We are a couple creating 5e Homebrew content for players and DM’s alike. Delve into the Hoard for exciting items, creatures, spells, ancestries, rules, subclasses and more!
We are dedicated to an Anti AI workflow, out of the box creativity, and combined love for diversity, freedom of expression, and constantly evolving tabletop roleplaying gaming.
Stay tuned for Discord, Paid Memberships, and Website- coming soon!
This colorful pair of tights is well suited for a court fool, but allows the wearer to leap and land with great mirth. While attuned to these pants, you do not provoke attacks of opportunity while jumping. Additionally, when you jump as a part of your movement, you may occupy the space directly on top of another creature within your movement. While atop a creature, you are treated as if you have mounted the creature and follow rules to mount and dismount it. If you end your movement on top of a creature after jumping on it, you immediately fall off the mount and land prone 5 feet away.
“Leap, prance, play, and beest jolly, mine good fellows- for what doth be this fleeting life if’t be lived without thy smile? Jump the candlestick and rest thy toes upon its flame, lest thy wick burn short- for only in thy dance with flame will thou feeleth the truest magic of all: joy!”
-the Harlequeen
Mirror Façade. This ominous mask conforms closely over the features of its wearer's face, with one side rendered in a mirrorlike silver and the other in glass. While attuned to the mask, you can use an action to cast Mirror Image, causing the mirror half of the mask to fragment. The mask regains its use of this feature after a short or long rest, repairing the damage done to the mirror half.
Misty Façade. Additionally, once per long rest when you take damage, you can use your reaction to cast Invisibility upon yourself, causing the glass portion of the mask to shatter. The mask regains its use of this feature after a long rest, repairing the damage done to the glass half.
The greatest of arcane tricksters know that the true power of magic was misdirection and deception. By compounding spells with careful concentration, the best of the best learned to mislead foes into thinking they held all the cards. In the end, these masters were the ones who slid through the cracks and rose to lofty heights- not as bold mages, but as subtle afterimages. All the while, they made their final peace by vanishing into obscurity, needing only their own knowledge of their vast triumphs over this world full of fools...
Magical Misdirection
Spells with and without concentration often have unseen means of synergy, and invite creative rulings at a DM's discretion. Mirror Image- a spell without concentration- is often seen as a direct buff to a character that makes them more difficult to hit by hiding behind illusory duplicates and usually is lost in acts of deception; an attacker only need attack enough times to eventually hit the caster or dispel the duplicates guarding them.
But Invisibility- a spell with concentration- offers an opportunity to not only deceive by hiding oneself but also spread misinformation about one's actions and outcomes. While Mirror Image is active, casting Invisibility can give the illusion that the caster's true form is actually a duplicate that has been dispelled. Not only does this greatly increase the chance of attacks missing the caster, but an attacker may find themselves confounded when all of the other remaining duplicates disappear to reveal that the caster has vanished without a trace, leaving opportunity for the perfect surprise attack or sneaky getaway.
Medium | Variant Race
✨We have a free PDF with plenty of extra content like lore, randomized tables, art files, and more on our Patreon! Go check it out and download a copy!!✨
Follow us on Patreon for free to see more!
Seabound tieflings share common traits with their other fellow tieflings but have a few key differences:
Ability Score Increase. Your Constitution score increases by 1, and your Charisma score increases by 2.
Age. Seabound tieflings mature at the same rate as humans but live a few years longer– similar to other tieflings.
Size. Seabound tieflings, like other tieflings, are about the same size and build as humans. Your size is Medium.
Speed. Your walking speed is 30 feet, and you have a swimming speed equal to your walking speed.
Darkvision. Thanks to your infernal heritage and deep-sea origins, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray.
Hellish Resistance. Your aquatic nature keeps your skin naturally slicked with absorbed moisture, making it difficult for you to catch fire. You have resistance to fire damage.
Legacy of Shargon. You know the shape water cantrip. When you reach 3rd level, you can cast the create or destroy water spell as a 2nd-level spell once with this trait and regain the ability to do so when you finish a long rest. When you reach 5th level, you can cast the spike growth spell once with this trait and regain the ability to do so when you finish a long rest. Charisma is your spellcasting ability for these spells.
Seabound. Your evolution has made you dependent on water itself. You can breathe air and water, but you must consume four times as much water to survive and avoid gaining levels of exhaustion compared to a regular human. You can also consume water by submerging your entire body in a volume of water.
Languages. You can speak, read, and write Common and your choice of either Infernal or Aquan, depending on which is more crucial to your upbringing.
Aquatic Adaptation. Your biology has changed to adapt yourself to the surrounding environment of the waters you hail from. You choose two mutations to take on from the following options:
Absorption. Your body has a calcified form that absorbs blows and breaks off in small pieces, slowly restoring itself over time. As a bonus action, you can stimulate your natural healing ability to grant yourself 1d4 temporary hit points.
Regeneration. You have a supernatural ability to heal and recover from serious injuries. You can cast the lesser regenerate spell once with this trait and regain the ability to do so when you finish a long rest.
Spines. Your body protrudes with sharp features that can be used for stabbing and slicing. You can use these sharp features to make unarmed strikes, dealing 1d6 + your Strength modifier piercing damage, instead of the bludgeoning damage normal for an unarmed strike.
Shapeshifting. Your body actively shifts in shape and appearance to blend into surroundings or overcome obstacles. You can cast the alter self spell once with this trait and regain the ability to do so when you finish a long rest.
Toxicity. Your body courses with natural toxins secreted from your body, making you dangerous to the touch. When you take damage from a melee attack, you can use your reaction to deal 1d8 + your Constitution modifier poison damage back to the attacker.
Characteristics. Seabound tieflings have inherited a powerful affinity for their aquatic surroundings, causing their figures to grow with the forms of seashells, corals, and such to assist them in tactics of hunting and survival.
Bound to the Sea
The additional powers and customization options of a seabound tiefling are greatly offset by their dependence on water. Though they may thrive in aquatic environments, they may suffer greatly and potentially die when isolated from them. If intending to use seabound tieflings in your setting, aim for a balance of exposure to necessary bodies of water; such a character may prove excessive in power in a naval campaign without enough island hopping, while a character may be constantly hindered in a march through the desert and prove frustrating to play with. Consider methods to limit exposure to water, such as poisoned wells or droughted rivers, as well as methods of increasing it, such as an occasional oasis or a sudden rainfall.
Explorations of Seabound Tieflings, here to spark your imagination!
Vast invertebrates dwell in the seas below, we encourage you to wonder and take inspiration from all kinds of sea life, even the most unsuspecting creatures.
A few examples to kickstart your imagination! Left to right order,
Druid Subclass
✨We have a free PDF detailing this subclass on our Patreon! Go check it out and download a copy!!✨
🌘 Coven of the Eve. Join us as we release our first paid Patreon subscription pack! Gather your fellow witches and warlocks, build your own coven, and delve into darkness!🌒
Follow us on Patreon for free to see more!
"... But for those who need to be convinced most, a druid of the Night taps into the very fear that their tales inspire to take on the forms of these beings, becoming the very monsters they speak of before the eyes of the nonbelievers..."
-Tales of the Night, Vol. I
The Circle of Night is home to those who bring themselves closely to the haunting terrors of darkness, learning their secrets and spreading their tales as warnings to the innocent and guilty alike.
Level 2: Unleashed Horror
At 2nd level, you draw upon the power of the night to conjure the subjects of your terrifying tales, manifesting their shapes through the telling of their fearsome legends. When you use your Wild Shape feature, you can choose to transform into a Fey, Fiend, or Monstrosity instead, provided that the creature’s stat block follows the other limitations of Wild Shape.
Folklore Knowledge. You must know all of the languages which the intended creature knows in order to achieve its form, and the creature cannot possess any immunities to any damage types or conditions. When you choose this subclass, you also learn one additional language of your choice to reflect the origins of your tales, training yourself to become more versed in the native culture and language of the legendary folktales you are most familiar with.
Shocking Transformation. When you use a feature of your Wild Shape to transform into a non-beast creature, you may force any number of creatures that can see or hear you within 30 feet to make a Wisdom saving throw against your spellcasting DC. On a failed saving throw, a target is frightened until the start of your next turn.
Level 2: Tales of Shadows
At 2nd level, you can regale other resting creatures you share a language with in your ominous folk tales over the course of a short or long rest. At the end of the rest, you may choose to increase or decrease the maximum hit points of any creatures who rest within 30 feet of you while you rest equal to your druid level (to a minimum of 1 hit point). All creatures that are affected by this feature are aware that they feel greater or lesser vitality due to the fear you have instilled in them.
Warnings of Wisdom. When making an Intelligence (History) or Charisma (Intimidation) skill check, you may use your Wisdom modifier in place of the skill’s normal ability score modifier.
Level 2: Circle Spells
Your connection to the darkness of night infuses you with the ability to cast certain spells. At 3rd, 5th, 7th, and 9th level you gain access to circle spells connected to the Circle of Night.
3rd: alter self, phantasmal force
5th: bestow curse, fear
7th: compulsion, phantasmal killer
9th: legend lore, mislead
Level 6: Dark Pursuit
At 6th level, you have advantage on melee attacks made against creatures frightened by you and move twice as quickly towards them, spending 1 foot of movement for every 2 feet moved when moving closer to a creature frightened by you.
Level 10: Creature of the Night
At 10th level, you can choose a creature of up to CR 2 when expending a use of your Wild Shape feature to transform into a creature other than a Beast.
Stalk in Shadows. While using your Wild Shape feature, you may use your bonus action while in dim light or darkness to become invisible. This invisibility lasts until you enter an area of bright light, enter a space within 5 feet of another creature, make an attack, or take any other action.
Eyes in the Dark. You gain darkvision with a range of 60 feet, or increase your range by an additional 60 feet if you already possess darkvision. This feature applies to both your regular form and your Wild Shape form.
Level 14: Unstoppable Terror
At 14th level, you can choose a creature of up to CR 4 when expending a use of your Wild Shape feature to transform into a creature other than a Beast, and you may also now select creatures to Wild Shape into that possess immunities to one or more damage types or conditions.
Language and Culture
Through the rise and fall of every prominent civilization in history, linguistics and communications have proven to be at their heart. Historians often argue that the ability to share knowledge and understanding gives societies the power to overcome great adversities and establish united values. The delivery and choice in which we utilize our words allows us to expertly craft experiences innately imbued with history and realism.
When giving a language to a character, take time to develop their experience and understanding of the culture it stems from or is associated with. How was this character taught the language they have learned: by childhood development, worldly experience and exposure, occupational practice, tutelage and study, innate biological origin, or some other means? What elements might support their understanding of the language– literature, art, or perhaps music? Does the language in mind have particular elements that may require a different skill to learn– such as handsigns, vocal clicks, or grammatical structures? Is a language limited to a creature’s biology, like a draconic throat’s growl or a serpentine tongue’s hiss? What does a character’s proficiency in a language say about them and their understanding of its cultural origins? And what does a language say about those who come from its culture, those who speak it, and the character in question; if they are intelligent, wise, charismatic, proud, cunning, inquisitive, or something else entirely?
Blackfire. This lacquered infernal skull pours with an ephemeral flame, burning light itself into nothing but darkness. As a bonus action, you can speak the skull’s command word while it is held in hand, priming it to explode. At the end of the turn, the skull erupts and casts Fireball centered on its location (save DC 13), destroying the skull in the process. Immediately after it explodes, a patch of magical darkness enshrouds the engulfed area’s radius as if by the Darkness spell.
This darkness lasts for 1 minute or until it is dispelled. As an action, you can throw the skull at a target as if it were an improvised thrown (20/60 feet) weapon. If the skull strikes a target, they have disadvantage on their saving throw against the Fireball spell cast from it.
“Ordinary beings would easily succumb to the inescapable darkness of such an abyss— and when their shadow-tinged corpses were recovered, their charred remains would hunger for nothing more than the freedom of light...”
-Zalder, the Mancer
Forbidden Tongues
Command words and phrases often reveal a great deal about a magic item; consider what words may unlock the powers of an infernal implement such as this. Perhaps it relates to the name or past of the victim whose skull was fashioned into the devilish explosive, or could even reveal more about the fiendish creator's handicraft or history. Even small rewards of infernal pacts or loot piles can paint a bigger picture surrounding outer forces and allude to other clues to engage players.
Medium | Variant Race
✨We have a free PDF with plenty of extra content like lore, randomized tables, art files, and more on our Patreon! Go check it out and download a copy!!✨
Follow us on Patreon for free to see more!
Seabound tieflings share common traits with their other fellow tieflings but have a few key differences:
Ability Score Increase. Your Constitution score increases by 1, and your Charisma score increases by 2.
Age. Seabound tieflings mature at the same rate as humans but live a few years longer– similar to other tieflings.
Size. Seabound tieflings, like other tieflings, are about the same size and build as humans. Your size is Medium.
Speed. Your walking speed is 30 feet, and you have a swimming speed equal to your walking speed.
Darkvision. Thanks to your infernal heritage and deep-sea origins, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray.
Hellish Resistance. Your aquatic nature keeps your skin naturally slicked with absorbed moisture, making it difficult for you to catch fire. You have resistance to fire damage.
Legacy of Shargon. You know the shape water cantrip. When you reach 3rd level, you can cast the create or destroy water spell as a 2nd-level spell once with this trait and regain the ability to do so when you finish a long rest. When you reach 5th level, you can cast the spike growth spell once with this trait and regain the ability to do so when you finish a long rest. Charisma is your spellcasting ability for these spells.
Seabound. Your evolution has made you dependent on water itself. You can breathe air and water, but you must consume four times as much water to survive and avoid gaining levels of exhaustion compared to a regular human. You can also consume water by submerging your entire body in a volume of water.
Languages. You can speak, read, and write Common and your choice of either Infernal or Aquan, depending on which is more crucial to your upbringing.
Aquatic Adaptation. Your biology has changed to adapt yourself to the surrounding environment of the waters you hail from. You choose two mutations to take on from the following options:
Absorption. Your body has a calcified form that absorbs blows and breaks off in small pieces, slowly restoring itself over time. As a bonus action, you can stimulate your natural healing ability to grant yourself 1d4 temporary hit points.
Regeneration. You have a supernatural ability to heal and recover from serious injuries. You can cast the lesser regenerate spell once with this trait and regain the ability to do so when you finish a long rest.
Spines. Your body protrudes with sharp features that can be used for stabbing and slicing. You can use these sharp features to make unarmed strikes, dealing 1d6 + your Strength modifier piercing damage, instead of the bludgeoning damage normal for an unarmed strike.
Shapeshifting. Your body actively shifts in shape and appearance to blend into surroundings or overcome obstacles. You can cast the alter self spell once with this trait and regain the ability to do so when you finish a long rest.
Toxicity. Your body courses with natural toxins secreted from your body, making you dangerous to the touch. When you take damage from a melee attack, you can use your reaction to deal 1d8 + your Constitution modifier poison damage back to the attacker.
Characteristics. Seabound tieflings have inherited a powerful affinity for their aquatic surroundings, causing their figures to grow with the forms of seashells, corals, and such to assist them in tactics of hunting and survival.
Bound to the Sea
The additional powers and customization options of a seabound tiefling are greatly offset by their dependence on water. Though they may thrive in aquatic environments, they may suffer greatly and potentially die when isolated from them. If intending to use seabound tieflings in your setting, aim for a balance of exposure to necessary bodies of water; such a character may prove excessive in power in a naval campaign without enough island hopping, while a character may be constantly hindered in a march through the desert and prove frustrating to play with. Consider methods to limit exposure to water, such as poisoned wells or droughted rivers, as well as methods of increasing it, such as an occasional oasis or a sudden rainfall.
Components: V, S, M (100gp worth of sutures spun from gold)
Duration: Concentration, up to 1 minute
You touch a creature and stimulate a fraction of its natural healing ability. For the duration of the spell, the target regains 1 hit point at the start of each of its turns (10 hit points over the course of a minute). If the spell lasts for the full duration of 1 minute, the target may choose for one of their severed body members (fingers, legs, tails, etc.) to be restored.
A restored limb is weakened from the event of loss and causes the user to suffer a -1 penalty to all attack rolls, saving throws, and ability checks per limb regenerated in this fashion. The penalty lasts until a spell such as Greater Restoration or equivalent is used on the target. If you retrieve the severed piece and hold it to the residual limb, the spell instantaneously causes the limb to knit to the stump instead of creating a new one and does not suffer any penalties.
A reliable healing spell that can remedy even the most grievous of wounds or dismemberment, though only in short bursts.
Disability in Roleplaying
Regeneration in itself is a very powerful effect and has huge ramifications worth carefully considering. The loss of a limb can be incredibly impactful and meaningful to a character; it could define their entire future or act as a symbol of loss or sacrifice. Disability is not a concept to shy away from and reflects real-world circumstances such as healing, loss, acceptance, and empowerment.
Before trying to resolve every grievous wound with or without this spell, try seeking other means of exploring the injury—such as through the gain of a prosthesis, mobility aid, support companion, or other element to assist in a life-changing circumstance. Invite players to challenge their expectations of their characters and outcomes by exploring the gravity of their situation. The road to recovery can be a meaningful journey, such as questing for rare materials or the retrieval of a missing limb to cast such a spell as ruled.
This ornate golden earring curls neatly into the wearer's ear like a wyrmling perching softly. While attuned to this item, the wearer knows Draconic. Additionally, when speaking to creatures in Draconic, you gain advantage on Charisma checks against them.
One of many crafts that skilled linguists would employ in journeys to foreign lands, this golden earring was designed for expeditions to draconic territories. It is said all language stems from the fierce battles of breath and claw exchanged by great wyrms of yore…
Divine Moonlight. This +2 axe is blessed with divine moonlight. While it maintains this blessing, the axe deals an extra 1d10 radiant damage to any target it hits.
Moonbeam. As an action, the blessing can be expended to cast Moonbeam (save DC 15) from the axe. If the axe is exposed to direct moonlight, it immediately restores its blessing and extra radiant damage.
This ceremonial axe depicts symbols and styles of moon deities from across the realms. When missionaries of Sehanine set out unto foreign lands, they found other cultures that revered divines of her likeness, sharing passion in their similarities. Together, they founded sects of their own lunar followings and came to many shared conclusions— such as the moon’s body being that of a goddess, and her sole companion being a luminous rabbit.
Lunar Mythos
Moon deities often share similarities across many existing mythologies in the world, though they also sport unique characteristics that set them apart from one another. When bringing this item into your game, consider how different cultures in your setting view cosmic bodies such as the moon and the sun, establish mythos surrounding them, and invite discourse amongst players and NPCs to achieve immersion surrounding lunar lore.
When building a world, entertain the ideas of having multiple moons, having none, an eternal solar eclipse, and such; perhaps these concepts could inspire the narrative arc of a campaign.
You have resistance to fire damage while you wear this +2 magical armor. As a bonus action while in physical contact with another creature, you may confer this fire resistance to them. Their resistance lasts while you remain in contact with them. This form of resistance can only be applied to one creature at a time, and the effect ends when you are no longer in physical contact with them.
The fiendish steeds known as nightmares are ethereal and ephemeral, thriving at the behest of their villainous riders as they are beckoned to chase down its master's victims. Those riders who maintain a pact with it through worthy offerings may find its umbral influence overtaking their persons. Dark steel warped by its burning wrath is left with residual traces of the nightmare's fell flames, scorching the metal's surface and brimming within its plates.
Infernal Bonds
Nightmares are fickle infernal fiends that mostly serve their own evil agendas and rarely submit to the will of a rider without first establishing deep bonds through acts of shared chaos, sacrifice, and villainy. An evil character that establishes a powerful bond with a nightmare may one day be imparted with its power imbued into their armor to memorialize their pact.