Momentum).

Sidebar: Mounted Charioteers.
A Mounted Charioteer is designed to fight while mounted, and is a far more lethal combatant while doing so. If mounted on a horse or similar steed, increase its Challenge to 3 (700 exp)

If in a Chariot, increase its Challenge to 4 (1100 exp).

Sidebar: Chariots
A Chariot is a land vehicle that can hold up to two medium creatures, or four small creatures. Creatures in a Chariot have half cover against attacks made by creatures not in the Chariot. A chariot has 14 AC, 50 hp, and a Damage Threshold of 7, and is large sized. It requires two steeds to pull it, and its speed is that of the slowest creature pulling it minus 10. It has a crew of one (The driver) and carries a single soldier.

Some chariots have scythes attached. The drivers of these chariots may, as an action, make an attack using their Drive (Land Vehicles) against one target adjacent to the chariot. On hit, the scythes deal 7 (2d6) damage. Scythed chariots cost an additional hundred gold.

Goblins make unique chariots, designed to ferry squads of goblins into battle, commanded by a charioteer. These have a crew of 1 and are capable of holding 1 medium sized passenger and up to five small or smaller passengers, who cling onto specialized handholds on the chariot or ride the steeds pulling it forwards. If you could convince a goblin tribe to sell you one of their chariots, or get a smith to create one based on the blueprints, it would cost four hundred gold.


Fun Fact: I didn't realize that chariots didn't have a statline in the DMG or PHB until after yesterday's session had ended. That would have been hugely embarrassing for me
 
Roadie Homebrew: Vending Golem
Here's a silly Pathfinder thing I made.

Vending Golem ... CR 1
LN Medium construct
Init -1; Senses darkvision 60 ft., low-light vision; Perception +0

AC 13, touch 9, flat-footed 13 (-1 Dex, +4 natural)
hp 31 (2d10+20)
Fort +0, Ref -1, Will +0
DR 5/adamantine; Immune construct traits, magic

Speed 5 ft.
Space 5 ft.; Reach 5 ft.

Str 16, Dex 8, Con —, Int 8, Wis 11, Cha 8
Base Atk +2; CMB +5; CMD 15
Feats Craft Magic Arms and Armor, Craft Wondrous Item (B), Master Craftsman (all) (B)
Skills Craft (alchemy) +5, Craft (blacksmith) +5
Languages Common, Undercommon

Fast Crafter (Ex) When creating nonmagical items using Craft, instead of making checks to determine the amount of work completed each day or week, a vending golem may complete 1,000 gp worth of work per day.
Immunity to Magic (Ex) A vending golem is immune to spells or spell-like abilities that allow spell resistance.
Internal Reservoir (Ex) A vending golem's internal space act as a bag of holding type IV. As a move action, it may rearrange the contents of its internal space, displaying any items it wishes in its glass-paneled front surface; as a move action it may also dispense any item or items it wishes or intake items (including currency) offered to it by other creatures. If the vending golem is destroyed, all contents of this internal space are lost forever, in the same way as a punctured bag of holding.
Sublime Crafter (Su) A vending golem is treated as always having the necessary tools for all crafting attempts. When crafting nonmagical or magical items or using spells or spell effects, a vending golem may substitute an equal value of currency in place of normal raw materials or material components. For example, a vending golem may use 1,000 gold pieces to craft an amulet of natural armor +1 without using any other raw materials.
Superior Crafter (Ex) A vending golem is treated as having the Master Craftsman feat for every Craft and Profession skill, even if it doesn't have 5 ranks in those skills. A vending golem has the Craft Wondrous Item feat as a bonus feat and gets a +4 racial bonus to all Craft and Profession skills.
 
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Havocfett Homebrew: Mass Combat Rules
So I've been prototyping some ideas for enemies:

First are different mob/military unit rules. Basically treating a mob of creatures as one creature with a single statblock, with dropping it to 0 health representing routing the unit (Instead of killing every member), and rules for increasing the effectiveness of AOE spells deployed against the unit. The big things are how to represent all the attacks without just going 'roll ten attacks', and rules for dropping the number of models in the unit before the unit as a whole routs.

This should, ideally, result in:
More easily manageable large battles
Reasonably sane outcomes (The best way to kill lots of dudes shouldn't be high single-target damage)
Enemies that retreat instead of fighting to the death all the time
A mass of enemies being easier to defeat than the equivalent number of enemies run as individuals
A mass of enemies being worth less experience than the equivalent number of enemies run as individuals

Currently thinking something along the lines of:

Squad of Goblins (Squadlin):
AC: 15
HP: 49
Abilities: As Goblin
Saves: As Goblin
Skills: As Goblin
Speed: As Goblin
Challenge: 2 (450 xp) to 3 (700 xp), playtesting has not yet occured.
Special Rules:
Squad (20): A Squadlin is actually twenty absolutely normal goblins and, as such, is made up of twenty goblins that each take up a five by five square. If subjected to an Area of Effect attack, the Squadlin takes damage for each individual goblin who would be hit by the attack but only rolls its save once. In combat, all goblins will attempt to stay no more than ten feet from the nearest other goblin, and no more than 100 feet from the farthest other goblin.

Mob (7): Each Goblin has 7 health. If an individual Goblin takes 7 or more damage from any one source, it is destroyed and the Squadlin's max health is reduced by 7. The Squadlin cannot take more than 7 damage per goblin targeted by any given attack or other effect. If the Squadlin suffers from an effect that would not effect all of the Goblins within it, it can sacrifice a Goblin (And the 7 health associated) per effected goblin to end the effect.

All Goblin Traits

Attacks
:
Multiattack: A Squadlin makes three attacks, which can be any combination of Squad Spear or Squad Bow attacks.

Squad Spear: DC 12 Armor Save. 10 Piercing Damage on failure, 5 Piercing Damage on success. If 22 or more, take no damage.

Squad Bow: Range 80/240. DC 12 Armor Save. 10 Piercing Damage on failure, 5 Piercing Damage on success.

New Concept: Armor Save

An Armor Save is simply a roll using the bonus to your roll you would get if you used the Defense Roll Variant Rule from Unearthed Arcana

If you don't want to use an armor save, instead treat a Squad's attack bonus as its save DC-8. It rolls its attack once, and compares the result against the ACs of all of its targets. On a success, the targets take full damage. Otherwise, they take half damage.

Second are more interesting melee/martial enemies. Using stuff like the Battlemaster, Swashbuckler, Mastermind, and various RPG bosses as inspirations for ways to make mid-high level melee/martial enemies more interesting. Giving a boss that's meant to be, say, a master duelist three or four Recharge 6/5-6 abilities that each have interesting effects based on positioning, for example. The #DnD crowd (@Dekutulla, @LupineVolt, @ZerbanDaGreat, and @DissMech) have all seen the beginnings of this in the Lady Hanower fight, but I want to do more with it.

Orog Champion:
AC: 18
Hit Points: 59
Speed: 30 feet
Abilities: As Orog
Skills: As Orog
Senses: Darkvision 60 feet, passive Perception 10
Languages: Common, Orc
Challenge: 4 (1100 xp)
Special Traits:
Aggressive: As a bonus action, the orog can move up to its speed toward a hostile creature that it can see.

Actions:
Multiattack: The Orog makes two Greatsword attacks

Greatsword: Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 11 slashing damage

Javelin: Melee or Ranged Weapon Attack: +6 to hit, reach 5 feet or range 30/120 ft. One target. Hit: 7 piercing damage.

Leaping Strike: Recharge 6. Set movement to 0, jump to a point within 30 feet. All creatures within 5 feet of that square must make a DC 14 Strength Save. On failure, be knocked back 5 feet, be knocked prone, and take 14 slashing damage.

Terrifying Charge: Recharge 5-6. Pick a hostile creature that can be reached this turn but is at least twenty feet away. Move towards them, making an attack with +6 to hit and dealing 14 slashing damage on hit. That creature must make a DC 14 Wisdom Save or become Frightened of the Orog for 1d4 rounds.

Sweeping Blow: Recharge 5-6. Roll a Greatsword attack against a hostile creature, as well as all hostile creatures (And any unattended objects, at the Orog's discretion) adjacent to that creature. All targets who were attacked cannot use Reactions until the end of the Orog's turn.


I invite brave and entrepreneurial 5e DMs to use these creatures to see how well the mechanics work.
 
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Aaron Peori Homebrew: Mob Monster Trait
Hmm. Okay, some quick commentary then.

You not only want to emulate lots of attacks, you want to emulate how hard it is to kill them all with individual attacks. thus I suggest the following.

New Monster Trait: Mob (X).
This trait will appear in the Vulnerabilites, Resistance and Immunites section on the monsters statistic block. This trait indicate that the monster is actually a mob of smaller, weaker monsters acting in tandem. The value of X is considered the maximum HP of any individual monster in the mob. Single target attacks and spells that do damage in excess of the value X have their damage reduced to X. The mob then losses that many HP from its maximum HP value. Additionally, if the mob is effected by a spell or other special ability that only effects a single target it may immediately recover from status by lowering its current and maximum HP by X. Area effect spells or attacks that effect multiple targets at once ignore this damage limit.
 
tzar1990 Homebrew: Krakathoom, Who Devours the Deathless
So, inspired by @Leila Hann's Lovecraft thread, and the injokes therein about Krakathoom, Who Devours the Deathless, I've decided to stat the bugger out for 5e:

Krakathoom, Who Devours the Deathless
Gargantuan Aberration, True Neutral
------------------------------------------------------------------
Armor Class: 18
Hit Points: 200
Speed 40 ft, fly 70 ft.
------------------------------------------------------------------
STR DEX CON INT WIS CHA
22 (+6) 14 (+2) 24 (+7) 12 (+1) 20 (+5) 18 (+4)
------------------------------------------------------------------
Saving Throws Str +10, Con +11, Wis +9, Cha +8
Skills Perception +14, Survival +9
Damage Resistances Cold; Bludgeoning, Piercing and Slashing from nonmagical weapons
Damage Immunities Lightning, Radiant
Condition Immunities Blinded, Deafened
Senses Blindsight 60 ft, Darkvision 120 ft, passive perception 24
Languages Draconic, Deep Speech, Primordial
Challenge 15 (13,000 XP)
-----------------------------------------------------------------
Legendary Resistance (2/day). If Krakathoom fails a saving throw, it may succeed instead.

Detection (3/day). Krakathoom may sense the presence of those who defy death. When used, the nearest creator that is either undead or the recipient of magical life extension must succeed on a wisdom saving throw (DC 17). If they fail, Krakathoom becomes aware of the distance and direction to that creature for the next minute.

Devourer of the Undying: when Krakathoom reduces a creature that could be targeted by Detection to 0 hit points, that creature is killed and Krakathoom regains a number of hit points equal to that creature's Charisma score.

Actions

-----------------------------------------------------------------
Multiattack. Krakathoom makes three attacks: two with its claws, one with its baleful utterance

Claw. Melee Weapon Attack. +10 to hit, reach 10 ft, one target. Hit: 15 (2d8+6) slashing damage

Baleful Utterance. Ranged Spell Attack. +6 to hit, range 100 ft, one target. Hit: 14 (4d6) thunder damage. If the target is a creature, it must succeed on a constitution saving throw (DC 16) or have its speed reduced to 0 ft until the end of its next turn

Skyfire Bolt (recharge 5-6). Krakathoom unleashes a jagged bolt of power, targeting one creature it can see or detect within 200 feet. A cylinder of primal lighting 200 feet tall at with a 10 foot radius strikes down at that location. Each creature within the cylinder must make a DC 17 Dexterity saving throw, taking 35 (7d10) Lightning damage and 35 (7d10) Radiant damage on a failed save, or half as much damage on a successful save. If used on a creature that is indoors or underground, this ability only functions if it deals sufficient damage to break through each barrier between the target and the sky directly above them.


Legendary Actions
-----------------------------------------------------------------
Krakathoom can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The dragon regains spent legendary actions at the start of its turn.

Speech. Krakathoom makes a Baleful Utterance attack.

Unspeakable Inception. One creature with 30 feet of Krakathoom must make a DC 16 wisdom saving throw. If it fails, it takes 15 (5d6) psychic damage and becomes frightened until the end of its next turn.

Impossible Angles (Costs 2 actions). Reality bends and folds around the Devourer. Krakathoom teleports up to 40 feet. If it appears adjacent to a creature, that creature must make a DC 16 Dexterity saving throw. It takes 14 (4d6) force damage if it fails, or half as much if it succeeds.
 
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Havocfett Homebrew: Find Beast
So @Revlid pointed out that Find Steed is better than the Beastmaster Ranger Archetype, so I figured 'why not just make a ranger spell that's an equivalent to Find Steed'.

Find Beast
2nd Level Conjuration
Casting Time: 10 Minutes
Range: 30 Feet
Components: V,S
Duration: Instantaneous

You summon a spirit that assumes the form of an unusually intelligent, strong and loyal beast, creating a long lasting bond with it. Appearing in an unoccupied space within range, the beast takes on the form that you choose with a Challenge 1/2 or below, such as a wolf, a warhorse, a panther, or a mastiff. (your DM might allow other animals to be summoned as beasts.) The beast has the statistics of the chosen form. Additionally if your beast has an intelligence of 5 or less, its intelligence becomes 6, and it gains the ability to understand one language of your choice that you speak.

The beast serves as an ally, both in combat and out, and you have an instinctive bond with it that allows you to fight as a seamless unit. While within on your beast, you can make any spell you cast that targets only you also target your beast. The beast takes its turn during your turn, but does not require an action to command.

When the beast drops to 0 hit points, it disappears, leaving behind no physical form. You can dismiss your beast at any time as an action, causing it to disappear. In either case, casting this spell again summons the same beast, restored to its hit point maximum.

While the beast is within 1 mile of you, you can communicate with it telepathically.

You cannot have more than one Beast bonded by this spell at a time. As an action, you can release the beast from its bond at any time, causing it to disappear.

At Higher Levels: When a ranger casts this spell using a spell slot of 3rd level or higher, the Challenge of the Beast summoned increases by one for each slot level above 2nd. (Challenge 1 at 3rd, Challenge 2 at 4th, Challenge 3 at 5th)


As you can see, I basically just did a find/replace on the text of find steed. :p
 
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