Silly Character

Silly Character

Race: Mimic

Class: Druid (Circle of The Moon)

Description: A mimic who can turn into animals too. Has learnt Common by living for a bit with human farmers as a cat (to eat the mouses)

Name: Sparklefluffy Whiskertoes

Inspiration: I just wanted a funny first-character for my trans best friend who is in love with shapeshifting

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9 months ago

Character Idea

50s/60s Bard

Description: A bard with the charisma of a frontman of a 50s/60s rock band. The mythical Bard²

Inspiration: It appeared in my mind while listening to Be Bop a Lula, because I’m old inside and I like that era of music


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1 year ago

Magic Item

Lucky Hair Bow

Description: an extremely saturated pink hair bow that makes whoever wears it feel prettier. Only a roll higher than 20 on Investigating the Hair Bow will confirm that the Hair Bow is magic, otherwise it looks like a normal Hair Bow.

Functionality: +2 to Charisma score. Every time you have to roll 1 or more d100, you roll 2 more d100s, you can choose the result between the options (you can choose only a number of results equal to the original number of dices to roll).

Example: Astarion rolls 3d100, then rolls 2d100 thanks to his Lucky Hair Bow, the results:

Obtain 25 gp

You lose all your spell slots of level 3 and higher

Obtain 25 gp

In your next encounter you get +3 initiative.

You get teleported into the Plane from where you where born, if you already are there you get teleported into a random level of the Nine Hells

Annie (the player who plays Astarion) obviously chooses to obtain 50 gp and the +3 initiative, so 3 options like the 3d100 she had to roll originally.

The choice will be done by the player, but the character will think of it as a strike of good luck and say that it’s all thanks to their lucky hair bow. It is.

Inspiration: The remix of the song “Lucky” from the “Lucky Twice”, “Lucky (I'm So Lucky Lucky)” …yes the Nightcore remix …yes I’m transfem …yes I’ve got 30 different versions into the same Spotify playlist except the original


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2 months ago

Monster Idea

Psychic Fox

Description: A seemingly normal Giant Fox that, only at night, looks like a fox being looked through a thermal sight.

Functionality: The Psychic Fox will first appear to the party during the day, looking at them from afar and studying them during an encounter or analysing their actions. If the Psychic Fox is approached, the party gets blinded and deafened for 6 seconds, after that it all goes back to normal but the Psychic Fox is disappeared. Any way to find or trace the Psychic Fox fails automatically.

The night after:

If the Psychic Fox deemed the party worthy, they’ll find a cub of Psychic Fox next to them when they wake up. The original Psychic Fox will sometimes reappear, to check on the cub, for the next 6d6 days, after that, it will never show up again. The cub is one week old (determinable by the party only after a successful Nature check).

If the Psychic Fox deemed the party unworthy, they’ll find their food missing, and the Psychic Fox will never show up again.

Once the cub is 1 month old it’ll be loyal enough to be able to aid the party:

1/day it can deafen for 6 seconds all enemies or non-allies in a 10ft radius

1/day it can blind for 6 seconds all enemies or non-allies in a 10ft radius

Small size

Understands Common and Sylvan

At 2 months:

2/day it can deafen for 6 seconds all enemies or non-allies in a 20ft radius

2/day it can blind for 6 seconds all enemies or non-allies in a 20ft radius

Bite and scratch attack

1/day can cast Minor Illusion

1/day can cast Mirror Image

Understands one other language (the most used in the party except Common or one of the languages their favourite party member speaks)

At 3 months:

3/day it can deafen for 6 seconds all enemies or non-allies in a 30ft radius

3/day it can blind for 6 seconds all enemies or non-allies in a 30ft radius

Medium size

2/day Minor illusion

1/day Hypnotic Pattern

At 4 months:

3/day Minor Illusion

2/day Mirror Image

2/day Hypnotic Pattern

1/day Major Image

No one is the owner of a Psychic Fox, not even when it’s a cub. The decisions are all made by the DM during battle. If spoken to with Soeak with Animal or other mechanics, it will have a Primordial accent (described as a guttural way of speaking by those not familiar with Primordial). The Psychic Fox will disappear after 4 and a half months for two weeks, before returning for one lasts month (presumably to have a baby and give it to another party).

At 5 months:

5/day Minor Illusion

4/day Mirror Image

4/day Hypnotic Pattern

3/day Major Image

1/day Seeming

1/day Weird

After 5 months and a half the Psychic Fox will disappear, forever. It will leave only X luminous spheres of light that when touched grants those who did it a sense of well being and immunity to being blinded and deafened. Those who gained a Psychic Fox blessing can also, only at night, focus and look like under a thermal sight until concentration ends.

Inspiration: the amazing artwork of @kittydisk (I procrastinated this so much and I don’t know why)

ACTION POTENTIAL

ACTION POTENTIAL


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1 year ago

Mechanic/Feat Idea

Silliest worshipper

Description: You have the ability to use Divine Intervention and all the other “Ask to your God” spells any times you want with an instant recharge only if you use it for something silly (DM’s decision) and if your God is Chaotic-Neutral/Good aligned.

Functionality: You use the spell to ask something silly to your God (another of the same meal you just had, to win a low/no reward slug race, have a nice silly hat, find a good pun on the spot, etc etc) and the God does it, then you feel a pat on your head and hear an astral voice say “Yes, sure darling, no need to use your precious spells for this” you feel warm and then everything turns back to normal, with your wish granted.

This can also work for warlocks only if your patron is Chaotic-Neutral/Good aligned.

In general, this can take effects if your deity is a momma type, even if it’s Lawful/Good but if it is Lawful/Good sometimes it will say things like “But next time use it for good alright sweetie?” making you feel slightly guilty, the more you use it for sillies without using it for something good.

Inspiration: the BG3 playthrough of @dare-to-dm (silly paladins are my favourite, use this so you can have fun in D&D sweetie ❤️)

Tumblr
Nevermind, I just found the ability in the action wheel and it turns out Divine Intervention can only do like 4 things. :P And none of them

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1 year ago

Magic Item

Cursed Letter

Description: A letter written in a magic language that translates immediately to the language that the creature reading knows the best. The writing is full of grammatical errors and random letters are in the middle of words, the capitals are randomised and the content of the text is unreadable.

Functionality: If a creature knowing how to read at least one language tries to read the letter it has to roll an Intelligence save,

If it fails they’ll have to roll another one, if they fail that too they’ll think that the letter is written in a special code, if they succeed they’ll be confused for 5 minutes

If they succeed they understand that the text as no meaning, but will still be confused at why this letter exist in the first place, becoming confused for 5 minutes.

Note: the 5min confusion can be stopped by a 15+ roll on Wisdom (1 roll only), the effects of the 5min confusion are the same after the spell Confusion

Inspiration: A scam message that was written in some kind of ancient English by someone with arthritis while having a stroke, that a bot sent to me this morning.


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3 months ago

Hazard Idea

Pond of Dancing

Description: A pond of approximately 9x9 meters, the water is slightly darker than it should be. The players can roll for perception (DC 17 if there aren’t any other bodies of water nearby, if there are then -1 for each), creatures that live in the Deep or underground get advantage. The pond can be either empty or have 1d6 number of goblin skeletons inside, dancing.

Functionality: Once a creature enters the pond or walks 3m in it roll a DC 17 Con save, if it fails, the creature starts dancing alongside the creatures already in it, creating a ritualistic choreography. Small and Tiny creatures get disadvantage to the Con save.

All dancing creatures (whether they are still in the pond or got out) are now labelled as “Dancers”. Dancers get 1d8 necrotic damage once they become Dancers and every 2 minutes that they’re still in the Pond. If a Dancer dies, they won’t stop dancing, their skin will erode and become an undead dancing skeleton, still labelled as a Dancer.

Once there are 10 Dancers in the pond, the water will start moving and shaping form of a Water Elemental. The Water Elemental’s stats are the same as a normal Water Elemental except:

CAR: 8(-1) —> 18(+4)

INT: 5(-3)—>12(+1)

+HP: Xd8 (X: n° of Dancers)

Damage Immunity: +Necrotic

Language: +The main one of each Dancer

Charm Person: 3/day

+Chill Touch, +Sapping Sting, +Toll the Dead: 5/day (each)

Dancing General: The Water Elemental can speak a 1-word command to any or all of the Dancers: Attack (attacks the closer enemy of the Water Elemental), Protect (moves in front of the Water Elemental to shield it of any attack), Grapple (lunges itself to grapple the closest opponent or the one the Water Elemental is pointing at), etc etc. This can be used as a reaction 4/day.

Dancers will be in a catatonic state unless ordered to do something by the Water Elemental (like at the first round of combat if they roll a higher initiative than the Water Elemental, or after they killed a creature after the Water Elemental ordered them to attack it). A Dancer with WIS 17 or higher will have disadvantage at all ‘to hit’ rolls, a Dancer attacking a former allied gets their speed halved. (Make your Dancer players role as they attack unwillingly the other players! They’re still semi-conscious).

A Dancer loses its Dancer label once the Water Elemental is defeated, after walking at least 45m away from the pond/Water Elemental or if the Water Elemental says to it “Free” thanks to the Dancing General feat.

Inspiration: the silly post I’ve reblogged of @diamondguls

P.S. Thanks to all the people who liked my posts while I was on a break, I have 40 something drafts just for you muhahahaha 😘😈

yippieeee~ ahahaha~ yaaaaaaaaay~!⋆。°✩

Yippieeee~ Ahahaha~ Yaaaaaaaaay~!⋆。°✩

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3 months ago

Feat Idea

Blood Explosion Disease

Description: The character’s veins burst and their skin is torn as blood rushes out of their body at high speed, coating the surroundings with blood. Then the skin reforms back to its normal state. The first part is not a painless process. Neither is the second part. If the next rest of the character will be a long rest, they won’t be able to do anything beside sleeping. If the next rest is scheduled to be a short rest, and the character is forced to continue their journey, they’ll have +2 points of fatigue until the next long rest.

Functionality: 1/long rest. When using this trait the player rolls a d4 to determinate how much blood they’ll lose:

0.5 liter of blood: the character takes 2d12 of damage, anyone who is in the blast radius needs to roll a Dex ST above 10(with disadvantage their first time, advantage after the fourth) on a fail they’ll get directly hit by the blood and take 1d12+X of damage

1 liter of blood: the character takes 2d12+5 of damage, anyone who is in the blast radius needs to roll a Dex ST above 14, on a fail they’ll get directly hit by the blood and take 1d12+1d6+X of damage

1.5 liter of blood: the character takes 3d12+5 of damage, gets their speed reduced by 5 ft, they can hold their breath for -Y minutes and have a -2 on strength, dexterity, wisdom and charisma checks and saving throws. Anyone who is in the blast radius needs to roll a Dex ST above 16, on a fail they’ll get directly hit by the blood and take 1d12+1d8+X of damage

2 liters of blood: the character takes 2d8+1d6 of damage, gets their speed reduced by 5 ft , they can hold their breath for -Y minutes and have a -4 on strength, dexterity, wisdom and charisma checks and saving throws. Anyone who is in the blast radius needs to roll a Dex ST above 18, on a fail they’ll get directly hit by the blood and take 1d12+1d8+X of damage

The AoE is a circle around the player with a 20ft DIAMETER.

X equals the class level of the player using the feat (a level 2Wiz/4Barb will use 4, not 6)

Y equals the lowest stat of the player using the feat -1. If it’s positive it becomes negative: if Cha +1 is the lowest, it becomes -1, then take -1 again, so -2=Y.

Inspiration: the meme above and that one blood post of @yaboywillyshakes (formerly adventuresintimeandspace). Your blood will never be forgotten @yaboywillyshakes

rollforimagination - A Random DM’s Ideas

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11 months ago
I??????? Sksjsbzvsvshdhsbdb

i??????? sksjsbzvsvshdhsbdb

1 year ago

I’ll counter attack,

Invisibility but it breaks if people don’t know where you are

Invisibility but it breaks if you do anything except attacking

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rollforimagination - A Random DM’s Ideas
A Random DM’s Ideas

she/her 🏳️‍⚧️ 20Send me random posts and memes and I’ll turn them into D&D homebrewSomehow 99% of my stuff is cat-related

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