Finally finished drawing my bariaur bardbarian/skald, Frida!
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Finally finished drawing my bariaur bardbarian/skald, Frida!
Airmark's Guide to Planar Vegetables: Wanderpine Cone
The cones of the Wanderpine Tree are, perhaps, more recognizable than their parent. They resemble conventional pinecones in shape, appearing as obling, woody creatures with overlapping plates they can open or close. However, they use these plates as their primary form of locomotion, creeping along the earth like a caterpillar.
Dull-witted and lacking the ability to speak, wanderpine cones travel Ysgard far and wide in search of an open flame to spur their growth into adults. They have been known to settle for campfires, but generally seek out great conflagrations such as bonfires, wildfires, and areas bordering fiery Muspelheim or the elemental planes associated with fire.
Via Speak with Plants, I was able to interview one such cone in exchange for delivering it to a prime location to germinate. It displayed the expected preoccupation with flame and its explosive germination, but indicated that it remembered events that occurred in previous incarnations- that is, the tree from which this cone sprang.
This would seem to indicate that wanderpine trees have some sort of ancestral memory or consciousness that passes from cone to tree and back to cone again, and has the potential to prove a great source of information. They are, as expected, highly knowledgeable about incendiary events they've experienced, but this also includes a great many acts of heroism or warfare, even planar incursions from Limbo, and there may yet be a deep untapped pool of knowledge to draw from here.
The Lookers in the Stars, also known as the Rainbow Runners, is a faction of self-improvement. Its members hone their crafts, their minds, their bodies – often fighting for guts and glory along the way. Herbalists and healers use magic to bring eager Rainbow Runners in tune with the cadence of the universe, teaching each upstart athlete, warrior, and druid how to act and do battle through pure instinct.
Sorcerer Week: New Subclasses
image credit: Patriartis
Crystalline Soul
The Crystalline Soul is a sorcerer whose power stems from an inexplicable connection to the Crystal quasielemental plane of minerals and crystals. This plane rests between the positive energy plane and the plane of elemental earth. The Crystalline Soul uses crystals and gemstones as conduits of magical energy, focusing and magnifying power through their many facets. Different gems enhance different powers, so the sorcerer tends to collect them or adorn themselves with them. Channeling all of their gemstones allows them to radiate a rainbow of prismatic power.
This looks like a lot for a subclass, and it is. Thankfully, most of it is in its variety rather than having more things each day. Crystalline Growth requires spell slots and Gemstone Power requires forethought to be effective. Prismatic Ward is difficult to control as it requires someone to attack you and each effect has to happen in order.
Crystalline Growth: At 1st level, you can grow crystals on earthen objects. Using your Action, you can spend either a sorcery point or a spell slot to cause an area of stone within 60 ft. no greater than four 5-ft. squares to become difficult terrain. Creatures passing through or starting their turn in this area must make a DEX saving throw against your spell save DC. Affected creatures take 3d4 piercing damage or half as much on a successful saving throw. The damage increases by 2d4 and you may affect an additional 5-ft. square for each spell slot above 1st or each sorcery point above 1 that you spend. You also add the Mold Earth cantrip to your spells known if you don't already know it.
Gemstone Power: At 1st level, during a short or long rest, you may attune your magic into a crystal of your choice. You may then use the crystal as your arcane focus. In addition, while the crystal is held, it grants benefits to you based on the color of the crystal used. You must have such a gemstone in your possession to gain its benefits. Your DM might have rarer gemstones grant larger or different bonuses, if they desire.
Red (Ruby): Fire spells deal +2 damage to one damage roll. You gain +1 to all attack rolls.
Blue (Sapphire): Cold spells deal +2 damage to one damage roll. You gain proficiency in DEX saving throws.
Green (Emerald): Poison spells deal +2 damage to one damage roll. Up to one creature targeted by each spell you cast gains disadvantage on attack rolls until your next turn.
Orange (Tigerseye): Acid spells deal +2 damage to one damage roll. You gain a +2 bonus on DEX-based skill checks.
Yellow (Topaz): Lightning spells deal +2 damage to one damage roll. You gain a +2 bonus to INT-based skill checks.
Clear (Diamond): Thunder spells deal +2 damage to one damage roll. You gain proficiency in WIS saving throws.
White (Opal): Force spells deal +2 damage to one damage roll. You can spend a sorcery point and use your Action to heal a creature you touch for 1d4 HP + your CHA modifier.
Black (Onyx): Necrotic spells deal +2 damage to one damage roll. You gain a +2 bonus on CHA-based skill checks.
Purple (Amethyst): Psychic spells deal +2 damage to one damage roll. You gain 2 temporary hit points at the end of each of your turns. You can’t have more than three of these temporary hit points at any one time.
Prismatic Ward: At 6th level, you can shield yourself once per day with charged gemstones that emit different energy effects. The ward lasts for one hour. Your ward has seven charges. Each time a creature makes a melee attack against you, you may use your reaction to expend one of the ward's charges and one of the following effects will occur. The same effect can't happen twice and they occur in numerical order.
The creature takes 2d6 fire damage (DEX save halves)
The creature takes 2d6 acid damage (DEX save halves)
The creature takes 3d6 lightning damage and the creature can't take reactions until your next turn (DEX save negates)
The creature takes 1d6 poison damage and becomes poisoned for 1 minute (CON save negates)
The creature takes 3d6 cold damage and their movement speed is halved for 1 minute (CON save negates)
The creature becomes restrained (STR save made at the start of each turn to end this effect)
The creature is struck blind for 1 minute (CON save negates)
Improved Crystalline Growth: At 14th level, you can use your action to do one of the following (this costs no spell slots or sorcery points but you must target one or more 5-ft. squares affected by your crystalline growth ability.
Imprison: One creature of your choice that is fully within the area you target must make a DEX saving throw or become restrained and unable to take any actions except for purely mental ones or to make a STR saving throw against your spell save DC at the start of each of their turns to escape.
Wall: Each 5-ft. area you target grows into a 10-ft. tall and 5-ft. diameter crystal pillar. A pillar can be destroyed if it takes more than 35 damage. It is vulnerable to bludgeoning and thunder damage and immune to poison, necrotic, radiant, fire, and cold damage.
Erupt: Each 5-ft. area you target explodes, sending crystal shards in all directions out to 10 ft. Creatures in at least one area take 5d6 piercing damage (DEX save halves).
Prismatic Wall: At 18th level, you may cast Prismatic Wall once per day.
image credit: Wayne Reynolds
Worm that Walks
Airmark's Guide to Planar Vegetables: Wanderpine Tree
These enormously tall, exceptionally straight-trunked pine trees are often found in places touched by regular natural flame. Valleys untouched by streams, forests troubled by regular fires in Ysgard’s extreme summers, and the borders of Muspelheim are their natural habitats. Planar travelers experienced in nature craft can tell by the presence of these trees that wildfires or other pyroclastic phenomena are regular dangers in the area. The wood, needles, and sap of the wanderpine are all, naturally, highly incendiary once the tree reaches full maturity, allowing their life cycle to propogate neatly after they drop their halfling-sized cones. The cones often either wander off, drawn to campfires or natural conflagrations, or stay near their parent trees while fire giant raids, ysgardian druids, or extreme storms bring them the fire they need to germinate. Renowned for their fast maturation- a cone transforms directly into a juvenile tree in seconds- wanderpine is a fine source of lightweight, soft wood for crafts, although it is unsuitable for uses requiring great durability.
The Heavens Are Empty: Celestial Herald
The being standing before you has perfect dark skin from the shoulders down; it’s clad in loose, colorful robes and bears a trumpet in one hand and a javelin in the other. It has four feathered wings coming out of its back, but most shocking is its total lack of a head; instead, it has a white flame, which oddly casts no light; surrounding the flame are two wheels covered in eyes, of many different colors and sorts. Its voice is majestic and smooth.
The Heavens Are Empty: Celestial Introspector
This being looks nothing like the angels you were led to expect. It resembles a mirror, burnished to a high shine and surrounded by a ring of arms cast from light of all colors. The whole creature appears somewhat immaterial, but as it approaches, it turns and shows you yourself in its surface- a perfect reflection. Its mere presence is somehow meditative, and despite its odd appearance, you find yourself at ease.
The Heavens Are Empty Masterpost
To provide easy access to any who would want to use the celestials I made for this project. Please let me know how it goes if you use any of these creatures, I’d love playtest notes.
Celestial Herald; CR 7; a messenger for when Sending won’t do it. Excels at ranged and skirmish combat with a magical returning javelin.
Apiarian Worker; CR 1; a bee-like celestial with a healing death burst ability. Skilled at both ranged and melee combat, particularly in groups.
Apiarian Queen; CR 5; a bee-like celestial civic leader. Ranged combatant, deadliest when her workers are with her to allow the use of her legendary actions.
Prism Heron; CR 2; a bird with a radiant tail, native to the shores of Mt. Celestia. Skirmish attacker with a blinding tail attack.
Kinderwachter; CR 1; a child’s guardian taking the form of a stuffed animal. Good at protecting a target, alone would rather flee than fight.
Bariaur and Bariaur Defender; CR 2 and 4; ram-centaur celestial nomads. Both skilled charge-attackers with ranged options and many attack types.
Celestial Witness; CR 3; spy, observer, and sometime defender for the heavens. Flying battlefield controller and debuffer.
Guiding Beetle; CR 4; beetle-like travelers who seek and aid the lost. Slow but equipped with good defenses and many ranged attack and control spells.
Brux Lightstalker; CR 5; forest warden and hunter in the Beastlands. Ambush and skirmish attacker with a light-blend ability.
Pax Pollinator; CR 4; conflict-averse heavenly field lurker. Multiple ways to nonlethally discourage or end combat, a radiant pollen attack for when the enemy won’t take the hint.
Mudsinger; CR 6; salamander-like patron of the arts and mountain wanderer. Likes to either mix it up in melee or stick to long-range combat, depending on how deadly it wants the fight to be.
Celestial Introspector; CR 7; heavenly therapist and advisor on mortal affairs. Can actually make you fight yourself, has touch attacks that prevent movement.
Belieren Warden; CR 6; steward of the Upper Planes’ prison on Elysium. Skirmish attackers specializing in isolating single enemies and locking down their foes.
Winterbird; CR 9; icy stormbird that rescues those in frozen reaches. Skirmisher with a protective aura of heavy obscuring winter weather.
Tarn Steward; CR 25; elephantine guardian of the Glass Tarn and its prophetic powers. Powerful charger and melee combatant with many options to shape the battlefield and move enemies around.