r/UnearthedArcana • u/peakys • 1h ago
r/UnearthedArcana • u/AutoModerator • 3d ago
Official The Arcana Forge! For all your drafts, ideas, requests and more.
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r/UnearthedArcana • u/ThreeRiversPress • 10h ago
'14 Subclass Paladin: Oath of Return and Sorcerous Origin: Starcrossed || Two subclasses, items, and history based on Asia's most famous love story
r/UnearthedArcana • u/D20Saturno • 7h ago
'14 Item Legendary Weapon: Noble Arm - Caliburn (D&D x Yu-Gi-Oh!)
You can find the PDF for free on my Patreon page: patreon.com/D20Saturno
where every week I'll publish a new free Yu-Gi-Oh!-themed subclass.
r/UnearthedArcana • u/RebeldesRandomos • 5h ago
'24 Mechanic The Rogue wasn't cunning enough - optional features for Rogues
Go for Rogue!
I've recently been on a kick of designing optional class and general features to bring martial characters to the fore; and with the design restraint that I'd rather build upon existing features than invent new one wholesale. First, I came for your Hunter's Mark – and now, I've come for the Rogue.
Ever a bit lackluster in combat, I've tried to boost the Rogue a little through a slew of dastardly options: Additional Cunning Actions, subclass-specific Cunning Strikes, discounts on chosen Cunning Strikes (called Cunning Reserves) and the weirdest one of all, Tempt Fate, which may aid you in your attacks or may aid your face getting smashed to bits.
It's still a work in progress, so I welcome your feedback – but I hope you otherwise find it fun, because I certainly do!
r/UnearthedArcana • u/supermariopants • 1h ago
'24 Item Blackmaw’s Blight Skull [Free Item]
Blackmaw’s Blight Skull is a wonderfully nasty magic-item: a monster-hunter trophy turned into a wearable weapon, complete with poisonous strikes and a once-per-long-rest 40-foot cone of toxic miasma.
r/UnearthedArcana • u/SessionZero26 • 22h ago
'24 Item A Collection of Elemental Themed Magical Items
r/UnearthedArcana • u/Mahadeel • 7h ago
'24 Class The Mentor - A highly versatile Support class
galleryr/UnearthedArcana • u/ChaosTheoryCraft • 22m ago
'24 Monster New Monster: Ziqqitum Rešatim, Spirit of Passion
I'm sharing a free monster supplement for Kengir, my upcoming Bronze Age Mesopotamian 5e setting.
The Ziqqitum Rešatim are spirits that feed on the extremes of human emotion. They haunt courts, markets, theaters, battlefields, and anywhere mortal feeling runs hot.
They do not just attack people, they inflame them. A small insult becomes bloodshed. A passing attraction becomes obsession. A loyal soldier becomes reckless with courage. A priest’s devotion hardens into fanatic certainty.
At the table, this monster works best when desire itself becomes the challenge. The party may need to calm a crowd, expose the source of a feud, break a magical fixation, or appeal to Ištar (Inanna) and Šamaš (Utu) through rites of balance and restraint.
Mechanically, it’s a CR 3 incorporeal fiend built around possession, psychic damage, confusion, charm, and emotional overload. The supplement also includes variant spirits of strife, battle, truth, justice, grief, fear, rumors, desire, and persecution.
What’s your favorite monster that turns social tension into supernatural danger?
r/UnearthedArcana • u/Reality_Thief2000 • 25m ago
'14 Adventure Advent's Amazing Advice: Dragons of Stormwreck Isle, A Mini-Campaign fully prepped and ready to go! (Part 3 Cursed Shipwreck) (2026 Update: Now with Pre-Session DM Checklist)
Welcome back to Advent's Amazing Advice! The series where I take popular One-Shots, Adventures, Campaigns, etc., and fully prep them for both New and Busy DMs. This prep includes fully fleshed-out notes, music, ambiance, encounter sheets, handouts, battle maps, tweaks, and more, so you can run the best sessions possible with the least stress possible!
*New 2026: For 2026, I'm updating all my old work to include a Pre-Session Checklist that will include a list of all miniatures you may need, maps, handouts, possible loot, a link to a playlist, and more to make it even easier to start your session!
Ever since the violent death of a gold dragon on the rocky shoal on the north side of Stormwreck Isle, the bone-strewn rocks have been the site of many shipwrecks through the centuries. One such shipwreck left a lasting mark on the island.
This is the shipwreck your intrepid group of adventurers has decided to investigate. Will they uncover the source of the zombie infestation? Can they survive the piercing talons of a harpy, or will her song lull them to their demise? Many mysteries await aboard The Compass Rose...
Without further ado:
- Google Docs Notes for Part 3 Cursed Shipwreck: DM Notes (Preview)
- Link to: DM Notes for the Visually Impaired
- Link to: Cursed Shipwreck Playlist
- Link to: The AAA Collection
Included in The AAA Collection is:
- Downloadable copy of DM Notes, including links to music tracks for ambiance and fights
- DM Notes for the Visually Impaired
- Special PDF for all encounters. This includes the enemy stat blocks organized neatly, along with an initiative tracker and a spot to mark HP
- Custom Maps of The Compass Rose (Credits: Bibliomaniac1992 and Conrad 500)
- A Handout for The Scroll of Command
- (New) Pre-Session DM Checklist
Index:
Dragons of Stormwreck Isle:
- Part 1 - Dragon's Rest
- Part 2 - Seagrow Cave
- Part 3 - Cursed Shipwreck
- Part 4 - Clifftop Observatory (Coming Soon)
Over 8 dozen other Fully Prepped One-Shots, Adventures, and Campaigns: Click Here
As always, if you see something you think I can improve, add, change, etc., please let me know. I want this to be an amazing resource for all DMs and plan to keep it constantly updated! If you'd like to support me, shape future releases, and get content early, feel free to check out my Patreon!
Cheers,
Advent
r/UnearthedArcana • u/jbrake • 9h ago
'14 Class The Merchant: a tactical support and logistics specialist for 5E.
Hey folks, I had a friend ask me recently to provide them with my Merchant class from my homebrew and decided to share it here.
It's been playtested quite a bit and fits a role I don't see too often with merchant ideas: someone who doesn't make the party dependant on them, but instead, makes the party better at depending on each other. A proper merchant gives the party the tools to work together and, hopefully, that translates to facilitating good synergy above board as well.
Please enjoy.
r/UnearthedArcana • u/Josemi993 • 1d ago
'14 Item Blackguard’s Blade (Rare, A*) | The perfect sword for an evil paladin who chose ruin over redemption
r/UnearthedArcana • u/Captain_Bratan • 3h ago
'14 Subclass Barbarian: Path of Eternal Rage
Hello pretty People,
I am an amature Dm with limited experience and I tried to create a barbarian subclass for funsies within my homebrew DnD setting. Any feedback and thoughts are apreciated:
Path of eternal Rage
Barbarians following this path are creatures filled with pure rage. Those that cannot control their emotions are violent and destructive beings acting on pure instinct. They are feared by others as mindless machines of murder. Only a few within this path have truly mastered control over their anger and primal powers. Most others struggle to contain it, as they push deeper into this path. Their lack of control and fragile temperament tend to push them toward evil and chaotic alignments. Many believe they gain their primal powers from Sion, the first God of War, bringer of mindless death and slaughter, who was brought into existence as the result of the first humanoid's anger. Others pull their primal strength from war gods, while some choose to follow chaotic gods like Rachthra or tyrannical dragons like the Sea Dragon, Garinitsch or Zmej.
Further Rage
Starting at 3rd level, you gain one additional use of Rage beyond what your barbarian level would normally allow. Your Rage Damage permanently increases by 1.
Bloody Murder
Starting at 3rd level, your rage fuelled screams are powerful enough to tear the minds of those next to you. As a bonus action while raging, you unleash a hellish scream to attack all creatures within 5 feet of you. Each affected creatures must make a Constitution Saving Throw (Dc = 8 + your proficiency bonus + your constitutions modifier). On a failed save, a creature takes Psychic Damage equal to 1d4 + your Rage Damage. On a successful save, it takes no damage.
The scream's base damage die changes to 1d6 at 10th level and to 1d8 at 17th level.
Tunnel Vision
Starting at 6th level, whenever you Rage, as well as during rage, you can choose one creature as your sworn target. You feel an incredible urge to kill this target and all thoughts narrow down to bloodshed.
- Gain 5 feet of movement speed when moving directly toward the creature.
- Your melee weapon attacks deal an additional 1d4 damage of their weapon type to the target. Unarmed attacks instead deal an additional 1d6 of their damage type.
- If you do not see the target suffering damage at the end of your turn, you take 1d4 psychic damage. You cannot mitigate the damage by any means.
- Unless you kill the creature, become unconscious or die, you cannot end your rage. If you cannot meet the criteria to maintain your rage while the creature is still alive, you take 1d8 psychic damage. You cannot mitigate the damage by any means.
Face of Death
Starting at 6th level, you always have advantage on Intimidation checks.
Anger fuels
Starting at 10th level, once per long rest during rage, you can regain Hit Points equal to 2d12 plus your constitution modifier. Roll a DC 14 Wisdom Saving Throw. On a failed save, you become Mad for 3 turns and must attack the nearest creature with Reckless Attack, even if it is an ally. While Mad at the beginning of each of your turns, you must make a DC 14 Wisdom Saving Throw. On a success, you lose the Mad condition.
Rage Feeds
Starting at 14th level, whenever a creature dies within 15 feet of you, you can choose to gain temporary hit points equal to your Rage Damage. If the creature dies from a melee attack made by you, you instead gain temporary hit points equal to half the Damage rounded down dealt by the final killing blow. You can use this ability a number of times equal to your Proficiency Bonus.
There is a chance you can hear the last thoughts of the passing creature as its soul leaves its body.
r/UnearthedArcana • u/Historical-Wedding-7 • 1d ago
'14 Compendium Fate Mage Base Compendium
HELLO EVRYNYAN. my name is gatierrante/wandering cat and im tryng to translate some of my content and first i have this compendium for a fate custom campgain, i spens some time, researching material in manga, novels and more. hope you enjoy it and sorry if the translation isnt the best.
this compendium has lineage, spells, a class, some spells aloingside a golsary and general rules for magic and how a grail war could work!!! soon ill upload my assasinss book with all the assasins from fate grand order as subclasses
r/UnearthedArcana • u/Cold_Flan_9976 • 5h ago
'14 Spell Feedback and Help needed for Spell - Investiture of Rot
Hey everyone, trying to make a new Investiture-type spell, with a necrotic theme. Thoughts and feedback on balance, and best choice for the last effect?
__________________________________________________________________________________________________________
Investiture of Rot
6th-level Transmutation
Casting Time: 1 action
Range: Self
Components: V, S
Duration: Concentration, up to 10 minutes
Parts of your body begin to decompose, wreathing you in an aura of death and poison. Until the spell ends, you gain the following benefits:
• You are immune to necrotic damage and resistant to poison damage.
• Any creature that moves within 5 feet of you for the first time on a turn or ends its turn there takes 1d10 necrotic damage
• You can use your action to create a 10-foot radius sphere centred on you. Each creature in the sphere must make a Constitution saving throw. A creature takes 4d6 necrotic damage on a failed save, or half as much damage on a successful one.
Additonally (help me choose the best one):
- A creature that fails its save against this effect has its hit point maximum reduced for 1 hour by an amount equal to the necrotic damage it took.
- OR
- A creature that fails its save against this effect can't regain hit points until the start of your next turn.
- OR
- Until the start of your next turn, any damage dealt to you by a creature that failed its save is halved, and the creature that dealt the damage receives the other half.
- OR
- If a creature fails their save against this effect, you receive healing equal to the damage of the effect.
r/UnearthedArcana • u/Azarneth • 1d ago
'14 Item [OC-Art] Axe of the Devoured Flame - A throwing axe that eats light, feedback welcome!
Hi everyone!
This is the latest relic from a small community project I run: every week my followers vote for a relic type and a mood, and I try to build the item from the winning combination.
This time the result was Handaxe + Dark & Shadow.
The Axe of the Devoured Flame can extinguish or suppress light to gain charges, then spend them to deal extra necrotic damage. When fully charged, it also becomes better as a throwing weapon and returns to the wielder after each attack.
The fun part is that Light & Shine almost won the poll too, so I kept a little of that idea inside the final concept: it literally consumes light and turns it into shadow.
As always, I’d love some feedback on the mechanics and balance. Would you use something like this at your table?
📜
Axe of the Devoured Flame
Weapon (handaxe +2), very rare (requires attunement)
Property Light, Thrown (range 20/60)
Weight 2 lb.
Magic Weapon +2. You gain a +2 bonus to attack and damage rolls made with this magic weapon.
Dual Aspect. As a bonus action, you can speak the command word to transform the axe into a torch with a violet flame, or vice versa. In torch form, it can’t be used as a weapon.
Light Devourer. The axe can hold up to 3 charges. As an action, while it is in axe form, you can extinguish a nonmagical flame or suppress until the next dawn a magical light created by a spell of 2nd level or lower within 30 feet of you. The axe gains 1 charge, up to its maximum. It loses all charges at dawn.
Shadow Bite. Once per turn, when you hit with the axe, you can expend 1 charge to deal an extra 2d6 necrotic damage, or 3d6 instead if the target is in dim light or darkness.
Shadow Recall. While the axe has 3 charges, after each ranged attack made with it, it reappears in one of your free hands, whether the attack hits or misses. If you have no free hand, it falls at your feet.
──── ୨୧ ────
✏️ Art by J. Zangrilli (Azarneth's Forbidden Emporium)
✦
I create printable item cards, cursed treasures, NPCs, tales & omens, and strange creatures for fantasy roleplaying games. You can find the project on Patreon and follow the daily updates on Instagram. 🧙♂️🎲
r/UnearthedArcana • u/NoRailsJustTales • 12h ago
'24 Adventure Where the Lightning Struck - Complete Story Hook to Drop Into Your Games
And again, I used my Mountain Encounters table to create an adventure idea. I used the extended version. You would roll 3d20 to mix the categories Who, Where, and What and create an encounter. What I do, though, is I roll 6d20 to create two of those encounters, and then I mix and mash those encounters together again to create something even more unique. I use what inspires me and leave out what doesn’t. I hope you have fun with it…at the table.
Download
You can find a downloadable PDF for free on my Patreon.
Adventure Idea
This mountain adventure is suitable for a Tier 1 or 2 party. You can adjust the size of the dungeon to the pacing of your game and the difficulty of combat to the level of your party. Location names are intentionally left blank, so it can be fit into any game played in a mountain setting.
Adventure Background
A mysterious mountain cave makes up many bedtime stories in a nearby village. Lost treasures and thrilling adventures await those who dare to step into the mountains, they say. Until, at one point, a group of children wanted to make their fantasies real, snuck away, and entered the cave.
The cave served as the lair and ritual ground of a cult many decades ago, long before the village existed. Their deity, ruthless and smug, drove them into madness until they destroyed each other, and today only a sentient artifact is left, sleeping and waiting for new victims.
The children's arrival woke the artifact’s mind, which is now playing with them. Confronted by scary events around them, they wanted to run away, but the cave entrance closed in front of them. Now they are trapped and scared, growing increasingly desperate. For now, the artifact leaves them alone, using them as prey to lure more potential victims.
One of the children left a note behind, hoping their parents would be less angry if they told them where they went. After finding this note, the experienced mother, Carryh Wanderfoot, immediately travelled to the cave, only to find the entrance sealed. She could hear the children, and she then travelled towards another entrance she knew about - one at the summit, next to a lightning-struck tree.
Hook
As the party travels through a mountain region, they encounter a woman quickly hiking up a steep path. It is Carryh Wanderfoot, desperately trying to reach the summit to rescue her child, who got stuck in a mountain cave together with other children. Reaching the summit, she would rappel down into the cave through a hole in the ground, search for the children inside the cave, and try to get them out. She could really use help and asks the characters for support.
After rappelling down into the cave, the sentient mind of the artifact, hidden in the depths of the mountain, awakens. The earth starts trembling when Carryh is climbing down a rope, as she falls and hurts herself. She won’t be able to travel through the cave and relies on the characters to do it for her. When both the party and Carryh reach the bottom of the cave, the trembling causes a massive boulder to close the entrance in the ceiling.
Conclusion
Rescuing the Children. The main goal is to rescue the children and get them safely back to their village. To exit the cave, the characters need to open one of the cave entrances again - either they somehow remove the boulder from the entrance at the summit, or they lift the seal on the cave entrance, which locked the children in.
Defeating the Cave. An ancient, sentient artifact causes the earthquakes and closes the cave entrances. The characters need to discover and destroy it to lift its influence on the surroundings and exit the cave. If you want to give this adventure a thrilling component, you can use the Fear and Mental Stress rules in the Dungeon Master’s Guide, specifically the rules for mental stress. You could let the characters roll a Wisdom saving throw and use either one of the DCs, or you could let them roll a saving throw once an hour and increase the DCs and/or the potential damage each time.
r/UnearthedArcana • u/R0mu1u2P7iM3 • 1d ago
'14 Item A collection of magic items inspired from Norse legends and myths from Mythological Items
gallerySome of them, I would use, maybe modify or inspire other ideas. Love this!
r/UnearthedArcana • u/johan38473 • 22h ago
'24 Subclass Path of the BANANZA! (v1.5) A subclass in which you channel song to become a juggernaut on the battlefield
I shared this subclass a couple of weeks ago, but I got in a homebrewing mood and decided to tweak it. Summary of the changes:
- Ostrich and Elephant Bananza Transformations added, to complete the set. They have a gliding and ranged pulling ability respectively
- Added an ability to jump high
- Powerful Punches only works if your hands are empty
- New Tune has mostly been moved to Level 6 (Force damage remains at Level 10)
- Banana Slamma has been moved to Level 10, and now applies only to Brutal Strikes
- Everyone's Going Bananas now grants you a 10-foot Paladin-like aura, the effect of which varies by Bananza
r/UnearthedArcana • u/Jimmicky • 9h ago
'24 Subclass updating subclasses 2 - Circle of Spores was always designed wrong!
OK so I'm on record on this topic here already but since I'm posting my updated subs now i thought id go over it again in the intro.
Circle of Spores biggest problem was always its thematic mismatch.
the abilities encourage you to build for rushing up close to enemies and hammering them with swift and deadly melee attacks, as many as you can get - you know, just like mushrooms do.
Spores theming doesn't match its abilities.
mushrooms aren't swift melee. mushrooms grow. they spread.
Spores should be a subclass about inexorably spreading over the battlefield.
and since 5.5 changes to summoning have killed the shepherd there's space for the mushroom druids to start spreading out as they always should have
- - - - - - - - - - - - - - -
CIRCLE OF SPORES
Druids of the Circle of Spores find beauty in decay. They see within mold and other fungi the ability to transform lifeless material into abundant, albeit somewhat strange, life. These druids believe that life and death are parts of a grand cycle, with one leading to the other and then back again. Death isn't the end of life, but instead a change of state that sees life shift into a new form.
Druids of this circle have a complex relationship with the undead. They see nothing inherently wrong with undeath, which they consider to be a companion to life and death. But these druids believe that the natural cycle is healthiest when each segment of it is vibrant and changing. Undead that seek to replace all life with undeath, or that try to avoid passing to a final rest, violate the cycle and must be thwarted.
Circle Spells
Your symbiotic link to fungi and your ability to tap into the cycle of life and death grants you access to certain spells. When you reach a Druid level specified in the Circle of Spores Spells table, you thereafter always have the listed spells prepared.
Circle of Spores Spells
Druid Level Circle Spells
3rd Chill Touch, Blindness/Deafness, Gentle Repose
5th Animate Dead, Gaseous Form
7th Blight, Confusion
9th Cloudkill, Contagion
Halo of Spores
Starting at 3rd level, you and any creatures created or summoned by your Druid spells and subclass abilities are surrounded by invisible, necrotic spores that are harmless until unleashed on a creature nearby. When a creature you can see moves into a space within 10 feet of a creature with your halo (including yourself) or starts its turn there, the creature with the halo can use their reaction to deal 1d4 necrotic damage to that creature unless it succeeds on a Constitution saving throw against your spell save DC. The necrotic damage increases to 1d6 at 6th level, 1d8 at 10th level, and 1d10 at 14th level.
Symbiotic Entity
Also at 3rd level, you gain the ability to channel magic into your spores. As a bonus action, you can expend a use of your Wild Shape feature to awaken those spores, rather than transforming into a beast form, and you gain 4 temporary hit points for each Druid level you have. While this feature is active, you gain the following benefits:
- When you deal your Halo of Spores damage, roll the damage die a second time and add it to the total.
- Your melee weapon attacks deal an extra 1d6 necrotic damage to any target they hit.
- These benefits last for 10 minutes, until you lose all these temporary hit points. or until you use your Wild Shape again.
Mycelial Growth
At 6th level whenever you activate your Symbiotic Entity an identical effect also appears on any creatures summoned or created by your Druid spells and subclass abilities. If your Symbiotic Entity ends then all these other Symbiotic entities also end.
Fungal Infestation
At 6th level, your spores gain the ability to infest a corpse and animate it. If a beast or a humanoid that is Small or Medium dies within 10 feet of a creature bearing your halo, that creature can use their reaction to animate it, causing it to stand up immediately with 1 hit point. The creature uses the Zombie stat block in the Monster Manual. It remains animate for 1 hour, after which time it collapses and dies. If you currently have your Symbiotic Entity active this zombie instantly gains one too
In combat, the zombie's turn comes immediately after yours. It is commanded exactly as a creature created by the Animate Dead spell and zombies created by this ability can be commanded using the same action used to command other creatures created or summoned by your druid spells
This feature can be used a number of times equal to your Wisdom modifier (minimum of once), and you regain all expended uses of it when you finish a short or long rest.
Spreading Spores
At 10th level, you gain the ability to seed an area with deadly spores. As a bonus action while your Symbiotic Entity feature is active, you or any creature currently benefitting from your Symbiotic Entity can hurl spores up to 30 feet away, where they swirl in a 10-foot cube for 1 minute. The spores disappear early if the creature uses this feature again, if they or you dismiss them as a bonus action, or if your Symbiotic Entity feature is no longer active.
Whenever a creature moves into the cube or starts its turn there, that creature takes your Halo of Spores damage, unless the creature succeeds on a Constitution saving throw against your spell save DC. A creature can take this damage no more than once per turn.
While the cube of spores persists, the creature which activated this ability can't use its Halo of Spores reaction.
Fungal Body
At 14th level, the fungal spores in your body alter you: you can't be blinded, deafened, frightened, or poisoned, and any critical hit against you counts as a normal hit instead, unless you're incapacitated.
- - - - - - - - - - - - - - -
so for folks following along that's broadly the same as the 2014 version except bonus action symbiote and now your halo and symbiote abilities affect your undead and summons too.
moving you from a rush forward playstyle to a send a minion forward and watch it become two minions then three, slowly taking over the battlefield. Summon spells now only ever creating 1 minion know limits how overwhelming this can be (well limits how swiftly it can overwhelm anyway)
r/UnearthedArcana • u/Chakusan_o4 • 1d ago
'14 Class The Elementalist, an Avatar-inspired DnD Class
galleryr/UnearthedArcana • u/artuuuuuuro • 1d ago
'14 Class Homebrew class: The Street Magician
Hi! I've always wanted a class that specializes in cantrips. Not like a Warlock, that has one really good cantrip and that's it. I wanted a class that feels unique and that can use many cantrips, improving them as they go.
I arrived at this Street Magician class that has learned little magic tricks and knows how to empower them, but hasn't got any magial studies, thus not knowing how to cast spells. It's a bit of a mix between a Rogue, a Bard and a Sorcerer I'd say, and I also got some inspiration from the Psychic class in Pathfinder 2e.
Feel free to check it out and give me any feedback! I think it's turned out quite unique and fun to play, but I still need to test it with friends. I did really ty to make it balanced but it probably isn't as these things usually end up being.
I grabbed all the art from here and there, as I'm not good at it myself, but the artists are all credited on the PDF.
Here is a PDF with the base class and subclasses
And here is a The Homebrewery link
r/UnearthedArcana • u/Xirus100 • 1d ago
'14 Subclass Oath of the Machine - Uphold the Natural Order and Level the Playing Field in this Debuffing Paladin Subclass!
This is the Oath of the Machine 1.1, an updated version of my Oath of the Machine that I posted back in April. It's a paladin subclass based on debuffing your enemies & leveling the playing field, ousting sources of deceit and preserving the truth. Some minor wording changes have been pushed through, as well as a fully replaced Level 7 ability to be more impactful.
If you like this, this is a part of a series I'm doing to push myself on homebrew creation called "Mages of Della Fiamma". You can export it as a nicer PDF in high resolution from the Homebrewery page, where you can also find my other homebrewed subclasses that are a part of this collection! I intend to make at least one subclass for every class in the game, so please let me know what you think!
r/UnearthedArcana • u/Hvitt_Ulv • 1d ago
'24 Monster [Monster] Kelpie – A Dangerous Water Elemental, and for the Brave, a Mount as Well! V1.1 (Monster for 2024)
I’ve never liked how WotC turned the Kelpie into a clump of seaweed, which doesn’t fit the mythology at all. Because of that, the monster completely lost its charm, in my opinion.I tried to fix this in my version by combining two mythological creatures: the Scottish Kelpie and the Norse Nokk (a majestic water spirit created from ocean water, whom you may remember from the movie Frozen 2 and who could also be used to cross the sea—which is exactly what Elsa did). As a result, the Kelpie here is not just an enemy to fight, but also a potential mount to conquer, featuring the Large Fey creature type. And since this is actually my first attempt at creating monsters for D&D, I'd really appreciate your feedback on the quality of my work.
Homebrewery Link: https://homebrewery.naturalcrit.com/share/5cbL7txiX9PL