Shadowdark July homebrew challenge: Summer!

I'm working on the location map that goes with the bandits.

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Inspired by summer in the US South...

Summertime Sadness
“Oh my God, I feel it in the air…”

3rd-level evocation
Casting Time: 1 action
Range: 60 feet
Area: 30-foot-radius, 20-foot-high cylinder (centered on a point within range)
Duration: Concentration, up to 10 minutes
Components: V, S

Description:
You conjure a dome of magical heat and clinging humidity that saturates the air and drains the stamina of those within. The area becomes thick with shimmering haze and oppressive moisture, making movement sluggish and breathing laborious.

  • When a creature enters the area for the first time on a turn or starts its turn there, it must succeed on a Constitution saving throw or gain one level of exhaustion.
  • Creatures already suffering from exhaustion make this saving throw with disadvantage.
  • Creatures that are accustomed to extreme heat and humidity, such as those native to arid or tropical environments, make this saving throw with advantage. The DM determines which creatures qualify based on their background, physiology, or environmental adaptation.
  • Creatures that do not breathe or are immune to exhaustion are unaffected.
  • The area is lightly obscured by dense humidity and shimmering heat.

At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the radius increases by 10 feet for each slot level above 3rd.
 



Will likely continue to tinker with this. It doesn't feel fully fey yet to me.

Summer Knight

Champions of the Summer Court of the Faeries, relentless as the blazing sun. They roam both the mortal and faerie realms on errands for their strange lords.

Weapons: Bastard sword, greataxe, longsword, mace, spear, warhammer

Armor: All armor and shields

Hit Points: 1d8 per level

Language. You speak Sylvan.

Blazing Weapon. Bond with one weapon you own. It flickers with subtle flames. You do +1 fire damage with that weapon, plus half your level (round down).

Flaming Weapon. Once a day, you can cause your weapon to burn with magical flames that shed light like a torch for up to one hour. While it burns this way, it does an extra 1d4 damage.

Celebrant. You can magically travel between maypoles or celebratory bonfires within 10 miles per level.

Summer Knight talents
2d6 : Effect

2: Your extra Flaming Weapon damage increases by one die size
3-7: +1 to melee attacks
8-9: +2 to Strength or Constitution stat
10-11: +1 to AC
12: You gain one more use of Flaming Weapon per day

Summer Knight titles
Level 1-2
: Page of the Summer Court
Level 3-4: Squire of the Summer Court
Level 5-6: Knight of the Summer Court
Level 7-8: Knight Champion of the Summer Court
Level 9-10: Knight Commander of the Summer Court
 
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Did some work on this before I go to the gym.

The factions are.

The Troupe Terrific (Bards)
Magnificent Caravan of Mundi (Caravan)
Clkclk (Lizardmen)
Pilgrims of the Sun (Pilgrims)
Tribes of Eli (Nomads - Humans)
Ragged Maw Pack (Jackalmen - Gnolls)
Refugees (Refugees)
Traders (Traders)
Order of Righteous Light (Zealots)
Magi of the Three Moons (3 Magi)

Major zones are.

Oasis
Caves
Ravine
Pale Rose
Travelling Tower
3 Ritual Sites
Bone Field
The Pit

This is the format I'm going for for a faction.

Pilgrims.JPG


Now, I'm late for the gym!
 


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