Homebrew

This section is to catalogue any homebrew that is a permanent fixture of Daveworld. Feel free to add anything you come up with. Please link any homebrew entered with the specific campaign it will be active in or, if it will be active in all campaigns, tag it with 'Cannon'. If you wish to not use a 'Cannon' homebrew in your campaign, link your campaign as an exception. See example homebrew for details.

## Spells

### Sigil Transmutation

*This spell was invented to alter the "Teleportation Circle" spell, specifically with regards to the sigils that label the circles. If this applies to other spells, I see no reason not to use it.*

*4th-Level Transmutation*

**Casting Time:** 1 Minute

**Range:** Touch

**Components:** V, M (Calligrapher's Supplies, Gem-infused chalk worth at least 1gp)

**Duration:** Permanent

As you cast the spell you inscribe a mask sigil upon a target sigil of your choice. The targeted sigil is altered to reflect the new sigil drawn this way. This effect does not remove the original sigil or hinder it's function in any way, unless the target is a mask sigil drawn using this spell. Whenever a spell is cast that targets the mask sigil, it also activates the original sigil as if it were the target.

**At Higher Levels.** Don't forget to consider upcasting your spell (this spell would delete this line)

This spell is castable by Bard, Druid, Sorcerer, Wizard.

Author: Squidz.

*Active campaigns: Cannon.*

## Races

### Awakened Skeleton

Many of the great powers of the world burn through all of the willing and capable servants at their disposal, when this happens they may be tempted to look… elsewhere. Undead are bound by powerful magic to perform tasks for their masters and when that task is complete many find themselves without purpose. Some risen souls cling to their second chance at life. Wandering the world in search of adventure or simply haunting a place known to them in life, or unlife, a skeleton can spend centuries escaping the mandate of their old master.

*Master-less Outcasts -* A skeleton has worked hard to become the masters of their own destiny. Often, an awakened skeleton will take a new name as a symbolic way of starting their new life. They commonly shun instruction or rule and tend to make lives for themselves away from the civilisations of men. Though it is possible for a skeleton to work in partnership with another they often simply part ways as soon as their common goal is fulfilled.

*Ancient Stoics -* Awakened Skeletons have often lived through an era or more and have learned the ways of the world. A quirk of their undead nature is that they don’t have the same depth of emotion as other sentient races. The skeleton looks down on the emotionally charged motivations that are the cause of much of the worlds’ distress.

**Common Names:** Tridiezo, Craph, Maric, Calapo, Inonioie, Nalat, Tridid, Triusita, Craleu, Cralerati, Mallent, Tezoral, Strapera, Tritiale, Zygoif, Ethmalle, Malet, Fratat, Inimala , Faericid

**Stats:** *When creating a skeleton, choose which race they where in life before reading the next section.*

**Ability score increase:** Same as in life, but the constitution score may not be increased above 10 using this increase

**Age:** A skeleton may live as long as will powers them, however the process of truly awakening can be long, and most awakened skeletons have been resurrected for at least 100 years.

**Alignment:** Chaotic Neutral

**Size:** Same as in life

**Speed:** Same as in life

**Languages:** Same as in life

**Special Traits:**

*Undead Fortitude:* If damage reduces the Skeleton to 0 hit points, it must make a Constitution saving throw with a DC of 5+the damage taken, unless the damage is radiant or from a critical hit. On a success, the Skeleton drops to 1 hit point instead.

*Sentry's Rest:* When you take a long rest, you must spend at least six hours in an inactive, motionless state, rather than sleeping. In this state, you appear inert, but it doesn’t render you unconscious, and you can see and hear as normal.

*Undead Resilience:* You were resurrected to have remarkable fortitude, represented by the following benefits:

* You have advantage on saving throws against being poisoned, and you have resistance to poison damage.
* You don’t need to eat, drink, or breathe.
* You are immune to disease.
* You don't need to sleep, and magic can't put you to sleep.

*Loathsome Limbs:* Whenever the skeleton takes at least 10 non-magical bludgeoning, slashing, or piercing damage at one time, roll a d20 to determine what else happens to it:

* 1-8: One leg is severed from the skeleton if it has any legs left.
* 9-16: One arm is severed from the skeleton if it has any arms left.
* 17-20: The skeleton is decapitated.

When detached, a skeleton's limbs still contains it's life-force and, the detached limbs may still act on the skeletons turn. Each detached limb has an unarmoured AC equal to the skeleton’s and hit points equal to it’s Hit Die. Each limb has some limited actions:

* A severed leg is unable to attack and has a speed of 5 feet.
* A severed arm has a speed of 5 feet and can make one unarmed attack on its turn, with disadvantage on the attack roll. Each time the skeleton loses an arm, it loses the ability to attack with that arm.
* If its head is severed, from the skeleton its body is blinded unless the head can see it. The severed head has a speed of 0 feet. It can make a bite (unarmed) attack but only against a target in its space.

The skeleton's speed is halved if it's missing a leg. If it loses both legs, it falls prone. If it has both arms, it can crawl. With only one arm, it can still crawl, but its speed is halved. With no arms or legs, its speed is 0, and it can't benefit from bonuses to speed.

*Powerful Will:* If a skeleton is unable to recover its original limbs it can replace them with another, similar enough object. It will need to spend 1 hour to attune to the item, but can attune to any number of replacement limbs at a time. Items that do not normally take up an attunement slot will not take up an attunement slot when used to replace a lost limb. Attunement can be performed during a Short Rest.

**Author:** Squidz & Applesauce

*Active campaigns: Non-Cannon, until requested.*

### Ghost

Remnants of a past life that keeps regrets, ghosts are, by far, some of the most mysterious beings. Damned to walk the earth by the torment they cause themselves, they can only keep one thing in their heads: The mission they are here to accomplish.

*Ghostly Appearance.* Ghosts are flickering remnants of their past lives, appearing as they did before death, however they are now transparent and have a coloured tinge to them that drowns out all colour of their body. This tint varies in tone for multiple reasons, From pure white of those that died peacefully to red of those dying in a fire, green if poisoned, blue if water was their ending or yellow if thunder. Mostly, a Ghost's appearance will also reflect how they died. For example, a ghost that had drowned in a previous life may be dripping with glowing water droplets that disappear as soon as they hit the ground. A ghost that died in battle may still have the wounds it sustained in life- open and flowing with silver blood. A ghost that died while sleeping will keep its eyes closed, but will see perfectly.

*Bound by Connection.* Ghosts are different other undead, where mummies, zombies, and skeletons are slaves to their form and often to their masters, ghosts died and lost their body but the will to fulfil the dreams of their past life was so intense that death could not take their spirit. Ghosts have come to terms with death and rejected it, just to get a second chance. It is possible for ghosts to be completely free of regret or transfixed by its death, but it would mean that the only thing tying them to the Material Plane is the ghost's own willpower, which makes their bond to the Material Plane weaker than the other types of ghosts. These ghosts tend to disappear soon after being formed.

*As Old as Life.* Ghosts have been present in the world since the earliest days of creation, especially around places where the influences of the Shadowfell are the strongest and there has been abundance of death. War zones, castles, sea tragedies, volcanic eruption sites... All these places have a good possibility of having at least one ghost. Some societies even attempt to draw forth the ghosts of their ancestors for guidance in a sort of benign necromancy. However, in general ghosts have been feared more than revered as the reasons why a ghost lingers on the Material Plane may not always be considered benevolent.

*Spiritual Bonds.* Ghosts sometimes form societies in long-dead crypts or abandoned cities in an attempt to preserve what little feeling of life remains. When these societies are formed, they are usually full of many types of undead or shadowfell creatures. However, often those societies do not last long as either too many ghosts pass on from the Material Plane or the ghosts lose hope and wander away from the settlements. In most haunted places, like forests, clears, and castles, tends to be at most one or two ghosts, usually related by either blood, ties or history. As they tend to be isolated places, most creatures living there adapt to the ghost or even cherish it, mainly hags and vampires. In some cases even, these creatures help ghosts to leave the material plane by chance, so most cark creatures coming into contact with ghosts try to learn the task the ghost has, then simulate to help them or tergiverse it enough to make the ghost a servant.

**Common Names:**

Ghosts often take the name they had before their death. However, some take on the name of the goal they are trying to achieve in their new un-life, e.g. Vengeance, Penance, Help, Light, Lament, Fear.

**Stats:** *When creating a ghost, choose which race they where in life before reading the next section.*

**Ability Score Increase:** One ability that is increased by your in-life race is increased by 1. Your willpower is increased by 2.

**Age:** A ghost can "live" for a very long time as they can remain on the Material Plane as long as their willpower allows them, though they usually pass on after they fulfill a goal they could not accomplish in life.

**Alignment:** Although ghosts tend to retain the moral alignment they had in life, it is not rare that some of them change alignment into good or evil, specially those with goals with extreme moral charge, like domination of nations, discovery of cures or important secrets; or vengeance

**Size:** Ghosts have no weight and are as tall as they were in life. Your size can either be Small or Medium.

**Speed.** Your speed is 30 feet. You always hover 1 feet over the ground, but can't fly. If you end your turn more than 1 feet over the ground, you start falling.

**Languages:** You can write, read and speak Common and one other language of choice.

**Special Traits:**

*Ghostly Nature.* Your creature type is undead. You do not require air, food, drink, sleep and you are immune to disease, and being poisoned. You have resistance to slashing, bludgeoning, and peircing damage from non-magical sources. You are immune to Poison damage. Your ghostly form still takes damage from most sources as it exacts a mental toll on you, making it harder for you to keep your form planted into the mortal plane.

*Ethereal Form.* Thanks to your ethereal form, certain advantages and limitations have been granted to you. You may now move through any creature or object as if it were difficult terrain, taking 1d10 force damage if you end your turn inside a creature or object. In exchange, you can only carry ten specific items on your person, of which you must spend 8hrs trying to incorporate said items into your ethereal form with any kind of armor equipped taking up four of these limited item slots. It'll take another 8hrs to remove an item from your form, the item returning to its original physical form once done so and freeing up an item slot.

*Darkvision.* 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.

**Author:** Mostly lifted from This race, originally contributed by "Marasmusine". Heavily edited by Squidz.

*Active Campaigns: Canon, subject to review by Players.*

## Lore

*Where home-brew lore covers something that is otherwise covered by Wizards of the Coast's Cannon. I.E. Home-brew that supersedes cannon*

### Devils

Devils are susceptible to radiant damage.

When killed outside of their home-plane, A devil that was killed by a damage-type it is vulnerable to permanently loses it's memory of the preceding 24 hours.

When killed outside of it's home plane, a devil's corpse rots *over the course of a few days* until there is nothing left. As the devil rots, it's body is re-formed in its home plane.

Author: Squidz.

*Active campaigns: Cannon.*

## Classes/Subclasses

### Armamentalist (Subclass)

*Status: In Progress, Likely Unbalanced.*

*Eldritch Knight Derivative. Buff-based quartercaster, Gives temporary Elemental damage and Resistances to augment their and their allies' martial abilites.*

*Main Class (Fighter Subclass, Non-Caster for now)*

**Requirements:** Armamentalist's Tome

**Spellcasting**: N/A

**Abilities**:

> **3rd Level, Fource**: As a Bonus Action to harness the power of the Elemental Fources to infuse a creature within 60ft with the elements. Choose either fire, cold, lightning or poison. The target now has resistance to the type of damage chosen and any weapon attacks made while they are infused add 1d4 damage if the chosen type to their damage. This effect lasts until they make their next weapon attack or until the start of your next turn. You can do this a number of times equal to Twice your Proficiency Bonus per Rest. Fource requires Concentration.
>
>
> **7th Level, Lasting Fource**: When you empower someone with Fource you can use your main action instead to have the effect last until the start of your next turn regardless of the number of attacks taken.
>
>
>
> **10th Level, Evolving Fource** :When you infuse a creature with Fource they gain an additional effect for the duration depending on which Fource you choose. Additionally, Fource damage is increased to 1d6.
>
>
> > *Fire Fource (Fire)*: Enemies struck by an attack made by the infused creature must make a Con saving throw or be set alight. They will take damage equal to your Fource die until they make the save (which they can repeat at the end of each of their turns
> >
> >
> > *Frost Fource (Cold)*: An enemy struck by an attack made by the infused creature has it's speed reduced by 10ft. This effect cannot stack.
> >
> >
> > *Gale Fource (Lighting)*: If the infused creature makes an attack against a target wearing metal armour (or similar, such as metallic Dragon's Scales) and the attack misses by an amount less than the target's Dexterity bonus the target still takes the Fource damage.
> >
> >
> >
> > *Terra Fource (Poison)*: A creature infused with Terra Fource cannot be moved outside of it's own control (with the exception of gravity.) This means they automatically succeed any saving throws on spells that attempt to throw the target (eg. Thunderwave.)
> >
> >
>
> **15th Level, Empowered Fource** : When you use your action to cast Fource you empower up to 4 creatures instead of the usual 1. Bonus action still makes it last only one attack. The damage is also increased to 1d8
> **18th Level, Everspanning Fource** : When you use your action to cast Fource you can empower any number of creatures within 60ft instead of the previous 4 for 1d4 rounds.
>
>

**Notes**: (Steven) Need to work on refining the scaling of the dice/uses. Potenitally adding spellcasting? Eldritch Knight list/rules will work best. whether is overpowered or underpowered depends on who you have to infuse (Monks are great due to many attacks)

Author: (Steven)

*Active campaigns: (None, Technically Canon.(Within the world, Unused/Unapproved))*

## Weapons

### Alternative Firearms/Thunder Cannon

*Technically a Ruleset for firearms, can be contained to the unique Thunder Cannon weapon (as Inspired by the initial Artificer UA). To Differentiate firearms from crossbows, instead of a single targeted attack they will make their attacks as AOE effects. Range/Damage balancing for ruleset TBD.*

*Martial Ranged Weapon*

**Range:** (150/600ft\*)

**Damage**: (2d10 Thunder/Piercing)

**Properties**

* **Complicated Loading**: You must spend a Bonus action to load this weapon after each shot.
* **Two Handed**: This weapon requires two hands when you attack with it.

**Piercing Shot**: Attacks made with this weapon count as a Ranged Weapon attack for the purpose of triggering abilities, Though the attacker doesnt make an attack roll. Instead, within Normal Range the attack targets all creatures within a 1x150 ft line. Creatures within the range must make a dexterity saving throw or take the damage from the attack. The attack is blocked by walls, objects and stops at the first creature it hits at long range.

**Thunderous Shot**: Attacks with this weapon deal joint Piercing/Thunder damage. Resistance, Vunerability and immunity to one part of the damage affects all damage. (Alternatively it deals 1d10 Piercing, 1d10 Thunder.)

Author: (Steven)

*Active campaigns: (Cannon; Exceptions: Example Campaign)(Example campaign 1, Example Campaign 2)*

## Examples:

Copy-paste this into the relevant section and replace the text with your own homebrew. (examples provided in brackets)

### Example Weapon

*Provide a brief explanation for the purpose of your homebrew, or any other relevant notes.*

*Proficiency and Type (Martial Melee Weapon)*

**Range:** (5 ft)

**Damage**: (1d8 Piercing)

**Properties**

* **Name**: Ability description

**Unique Abilities**: *Description of any additional details such as magical effects*

Author: (Admin)

*Active campaigns: (Cannon; Exceptions: Example Campaign)(Example campaign 1, Example Campaign 2)*

### Example Spell

*Provide a brief explanation for the purpose of your homebrew, or any other relevant notes.*

*level & school (1st-Level Conjuration)*

**Casting Time:** (1 action)

**Range:** (5 ft)

**Components:** (arcane focus, web browser)

**Duration:** (10 minutes)

Provide a Description of the mechanics of your spell (When you cast Example Spell, a new heading in the Homebrew page on the Daveworld wiki is created. When you create an entry in this way, describe what you've changed and click save.)

**At Higher Levels.** Don't forget to consider upcasting your spell (this spell would delete this line)

This spell is castable by (Wiki Contributors, Trolls)

Author: (Admin)

*Active campaigns: (Cannon; Exceptions: Example Campaign)(Example campaign 1, Example Campaign 2)*

### Example Race

*Provide a brief explanation for the purpose of your homebrew, or any other relevant notes. It helps if you define a personality or culture, to make races feel three-dimensional.*

**Common Names:** (optional, help the player choose the type of name your race might have)

**Ability score increase:** (+1 to wiki-related attributes)

**Age:** (up to 5 years)

**Alignment:** (centre-left)

**Size:** (bigger than Ben-hur)

**Speed:** (fast as fuck boi)

**Languages:** (l33t sp34k)

**Special Traits:**

(*content generator.* This race can produce content for the wiki at an increased rate)

**Author:** (admin)

*Active campaigns: (Cannon; Exceptions: Example Campaign)(Example campaign 1, Example Campaign 2)*

### Example Subclass

*Provide a brief explanation for the purpose of your homebrew, or any other relevant notes.*

*Main Class (Fighter Subclass, Quarter Caster)*

**Requirements:**

**Spellcasting**:

> Spellcasting Ability: (Spell save DC = 8 + your proficiency bonus + your Intelligence modifier, Spell attack modifier = your proficiency bonus + your Intelligence modifier)
>
>
> Cantrips: (You learn two cantrips of your choice from the wizard spell list. You learn an additional wizard cantrip of your choice at 10th level.)
>
>
> Spell Slots: (The Eldritch Knight Spellcasting table shows how many spell slots you have to cast your wizard spells of 1st level and higher. You regain all expended spell slots when you finish a **long** rest.)
>
>
>
> Spells known from 1st level or higher: (You know three 1st-level wizard spells of your choice, you learn additional spells at 8th, 14th, and 20th level)
>
>

**Abilities**:

> **3rd Level, (Name)**: The First ability of the Subclass.
>
>
> **7th Level, (Name)**: The Second ability of the Subclass (Check Level per class)
>
>
> **10th Level, (Name)**: The Third ability of the Subclass (Check Level per class)
>
>
> **15th Level, (Name)**: The Fourth ability of the Subclass (Check Level per class)
>
>
>
> **18th Level, (Name)**: The Fifth ability of the Subclass (Check Level per class)
>
>

Author: (Admin)

*Active campaigns: (Cannon; Exceptions: Example Campaign)(Example campaign 1, Example Campaign 2)*

### Example Class

*Provide a brief explanation for the purpose of your homebrew, or any other relevant notes.*

*Spellcasting Status (Full Caster)*

**Requirements:** Str Or Dex 13

**Class Features**

**Hit Points**

> Hit Dice: 1d10 per fighter level
>
>
> Hit Points at 1st Level: 10 + your Constitution modifier
>
>
>
> Hit Points at Higher Levels: 1d10 (or 6) + your Constitution modifier per fighter level after 1st
>
>

**Proficiencies**

> Armor: All armor, shields
>
>
> Weapons: Simple weapons, martial weapons
>
>
> Tools: None
>
>
> Saving Throws: Strength, Constitution
>
>
>
> Skills: Choose two skills from Acrobatics, Animal Handling, Athletics, History, Insight, Intimidation, Perception, and Survival
>
>

**Equipment**

* (a) chain mail or (b) leather, longbow, and 20 arrows
* (a) a martial weapon and a shield or (b) two martial weapons
* (a) a light crossbow and 20 bolts or (b) two handaxes
* (a) a dungeoneer's pack or (b) an explorer's pack

**Spellcasting**:

> Spellcasting Ability: (Spell save DC = 8 + your proficiency bonus + your Intelligence modifier, Spell attack modifier = your proficiency bonus + your Intelligence modifier)
>
>
> Cantrips: (You learn two cantrips of your choice from the wizard spell list. You learn an additional wizard cantrip of your choice at 10th level.)
>
>
> Spell Slots: (The Eldritch Knight Spellcasting table shows how many spell slots you have to cast your wizard spells of 1st level and higher. You regain all expended spell slots when you finish a **long** rest.)
>
>
> Spells known from 1st level or higher: (You know three 1st-level wizard spells of your choice, you learn additional spells at 8th, 14th, and 20th level)
>
>
> Ritual Casting: You can cast a wizard spell as a ritual if that spell has the ritual tag and you have the spell in your spellbook. You don't need to have the spell prepared.
>
>
>
> Spellcasting Focus: You can use an arcane focus as a spellcasting focus for your wizard spells.
>
>

**Ability Description(Level 1)**: Describe the ability you get at this level.

Author: (Admin)

*Active campaigns: (Cannon; Exceptions: Example Campaign)(Example campaign 1, Example Campaign 2)*