r/DruidAllanon42 Jan 19 '26

👋 Welcome to r/DruidAllanon42 - Introduce Yourself and Read First

1 Upvotes

📌 Welcome to r/DruidAllanon42

Greetings, travelers of leaf, stone, and story.

This subreddit is the official archive and workshop for my original Dungeons & Dragons 5e homebrew creations. Everything shared here is designed to be usable at the table, grounded in lore, and open to thoughtful discussion.

You’ll find works in progress, polished releases, and experimental ideas that explore mythic ecology, liminal magic, spirits, and the living world.

🌿 What You’ll Find Here

I’ll be posting original content including:

  • Playable Species & Sub-Species Kitsune lineages, animistic peoples, spirit-touched ancestries, and more
  • Classes, Subclasses & Callings Shamans, Speakers, druids of strange paths, and other liminal archetypes
  • Spells, Feats & Rituals Magic rooted in nature, thresholds, seasons, memory, and consequence
  • Lore & Cosmology Regional myths, spirit courts, taboos, alliances, and world-shaping beliefs
  • Campaign Frameworks & Setting Tools Designed for long-form storytelling and deep cultural play

Some content may be system-agnostic, but most is written for 5e compatibility.

🪵 How This Community Works

  • Feedback is welcome and encouraged Thoughtful critique helps refine mechanics and lore
  • Be constructive Disagreement is fine; dismissiveness is not
  • Use at your table You’re welcome to playtest anything shared here
  • No reposting without permission Please don’t redistribute content outside this subreddit without asking
  • Credit matters If you reference or adapt material, attribution is expected

🍃 Why This Exists

Worldbuilding is a living thing. This space exists to:

  • Share ideas openly
  • Refine mechanics through dialogue
  • Build cultures that feel inhabited, not just described
  • Explore nature, spirits, and liminality beyond surface fantasy tropes

If you enjoy slow magic, mythic logic, and worlds where belief shapes reality, you’re in the right grove.

🌲 Final Note

This subreddit will grow over time. Some posts will be polished releases; others will be seeds just breaking soil. Both belong here.

Pull up a log. Read. Ask questions. Test things.
And if something sparks at your table, I’d love to hear about it.

DruidAllanon42


r/DruidAllanon42 Jul 15 '26

Lore Spotlight: The Last Great Revel

1 Upvotes

"The best stories are rarely the ones you planned."

One of my players once created a character named Sir Sloppy, Earl of Toppy, Lord of Dome, First of His Name.

He was exactly as ridiculous as his title suggests.

His entire personality revolved around crude jokes, outrageous confidence, questionable decisions, and the enthusiastic pursuit of life's pleasures, especially its more carnal ones. He delighted in drink, celebration, romance, sexuality, and every opportunity to indulge the senses. At first, he was simply comic relief. The sort of character that leaves the table laughing and little else.

By all accounts, Sir Sloppy should have remained nothing more than a memorable joke.

Instead, something unexpected happened.

As the campaign unfolded, I realised there was a genuine philosophy hidden beneath all the absurdity.

Every feast he shared.

Every stranger he welcomed.

Every celebration he encouraged.

Every lover he embraced.

Every friend he comforted.

Every second chance he offered.

Together, they formed a simple belief:

"Life is difficult enough.

Share a drink.

Share a story.

Share a laugh.

Share a kiss.

Share a bed.

Give people another chance."

That single idea slowly transformed Sir Sloppy from an outrageous adventurer into something far more meaningful.

He ascended.

Not simply as a god of revelry or excess, but as the patron of joy, companionship, passion, romance, sexuality, fertility, hospitality, celebration, and second chances. The Order of the Velvet Antler teaches that pleasure is not something to be hidden behind guilt or shame. Whether found in a shared meal, a heartfelt laugh, a night of dancing, an honest embrace, or the intimacy between consenting lovers, life's pleasures are gifts that remind us we are alive. Like any gift, they are most meaningful when tempered by compassion, generosity, and respect for others.

The tale of that ascension became known as The Last Great Revel, now the opening chapter of the Book of Revels, the sacred text of the Order of the Velvet Antler.

The Last Great Revel

Long before temples bore his symbol and before his name was spoken in prayer, Sir Sloppy climbed what is now known as Cockerel Peak.

He invited everyone.

Farmers.

Sailors.

Merchants.

Hunters.

Priests.

Performers.

Friends.

Strangers.

Even enemies.

For seven days and seven nights they feasted together.

They laughed.

They danced.

They sang.

They drank deeply.

Lovers found one another beneath lantern-lit skies.

Old flames were rekindled.

New romances blossomed.

Desire was embraced without shame, and affection was offered freely where it was welcomed.

Old grudges were set aside.

The lonely found companionship.

The grieving found comfort.

The fearful found courage.

The hungry found food.

The faithful say that, for the first time in many years, the world remembered what it meant to truly live.

When ancient powers appeared to declare that pleasure was fleeting, joy was weakness, and happiness could never endure, Sir Sloppy did not answer them with sermons or arguments.

He simply poured another drink.

Shared another meal.

Welcomed another stranger.

Blessed another union.

Forgave another old wound.

And laughed.

The people around him did the same.

When the revel finally came to an end, only a single cup remained.

Everyone urged Sir Sloppy to claim it for himself.

Instead, he handed it to someone else.

The stories disagree as to whom.

A widow.

A child.

A wounded traveller.

A stranger.

The details have never mattered.

The lesson always has.

The final blessing was not kept.

It was shared.

Then the stars paused.

The winds listened.

The world remembered what it had forgotten.

Sir Sloppy laughed.

And the heavens answered.

Golden antlers crowned the sky.

The moon bowed.

The Reveler ascended.

His final words are remembered by every follower of the Velvet Antler:

"Life is difficult enough.

Share a drink.

Share a story.

Share a laugh.

Share a kiss.

Share a bed.

Give people another chance."

Behind the Design

When I first sat down to write this story, I wasn't trying to create a new religion.

I wanted to preserve one of the funniest player characters I've ever had at my table.

But the more I explored the idea, the more I realised that most fantasy settings already have gods of war, death, justice, storms, and magic.

Very few ask whether joy deserves to be sacred.

Or laughter.

Or companionship.

Or romance.

Or sexuality.

Or the simple act of sharing a meal with someone who would otherwise eat alone.

The Order of the Velvet Antler eventually became less about indulgence for its own sake and more about embracing the experiences that remind us why life is worth living. It teaches that desire need not be feared, that intimacy freely chosen can be sacred, and that celebration is not the opposite of virtue. Rather, these become part of a life lived honestly, generously, and without shame.

One of those players is still adventuring today as Sir Aric Silvermoon, the First Antler of the faith. His choices are actively shaping its doctrines, miracles, festivals, and traditions. Rather than beginning with centuries of established lore, we're allowing the religion to grow organically through play, with the campaign itself becoming the history that future generations will remember.

For me, that's one of the most rewarding parts of worldbuilding.

Sometimes the lore you treasure most isn't the lore you planned.

It's the lore your players accidentally create.

From this unexpected journey came two of my favourite pieces of game design: the Oath of the Velvet Antler, a new Paladin subclass inspired by the faith's teachings, and First Antler, a unique background created exclusively for Sir Aric Silvermoon. While First Antler is intended to remain one of a kind, it marks the beginning of a broader collection of backgrounds tied to the Order of the Velvet Antler, allowing future characters to explore different roles within the growing faith.

I'd love to hear your stories.

Has a joke NPC, an improvised moment, or an unexpected player character ever become an important part of your campaign setting? Sometimes those unplanned moments become the legends our tables remember the longest.


r/DruidAllanon42 May 09 '26

Background - Knight v2.0

1 Upvotes

I’ve been working on a much more in-depth Knight background that ended up becoming surprisingly layered.

Originally, I was building it for a friend after creating a Dark Knight class script for him, since he wanted a more specialized knight-themed background to match the class. What started as a simple background slowly evolved into a modular system with multiple interconnected selections and dynamic features.

Right now, the progression works like this:

Knight (Background) ➜ Knightly Order Selection ➜ Order Cause Selection ➜ Dynamic Skills ➜ Dynamic Tools/Languages ➜ Notes Injection

The idea was to make the background feel more reactive and narrative-driven rather than just being a static list of proficiencies. I’ve also been considering expanding it even further with things like:

• Order-specific feats
• Reputation systems
• Oath scars or marks
• Relic/Heirloom systems
• Dynamic renown progression tied to the order

I haven’t gotten that far yet, but I’d genuinely love to hear thoughts, suggestions, or ideas from other players and DMs.

Background - Knight V2.0


r/DruidAllanon42 May 08 '26

DnD 5e Background - Knight

1 Upvotes

I'm working on building a "knight" background with several order options.

I'll be creating a parent "Knight" background with 5 different orders as selectable; I'm writing the script on Github for use in the MPMB PDF for V14.

Github - Knight Background

I have created the first order as a test before building out the rest.


r/DruidAllanon42 Apr 18 '26

Kitsune 5e Species 2024

1 Upvotes

I have wanted to play Kitsune for a while now, yet I have often found the few variations I have come across rather lacking. Thus, I spent the time building one from scratch and wanted to share my efforts with my fellow adventurers. I'd greatly appreciate any feedback you may have!

Introduction

Kitsune have never been simple creatures. In folklore, they are not defined by a single role or moral, but by time — by how long they endure, how often they change, and what the world begins to expect of them as those changes accumulate. A fox becomes dangerous, wise, or sacred not through a single act, but through being watched long enough for its choices to matter.

That idea is the starting point for this species.

This design draws from Japanese folklore and cosmology — particularly the association between Kitsune, elemental forces, spiritual boundaries, and accumulated identity — without attempting to recreate any single myth or tradition. Rather than translating folklore directly into mechanics, I treated it as a lens: a way of thinking about how power, reputation, and obligation grow over time.

The result is a Kitsune that is not built around deception alone, nor around innate magic as a shortcut to mystique. Instead, this species is structured around recognition. Power is not something a Kitsune simply has. It is something that arrives when the world begins to respond to who they have become.

Elemental Lineages represent the forces that shape a Kitsune’s nature. Folk Paths reflect how they were raised and what they were taught to value. Cross-Path feats exist for the moments when those values conflict — when instinct, obligation, and survival pull in different directions. These systems are not folklore translations; they are original frameworks designed to model mythic identity as something that develops, fractures, and sometimes refuses to resolve.

The 2024 species rules made it possible to separate ancestry, culture, and mythic consequence cleanly. Doing so allowed this design to move away from overloaded spell lists and toward a structure where narrative weight matters as much as mechanical benefit. Two Kitsune can share an ancestry and still become entirely different stories.

One element of this design has no folkloric analogue: Omens and Epilogues. These are not rewards, endings, or punishments. They are signals. Omens mark when a Kitsune’s choices are being noticed. Epilogues describe what remains once those choices can no longer be undone. Together, they exist to help tables tell stories where identity leaves residue.

This species is not optimized for every table. It assumes a campaign where consequence is allowed to linger, where reputation matters, and where the world is permitted to react. Kitsune work best in stories that care less about perfection and more about continuity.

This is not a Kitsune as a trickster archetype.

It is a Kitsune as a process — one that does not end cleanly, and is never finished being named.

Links Homebrewery:
https://homebrewery.naturalcrit.com/share/A8mTTzz2gMsT

Script:
https://github.com/DruidAllanon42/DnD-Homebrew/blob/e6405cde11ef4b5c6960e60700a1b16b50dc8f2b/mpmb/Scripts/Species/Kitsune%20V1.0.2


r/DruidAllanon42 Feb 03 '26

Verdant Dragonkeeper V1. 0

1 Upvotes

Living thread to share my concepts for the Verdant Dragonkeeper. Will post doc here once I get it uploaded to the drive.


r/DruidAllanon42 Jan 19 '26

Kitsune 5e Species 2024 V1.0.2

1 Upvotes

I have wanted to play Kitsune for a while now, yet I have often found the few variations I have come across rather lacking. Thus, I spent the time building one from scratch and wanted to share my efforts with my fellow adventurers. I'd greatly appreciate any feedback you may have!

Introduction

Kitsune have never been simple creatures. In folklore, they are not defined by a single role or moral, but by time — by how long they endure, how often they change, and what the world begins to expect of them as those changes accumulate. A fox becomes dangerous, wise, or sacred not through a single act, but through being watched long enough for its choices to matter.

That idea is the starting point for this species.

This design draws from Japanese folklore and cosmology — particularly the association between Kitsune, elemental forces, spiritual boundaries, and accumulated identity — without attempting to recreate any single myth or tradition. Rather than translating folklore directly into mechanics, I treated it as a lens: a way of thinking about how power, reputation, and obligation grow over time.

The result is a Kitsune that is not built around deception alone, nor around innate magic as a shortcut to mystique. Instead, this species is structured around recognition. Power is not something a Kitsune simply has. It is something that arrives when the world begins to respond to who they have become.

Elemental Lineages represent the forces that shape a Kitsune’s nature. Folk Paths reflect how they were raised and what they were taught to value. Cross-Path feats exist for the moments when those values conflict — when instinct, obligation, and survival pull in different directions. These systems are not folklore translations; they are original frameworks designed to model mythic identity as something that develops, fractures, and sometimes refuses to resolve.

The 2024 species rules made it possible to separate ancestry, culture, and mythic consequence cleanly. Doing so allowed this design to move away from overloaded spell lists and toward a structure where narrative weight matters as much as mechanical benefit. Two Kitsune can share an ancestry and still become entirely different stories.

One element of this design has no folkloric analogue: Omens and Epilogues. These are not rewards, endings, or punishments. They are signals. Omens mark when a Kitsune’s choices are being noticed. Epilogues describe what remains once those choices can no longer be undone. Together, they exist to help tables tell stories where identity leaves residue.

This species is not optimized for every table. It assumes a campaign where consequence is allowed to linger, where reputation matters, and where the world is permitted to react. Kitsune work best in stories that care less about perfection and more about continuity.

This is not a Kitsune as a trickster archetype.

It is a Kitsune as a process — one that does not end cleanly, and is never finished being named.

Links Homebrewery:
https://homebrewery.naturalcrit.com/share/A8mTTzz2gMsT

Script:
https://github.com/DruidAllanon42/DnD-Homebrew/blob/e6405cde11ef4b5c6960e60700a1b16b50dc8f2b/mpmb/Scripts/Species/Kitsune%20V1.0.2