My God Of All Chickens Homebrew just passed 100 sales a few days ago, so I put a pair of very special discount codes in the thank you message for the next 100 sales. Well I call it sales, if you want you can just grab it for free, its Pay what you want.
Anyway I want to thank everyone who purchased it, it means a ton!
You can get "The God Of All Chickens - A Humorous and Scary Mini-Boss For Your Next Campaign" right here
The God Of All Chickens - A Humorous and Scary Mini-Boss For Your Next Campaign - Want a Silly Miniboss to liven up your session?
Forgot to
Hi I don’t know if you’ve answered this in a post already, but what site/app do you use to make your Homebrew? I’ve made some well-developed Homebrew, but it looks wonky cuz it’s in my notes app so on my phone heh
I use GMBinder! I'd highly recommend it! It takes some learning to use it comfortably but it's very useful! Thanks for the ask!
CR 3: This Is Not a Place of Honour - Radiant Waste Repository
Following arcane conflict, former battlefields sometimes hold onto the fallout of arcane energy. Over time, such sites leak radiant energy into the environment that cause disease in the nearby plants, animals, and people. Worse still, mutation gives rise to dangerous new monstrosities whilst other creatures - such as the terrifying kaiju - seem to be born from the radiant energy itself.
The atomic priesthood was established to create so-called radiant waste repositories, guarding such sites until the danger passes. So the atomic priesthood began their watch, and the sites were shunned, left uninhabited, and eventually forgotten, except by folk story.
Creatures native to a radiant waste repository have an intimate connection to their territory. When at least six such creatures defend their territory together, they can call on the environment to aid them. The group must include at least one atomic priest or kaiju. When determining the difficulty of such an encounter, consider the radiant waste repository to be one additional creature of challenge rating 3.
Repositories In Other Worlds
Radiant waste repositories can be found throughtout the D&D multiverse. In Eberron, for example, the Last War left many scars across Khorvaire. A radiant waste repository might represent the testing grounds of a House Cannith weapon, an area of the Mournland, or a manifest zone into the plane of Irian. In the world of Exandria, repositories might be found in the lands of Eiselcross and Blightshore, or in the wastes of Xhorhas as a remnant of the Calamity. In the world-city of Ravnica, the Izzet League's experiments could give rise to a radiant waste repository.
Lair Actions
On initiative count 20 (losing all ties), the group takes a lair action, causing one of the following effects; the group can’t use the same effect two rounds in a row:
Emanation of Energy. Radiant waste erupts in a 20-foot-radius sphere centred on a point on the ground. Each creature in the area must make a DC 15 Constitution saving throw, taking 7 (2d6) radiant damage and 7 (2d6) poison damage on a failed save, or half as much damage on a successful one.
Landscape of Thorns. A mass of many irregularly-sized spikes protrude from the ground in all directions in a 20-foot square. The square becomes difficult terrain for 1 minute or until this action is used again. Each creature in the square when it first appears must make a DC 15 Dexterity saving throw, taking 5 (1d10) piercing damage on a failed save, or half as much damage on a successful one.
Menacing Earthworks. Mounds of earth shaped like lightning bolts emanate from the ground in an unoccupied space. The earthwork lasts for 1 minute or until this action is used again, after which it crumbles to dust. Each creature within 5 feet of the earthwork must succeed on a DC 15 Wisdom saving throw or be frightened of the earthwork until initiative count 20 on the following round. Any creature that starts its turn within 5 feet of the earthwork must also make the saving throw.
Regional Effects
The region containing a radiant waste repository is uninhabitable and unfarmable. A network of enormous slabs of black basalt are arranged in an irregular square grid, through which a series of extremely large spikes emerge from the ground at different angles. These long-time warnings account for the one or more of the following effects in the surrounding region:
Black Hole. Food, including living edible plants, are supernaturally fouled within a mile of the lair. Creatures that eat such food vomit it within minutes.
Forbidding Blocks. Slabs of black basalt render the land within a mile of the lair uninhabitable. Creatures that rest in the region cannot gain the benefits of a long rest.
Rubble Landscape. A network of house-sized stone blocks suggest a network of “streets” which feel ominous and lead nowhere. Large square-shaped piles of blasted rock give a sense of something having been destroyed. Creatures within a mile of the lair sometimes feel ill at ease, lost, or hopeless.
The effects that deter intrusion at radiant waste repositories are designed to last into the far future. Even if all creatures in the lair die, the regional effects do not fade for 10,000 years.
Other Inhabitants of Repositories
Not many creatures can survive in a region containing a radiant waste repository. Native creatures such as atomic priests and kaiju are sustained by the ambient arcane energy, though the latter also preys on other creatures. Wild ray cats typically range in and out of such regions, acquiring food outside of the region but returning for protection from larger predators that are unwilling to follow.
Creatures that don’t need to eat or sleep, such as undead and constructs, find they are well adapted to radiant waste repositories. Some are born of the ambient arcane energy itself, such as living spells, whilst others are born of the despair or distress caused by the rubble landscape and other such features, such as sorrowsworn.
I am creating a custom (ghostly) theme for my Guide to Non-Evil Undead, but I am unsure about this. I think the stat blocks are too harsh in contrast. I also still have some bugs with page numbers. The footer flourishes are made using a bunch of flourishes off Pixabay arranged and messed around with. Background comes from Freetextures and heavily edited.
Ray cats are nearly identical to domestic cats. The only thing that sets them apart visually is their passive ability to change colour in the presence of dangerous levels of magic, thanks to the experimentation of wizards. Some ray cat owners don’t realise their pet is not a domestic cat until it first encounters high levels of magic.
Folk stories say that ray cats are bad luck, and one should move away from sites where such creatures are encountered or where domesticated cats begin to exhibit such behaviour. Because of this belief - and because of their natural immunity to certain types of arcane energy - ray cats can often be found inhabiting long-abandoned settlements or areas where an object of arcane power is buried.
Similar to tressyms, a cat that is likewise the result of wizardly experimentation, with the DM’s permission a person who casts the find familiar spell can choose to conjure a ray cat instead of a normal cat.
When domesticated ray cats - particularly familiars - find themselves in a fight where they are not evenly matched, they will typically resort to taking the Dodge action and only using their claw attacks when an enemy provokes an opportunity attack. Instead, ray cats instinctively know that the same emanations of energy that don’t affect them can harm other creatures, and will position themselves such that their enemies are within their aura of bad luck.
Ray Cat
Tiny beast, unaligned
Armor Class 12
Hit Points 5 (2d4)
Speed 40 ft., climb 30 ft.
STR 3 (-4)
DEX 15 (+2)
CON 10 (+0)
INT 3 (-4)
WIS 12 (+1)
CHA 7 (-2)
Skills Perception +3, Stealth +4
Damage Immunities Poison, Radiant
Condition Immunities Poisoned
Senses Passive Perception 13
Languages --
Challenge 0 (10 XP)
Proficiency Bonus +2
Bad Luck. Creatures within 30 feet of the ray cat cannot benefit from resistance to poison damage or radiant damage.
Keen Smell. The ray cat has advantage on Wisdom (Perception) checks that rely on smell.
Lingering Magic. The ray cat’s body glows faintly in the presence of magic within 30 feet that isn’t blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt. The colour corresponds to the school of magic, and each ray cat has a unique array of colours.
Actions
Claws. Melee Weapon Attack: +0 to hit, Reach 5 ft., one target. Hit: 1 slashing damage.