Hi, I'm Skylar, 18, (they/them). I am gay and nonbinrary.
I am using this account to post some ideas I homebrew subclasses and stuff inspired by the DND book kinks and cantrips
My header image and profile pic are both screenshots from the kink and cantrips book
Minors DNI
Hi, I'm Skylar, 19, (they/them). I am gay and nonbinrary. I am using this account to post some ideas I homebrew subclasses and stuff inspired by the DND book kinks and cantrips, most of the homebrew I am making uses the mechanics of kinks and cantrips.
Feel free to give feedback on balance as well as other ideas and opinions about DND, kinks and cantrips or gay sex and BDSM
Both my header image and profile pic are both screenshots from the kinks and cantrips book.
I am also writing a story inspired from a solo DND campaign using kinks and cantrips and my homebrew. Find it here: Gilded Masks
I also have a second blog which is far more explicit and is me just indulging in my kinks and stuff: fag691
List of home brew under the cut.
Artificer
Cage Forged (bottom - chastity)
Objectifier (top - objectification)
Rope Worker (switch - bondage)
Toy Maker (switch - sex toys)
Barbarian
Path of the Alpha (top - A/B/O)
Path of the Painforged (bottom - painslut)
Path of the Symbiote (bottom - monsterfucker/possesion)
Bard
College of Sounding (top - sounding)
Cleric
Punishment Domain (top - punishment)
Revelry Domain
Sin Domain (switch - hedonism)
Worship Domain (bottom - body worship)
Druid
Circle of Amber (piss)
Circle of Pixies (switch - seduction)
Circle of Thunder (switch - e-stim)
Fighter
Jock Archetype (top - body musk)
Service Archetype (bottom - service top)
Monk
Warrior of the Penetrating Palm (top - fisting)
Paladin
Oath of the Amber Guardian (top - piss)
Oath of Awe (top - body worship)
Oath of the Black Mask (switch - gimp suit)
Oath of the Rose Chain (switch - bondage)
Ranger
Stalker Conclave (top - obsession)
Rouge
Pole Dancer Archetype (switch - seduction)
Sorcerer
Living Urinal (bottom - piss)
Pet Magician (bottom - pet play)
Pleasure Bound (bottom - chastity)
Sensory Deprived (bottom - sensory deprivation)
Candle Flame (wax play)
Warlock
Endless Ecstasy Patron (bottom - gooner)
Golden Idol Patron (top - body worship)
Hearts Desire Patron (switch - seduction)
Terror Patron (top - fear play)
Wizard
School of Humiliation (bottom - nerd/bully)
School of Slaves (top - sex slaves)
School of Thermokinesis (top - temperature play)
School of Watchers (switch - voyerism and cuckholding)
Races
Aberrant Spawn
Elf subraces
Gimpborn
Jackalope-kin
Seraph
Sexcrow
Backgrounds
Doctor
Firefighter
Professor
Spells
Bigby's Cock (4th level)
Conjure Clones (5th level)
Degrade (Cantrip)
E-Stim Charge (2nd level)
Gagged Submissive (3rd level)
Laticifex Armour (3rd level)
Mage Cock (1st level)
Moan (Cantrip)
Muscle Cramp (2nd level)
Safe Word (1st level)
Starry Whip (Cantrip)
Summon Hedonistic Elemental (Level 6)
Summon Kinkstruct
Feats
Macrochimera
Microchimera
Punisher (origin feat)
Objects
Belt
Boots of Commanding
Collar of Submissive Magic
Collar of the Minor Pact
Jock Strap of Holding
Pen of Inscription
Rings of Piss Drinking
Wand of Bound Magic
All subclasses that are listed but do not have a link are ones that I am still working on - I put them on the list to help pressure myself to finish them lol
Here is a selection of kinky magic items for spell casters: The Wand of Bound Magic, The Collar of Submissive Magic and The Collar of the Minor Pact.
Wand of Bound Magic
Wonderous item, Very Rare (Requires attunement by a spellcaster)
This wand is thick and phallic in design, carved with arcane runes around the shaft and when used as a spell casting focus the magic shoots out of the tip.
The wand has six charges.
When a creature that you can see within 60 feet of you casts a spell you can use your reaction to expend a charge to compel the creature into submission.
The creature must make a wisdom saving throw against your spell save DC. On a failed save the spell dissipates with no effect and the action, bonus action or reaction used to cast is wasted. If the spell is cast with a spell slot it is still expended and you gain a spell slot of equal level. The creature is also has the prone condition until the end of your next turn as it is magically compelled to kneel.
The want regains 1d6 charges at dawn.
Additionally you can spend a minute using the wand to penetrate an orifice of a willing creature. After a minute the creature is forced to expend a spell slot of up to third level (your choice) causing the wand to regain an amount of charges equal to the level of the spell slot. Once this feature has been used it cannot be used again until next dawn.
Collar of Submissive Magic
Wonderous item, Rare (Requires attunement by a spellcaster)
While wearing this collar, you can touch a willing creature and expend a spell slot to create one of the following effects:
Transfer Magic. The creature regains an amount of expended spell slots of total level equal to the level of the spell slot you expended.
Transfer Effect. You end of one the following conditions on the creature: Blinded, Charmed, Deafened, Frightened, Poisoned or Paralysed. You are given the condition that ended for an amount of rounds equal to 10 - the level of the spell slot expended.
Transfer Sensation. The creature loses an amount of pain, pleasure or humiliation (its choice) equal to the level of the spell slot expended +2 and you gain the same amount of pain, pleasure or humiliation (also the creature's choice - it does not have to be the same sensation). If this pushes you over your limit for pain or pleasure the creature may elect to make you roll the saving throw with disadvantage.
Collar of the Minor Pact
Wonderous item, Rare (Requires attunement by a spellcaster)
This collar is etched with archaic symbols in a lost language. While you wear it you are bound to the mysterious forces that imbibe the collar with magic.
When you finish a long rest you can choose on of the following options, gaining the benefits listed until you finish your next long rest
Pact of the Blade
You feel compelled to serve and to endure punishment. You gain the following benefits:
Whenever you take damage the damage is reduced by an amount equal to your amount of pain plus your constitution modifier
You have advantage on acrobatics and athletics ability checks
Once per turn, when you deal damage to a creature that creature takes an extra 1d6 damage
Pact of the Chain
Your mind is clouded with a feeling of neediness and a need to be controlled like a dumb puppy. You gain the following benefits:
Your speed increases by 10 feet
You have advantage on wisdom and charisma saving throws
You have disadvantage on all intelligence ability checks and saving throws unless you have failed a saving throw for gaining excess pleasure in the last minute, in which case you have advantage
Pact of the Tome
Ink spirals across your skin, forming words that are bestow ancient arcane knowledge in the form of degrading words and phrases. You gain the following benefits:
You have advantage on constitution saving throws to maintain concentration on spells
You have resistance to force damage
Your spell attack bonus and spell save DC both gain a bonus equal to half your amount of humiliation
Something has infected your body. Maybe you were born with it, or maybe contact with some eldritch force has left a trace on you. The other consciousness whispers in your mind sometimes, it tells you all the ways it wants to enjoy your body. When you sleep it gets even worse, you dream of a thick liquid spreading over your body, filling your orifices, stimulating your genitals, making you burn with pain and pleasure as tentacles feel your skin.
Level 3: Alien Host
When you enter a rage, you are over taken by an alien parasite that resides inside your body. The symbiote is unleashed, its liquid body covering your own. The symbiote is now in control.
You gain the following benefits.
At the start of your rage you gain temporary hit points equal to 2d12 + your barbarian level.
Your unarmed strikes now do 1d10 damage + your strength modifier and the range for your unarmed strikes increases to 10 feet.
Your speed walking increases by 10 feet and you gain a climbing speed equal to your walking speed.
The range of your unarmed strikes while raging increases to 15 feet at level 10 and 20 feet at level 14
Level 6: Inhabited Mind
While raging you alien host can protect you from psychic attacks, while raging you are immune to being charmed or frightened and have resistance to psychic damage.
Level 10: Penetrating tentacles
You symbiote has learnt how to use your physical experiences to empower itself. While raging you can allow the symbiote to use its liquid form to push inside your orifices, causing you to gain a point of either pain or pleasure (your choice) at the start of your turns.
Once per turn, when you miss with an attack while raging you can add your combined pain and pleasure to the attack roll possibly turning the failure into a success.
You can also add your combined pain and pleasure to any ability check you make while raging.
Level 10: Frenzy of tentacles
While raging you can make an unarmed strike as a bonus action.
Once per turn, while raging you can also choose to attempt to grapple a creature when you hit them with an unarmed strike as well as dealing damage.
Level 14: Unending Possession
While you are raging, if you are bloodied at the start of your turn you regain hit points equal to 1d12 + your constitution modifier.
Barbarians who follow the path of the painforged relish in their own pain, both in and out of combat. Their masochistic desire fuels their rage in combat, strengthens their body and mind and can inspire their allies.
Level 3: Hit Me Harder
Once per turn, when you take damage you can use your reaction to gain temporary hit points equal to 1d10 + your constitution modifier + your current amount of pain and you gain a point of pain.
Level 3: Inspiring Pain
You know the cantrip guidance.
When you cast guidance a creature can add your amount of pain to the ability check. You can use this ability a number of times equal to your constitution modifier, you regain all expended uses of this ability when you finish a long rest.
Level 6: Punish me
When a creature within 5 feet of you targets another creature with a melee weapon attack you can use your reaction to force the creature to target you instead. The creature makes the attack with advantage.
When you use this ability you also gain a point of pain regardless of whether the attack hits you or not.
Level 6: Pain Slut
Whenever you gain a point of pain you may choose to gain two more points of pain.
Level 10: Primal Pain
When you succeed on the saving throw for gaining too much pain you make all attack rolls on your next turn with advantage.
Level 14: High Tolerance
You can add twice your constitution modifier to your maximum threshold for pain.
Additionally when you exceed your maximum threshold for pain you make the saving throw with advantage.
Those bandits kidnapped the wrong adventurer to torture for information. No matter how much they strike him, he refuses to give in.
Why, he even has the audacity to taunt them by asking for more!
Truly, this courageous hero is one of the guild's finest and most normal men.
These feats are inspired by how a mother's body can absorb some of the genetic material of the father during pregnancy (massive simplification). These wo feats allow a character to gain some of the racial abilities of a creature who's bodily fluids has been inside them (typically cum, but it could also be saliva, milk or urine)
Microchimera
Prequisites: Level 4, an appropriate sexual partner or encounter.
Ability Score Increase. Increase one ability score of your choice by 1, to a maximum of 20.
Sown Seed. Choose a creature that you have had a sexual interaction with that involved you having their bodily fluid inside of you. That creature's DNA has assimilated into your body in some form, permanently changing your own biology in some small way. You gain one of the creature's racial abilities, the core races in the players hand book are listed below with appropriate abilities. If the creature in question is not one of those races, you can either choose one of the listed suggestions that fits the best or discuss an alternative option with your DM.
Anything that is decided by a creature's subrace uses the creatures own subrace.
Combined Skill. You also gain proficiency with two skills, languages or tools that the creature has proficiency with.
Aasimar
Healing Hands
As a Magic action, you touch a creature and roll a number of d4s equal to your Proficiency Bonus. The creature regains a number of Hit Points equal to the total rolled. Once you use this trait, you can't use it again until you finish a Long Rest.
Dragonborn
Draconic Ancestry
You gain resistance to the damage type associated with the creature's own draconic ancestry. When you hit a creature with an attack roll you can deal an extra 1d8 of the damage type associated with the creature's own draconic ancestry to the damager roll. Once you have used this trait, you can't use it again until you finish a Long Rest.
Dwarf
Dwarven Resilience
You have Resistance to Poison damage. You also have Advantage on saving throws you make to avoid or end the Poisoned condition.
Elf
Fey Ancestry
You have Advantage on saving throws you make to avoid or end the Charmed condition
and magic can't put you to sleep.
Gnome
Gnomish Cunning
You have Advantage on Intelligence, Wisdom, and Charisma saving throws.
Goliath
Giant Ancestry
You gain the benefit associated with the creature's own giant ancestry. You can use the benefit a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
Halfling
Lucky
When you roll a 1 on the d20 of a D20 Test, you can reroll the die, and you must use the new roll.
Human
Resilience
You can reroll a failed ability check, attack roll or saving throw. You can use this ability once and regain your use of it when you finish a long rest.
Orc
Relentless Endurance
When you are reduced to 0 Hit Points but not killed outright, you can drop to 1 Hit Point instead. Once you use this trait, you can't do so again until you finish a Long Rest.
Tiefling
Fiendish Legacy
You have resistance to the damage type associated with the creature's own fiendish legacy and can cast the cantrip associated with the creature's own fiendish legacy
Macrochimera
Perquisites: Level 8, the microchimera feat, an appropriate sexual partner or encounter.
Ability Score Increase. Increase one ability score of your choice by 1, to a maximum of 20.
Blooming Seed. If the creature used for your microchimera feat has had multiple sexual encounters with you that involved you having their bodily fluid inside of you then the changes to your biology become far more pronounced. You replace the racial ability you gained from your microchimera feat with all racial features gained from the creatures race. Anything that is decided by a creature's subrace uses the creatures own subrace.
Most Clerics worship gods associated with the upper planes, however gods of the sin domain worship the gods and other beings of the lower planes. They are empowered by both their own indulgence and sinful actions as well as the sins of others around them.
Level 3: Sin Domain Spells
Your connection to this divine domain ensures you always have certain spells ready. When you reach a cleric level specified in the sin domain spells table, you thereafter always have the listed spells prepared.
Sin Domain Spells:
3rd level: Arms of Hadar, Hellish Rebuke, Scorching Ray, Suggestion
5th level: Fireball, Hunger of Hadar
7th level: Blight, Wall of Fire
9th level: Aphrodisiac Aura, Dominate Person
Level 3: Invoke Sin
As an action you can expend a use of your channel divinity to entice a creature to succumb to corruption. Choose a creature you can see within 60 feet, that creature must make a wisdom saving throw. On a failed save they gain the charmed condition and must use their action to act on their deepest sexual desires, each turn they use their action to inflict pain, pleasure or humiliation on themself. The charmed condition lasts for a minute and the creature makes a wisdom saving throw at the end of each of their turns. The effect ends on the creature if they succeed the wisdom save, they take damage or they reach their maximum for pain or pleasure (if the creature is inflicting humiliation then the effect ends when they reach an amount of points of humiliation equal to their maximum for pain and pleasure)
Level 6: Hedonistic healing
When you cast a healing spell on a creature you can chose to cause the creature to regain extra hit points equal to your combined sensations of pain, pleasure and humiliation.
You can use this ability a number of times equal to your wisdom modifier and you regain all uses when you finish a long rest.
Level 17: Devil Soul
Your body is so deeply touched by the sinful corruption of your god it is twisted and corrupted, transforming into a demonic form.
You gain demonic wings, granting you a flying speed of 40 feet and your constitution score increases by 2, possibly allowing it to go above the maximum of 20.
Level 17: Corrupting Indulgence
Whenever a creature that you can see within 60 feet of you makes a saving throw as a result of gaining too much pleasure you can use your reaction to force the creature to fail the saving throw and take psycici damage equal to 2d8 + your combined sensations of pain, pleasure and humiliation.
You can use this ability a number of times equal to your wisdom modifier and you regain all uses when you finish a long rest.
A great spell to use on naughty subs who are tied up.
Level 2 (Illusion)
Casting Time: 1 action
Range: 60 feet
Components: V, S
Duration: Instantaneous
You attempt to cause an phantasmal sensation of painful stiffness in a creature's limbs as a result of lack of blood flow. Choose a target that you can see within range, the creature must make a constitution saving throw. On a fail the creature takes necrotic damage equal to 2d10 + the creatures pain and the creature gains a point of pain, additionally the creature's movement speed is halved until the end of its next turn. On a successful save the creature still takes half as much damage.
If a creature is restrained or grappled as a result of being tied up they make the constitution saving throw with disadvantage.
Using a higher-level spell slot. The spells damage increases by 1d10 for every spell slot above level 2