Party Idea

Party Idea

Rat

Class: Thief

Race: ?

Description: She’s either a Ratfolk or an Halfling, nobody can tell. Asking it to her will only raise the chances of both getting ignored and robbed. She wears magic sandals that always make noise to challenge herself when stealing, if she takes them off, she becomes so powerful and sneaky that even her shadow stop noticing her.

Converse

Class: Barbarian

Race: Dwarf

Description: She doesn’t speak Common but can understand it. It’s not like she’s too dumb to learn it, she simply never learned and now she doesn’t think it’s that important for her to know how to speak. Everyone in the party seem to always understand what she wants and she’s happy like that because even without speaking her “family” always listen to her.

Wolf

Class: Warlock

Race: Human Werewolf

Description: His tattoo is the symbol of his patron and the origin of his curse, the bandana is a gift from the patron to him, but wearing it too much makes Wolf suffer, forcing him to still having to unleash his wolf form at full power once in a while.

Eyes

Class: Monk

Race: Elf

Description: Being totally blind, they refined all their other senses and are now even able to see the auras of the creatures surrounding them, thanks to their perfect control of Chi. Even if they’re not as powerful as other monks, they are still a valuable party member.

The Captain

Class: Arteficer

Race: Orc

Description: Has a warm and fatherly personality, always laughing with his strangely deep voice. He’s the proud owner and creator of the magnificent Nautilus, a weird-looking but fast vehicle that the party loves using.

Goggles

Class: Wizard

Race: Human

Description: He was the lone wolf of the party, but after Wolf joined he lost the title, now that Wolf is the leader he doesn’t look like the same. Goggles is the one carrying around the Nautilus, stored inside his magic pockets, even if his strength is never enough to take it out by himself and The Captain always steps in to (in his own words) “Not hurt his baby”, talking about the Nautilus.

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1 year ago

Magic Item

Coffin of Sleep

Description: a nice coffin with cushions and elegant decorations on the wood, it changes size to accommodate who wants to enter it.

Functionality: if somebody decides to sleep inside the coffin, it will look like they’re dead. Pale skin, no heartbeat, cold body, no response when somebody brings up the dead’s Browser History, no activity, it will also show fake wounds to match the scene. All those who witnessed the character enter the coffin will have +6 to all the rolls that involve in some way the coffin, from creating a fake story of how the character is dead to lifting the coffin hand running with it, no restrictions on charisma rolls either.

Insurance fraud in D&D babyy


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1 year ago

Magic Item or Spell

Temporary Sacrifice

Effect: The user use all their magic and put it into an object, losing the ability to use magic in any way, receiving tho a +2 into their stats, +5 to hit, +1d12 to any attack they deal. If they die they loose these bonuses but after 24h from their death they return in a 5ft radius from the object that then retrieves all the magic stored and breaks. If after 24h they aren’t dead yet, they roll a d20, on a Nat20 they get 24h more hours, if they roll anything else they die on the spot and everything returns at normal.

The equipment that the player wore at death is teleported with them, their weapon/s too even if it slipped from their hands at death.

After being teleported the player rolls a [(LevelOfTheCharacter) +3]d4, they lose that amount of Max HP until they have a long rest

Notes: If it’s a spell then the object will be decided by the character, if it’s a magic item then that’s the object where the user magic will be stored.

When the dead return into a 5ft radius from the object, the object breaks only if it was a Magic Item. In case it was a spell, the cool-down is 1 year.

Inspiration: The Viking of Stamford Bridge


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1 year ago

Spell Idea

Butterfingers

Description: The target loses the grip of all the things they have in their hands for 1 minute, making them constantly fall on the ground.

Functionality: The caster points with both hands at the target, on a Con fail the target will lose the grip on what they were holding. Every time the target tries to hold something, the object will slip from their hands. If the caster doesn’t use Concentration to maintain the spell it will last for a max of 60 secs during which the target will have one possibility to (with a Con ST) hold one object for one turn (6 secs). If the caster uses Concentration to maintain the spell the spell it will last for a max of 10 mins, without the possibility to hold something for even only one turn. While in this condition the target also can’t cast spells that uses somatic components

Inspiration: I dropped some butter and my mum made a horrible pun about it… thanks mum


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1 year ago

Spell Idea

RePain

Functionality: Reproduce the last damage that the creature has suffered, it doesn’t function if the last hit failed, didn’t deal damage or was another RePain.

If the last attack required a save throw the creature targeted automatically fails (because it rolls the same number of the last time)

If the last attack was boosted by rage, or other mechanics player-based, the boost still applies. If the boost was due to some magic items that the RePain caster doesn’t have or isn’t affected by, the boost doesn’t applies, but the owner of the item can use a bonus action to throw the item (with advantage) to the RePain caster (the throw can happen on the attacker turn, taking their bonus action, or on the caster’s turn, taking their bonus action even if it’s the attacker who throws the item)

The spell fails if the last attack was 1 hour before the casting of RePain or if the player casting it wasn’t in a 50ft radius of the damage being dealed.

If the amount of damage dealt in the attack was reduced by any item/spell/etc that the enemy used the RePain spell will deal the normal amount of damage.

The RePain spell can’t be redirectionated towards the caster nor the original attacker.

The RePain spell doesn’t heal the player casting it if the original attack counted a heal on the attacker, but it does heal the original attacker by the same amount.

The RePain can be used as a cantrip or as a level 1 spell, when used as a cantrip it cant reproduce the same attack (ex: sword attack by player A, dagger by player B, fireball by player C, Eldritch Blast by player C, etc etc) twice (the OG attacker can be the same tho). When used as a level 1 spell it can, so an Eldritch Blast spammer can be “helped” by a RePain lvl1 spammer.

The RePain spell doesn’t replicate non-damaging spells (Minor Illusion, Charm Person).

If the bonus effect (blind, charmed, paralysed) of the last damage-dealing attack is already gone, the RePain spell reactivates it (if charmed or similar, the target is charmed by the RePain caster)

The RePain takes effect even if the original attacker is dead/unconscious/etc, possibly healing them if the original attack healed them even by just 1 HP.

Inspiration: my mind just birthed it while I was smoking. My brain is a cool dude


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1 year ago

This is a PERFECT way to introduce D&D to a party of newbies.

Maybe make the child mute (so that they cannot say their own name, escaping the oldest trick in the book) or simply make them very nice to the fairies and respectful of the nature thanks to, idk, a grandma Druid.

If you take the grandma Druid you can make that since she was very rich thanks to her adventures, some bandits kidnapped the child to have for ransom. Then the Grandma, knowing the relationship with the fairies that his grandson had, asked for their help.

For 10+ years a child goes to a forest to play/talk with the fairies there despite local legends of their sadism/cruelty, and afflicting fates worse than death. So when the now 16 y/o child is abducted, the traffickers find out not all local legends are BS when the fairies come for their “pet”.


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1 year ago

Character Idea

Warlock

Story: Warlock with a pact with a Deity to kill the paladins who break the oath with them

Functionality: Gives disadvantage to hit when the opponent uses an attack dealing radiant damage, additional bonuses to hit are not counted if the opponent is a paladin of the Deity

Inspiration: I don't know but I told this Idea to my older cousin and he said "cool" so I'm feeling POWERFUL


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1 year ago

Pet Idea

Duck Of Inspiration

Description: An apparently normal duck, occasionally it glows of a very faint yellow light.

Functionality: Give to all the players in a 10ft, that are in good terms with the duck, the possibility to use +1 to +5 inspiration per long rest. A player can use +5 all in one roll, or two players can use +2 and then +3.

BUT

If someone uses the inspiration of the duck they will not be able to use it until the next long rest. If someone uses the inspiration point that the DM gave them and that sums up to more than a +1 inspiration used, they will be unable to use the Duck until the next long rest.

To be in good terms with the duck you need to feed it, play with it, take care of her, NEVER call her “Quack”, “Goose”, “Silly Goose”, “Duck”, “Chicken” or “Bird” and NEVER say to her to shut up or act angrily towards her if she quacks.

If you do one of those things, you roll a d20

15-20: the Duck will look at you angrily, quack loudly while glowing and you will be feeling uneasy for a minute

10-14: the Duck will quack, looking at you seriously while glowing of a faint orange, you’ll be unable to speak for a minute. If you have any inspiration points, you lose 1 of them

5-9: the Duck will quack quietly, looking at you with disdain while glowing orange, you’ll be blinded and mute for a minute. If you have any, you’ll lose 2 inspiration points.

2-4: the Duck looks at you in silence and glows red, you’ll be paralysed for a minute, uneasy for 5 minutes and take 3d4 of psychic damage. You’ll lose all your inspiration points given to you but the DM

1: the Duck eyes turn white, its feathers vibrate while turning of a pitch black, it opens its wings and beak, looking directly into your eyes. The duck glows purple, everything around you seems to tremble like in an earthquake and then you start vomiting blood losing 20 pure damage, you look at the Duck and for a second it seems to have horns and sharpened teeth inside it’s beak, what seems like blood comes down like tears from its eyes. Then everything turns black, and the next thing you realise after opening your eyes, is that you’ve been transformed into a duck (a chicken, if you’ve called her “Chicken”). No other players have seen past the black aura that surrounded the Duck and you while everything happened. Everyone need to roll an Intelligence roll (>5 to succeed) to understand that the Duck polymorphed you into a Duck/Chicken. You lose all your inspiration points and stay polymorphed for 2 hours or until the next rest. You can understand other Ducks while in this form, except The Duck.

Rolling lower than a 12 will make you unable to use the Duck again (don’t say it to your player until it tries to, to make it funnier) because you’ll be in bad terms with the Duck.

Say sorry to the Duck and take care of her and it will accept your apologies and after your next rest you’ll be able to use the Duck again.

Speak with animals will not work (and any other spell that need its target to be an animal) but will give you the faint sensation that you should make this Duck friend and follow you, for your own good.

P.S. Yes, The Duck is an eldritch abomination. If you want it can become a patron, but don’t make it that it’s a Dark creature polymorphed or trapped in the body of a Duck… make it that the Duck is its normal form.

Inspiration: The Duck above… wait I’ve gained inspiration from the duck of inspiration to make the duck of inspiration… it’s Duckception

Saw A Post Like This With Negative Outlook So I Asked For It To Be Fixed

Saw a post like this with negative outlook so I asked for it to be fixed


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1 year ago

Spell Idea

Cats

Functionality: After having rolled to hit, open #cats on Tumblr or r/cats on Reddit, depending on the color and the number of the cats that appear in the 1d6-th post filtered by newest the effect of the spell changes.

Colour: (multiple effects can take place if the cat has multiple colours)

Orange: deal Xd10 of fire damage (doubles the damage if it falls/stairs are involved in the post)

Black: deal Xd10 of necrotic damage (d12 if completely black)

White: deal Xd10 of radiant damage (d12 if you’re a paladin, +2 if it has blue eyes)

Brown: deal Xd8 of poison damage (+2 total damage if it’s a video)

Gray: deal Xd10 force damage (advantage if it is a baby)

Others (even artificially coloured fur): Xd20 of cold damage (+3 total damage if the cat looks angry/annoyed by it)

The X value is the result of the 1d6 used to decide which post to pick

Number:

X gains a +1

X gains a +2

The total damage gains a +3

The total damage gains a +3 and X gains a +1 if one or more bonus effects of the colours took place

or more: The total damage gains a +5 and X gains a +1 for each and every type of bonuses that took place

Additional bonuses:

+1 damage if the post has multiple photos

+3 damage if the post mentions the name of the cat

X+1 if the cat has any type of deformity

+1 Inspiration point if this is the first time using the spell and while showing the post anyone says “Awwww” (if it’s the DM, everyone gains one)

+2d4 health to all the Tabaxi in the party

+2d4 health if there’s a pet cat in the party

+2d4 temporary hit points to anyone who owns a cat (even the DM, but only to one creature and only if they feel like it)

+1d8 of the type of damage indicated by the colour (if multiple you decide which) for each of the players who is willing to take a video of themselves saying meow (this has to be on the same video)

Inspiration: I spent the last ???? hours, looking at cats and I do not regret it.

Here is a photo of my cat

Spell Idea

Tags
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~!⋆。°✩

Tags
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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