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  1. - Top - End - #1
    Ogre in the Playground
     
    MoleMage's Avatar

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    Default D&D Subclass Contest XXVIII: Well That's Fortunate II

    It's time for our next subclass contest! Subclass Contest XXVII: So You Don't Have To II

    1. The class must fit the theme of the contest. For our twenty-seventh contest, we are reviving Fortune. Whether it's good luck, bad luck, or predicting the future with cookies, if it's got anything to do with fortune it's a good time to break it out!
    2. Your class must be posted in this thread. If you wish, you can use external formatting, such as Google Docs or Homebrewery, though I recommend sharing it as a PDF to ensure that it works on most computers.
    3. You may only create one subclass, which must follow the normal progression for the class it belongs to. Please specify what class it is for. You can use any base class published in official material (including the Unearthed Arcana posts), or any existing homebrew class (don't make a whole base class just for your submission). If you are going to use a homebrew base class, make sure you get permission from its original creator and post a link so we know where to find it! Failure to get permission will be grounds for disqualification.
    4. Until the contest is finished, do not publicly post your subclass anywhere else, other than the discussion thread for these contests. If you are found to have done so, that subclass will be disqualified (though you will be allowed to post a new one if you wish, within reason). Privately sharing your work is acceptable.
    5. Your subclass must be complete by the end of the day on March 13th. The next day, I will put up a voting thread. Any submissions or edits after that point will be considered invalid. A two-week extension will be implemented if at least three requests are made in the chat thread.
    6. A single extension of two weeks is available if at least three people request it in the chat thread.
    7. Have fun, be respectful.


    Chat thread: https://forums.giantitp.com/showthre...ming-Frequency
    Voting thread: Coming March 14th.
    Currently operating the 5e Subclass Contest and the 5e Base Class Contest. Check them out if even just to vote or give feedback, we love that in there.

    Spoiler
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    My DMsGuild content. Most of it was written with feedback from right here on the forums.

  2. - Top - End - #2
    Bugbear in the Playground
     
    Daemon

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    Default Re: D&D Subclass Contest XXVIII: Well That's Fortunate II

    To be determined that in the near future, probably a warlock patron: Dragon...

    Warlock Patron: Elder Dragon (Dragon Patron Rebuild)

    As a Warlock bound to an Elder Dragon you are granted great power to project the Dragon's authority into the realms of the lesser races or to forewarn your Patron of dangers to its life or hoard.
    Bonus Spells
    1. Alarm, Identify
    2. Dragon's Breath, Locate Object
    3. Catnap, Ashardalon’s Stride
    4. Leomund's Secret Chest, Private Sanctum
    5. Summon Draconic Spirit, Legend Lore


    Dragonkith

    Beginning at 1st level you become proficient in the Draconic Language and your Patron grants you certain protections, whether it considers you a valued member of its entourage, cherished pet, or prized possession.
    Draconic Resistance. As a bonus action you gain resistance to an energy type of your choosing. As a reaction you can become Immune to this damage type until the beginning of your next turn which ends the resistance.
    Draconic Luck. After you make an attack roll, saving throw, or ability check, you can add 1d6 to the result potentially turning a failure into a success or increasing the degree of success. This die becomes a d8 at 5th level, a d10 at 11th level, and a d12 at 17th level.
    You can use either aspect of this feature a number of times equal to your proficiency bonus and regain all uses after completing a long rest.

    Hoard Accountant
    At 6th level you have begun cataloguing your patron's endless accumulation of magic and riches. During a short or long rest you may perform a ritual which conjures a random magic item or a measure of wealth from your Patron's epic hoard, as seen on the table below. For items of uncommon or greater rarity, you can request a specific item only if you know your Patron has one in their hoard. Once you have discovered an item in the hoard and returned it, you can request the item with later uses of this feature. Items from your Patron's hoard behave as any found magic item and can be used by any creature that meets their requirements, if any.
    Requested wealth appears in any combination of coinage and gems you prefer. You can spend or share this wealth as desired.
    You can return a borrowed magic item or other treasure and wealth you have found, to your Patron's hoard using a similar ritual during a short or long rest.
    You can use this feature once and regain its use when you return the magic item or one of equivalent rarity or repay the borrowed wealth with gold, gems, or other treasure of equivalent value. The DM is the final arbiter of the value of trade goods, art objects, and other treasures that are not gems or coins.
    6th level. Any common item or roll on Table D or F. or 5000gp
    11th level. Roll on Table G or 10000gp
    17th level. Roll on Table H or I or 25000gp.

    Draconic Wisdom
    At 10th level and beyond you can channel the wisdom of your patron. You can reroll any failed Intelligence, Wisdom, or Charisma based ability check but must use the new result. You can use this feature a number of times equal to your proficiency bonus and regain all uses when you complete a long rest. A use of this feature is only consumed if the reroll results in a success.

    Wyrmself
    Wyrmself
    At 14th level your Patron's magic has transformed your soul into that of a dragon. You can give yourself over to this evolution as an action, transforming into a powerful draconic form for a number of hours equal to your proficiency bonus. You can transform in this way once and regain the use of this feature after a short rest.

    When you transform you gain Temporary hit points equal to your Warlock level. You use the stat block found below, retaining your Intelligence, Wisdom, and Charisma scores, hit points, and Warlock features.
    You decide when you transform whether your equipment is absorbed into your new form of falls in your space. Equipment granted by your Pact Boon can remain on your person and warps to accommodate your new form such as pact weapons that can be wielded with your tail, the text of your book of shadows being scribed on the interior of your wings, or every scale marked as a potential talisman.

    The breath weapon of your draconic form can be used once and you cannot use it again until you use this feature to transform again or expend a warlock spell slot to do so.

    You retain this form until its duration expires, you are reduced to 0 hit points, or dismiss it as an action.

    Spoiler: Draconic Form
    Show



    Spoiler: Invocations
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    Labyrinthine Gullet
    Prerequisites: Elder Dragon Patron
    A logistical puzzle that plagued sages for generations concerns how dragons transported their collected treasures back to their lairs. The vast wealth of a dragon could only be accounted for in some measure with adventure or conquest. You know the answer, they swallow what they want and it can be redirected to a gizardlike organ in their abdomen. Presaging your own apotheosis you develop such a thing and can swallow tiny objects as well as willing or incapacitated tiny creatures as an action. Creatures immediately begin to suffocate unless they hold their breath in this inhospitable place. Objects can remain indefinitely. Either can be regurgitated as an action, soiled but otherwise unharmed. You can swallow any combination of objects or creatures up to your proficiency bonus. These items do not count toward encumberance.

    Wyrmling Ward
    Prerequisite: Elder Dragon Patron, Pact of the Chain, 9th level
    Instead of a Pseudodragon, you can summon a Wyrmling as your familiar. If this Wyrmling dies, you cannot summon another and must restore it to life with magic if you wish to continue adventuring with it. You can summon another familiar in the interim.
    Last edited by BerzerkerUnit; 2022-02-17 at 02:51 PM.

  3. - Top - End - #3
    Dwarf in the Playground
     
    ElfWarriorGuy

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    Default Re: D&D Subclass Contest XXVIII: Well That's Fortunate II

    Divine Domain: Serendipity Domain

    Deities of Serendipity Domain are concerned with invisible and intangible threads permeating time and space that influence the outcome of events that transpire on all scales in subtle ways, and their acolytes have powers to spot and manipulate these threads to an extent. Gods associated with luck, fate or causality might grant their clerics access to Serendipity Domain. Tymora, Beshaba and Jergal from Forgotten Realms, Istus and Lendar from Greyhawk and Avandra the Changebringer from Exandria are good examples of such deities.

    Cleric level Feature
    1st Domain Spells, Implements of Serendipity, Uncanny Insight
    2nd Twist Fate
    6th Fortune Teller
    8th Potent Spellcasting or Blessed Strikes
    17th Fortune's Favored

    Domain Spells
    At each indicated cleric level, you add the listed spells to your spells prepared. They do not count towards your limit of spells prepared.
    Cleric level Spells
    1st bane, bless
    3rd augury, mirror image
    5th blink, slow
    7th death ward, divination
    9th commune, reincarnate

    Implements of Serendipity
    When you choose this domain at 1st level, you gain proficiency with one gaming set of your choice, and your proficiency bonus is doubled for any ability checks you make with any gaming sets you're proficient with, including this one.
    Additionally, you learn guidance and resistance cantrips. They don't count towards your limit of cleric cantrips known.

    Uncanny Insight
    Also, at 1st level you instinctively recognize what spells you might need in the near future. When you finish a long rest, you may choose to prepare less spells than you can normally do. After that, at any moment (no action required), you can prepare any spell you would normally be able to prepare as cleric. You cannot exceed your limit of prepared spells this way. You can use this feature a number of times no greater than half your proficiency bonus, and you regain all expended uses when you finish a long rest.

    Channel Divinity: Twist Fate
    Starting at 2nd level, you can use your Channel Divinity to exercise the power of good or bad fortune. When a creature you can see within 30 ft of you (including yourself) rolls an ability check, an attack or a saving throw (but before the DM determines if it's a success or a failure), you can use your Channel Divinity as a reaction to force the creature in question to reroll. It must accept the new roll, and this die cannot be rerolled after that even if a similar effect (e.g. Lucky feat or a Divination wizard's Portent) is used on the same roll. If this roll is made with advantage or disadvantage, the creature rerolls all d20s involved.

    Fortune Teller
    Starting at 6th level, you can make an effort to be completely sure your divination is answered correctly. If you use a spell slot to cast a divination spell from the cleric spell list, the spell in question doesn't yield random or no result due to repetitive casting even if its description says otherwise (such as augury, divination and commune).
    Additionally, your bless, bane, guidance and resistance spells use d6 instead of d4.

    Potent Spellcasting
    Starting at 8th level, you add your Wisdom modifier to the damage you deal with any cleric cantrip.
    OR
    Blessed Strikes
    You are blessed with divine might in battle. When a creature takes damage from one of your cantrips or weapon attacks, you can also deal 1d8 radiant damage to that creature. Once you deal this damage, you can't use this feature again until the start of your next turn.

    Fortune's Favored
    Starting at 17th level, reality itself seems to support manifestations of divine power you wield. Once per turn, when you cast a cleric spell and roll dice as part of its effect, you can reroll any one die that doesn't represent an attack, an ability check or a saving throw and use either the original roll or the new one.
    Additionally, wish becomes a cleric spell for you.

    Spoiler: Changelog
    Show
    16.02.2022
    • removed unnecessary cumbersomeness from Uncanny Insight: now you just leave a preparation slot open to fill it when you see fit;
    • mirror image instead of enhance ability at 2nd spell level;
    • removed the upcasting requirement from Fortune Teller's first clause and scaling to d8 from its second clause;
    • tweaked wording of Twist Fate to make it clearer.
    Last edited by Ilerien; 2022-02-16 at 06:10 AM.
    My homebrew. Feel free to use!


  4. - Top - End - #4
    Bugbear in the Playground
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    Default Re: D&D Subclass Contest XXVIII: Well That's Fortunate II

    Path of Recklessness

    Taunt
    Beginning when you choose this subclass at third level, you may use your bonus action to taunt a creature which can reach you with a melee attack. Taunting provokes an attack of opportunity. This gains you a Ferocity Die that lasts until you engage in a short or long rest. The Ferocity Die starts out at 1d4 and increases to 1d6, then 1d8, 1d10, and finally 1d12, gaining one die size each time you taunt. No die is gained if you taunt a creature that cannot make an opportunity attack, for whatever reason, including if it has already used its reaction, lost its reaction, or has a condition that prevents it from making reactions. However, you still gain the Ferocity die if it chooses not to make an opportunity attack.

    Ferocity
    Also beginning at third level, you add your Ferocity die to damage rolls when you use Reckless Attack.

    Tenacity
    Beginning at sixth level, you may use your reaction when forced to make a saving throw to add your Ferocity Die to your save. Your Ferocity Die shrinks by one step if you do so.

    Scorn
    Beginning at tenth level, when you leave an enemy's threatened area and provoke an opportunity attack, your Ferocity Die increases as if you used Taunt.

    Storm of Blades
    Beginning at fourteenth level, when your Ferocity Die is a d12, before you roll an attack roll, you may choose to give yourself disadvantage on all attack rolls (removing advantage if you had it) in order to count any hit as a critical. This lasts until the beginning of your next turn, affecting off-hand attacks, and potential opportunity attacks.
    Last edited by sengmeng; 2022-03-06 at 11:26 AM.
    My Homebrew (Free to use, don't even bother asking. PM me if you do, though; I'd love to hear stories).

    Avatar done by me (It's Durkon redrawn as Salvador from Borderlands 2).

    Nod, get treat.

  5. - Top - End - #5
    Ettin in the Playground
     
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    Default Re: D&D Subclass Contest XXVIII: Well That's Fortunate II

    Coinslinger Fighter
    You have gold in your veins. Maybe you were a miner earlier in life, maybe you are related to the gnomes of old who dug up the gold in the ground, maybe you have pinched so many pennies in your life that they have become part of you. You have learned to use those precious metals to great effect in combat.


    Coinslinger
    At level 3, a coin is considered a simple ranged weapon for you and has the finesse and ranged (15/30) properties and you can use it in place of a sling bullet. When slinging or throwing a coin replace the normal base damage of a sling or thrown with the following: 1d6 damage with a copper, 1d8 with a silver piece, 1d10 damage with an electrum or gold piece, or 1d12 with a platinum piece. Any thrown or slung coin has a 50% chance of being destroyed or lost and cannot be recovered through any means.




    Magical Coins
    Additionally at level 3, any time you make an attack as part of an attack action, you may replace one or more of the attacks with throwing a magical coin. You may use this ability proficiency mod times, recharging on a short rest. Instead of making an attack roll with your coin, you can target a 5 ft square within range. The coin is consumed by magic and unable to be recovered by any means short of a wish spell.
    • CP: The coin bursts into a pool of acid in a 10 feet in radius. For the next minute, any creature that begins its turn in the pool of acid takes 1d4 acid damage.
    • SP: Cold bursts from the coin, dealing 1d8 cold damage to all creatures in a 10 foot radius. Additionally, for the next minute that area is frozen and considered difficult terrain.
    • EP: Radiant Magic Bursts from the coin. All non-undead creatures of your choice in a 10 foot radius gain 1d8 hit points. Any undead creatures in the radius take 1d8 radiant damage.
    • GP: Fire bursts from the coin in a 15 foot radius. All creatures in that area take 1d10 fire damage.
    • PP: A thick green fog bursts from the coin in a 20 foot radius causing heavy obscurement. For the next minute, any creature that starts its turn in the fog takes 1d8 poison damage.



    Fast Fingers
    Additionally at level 3, your manipulation of coins has given you fast and nimble fingers. You gain proficiency and expertise in the Sleight of Hand skill.


    Magical Coinshot
    At level 7, when you make an attack with a sling without loading ammo into it, the sling magically fills it with a coin. When you make this attack, roll a d10, the coin thrown depends on the result of the roll. This piece disappears immediately after hitting or missing your target. Additionally, an attack made with any coin is considered magical for the purpose of overcoming resistance or immunity.
    1-2 CP
    3-4 SP
    5-6 EP
    7-8 GP
    9-10 PP


    Coin Sense
    Additionally at level 7, as an action you sense coins close to you. When you use this ability you learn the direction and distance to the largest cache of coins within 100 feet. When you use this ability, you may choose to ignore coins that are at a known location. You may use this ability proficiency mod times per long rest.


    Potent Coinshot
    At level 10, your coinshots become more power
    • CP: The radius increases to 15 feet, and the damage to 2d4
    • SP: The radius increases to 15 feet, and the damage to 2d8
    • EP: The radius increases to 15 feet, and the damage/healing to 2d8
    • GP: The radius increases to 30 feet, and the damage to 2d10
    • PP: The radius increases to 40 feet, and the damage to 2d8



    Ever ready
    Starting at 15th level, when you roll initiative and have no magical coins remaining, you regain two uses of the magical coin.


    Empowered Coinshot
    At 18th level, your coinshots also gain more in power.
    • CP: The radius increases to 20 feet, and the damage to 3d4.
    • SP: The radius increases to 20 feet, and the damage to 3d8
    • EP: The radius increases to 20 feet, and the damage/healing to 3d8
    • GP: The radius increases to 40 feet, and the damage to 3d10
    • PP: The radius increases to 60 feet, and the damage to 3d8
    Last edited by nickl_2000; 2022-02-17 at 07:35 AM.
    Pronouns he/him/his
    Spoiler: 5e Subclass Contest Wins
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    ● IV-Pinball Wizard
    ● VI-Luchador Bard
    ● XIII-Rogue, Tavern Wench
    ● XV-Monk, Way of the Shrine Guardian
    ● XVI-Cleric, Madness Domain
    ● XVIII-Fighter, Chef
    ● XXI-Artificer, Battling Bowman
    ● XXV-Ley Line Sorcerer

  6. - Top - End - #6
    Dwarf in the Playground
     
    DruidGuy

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    Default Re: D&D Subclass Contest XXVIII: Well That's Fortunate II

    Rogue Subclass: Gentleman of Fortune

    "You won't fight, as gentlemen o' fortune should; then, by thunder, you'll obey, and you may lay to it!" - Long John Silver from Robert Louis Stevenson, Treasure Island

    You are a marine rogue as deadly with your blade as any landlubber and twice as dangerous on the shifting decks of a ship.

    Whip Climber
    Starting at 3rd level when you choose this archetype, you can use a whip as a makeshift grappling hook, lashing it around a protrusion or other firm, weight-bearing object in order to climb a wall or swing across as chasm. Securing a whip as a grappling hook requires a bonus action.

    In addition, whenever you have to make an Athletics check while climbing, you can use your Dexterity modifier instead of your Strength modifier for the ability check.

    Swinging Shove
    Also at 3rd level whenever you make a Shove attack to shove an opponent 5 feet backwards, you may make a Dexterity (Acrobatics) instead of a Strength (Athletics) check.

    If you can swing from something while making such a Shove attack, you can use the momentum to your benefit. You gain a +5 to the Acrobatics check if you are swinging from someplace. If you succeed, the target is shoved 10 feet back instead of 5.


    Dastardly Opportunist
    Starting at 9th level, whenever your ally scores a critical hit against a hostile creature within 5 feet of you, you can use your reaction to make a melee weapon attack against the struck creature. In addition, while you are wielding a finesse weapon in your hand, other creatures provoke an opportunity attack from you when they enter the reach you have with that weapon.

    Better Lucky than Good
    Starting at 13th level, when you roll a natural 1 on a die when making an attack roll, you can use your reaction to instead treat the roll of that die as a natural 20. If you do, you cannot use this feature again until you finish a short or long rest.


    Bold Attacker
    Starting at 17th level, whenever you hit a creature with a melee attack, you gain a bonus to your Wisdom and Charisma saving throws equal to your proficiency bonus which lasts until the end of your next turn.
    Last edited by Oerlaf; 2022-02-26 at 01:35 AM.

  7. - Top - End - #7
    Pixie in the Playground
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    Default Re: D&D Subclass Contest XXVIII: Well That's Fortunate II

    Homebrewery/PHB style spoilered:

    Spoiler
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    Artificer: Augur



    Fortune teller, oracle, diviner, clairvoyant - these are a few of the many names people call themselves when they want others to believe that they can see the future. Whether or not they can indeed glimpse forward through time is another matter entirely - but even for those rare few who do possess the gift, real power lies not just in seeing the future but in using the knowledge you gain for the benefit of yourself and your allies.

    Those who can harness that power and bend it to their will are known as Augurs. Tinkerers by nature, their interests range from magical to mechanical, spatial to spiritual. Through whichever means available, they create trinkets, machines and enchanted items to bend temporal reality to their will. They are intent on not only looking into the future but controlling it through force; wielding it like a weapon or wearing it like a shield. These Augurs build their studies, their practices and their adventures around the manipulation of time for personal gain and profit.


    Time-bending Tools
    When you adopt this specialisation at 3rd level, you create your temporal talisman, which is the item you use to glimpse into the future. It could take the form of a fist-sized clockwork cube, an enchanted crystal floating in a saucer of rainwater, a tattooed skull, or some other tiny object of your choosing. You can use the talisman as a spellcasting focus for your artificer spells. In addition, while holding the talisman, you can tap into its power to cast augury as a bonus action without expending a spell slot. Once you have used your talisman this way, you cannot do so again until you finish a short or a long rest.

    You also gain proficiency with one type of artisan's tools of your choice, reflecting your particular method of tampering with time.

    Augur Spells
    Starting at 3rd level, you always have certain spells prepared after you reach particular levels in this class, as shown in the Augur Spells table. These spells count as artificer spells for you, but they don't count against the number of artificer spells you prepare.

    3rd - bless, silvery barbs
    5th - enhance ability, misty step
    9th - haste, revivify
    13th - death ward, divination
    17th - hold monster, temporal shunt

    Future Visions
    Starting at 3rd level, you can share glimpses of the future with your allies, allowing them to choose their ideal course of action. If you cast a spell with a spell slot of 1st level or higher and target an ally with the spell, that ally can use their reaction immediately after the spell to gain one of the following benefits:

    - they gain temporary hit points equal to your artificer level + your Intelligence modifier.
    - they can immediately move up to half their speed without provoking opportunity attacks.
    - they gain advantage on the next attack roll or saving throw that they make before the start of your next turn.

    If the spell targets more than one ally, you choose the ally who gains the benefits.

    Sharpen Focus
    Starting at 5th level, you have honed your ability to temporarily slow time around an enemy, allowing you to pinpoint weaknesses in their defences. You have specialised in doing so through either magical or martial means. You can choose one of the following benefits to gain:

    - Extra Attack: you can attack twice, rather than once, whenever you take the Attack action on your turn.
    - Potent Spellcasting: you can add your Intelligence modifier to the damage you deal with any artificer cantrip.

    Time Warp
    Starting at 9th level, you can use your mastery of the temporal weave to enhance your problem solving, always seeming to put the right person in the right place at the right time. When a creature gains the benefit of your Flash of Genius feature, they can immediately swap places with another willing creature within 60 feet.

    Once this feature has been activated, you can't use it again until you have finished a short or a long rest.

    Shared Visions
    Starting at 15th level, you gain the ability to open visions of the future over a greater area. Whenever a creature gains the benefit of your Future Visions feature, you can choose a willing creature within 30 feet of the original target to also gain the benefit. They can receive the same benefit as the original target or choose a different one.
    Last edited by tzurk; 2022-02-16 at 04:50 PM.
    t z you are k

  8. - Top - End - #8
    Ogre in the Playground
     
    MoleMage's Avatar

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    Default Re: D&D Subclass Contest XXVIII: Well That's Fortunate II

    https://forums.giantitp.com/showthre...7#post25395527

    We're getting back into the swing of things with six entries (up from four); let's make sure we all get our votes in too!
    Currently operating the 5e Subclass Contest and the 5e Base Class Contest. Check them out if even just to vote or give feedback, we love that in there.

    Spoiler
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    My DMsGuild content. Most of it was written with feedback from right here on the forums.

  9. - Top - End - #9
    Ogre in the Playground
     
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    Default Re: D&D Subclass Contest XXVIII: Well That's Fortunate II

    Quote Originally Posted by MoleMage View Post
    Alrighty it is time to call the thread, so here's where we landed in the end:

    Our third place winner, with 9 points earned, Oerlaf's Gentleman of Fortune Roguish Archetype. Whether you're an explorer, a pirate, or a privateer, this class lets you live the hey-day of maritime fiction!

    In second place, with 10 points earned, nickl_2000's Coinslinger Martial Archetype. Finally, a reason to include electrum pieces in your game world!

    Finally first place, with 13 points earned, goes to Ilerien's Serendipity Domain! Tug on the strings of luck! See the future! Access wish as a cleric spell!

    Thanks everyone who contributed, this contest's continued thriving input is heartwarming to see.

    And for our next contest, Refine Mayhem took the cake handily, with It's Technical coming in second, so it will be in next month's pool. We also had a write-in for Easter, which I will add to the suggestion pool as "This Season On", for classes themed around the current season (northern hemisphere, solely because I live there), including any holidays that fall within that season. I'll come up with a (non)witty name for each specific season whenever it rolls up.
    Voting is concluded, congrats to our winners! New thread momentarily!

    EDIT: Here it is: https://forums.giantitp.com/showthre...8#post25410588
    Last edited by MoleMage; 2022-03-28 at 04:52 PM.
    Currently operating the 5e Subclass Contest and the 5e Base Class Contest. Check them out if even just to vote or give feedback, we love that in there.

    Spoiler
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    My DMsGuild content. Most of it was written with feedback from right here on the forums.

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