Image 1 — Fun creatures to introduce to your world
Image 2 — Fun creatures to introduce to your world
Image 3 — Fun creatures to introduce to your world
Image 4 — Fun creatures to introduce to your world

Fun creatures to introduce to your world

The Syphoners

'They do not study the Weave. They do not pray for it, bargain for it, or bleed for it in trial. They simply take it from the throat of a dving wizard, from the last gasp of a priest's prayer, from the marrow of anvone fool enough to cast a spell in their presence. The arcanomancy kingdoms call them Heretics, because magic that is stolen rather thar earned is, to them, an insult to the very idea of the Weave. The Syphoners do not care. They were hungry before your kingdoms had names, and they will be hungry after.

Syphoners are aberrant predators that feed on arcane energy and the life force bound to it. Unlike liches, warlocks, or wild mages, a Syphoner has no source, patron, or bloodline... it manufactures its

power entirely from what it steals. This is what marks them as anathema in every arcanomancy kingdom: they are proof that magic can be taken by force from anyone who wields it, with no ritual, no covenant, and no permission asked

They are vanishingly rare, most scholars believe fewer than a hundred exist across the world but a single Syphoner that reaches maturity can hollow

out a kingdom's magical institutions in a generation. They grow stronger with every spellcaster they drain, advancing through discrete stages much like the undead nobility they are sometimes mistaken for.

Syphoner Wisp

The first stage. A Wisp is newly born, usually from residual arcane energy left behind after a spellcaster's violent death and little more than an instinct-driven hunger given shape

Syphoner Reaver

By the time a Wisp survives long enough to drain a dozen spellcasters, it condenses into a Reaver Reavers hunt deliberatelv, stalkina adventuring parties for the wizards and clerics among them and picking off the "boring" fighters last, if at all

Syphoner Matriarch/ Patriarch

A Matriarch/Patriarch has drained enough powerful casters: archmages, high priests, sometimes entire covens...that its bodv no longer resembles anvthind mortal. Trailing ribbons of stolen light hang off a towering, crests, spikes and horns, and its presence

alone causes active spells to gutter and flare unpredictably. Matriarchs are the ones

arcanomancy kingdoms write laws about, and hunt with everything they have, they know if those are the ones who are left unattended, apocalypse and fall of magic is approaching

Syphoner Progenitor, "The First Heretic"

Only one is known to exist for certain, and most arcanomancy kingdoms pray it stays that way. The Progenitor is the source rumor traces everv Syphoner back to... a colossal, half-crystalline

silhouette wreathed in the

of ten thousand

ghosts stolen spells, each one still murmuring the last words of the caster it was torn from. Where it walks, wards fail, enchantments unravel, and the dead stav dead a little less reliably

u/Faustakodufe — 2 days ago

Cratures that can bring apocalypse to your world if left unattended

The Syphoners

"They do not study the Weave. They do not pray for it, bargain for it, or bleed for it in trial. They simply take it from the throat of a dying wizard, from the last gasp of a priest's prayer, from the marrow of anyone fool enough to cast a spell in their presence. The arcanomancy kingdoms call them Heretics, because magic that is stolen rather than earned is, to them, an insult to the very idea of the Weave. The Syphoners do not care. They were hungry before your kingdoms had names, and they will be hungry after."

Syphoners are aberrant predators that feed on arcane energy and the life force bound to it. Unlike liches, warlocks, or wild mages, a Syphoner has no source, patron, or bloodline... it manufactures its power entirely from what it steals. This is what marks them as anathema in every arcanomancy kingdom: they are proof that magic can be taken by force from anyone who wields it, with no ritual, no covenant, and no permission asked.

They are vanishingly rare, most scholars believe fewer than a hundred exist across the world but a single Syphoner that reaches maturity can hollow out a kingdom's magical institutions in a generation. They grow stronger with every spellcaster they drain, advancing through discrete stages much like the undead nobility they are sometimes mistaken for.

Syphoner Wisp

The first stage. A Wisp is newly born, usually from residual arcane energy left behind after a spellcaster's violent death and little more than an instinct-driven hunger given shape.

Syphoner Reaver

By the time a Wisp survives long enough to drain a dozen spellcasters, it condenses into a Reaver. Reavers hunt deliberately, stalking adventuring parties for the wizards and clerics among them and picking off the "boring" fighters last, if at all.

Syphoner Matriarch/ Patriarch

A Matriarch/Patriarch has drained enough powerful casters: archmages, high priests, sometimes entire covens...that its body no longer resembles anything mortal. Trailing ribbons of stolen light hang off a towering, crests, spikes and horns, and its presence alone causes active spells to gutter and flare unpredictably. Matriarchs are the ones arcanomancy kingdoms write laws about, and hunt with everything they have, they know if those are the ones who are left unattended, apocalypse and fall of magic is approaching.

Syphoner Progenitor, "The First Heretic"

Only one is known to exist for certain, and most arcanomancy kingdoms pray it stays that way. The Progenitor is the source rumor traces every Syphoner back to... a colossal, half-crystalline silhouette wreathed in the ghosts of ten thousand stolen spells, each one still murmuring the last words of the caster it was torn from. Where it walks, wards fail, enchantments unravel, and the dead stay dead a little less reliably.

u/Faustakodufe — 2 days ago
▲ 11 r/DnDHomebrew+1 crossposts

[Art] Encountering deity

I have hombrew dnd campaign of higher lvl and on some lvl in between 17/20 they will have encounter with this big boy.

So my players found an artifact that is slowly manipulating them to revive its creator and that creator is god of witchcraft in my world who upon his death created this powerful spellbook artifact which was found by my players. I need your help with stats abilities and how can I make this fight more realistic. They will have to fight it right after his resurrection ritual so he wont have avatar, chosen or something similar this will be him in flesh. Every feedback is welcome

PS: I know I missed initiative stat I will fix it as soon as possible so dont mind that

u/Faustakodufe — 27 days ago

My 2 hombrew bosses

There are few typos but its pretty obvious what it means, if you need additional info hmu

u/Faustakodufe — 2 months ago
▲ 27 r/DnD_EpicLevel+1 crossposts

2 of my hombrew bosses

If you need some inspiration or encounters for higher level party I present to you these 2, If you need additional info hmu

u/Faustakodufe — 2 months ago

Warlock The Old Pact

I always wondered why warlock doesnt have something witchy or more occult like VVitch, The Ritual or similar stuff. I need balancing tips is it weak strong, should I change some features completely or something else.

Subclass: The Old Pact

Your patron is not a devil, a great old one, or an archfey. It is something older — a primordial force threaded through the bones of the world itself. Forests that remember the names of the dead. Rivers that listen and judge. Stones that nurse ancient grievances. You were not chosen. You learned the old ways regardless.

Expanded Spell List

The following spells are added to the warlock spell list for you:

Warlock Level

Spells

1st

Bane, Hex

3rd

Augury, Pass without Trace

5th

Bestow Curse, Speak with Dead

7th

Blight, Divination

9th

Commune with Nature, Geas

Old Rites — 3rd-level Feature

You have learned to perform ancient rituals that subtly reshape the world around you. You learn two Rites of your choice from the list below. You learn one additional Rite at 6th, 10th, and 14th level. You can perform a Rite during a Short or Long Rest. Its effects last until you finish another rest or perform a different Rite. You can only benefit from one Rite at a time.

Rite of the Unseeing Eye. You can see invisible creatures and objects within 30 feet of you. Illusions appear faint and translucent to you. You have advantage on initiative rolls.

Rite of Crossed Paths. You cannot be tracked by nonmagical means. Magical attempts to locate you are made with disadvantage on any ability check or spell attack roll involved in finding you. You leave no tracks unless you choose to.

Rite of Turning. As a bonus action, trace a ward in a 10-foot-radius circle on the ground within 5 feet of you (lasts 1 minute). Fiends and Undead treat the area as difficult terrain. The first time each turn a Fiend or Undead enters or starts its turn there, it takes radiant damage equal to your Charisma modifier. Uses: proficiency bonus per Long Rest.

Rite of the Blood Pact. Once on each of your turns when you deal damage with a warlock spell or feature, you deal extra necrotic damage equal to your proficiency bonus. You regain hit points equal to half the necrotic damage dealt this way (rounded down).

Rite of Ill Fortune. When a creature you can see within 30 feet makes an ability check, you can use your reaction to impose disadvantage on the roll. Uses: proficiency bonus per Long Rest.

Rite of the Deep Root. While in contact with natural ground or stone: you have tremorsense 10 ft., you always know which direction is north, and you cannot be knocked prone unless you choose to be.

Read the Old Signs — 3rd-level Feature

During a Short Rest, you may study the signs around you (smoke, insects, wind, birds, distant sounds, shifting shadows). You may ask the DM one yes-or-no question about the surrounding area within 1 mile.

The answer arrives as a symbolic omen — always truthful, though not always obvious. Once used, you must finish a Short or Long Rest before using it again.

Hexblooded — 6th-level Feature

Your curses cling to the soul with unnatural tenacity. When you cast hex or bestow curse, the following additional effects apply:

The cursed target cannot benefit from the invisible condition against you.

When the cursed target dies, you can use your reaction to transfer the curse to another creature you can see within 30 feet.

Once per turn, when a cursed creature misses you with an attack roll, you can move up to 10 feet without provoking opportunity attacks.

In addition, you learn hex (if you don't already know it) and it does not count against the number of spells you know.

The Poppet — 10th-level Feature

During a short or long rest, you shape a crude figure from wax, knotted cloth, and grave-cold clay, pressing a stolen name, a footprint, or a lock of hair into its chest. You can only maintain one poppet at a time. The poppet is bound to one creature you have seen within the past 7 days. It is destroyed if you make a new one, if it takes any damage, or if the bound creature dies.

Linked Sense. You always know whether the bound creature is alive or dead, and its direction and approximate distance if it is within 1 mile of you.

Sympathetic Strike. Once per turn when you deal damage to the bound creature with a warlock spell or feature, choose one:

The damage ignores resistance.

The creature cannot regain hit points until the start of your next turn.

The creature has disadvantage on the next saving throw it makes before the start of your next turn.

The Working. Once per long rest, as an action, perform one of the following on the poppet:

Bind. The creature must succeed on a Constitution saving throw against your spell save DC or become paralyzed until the end of its next turn.

Wither. The creature takes 4d10 necrotic damage (Constitution save for half). Its hit point maximum is reduced by the damage dealt until it finishes a long rest.

Mark. Until the end of your next turn, attacks against the creature score a critical hit on a roll of 18–20, and it cannot benefit from any effect that would cause a roll made against it to be rerolled.

The Old World Answers — 14th-level Feature

You call upon laws older than civilization, older than gods. As an action, choose one of the following effects. Once you use this feature, you must finish a Long Rest before you can use it again.

The Forest Remembers. Roots and black vines erupt from the ground in a 20-foot-radius sphere centered on a point within 60 feet. Each creature of your choice must succeed on a Strength saving throw (your spell save DC) or become restrained for up to 1 minute. Restrained creatures take 2d6 necrotic damage at the start of each of their turns. At the end of each of their turns, they can repeat the saving throw. The area is difficult terrain for the duration.

The Crossroads Curse. Choose one creature within 60 feet. It must make a Charisma saving throw (your spell save DC). On a failed save, for 1 minute: the creature has disadvantage on the first saving throw it makes each turn; it cannot regain hit points except from spending Hit Dice or drinking a potion; and the first attack roll made against it each turn is made with advantage. The creature can repeat the saving throw at the end of each of its turns.

The Deep Stirs. The ground violently ruptures at a point within 60 feet. Each creature in a 20-foot-radius sphere must make a Dexterity saving throw (your spell save DC), taking 6d8 bludgeoning damage on a failure or half on a success. Creatures that fail are also knocked prone. The area becomes difficult terrain for 1 minute.

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u/Faustakodufe — 3 months ago

Anyone have a manager or agent to recommend

My agent just took maternity leave for possibly 2 years and now I'm searching for a new agent, Problem is we started negotiating with studio and we thought we can finish it in time before her leave but it got complicated and things went spiraling, If anyone knows or have contact from their friend or someone who they know is currently looking for query or rep job dm me privately for contacts and more info.

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u/Faustakodufe — 3 months ago