what u might call a prodigy â¨â¨â¨
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Three Goblin Art
Jules of Nature

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almost home
DEAR READER
I'd rather be in outer space đ¸
ojovivo

if i look back, i am lost

shark vs the universe

JBB: An Artblog!
we're not kids anymore.
taylor price
trying on a metaphor
Today's Document

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@varielixiom
what u might call a prodigy â¨â¨â¨
Itâs been a lot of work, but the Underwater Adventure PDF is finished! It includes five races, some magic items, a couple additional rules and variants, and reworks of underwater animals! This PDF was made as a âThank you!â for supporting my project to bring D&D to local libraries.Â
Download it, or use it online through Dropbox
Reblogs are greatly appreciated!Â
Edit: Hereâs the Dropbox link! It should help for those of you having issues with it being sideways.
Every moment Fjord is impressed with and/or compliments Caleb in Episode 3 of Critical Role
Warlock, Cultist, Aspiring Motivational Speaker, Proud Pom Papa,
âKiss me like your obsidian dagger has bit through my breastbone and my blood is filling the altars rune grooves.â
Keep reading
Gwendoline Christie attends the âGame Of Thronesâ Season 8 Premiere on April 03, 2019 in New York City.
Basic guide to how to banish an entity
Introduction:
Learning how to banish an entity is a very important skill to know in case you come across an entity that you want to send out of your space, and is a good way to protect yourself from spiritual entities that may come to try to do harm to you. There are many ways to go about banishing an entity, and in this post I will be going over a couple of them. I will also be giving tips that may be helpful. This is not an extensive guide by any means, but itâs definitely a stepping stone to understanding the processes that coincide with the banishment of entities.
Protecting yourself:
Protecting yourself is very important especially when you feel a presence that should not be in your space. Through the act of putting up shields you will help protect youâre so against them by putting up a wall of energy between the two of you, and by putting up wards anything thatâs already on the inside out. This will give you time to come back to yourself, so that you can focus on what you should do next in order to deal with this entity. These shields, and wards do not have to be elaborate, and should be something you can call upon quickly when your safety is in question from spiritual forces. Practices like casting a circle, or the psychic bubble of light are very good for this, and will go through the process of keeping the entity at bay, while you can focus on what to do next. A simple way to put up a shield is to simply focus your energy around you, by visualizing it flowing off of your body much like mist, or light well thinking that you are protected, this will send your energy out from yourself forming a shield around your body through the power of your intention.
Learning more about the entity:
Learning more about the entity can teach you a lot about its reasons for wanting to hang around you in the first place, and will also help you decide if this entity is malevolent in any way towards you, or is just an entity that is naturally there, and not aggressive. Knowledge is power, and by you locking onto some of its key features such as its spiritual appearance, and itâs personality along with any other information you can gather from it, you will be able to interact with it more effectively. Knowing what you are dealing with before you deal with it can help the banishing process go more smoothly by allowing you to have the upper hand on it by knowing your enemy, or can help you realize that you donât need your guard up around this entity, and can let it be, or ask it to leave.
Talking it out, and asking it to leave:
If the entity isnât immediately aggressive you could always go through the process of talking to the entity to figure out why they are hanging around. They may just be passing through and not know that they are trespassing on your space, and you may be able to go through the simple process of asking them to leave. All you would really need to do in order to do this is to enter a meditative state, so that you would be able to hear, and recognize their communication with you, then you would just have to have a normal conversation with the entity. In this conversation you should figure out what their purpose for being in that space is, and see if you guys cannot come to a civil agreement. You may be able to ask it to leave, or it may just be allowed to hang around if it is not causing problems, but thatâs all that really depends on the conversation that you guys have. If you cannot communicate with spiritual entities psychically you can always go through the process of using a divination process to divine their answers.
Demanding that it leaves:
If negotiations fail, and you have gone through the process of talking to it, or you feel that it will not listen to you, then it is time to demand it to leave. Through the power of your will, intention, and assertiveness you can force the entity out of your space by demanding out loud that at leaves. This intention will send your energy to force the entity out of your space. You can also go through the process of using there name in your demands in order to connect your will to it targeting it with your energy, if you do not have its name you can always go through the process of making one up for it. By first telling the entity that itâs name is this, and then using that name in your demands to tell it to leave. During this entire process you should be strong, and assertive, and should not waver under the entity in any regards in order not to give it power, and to put your intention through. If done correctly the entity should be forced from the space from your sheer energy, and willpower.
Forcing it out with energy:
You can also go through the process of using a more energetic method by visualizing your energy as fire, or light flowing to the entity blasting it with all that you have, by focusing on this vision in your mindâs eye, while projecting your energy forward will send it out in order to manifest your desire of sending the entity out of your space. This is a much better method if you feel that you are better with visualization, and energy work, and will allow you to enter a more trance-like state, while projecting your energy at the entity.
Forcing it out with items:
Certain items have banishing metaphysical properties that can be quite helpful in sending entities out of your space. These items can be natural such as herbs, and stones, or can be more man made things such as sigil, tailsman and amulets. By bringing these objects into the proximity of the entity with the intention of forcing them out you will begin to use them. This is a good way to go to the process of banishing the entity from your space with the incorporation of other objects. You could even go through the process of hard binding the entity to an object, then getting rid of the object with the entity bound to it. This will allow the entity to be bound to something, so that that something can be gotten rid of more easily.
Here is a list of some items that can help in the banishment of entities:
Holy water
War water
Holy books
Rosemary
Sage
Garlic
Dragonâs blood
Bloodstone
Black Salt
Salt
Smoky Quartz
Obsidian
Black pepper
Cloves
Jet
Sigil of banishment
Asking for help:
You can also go through the process of asking another practitioner for help in banishing the entity from your space, especially if you do not believe that you can handle it yourself. If you do not know any other practitioners you could always go through the process of asking a deity, or deities, or your spirit guides, or other higher power to banish the entity for you, or at least help you in the process of banishing the entity. This can help you out greatly, especially if you are not used to banishing entities, and want some extra help.
Other methods you could try for banishing entities:
Drawing the earth banishment pentagram in the air.
lesser banishing ritual of the pentagram
Gnostic pentagram ritual
Violet Flame
Sweeping to the east with a broom while having the intention that the entity leaves in your head.
Cleansing the area:
After the entity is all good in banished it is a good idea to go through the process of cleansing the area where they were at. This will relieve that space from their energies, and will get rid of any negative feelings, or residual energies that the entity had left there. This can be simply done through any cleansing method such as burning herbs, placing crystals in the space , clap cleansing, or any other cleansing method that you are aware of.
Some undead creatures. Used them a while back, thought they were fun. Â
Master Post
Okay, Pretty Sure This Is Everything Iâve Ever Put On This Site. Iâm 100% Positive That Half These Links Wonât Work. Ko-Fi đ
Monsters
Ancient Azure Dragon
PekkaÂ
Dungeon Master
Pact Demon
Pocket Raptor
Freddy Krueger
Crystal Dragon
Jason Voorhees
Rust Dragon
Pickle Rick
Vengeful Spirit
Undead Warriors
Bill Cipher
Dracodile/DragonspawnÂ
Lizard MonstersÂ
ElementalsÂ
Merfolk King
Elite GuardÂ
VoilihrÂ
Spirit In The MirrorÂ
Ancient Faerie DragonÂ
Demogorgon (Stranger Things)
Scorpion (Mortal Kombat)
Elite  Assassins
Ninja Turtles
Adult Storm Dragon
Zen-Aku (Power Rangers)
Sion, Prince Of  The Fell Flame
Lilith And Terry
CentarsÂ
ZoraÂ
Horned SpitterÂ
TestudoÂ
Gjallarhorn
KrakatoaÂ
Tunguska
Messerschmitt
Schnecke
SymbiotesÂ
Zero (Megaman X)Â
Black Knight
Captain Grimclaw
Clockwork Constructs
ChampionÂ
Qybøkyr, Sovereign Of The Far Realm
Dinosaurs
Butterfly Dragon
Fey Creatures 1
Ice Creatures
Dark Magician
Fey Creatures 2
Kadir Maw, King Of The Vampires
Samsara, The Dream Weaver
Items/Weapons Hellfire Gauntlet, Void Blade, Eraser Staff Death Note Cards For Deck Of Many Things Stupid Cards For Deck Of Many Things Hellfire Band, Cloak Of The Master, Dragonâs Heart Necklace Nightâs Watch Codex Of The Sentinels Part 1: Magic Weapons Serpent Head Staff Green Ranger Grab Bag Of The Crazed Alchemist Soul Shatter Blade Disintegration Dagger Stormbreaker Infinity Gauntlet Cloak Of Levitation Class/Subclass Deva Path (Monk) Gospel (Warlock Patron) Black Flame Zealot (Rogue) Viakier, The Flame Monarch (Warlock Patron) Prestige Class: Legendary Super Warrior Circle Of Dread Animal Companion Growth System Sorcerous Origins: Zvetari Barbarian Totem Paths Judgment Domain Cyrilla Of The Blight (Warlock Patron) Circle Of Extinction Paladin: Protector Path Of The Limit Break Races Gensai Dragonborn: Mineral Dragons Spells Break Will Enchantment Spells Treachery Abilities/Features Amenotejikara Limit Break Overwatch Abilities Misc The Blight AdventureÂ
First Cleric Domain Iâve done. Always loved Anubis so this seemed like a fun project to do. Iâve been working on a new potion crafting mechanic to go along with this. Read that those under Anubis where skilled healers so it seemed like a fun idea to try and beef up the herbalism kit a little and make the rules for crafting potions a bit more accessible. So Iâll put that up soon as well.Â
Okay. So I began working out ideas for a Dragon Patron for the Warlock. This is the iteration Iâm starting to be okay with but iâd like to further refine it. For that Iâm going to need input from you guys. I like the flavor of it so far, the dragon bestowing power to warriors it finds worthy, but I have a tendency to stay in a certain wheelhouse with class features so any outside ideas are welcome. Especially the 10th level feature. Canât decide which I like best for it. Still new to making class stuff. So please bare with me. I made this while watching that new video Mike Mearls put up about making subclasses. Very insightful.Â
Alright, fixed this up. Hope you guys like it.
Today we have another installment of hero tokens! You can custom-color them yourself in our Token Editor, and thereâs a mobile-friendly version coming soon. :)
Read more: https://2minutetabletop.com/hero-character-tokens-3/
This is amazing.
My DM Rules
Since I just had a session where things went pear-shaped because I broke a lot of my own rules of DM conduct, I figure itâd be neat to lay all of them out in a post. A lot of these are adapted from the Angry GMâs âGM Credoâ article that he did, and all of them are goals for myself as someone who runs games.
1. I Run the Game, and I Run It for the Players
1a. I am the one in charge of preparing for the game we are about to have. It is my responsibility to have material ready, to establish an understanding of what, in general, that material will look like, and to make sure everyone is okay with the direction that material goes in. If I fail in any of those things, it is on me.
2. If You Had Fun, I Had Fun
2a. My job in running the game is to provide an enjoyable experience. While there will be times where things suck, or your character dies, or a battle is lost, I am there with you, not against you. I want you to have fun, so I can have fun.
3. I Will Always Be Clear on the Rules of the Table
3a. I will do my absolute best to make sure that the group as a whole is clear on the kind of conduct accepted at my table.
4. Everyone Who Agrees to Abide by the Rules of the Table is Welcome
4a. My table will always be a safe, comfortable environment for anyone who wants to game at it, provided they follow the rules of the table. It is my responsibility to keep it that way.
5. Every Offense Deserves an Apology
5a. If someone claims to be offended or hurt, they deserve a sincere apology, whether the offense was intentional or not. Only after the apology can the offense be rectified or discussed.
6. I Canât Run a Game Without Trust
6a. I trust my players. I will never accuse them of cheating, deception, or malice. I will assume all offenses are unintentional. If I discover I cannot trust a player, I cannot run a game for that player. I will assume my players trust me in the same way. If I discover a player does not or cannot trust me, they cannot be a part of my game.
7. I Take My Game Seriously and I Will Let My Players Do the Same
7a. There are some things that ruin my ability to run the world or destroy my suspension of disbelief. There are some things that make me upset or uncomfortable. I am allowed to veto these things in the interest of making the game runnable. If there is something that upsets a player or makes them feel uncomfortable or ruins their suspension of disbelief, they may ask me to remove those things or mitigate them and I will do my best to comply or to explain why I cannot.
8. The Rules are the Common Language of the Game
8a. The rules of the game are the way we engage with the game we are playing. The rules were developed by people designing a game who knew what they were doing, but they are not perfectly fixedâthey are a language that allows us to participate in the same game. If I change, tweak, or otherwise interfere with the rules as written, I will always explain why and how I have changed those rules, and the effect I hope that change has.
9. I Will Always Strive to Be Fair and Consistent
9a. I will apply the rules of the game and my world in a consistent manner. Players should always be able to rely on things working the way they have learned they will. If something works in an inconsistent way, there will always be a reason. âIt is magicâ is never a sufficient reason, by itself. There will always be a logical cause for something happening.
10. Chance Bows Before Verisimilitude
10a. A natural 20 or a natural 1 will not warp the fabric of reality. Each has a 5% chance of happening, and 5% is not small. If something would not or could not happen in the world, a die roll in a vacuum will not somehow force it to happen.
11. Verisimilitude Bows Before Fun
11a. The world is not Oregon Trailâyou will not die of dysentery just because the world says so. I will not introduce world elements into the game that destroy fun for the sake of slavish adherence to realism. Sometimes, but not always, I will adjust reality to make it more enjoyable and playable.
12. The World is My Character
12a. I create the world and I control it. While I may often invite input from others, I have to write it and I have to run it, so it has to be a world that I want to write and run. Nothing enters the world without my approval. If I have not seen it and signed off on it, it does not exist.
13. I Am Not the Playersâ Enemy or Friend, I am the Charactersâ Enemies and Friends
13a. It is my job to create a world and run a game. Both of those things involve creating enemies that exist as part of that world. I will not willfully force characters into hopeless defeats they could never have avoided, and I will not pull punches to give characters victories they did not earn.
14. I Will Not Deny the Charactersâ Freedom Without the Playersâ Agreement
14a. When a player agrees to play in my game, they agree to abide by my rules and participate in the world and the game. Once the players have agreed to play the game that I am running, the characters are free to act within the confines of the world and that agreement. Whatever the characters choose to do, within the possibilities of the world and the game we have agreed on, there will be a game for them. A player can make choices that will result in the loss of control of their character, but I will never allow them to make such a choice without their express knowledge and consent.
15. I Will Not Create Challenges That Can Be Solved by Inaction
15a. The characters can only accomplish goals or resolve problems if their actions would be visible on a movie screen. If the players refuse to act, refuse to make a choice, navel gaze, think, or turtle up to talk out problems, it should not be possible to fix anything. The only winning move will be to play.
16. I Will Not Create Challenges That Can Be Broken by Metagaming
16a. No challenge in my game will ever revolve solely around the ignorance of the characters if I cannot equally guarantee the ignorance of the players. Therefore, the players should never have to worry about separating what they know from what their characters know. If a player knows something, somehow, the character knows it too. If a playerâs knowledge ruins a challenge, that means I designed a bad challenge.
17. Hooks Are Not Mandatory, But the Clock is Always Ticking
17a. I will provide many avenues through which adventure is possible, should those avenues be followed through on. I will not, however, force these adventures to happen in my capacity as GM. The player characters are always free to avoid following a line of inquiry or put off an adventure to pursue other goals. However, the world is acting independently of the player characters, and the choice to follow one hook over another will result in consequences.
18. Players Should Know All the Options Their Characters Have
18a. If a character has an option, in the game, I will tell the player about that option unambiguously.
19. I Will Never Allow a Character to Ignorantly Take a Substantial Risk
19a. If a characterâs action would lead to something risky, dangerous, or result in a substantial penalty, I will always inform the player of the risk to the extent that the character would be aware of it. No character should ever be allowed to walk into danger solely through the ignorance of the player.
20. I Will Never Allow a Character to Ignorantly Attempt the Impossible
20a. If a characterâs action cannot possibly succeed and the character should be aware of that, I will not allow the player to waste resources attempting it.
21. I Will Strive to Never Require the Players to Ask What their Characters Know
21a. If there is information relevant to a situation that any character should have, I will always strive to give it to the players the moment it becomes relevant. However, I will never forbid a player from asking if their characters know something nor punish a player for doing so. If I am doing my job well, the answer will always be âno.â
22. If I Do Not Have an Answer Now, I Will Have an Answer Later
22a. If I fail to have a rule or piece of world information ready and at hand when it is asked of me, it is my responsibility to find it and provide it to the player(s). In order to avoid slowing the game to a crawl while I search, this will likely occur after the game.
I did a write-up on the halflings in the world of Vornyana, our homebrew campaign setting. Check it out here! It has all the details you need to know about these cute lil guys.
inked lineart -> kobold pyromancer
inked lineart -> embarrassed kobold
Inked lineart w/ color commission -> Kobold warriorÂ