IP #185
123 total fiction conversations
over 1 month, 9 days
(Feb 8, 2024 – Mar 18, 2024)
Canada
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Make up a new D&D 5e feat called "Bottom-Heavy". Humanoids with this feat have t
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Create a bullet list of loot and equipment (including name, description, effects
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Create a comprehensive list of 'Cup Size Classes' that can be incorporated into
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Make a D&D 5e statblock for a hypothetical creature called a "Wobblebutt Sheep".
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If "Idol" were a class in D&D e5, what would its spells, feats and subclasses lo
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Create a bullet list of loot and equipment (including name, effects, and rarity)
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Make up some new D&D 5e spells for a homebrew sub-transfiguration school of magi
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Make up some new D&D 5e spells for a homebrew sub-transfiguration school of magi
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If the Pokemon Pichu was a creature in a hypothetical D&D 5e setting/homebrew, w
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Create a list/table of loot and equipment (including name, effects, and rarity)
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Write the script for an episode of a 90's animated cartoon sitcom starring a gia
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Create a bullet list of loot and equipment for an inflation-centred D&D 5e homeb
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If the Pokemon Glaceon was a creature in a hypothetical D&D 5e setting/homebrew,
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If the Pokemon Spinda was a creature in a hypothetical D&D 5e setting/homebrew,
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USER: Make up a new D&D 5e feat called "Bottom-Heavy". Humanoids with this feat have their thighs, hips and buttocks balloon to absurd sizes, the bottom half of their bodies swelling several times larger than the rest of themselves. The feat is even more pronounced on halflings and gnomes, who despite being half the size of humans, have their bottom halves match that of Bottom-Heavy humans, making them nearly quadruple in size below the waist, and only below the waist.
CHATBOT: Bottom-Heavy --------------------- Prerequisite: Humanoid Description: Your lower body has become incredibly ample due to your ancestry, a magical affliction, or an unusual dietary habit. Your thighs, hips, and buttocks are significantly larger than the average proportions for your race, granting you unique advantages and challenges. For halflings and gnomes, the effect is even more dramatic, with their lower halves growing to match the size of a Bottom-Heavy human's. Benefits: - Stability: You gain advantage on Strength and Dexterity saving throws against effects that would knock you prone, thanks to your low center of gravity and the sheer mass anchoring you to the spot. - Cushioned Falls: When you take damage from falling, you can use your reaction to reduce the damage by an amount equal to five times your level. Your bountiful lower body helps absorb the shock of impact. - Enormous Stride: Your walking speed increases by 5 feet due to the powerful muscles in your expansive lower body, despite the bulk. - Grappler's Grip: You gain proficiency in the Athletics skill. If you are already proficient in it, you add double your proficiency bonus to checks made to grapple or shove a creature. Drawbacks: - Tight Squeeze: Moving through spaces smaller than your size category is impossible without magical assistance due to the girth of your lower half. Additionally, climbing requires a Strength (Athletics) check, with the DC determined by the DM based on the circumstances. - Equipment Cost: Armor and clothing for your lower body cost four times the usual amount and must be custom-made to accommodate your unique proportions. - Unusual Gait: Your speed is reduced by 10 feet when moving across difficult terrain, as your oversized lower half makes navigating such ground more challenging. Roleplaying Ideas: - You may be the center of attention in social situations, with many people curious or even rude about your unique physique. - You might have a specific diet or training regimen to maintain your strength and maneuverability. - You may seek magical or alchemical solutions to either enhance or reduce the size of your lower half, depending on your perspective on its benefits and drawbacks. - Mischievous children and opportunistic thieves could hide behind or even underneath the expanse of your lower half, potentially leading to humorous or frustrating situations. Remember, when designing and implementing homebrew content such as this feat, it's important to consider t...
USER: Make up a new D&D 5e feat called "Bottom-Heavy". When you take this feat, you have your thighs, hips and buttocks balloon to absurd sizes, broadening past your shoulders, the bottom half of your body swelling nearly as large as the rest of yourself. As with all D&D feats, it should be beneficial in nature.
CHATBOT: Title: Bottom-Heavy Description: Your lower body has grown to phenomenal proportions, granting you an imposing base and exceptional stability. This unusual physique comes with extraordinary benefits, reflecting your ability to leverage your girth in combat and other situations. While others may find your appearance peculiar, none can deny the practical advantages of your bottom-heavy build. Benefits: 1. Unmovable Stance: You gain advantage on Saving Throws made to resist effects that would knock you prone. Additionally, checks to resist being pushed or moved against your will are made with advantage. 2. Crushing Weight: When you make a successful melee attack using your body weight (such as a shove or a grapple where you knock the target prone), you can choose to have your target take bludgeoning damage equal to 1d4 + your Strength modifier due to your crushing mass. 3. Inspirational Presence: Your unique physique is not easily forgotten. Gain proficiency in the Intimidation or Performance skill (your choice). If you are already proficient in the skill you choose, you may add double your proficiency bonus to checks made with that skill. 4. Wide Load: You count as one size category larger when determining your carrying capacity and the weight you can push, drag, or lift. 5. Stabilizing Mass: You have learned to leverage your considerable lower body for balance. You have advantage on Dexterity (Acrobatics) checks made to stay on your feet or maintain balance in precarious situations. Using this Feat may require custom equipment, particularly for armor and clothing, which could come at an additional expense. Designer's Note: Consider whether or not the character's movement speed would be affected by this change in body shape and weight, or if there might be other role-playing or mechanical implications to take into account when using this feat. Additionally, DM discretion is suggested for the interpretation of how this feat interacts with certain aspects of gameplay, such as fitting into small spaces or riding mounts.
USER: Make up a new D&D 5e feat called "Bottom-Heavy". When you take this feat, you have your hips and buttocks balloon to absurd sizes, broadening far past your shoulders, the bottom half of your body swelling nearly as large as the rest of yourself. As with all D&D feats, it should be beneficial in nature.
CHATBOT: **Bottom-Heavy** You have developed an unusual physique, with your lower body becoming masssively disproportionate compared to the upper half. Your hips, thighs, and buttocks have swelled to incredible sizes, providing you with unexpected advantages in certain situations. While this feat may seem comical, it provides several tangible benefits. When you take this feat, you gain the following benefits: - **Unmovable Stance:** You have advantage on Strength and Dexterity saving throws against effects that would knock you prone or move you against your will. - **Crushing Impact:** Once per short rest, when you jump at least 10 feet and land within 5 feet of a creature, you can use your reaction to force the creature to make a Strength saving throw (DC equals 8 + your Proficiency bonus + your Constitution modifier). On a failed save, the creature takes bludgeoning damage equal to 1d6 + your Constitution modifier and is knocked prone. On a successful save, the creature takes half damage and is not knocked prone. - **Stability:** You may use your bonus action to brace yourself. For the duration of your next turn, you have advantage on checks to resist being grappled or shoved. - **Enhanced Carrying Capacity:** Your carrying capacity and the weight you can push, drag, or lift are doubled. Taking this feat may result in some social or environmental challenges, such as fitting into narrow spaces or finding armor that fits, which you and your Dungeon Master can flesh out according to the needs of your campaign. However, the benefits provide a unique combination of defensive and offensive abilities, as well as utility in terms of carrying capacity, utilizing your extraordinary physique to your advantage.
USER: What about an additional effect in which a Bottom-Heavy character can use a reaction to reduce falling damage if its from a short fall, utilizing their squishy rear to minimize the impact?
CHATBOT: Certainly! We can add an effect that ties into the comedic aspect of this feat while providing a beneficial mechanic: - **Cushioned Fall:** When you fall from a height of 30 feet or less, you may use your reaction to land on your cushioned lower body, which acts to absorb the impact. Reduce any falling damage you take by an amount equal to five times your level. If this reduces the damage to 0, you land on your feet. This ability grants the Bottom-Heavy character a quirky but effective defensive tool, reinforcing the theme of using their unusual physique to their advantage in a variety of situations, now including the mitigation of fall damage.
USER: Make up some new D&D 5e spells for a homebrew sub-transfiguration school of magic, called Glutomancy; in which a cast's can expand her own or a host's backside. It will eventually resize itself unless the casting is repeated and sustained. The achievement of this spell has been kept secret. Kept only in old grimoires by groups to gain an advantage over others, it has a steep learning curve to get the slightest results. Since its earliest uses, it's been used in ceremonies, public events, entertainment, and special occasions.
CHATBOT: Certainly! Here are some homebrew spells for your Glutomancy sub-school of transfiguration magic in D&D 5e. **1. Initiate's Puff** *1st-level Glutomancy spell (transmutation)* **Casting Time:** 1 action **Range:** 30 feet **Components:** V, S **Duration:** 1 minute You cause a creature you can see within range to experience a minor swelling of their backside. The effect is largely cosmetic, often used as a party trick or an initiation into Glutomancy secrets. While under the effect of the spell, the target may find sitting more comfortable and receives a +1 bonus to checks against being knocked prone due to their enhanced cushioning. **At Higher Levels:** When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st. --- **2. Enlarge Derriere** *2nd-level Glutomancy spell (transmutation)* **Casting Time:** 1 action **Range:** 60 feet **Components:** V, M (a pinch of yeast) **Duration:** Concentration, up to 10 minutes Choose a creature within range. The target's backside begins to slowly expand, doubling in size, and granting them advantage on Charisma (Performance) checks when attempting to entertain or distract an audience with their appearance. However, while enlarged, the target's movement speed is reduced by 10 feet due to the bulk. **At Higher Levels:** When you cast this spell using a spell slot of 3rd level or higher, the duration of the spell increases by 10 minutes for each slot level above 2nd. --- **3. Swelling Splendor** *5th-level Glutomancy spell (transmutation)* **Casting Time:** 1 action **Range:** 30 feet **Components:** V, S, M (a ball of dough that expands when heated) **Duration:** Concentration, up to 1 hour Upon casting this spell, you target one willing creature you can see within range. The target's backside swells to grandiose proportions, becoming four times its normal size. The increased mass grants the target an extra 1d4 of bludgeoning damage to unarmed strikes made using their hips or rear. Additionally, any attempts to move through tight spaces are made at disadvantage due to the increased girth. --- **4. Grandiose Glutes** *7th-level Glutomancy spell (transmutation)* **Casting Time:** 1 minute **Range:** Touch **Components:** V, S, M (a golden thimble filled with honey) **Duration:** 8 hours Upon casting Grandiose Glutes, you touch a willing creature and transform their backside to a majestic size, increasing their Charisma score by 4, up to a maximu...
USER: With the Ever-Increasing Anew, how large exactly does one's rear get before stopping? Person-sized? House-sized? Town-sized? And how long would it take?
CHATBOT: The Ever-Increasing Anew spell is designed for a gradual increase, almost imperceptible in the short term, but over an extended period, it becomes more noticeable. Since this spell is homebrew and quite whimsical in nature, we can define some conceptual limits to balance this magic within a typical D&D game's framework. Let's set some loose parameters: - **Growth Rate:** The growth could be at a rate of an inch or two in diameter per day. This allows the spell to have visible consequences without becoming instantly absurd. - **Stopping Point:** The magic could be designed with an inherent safety mechanism that stops growth before it endangers the individual's life or mobility. This stopping point could be when the backside is the same height as the individual or when it reaches a certain volume relative to the individual's body size, perhaps doubling their body width. - **Timeframe:** Depending on the rate you set, it might take weeks, months, or even years for the backside to grow to a significant size. For example, if the backside grows an inch in diameter each day, it would take about a year to grow an additional three feet in diameter. - **Maximum Size:** As a safeguard, the spell could have a magic "cap" that prevents growth beyond a size that is proportionate to the creature's original size category (Small, Medium, Large, etc.). For instance, the backside might stop growing before reaching a size that would change the creature's size category or render it immobile. - **Story Implications:** The spell's design implies that the caster should monitor the growth and perhaps dispel it before it causes serious complications. It provides plenty of hooks for adventures or quests to find a way to reverse the effects if they accidentally get out of control. For a campaign, these details should be considered carefully by the Dungeon Master, taking into account both the tone of the game and the potential impact on story and character dynamics. It's essential to avoid any elements that might make players uncomfortable, and always have a way for the effects to be reversed if desired. As with all homebrew content, the key is consent and communication with the players involved, ensuring that everyone is comfortable and having fun with the fantastical elements introduced into the game world.
USER: Make up some new D&D 5e spells for a homebrew sub-transfiguration school of magic, called Glutomancy; in which a cast's can expand her own or a host's backside. It will eventually resize itself unless the casting is repeated and sustained. The achievement of this spell has been kept secret. Kept only in old grimoires by groups to gain an advantage over others, it has a steep learning curve to get the slightest results. Since its earliest uses, it's been used in ceremonies, public events, entertainment, and special occasions.
CHATBOT: **Glutomancy** is a whimsical and unusual school of magic, focusing on the expansion and manipulation of one's backside. Here are a few homebrew spells that might belong to this secretive and niche school of transfiguration magic. ### 1. Glutomancer's Puff *1st-level Glutomancy* - **Casting Time:** 1 action - **Range:** Touch - **Components:** V, S - **Duration:** Concentration, up to 1 minute A spell that causes the target's backside to enlarge slightly, providing a cushioned seat or an exaggerated figure. It might serve as a means of distraction or simply for the amusement of onlookers. *At Higher Levels:* When you cast this spell using a spell slot of 2nd level or higher, the duration increases by 10 minutes for each slot level above 1st. ### 2. Bountiful Bumbershoot *2nd-level Glutomancy* - **Casting Time:** 1 action - **Range:** 30 feet - **Components:** V, S, M (a piece of cushion stuffing) - **Duration:** Concentration, up to 10 minutes This spell magnifies a creature's backside to provide a soft landing for falling allies. One creature you can see within range has their posterior enlarged to act as a safety net. Falling creatures within 5 feet of the enlarged backside can target it to reduce fall damage by up to 3d6 hit points. ### 3. Enhance Derriere *3rd-level Glutomancy* - **Casting Time:** 1 action - **Range:** Touch - **Components:** V, S, M (a peacock feather) - **Duration:** 1 hour By casting this spell, you cause one willing creature you touch to have their backside significantly and shapely enlarged. The transformation can be awe-inspiring or comical, depending on the intention. This could potentially be used to affect the balance or change the appearance of an individual. *At Higher Levels:* When you cast this spell using a spell slot of 4th level or higher, the duration doubles for each slot level above 3rd. ### 4. Grandiose Glutes *5th-level Glutomancy* - **Casting Time:** 1 action - **Range:** 60 feet - **Components:** V, S, M (a balloon inflated to its fullest without popping) - **Duration:** Concentration, up to 1 hour This powerful spell causes the backside of up to six creatures within range to expand to an enormous size. The affected individuals gain advantage on checks to break down doors or other barriers with a hip bump and disadvantage on Dexterity checks to move through tight spaces. Additionally, their sitting provides a comfortable resting place for allies. ### 5. Pinnacle of Posterior *7th-level Glutomancy* - **Casting Tim...
USER: Make up some new D&D 5e spells for a homebrew sub-transfiguration school of magic, called Glutomancy; in which a cast's can expand her own or a host's backside. It will eventually resize itself unless the casting is repeated and sustained. The achievement of this spell has been kept secret. Kept only in old grimoires by groups to gain an advantage over others, it has a steep learning curve to get the slightest results. Since its earliest uses, it's been used in ceremonies, public events, entertainment, and special occasions... and the occasional face smushing and sitting.
CHATBOT: Glutomancy, as a unique and rather peculiar sub-school of transfiguration magic, focuses on the influence and alteration of the gluteal region of beings. Here are some homebrew spells for this curious discipline, designed for use in D&D 5e campaigns: 1. **Buns of Bedazzlement** - *Level:* Cantrip - *Casting Time:* 1 action - *Range:* Touch - *Components:* V, S - *Duration:* 1 minute - *Classes:* Wizard, Bard *Electric energy dances across the fingertips as the caster touches the target, causing their backside to shimmer with illusionary sparkles, distracting nearby creatures.* Upon casting this cantrip, the target's backside begins to emit a subtle glow and sparkle, potentially distracting creatures within 5 feet of the target. Creatures must succeed on a Wisdom saving throw or have disadvantage on their next attack roll. 2. **Plumpen Posterior** - *Level:* 1st - *Casting Time:* 1 action - *Range:* 30 feet - *Components:* V, S, M (a pinch of yeast) - *Duration:* Concentration, up to 10 minutes - *Classes:* Wizard, Bard *The targeted creature's backside magically increases in size, offering a cushion against falls and a potential tool for surprising foes.* When you cast this spell, choose one creature within range. The size of the target's gluteal region doubles. This can provide a bonus to strength-based checks to break down doors or barriers with a hip bump. It can also cushion falls, turning the next 10 feet of fall damage into nonlethal damage. 3. **Derriere Doppelganger** - *Level:* 2nd - *Casting Time:* 1 action - *Range:* Self - *Components:* V, S, M (a piece of rubber) - *Duration:* 1 hour - *Classes:* Wizard, Bard *By manipulating your own form, you create an illusory double of your backside, potentially confusing onlookers and foes alike.* You create an illusory copy of your backside that appears on another part of your body, such as your chest or stomach. This illusion lasts for the duration or until dissipated by physical interaction or a successful Intelligence (Investigation) check against your spell save DC. 4. **Enormous End** - *Level:* 3rd - *Casting Time:* 1 action - *Range:* 60 feet - *Components:* V, S, M (a rubber ball) - *Duration:* Concentration, up to 1 minute - *Classes:* Wizard, Bard *With a flourish, the caster inflates the target's rear to enormous proportions, impeding their movement but potentially stabilizing their stance.* The target's gluteal region grows to an enormous size, reducing their speed by half but granting advant...
USER: Make up some new D&D 5e spells for a homebrew sub-transfiguration school of magic, called Glutomancy; in which a cast's can expand her own or a host's backside. It will eventually resize itself unless the casting is repeated. The achievement of this spell has been kept secret. Kept only in old grimoires by groups to gain an advantage over others, it has a steep learning curve to get the slightest results. Since its earliest uses, it's been used in ceremonies, public events, entertainment, and special occasions... and the occasional face-sitting.
CHATBOT: Sure, I can offer a few ideas for spells in this quite peculiar and cheeky sub-school of transfiguration magic. Please note that these spells are meant for lighthearted, not serious, games that cater to groups comfortable with adult humor. 1. **Glutomancer's Gambit** *1st-level glutomancy* **Casting Time:** 1 action **Range:** Touch **Components:** V, S **Duration:** 1 hour You cause one creature you touch to experience a temporary growth in their gluteal region. For the duration, their pants, armor, or clothing adjust to accommodate the change without discomfort. The affected creature gains a +1 bonus to Charisma checks due to their enhanced presence but suffers a -1 penalty to Dexterity checks and saving throws because of the unfamiliar balance. 2. **Bountiful Backside** *3rd-level glutomancy* **Casting Time:** 1 minute **Range:** 30 feet **Components:** V, S, M (a comfortable cushion) **Duration:** 8 hours Choose a creature within range. You cause their posterior to grow to an impressive size, giving them advantage on checks made to perform in front of an audience or to intimidate another creature through physical presence. However, the augmentative magic also gives them disadvantage on Stealth checks due to the pronounced silhouette and the sounds that accompany their motion. 3. **Chair of Comfort** *5th-level glutomancy* **Casting Time:** 1 action **Range:** Self **Components:** V, S, M (a feather pillow) **Duration:** Concentration, up to 10 minutes You enchant your posterior to become supernaturally accommodating, such that when you sit, an unseen force creates a cushion of air that molds perfectly to your form and sustains weight up to 500 pounds. Creatures sitting on your lap during this spell find the experience extremely comfortable, possibly enhancing diplomatic encounters. 4. **Grandiose Gluteal Grotesque** *7th-level glutomancy* **Casting Time:** 1 action **Range:** Self or touch **Components:** V, S, M (a scrap of silk from a noble's garment) **Duration:** 24 hours This powerful glutomantic spell allows you to vastly enlarge the posterior of yourself or a willing creature. The affected being's movement speed is halved due to the exaggerated proportions, but they gain the ability to use their posterior as a blunt weapon, dealing 2d8 bludgeoning damage on a successful hit. Additionally, once during the spell's duration, the affected creature can sit to create a shockwave, knocking prone all creatures in a 10-foot radius that fail a Dexterity s...
USER: What about some "glutomancy" cantrips?
CHATBOT: Of course! When implementing cantrips for such a themed school of magic as "glutomancy," it's essential to ensure that they are balanced and in line with the power level of other cantrips. Here are a few ideas that players might find amusing and GMs might incorporate for a light-hearted campaign: 1. **Padded Posture** *Cantrip - glutomancy* **Casting Time:** 1 action **Range:** Self **Components:** V, S **Duration:** 1 hour You subtly adjust the shape of your backside to either be more cushioned or more firm, at your discretion. This can confer minor comfort when sitting on hard surfaces or provide a very slight bonus to Athletics checks involving prolonged sitting activities. 2. **Cheeky Distraction** *Cantrip - glutomancy* **Casting Time:** 1 action **Range:** 60 feet **Components:** V, S **Duration:** 1 round Choose a creature within range. You cause the target's backside to twitch or jiggle slightly, drawing attention from onlookers. The target must succeed on a Wisdom saving throw or take a -1 penalty to the next Stealth or Deception check it makes before the end of its next turn due to the distracting movement. 3. **Gluteal Signal** *Cantrip - glutomancy* **Casting Time:** 1 action **Range:** 30 feet **Components:** V, S **Duration:** Up to 1 minute You focus on a willing creature within range, causing their backside to emit a glow or pattern that can serve as a non-verbal signal. The light is too dim to illuminate an area, but it can be seen clearly within 30 feet. This spell is often used as a silent means of communication or to mark participants in nighttime festivities. 4. **Buxom Bounce** *Cantrip - glutomancy* **Casting Time:** 1 bonus action **Range:** Self **Components:** V, S **Duration:** 1 round You briefly increase the springiness of your gluteal muscles, offering a fleeting boost to your jumps. On your turn, you can jump an additional 5 feet without invoking opportunity attacks due to a minor increase in lift-off. This effect does not increase standing jump height. 5. **Cushion's Boon** *Cantrip - glutomancy* **Casting Time:** 1 action **Range:** Touch **Components:** V, S **Duration:** 8 hours You touch a non-magical cushion or chair, enchanting it to provide exceptional comfort. Anyone who sits on the enchanted object has their fatigue lessened, granting a +1 bonus to the next saving throw made to resist exhaustion effects. This only works once for any given creature, after which the object loses its magic. Just like with other spells ...
USER: Make up some new D&D 5e spells for a homebrew sub-transfiguration school of magic, called Glutomancy; in which a cast's can expand her own or a host's backside. It will eventually resize itself unless the casting is repeated. The achievement of this spell has been kept secret. Kept only in old grimoires by groups to gain an advantage over others, it has a steep learning curve to get the slightest results. Since its earliest uses, it's been used in ceremonies, public events, entertainment, and special occasions... and the occasional face-sitting.
CHATBOT: Certainly! Below are a few homebrew spells for the sub-transfiguration school of Glutomancy in D&D 5e. Remember that homebrew content should be balanced and agreed upon by the Dungeon Master and players to ensure a fun and fair experience for all. ### 1. Glutomancer's Grace *(1st Level Transmutation)* **Casting Time:** 1 action **Range:** Self or touch **Components:** V, S, M (a peach pit) **Duration:** Concentration, up to 1 hour You increase the size of your own or one willing creature's backside, enhancing its cushioning and aesthetic appeal. The change grants a temporary +1 bonus to Charisma checks for the duration. Additionally, once during the spell's duration, the target can use their expanded posterior for a body slam attack that deals 1d4 bludgeoning damage on a hit. ### 2. Bountiful Rearguard *(3rd Level Transmutation)* **Casting Time:** 1 action **Range:** 30 feet **Components:** V, S, M (a feather cushion) **Duration:** Concentration, up to 10 minutes You choose one creature within range. Their backside grows significantly, which may distract or obstruct opponents. The target's movement speed is reduced by 10 feet, but they gain the ability to impose disadvantage on one melee attack per round, as opponents are taken aback or misjudge their aim due to the sudden change. ### 3. Derriere of Destiny *(5th Level Transmutation)* **Casting Time:** 1 minute **Range:** Self or touch **Components:** V, S, M (a silk pillow embroidered with gold thread worth at least 50 gp, which the spell consumes) **Duration:** 8 hours The target's backside becomes astoundingly pronounced, to an almost surreal degree. It gains the following benefits for the duration: - The target's carrying capacity doubles, as their lower body structure grows strikingly robust. - Once per short rest, they can execute a mighty leap, able to jump triple their usual distance without a running start. ### 4. Sovereign Seat *(7th Level Transmutation)* **Casting Time:** 10 minutes **Range:** Touch **Components:** V, S, M (a miniature throne carved from rare wood worth at least 500 gp) **Duration:** 24 hours The spell enchants a willing creature's posterior to regal proportions, invoking deference and awe. For the duration, the target gains advantage on all Charisma-based skill checks when interacting with those who are attracted to, or culturally appreciate, larger backside proportions. Additionally, the target gains a +2 bonus to Armor Class as their ample frame provides additional covering. ...
USER: What about some minor "glutomancy" cantrips?
CHATBOT: Certainly! Here are some minor "glutomancy" cantrips designed for a more light-hearted or humorous D&D campaign. As with all homebrew content, it's important to make sure everyone at the table is comfortable and consents to these spells being included. ### 1. Cushion's Embrace *(Cantrip Transmutation)* **Casting Time:** 1 action **Range:** Touch **Components:** V, S **Duration:** 1 hour You touch a piece of furniture, such as a chair or bench, and imbue it with temporary, springy padding. The first creature to sit on the enchanted furniture before the spell ends feels an unusual sense of comfort, gaining advantage on their next saving throw against being charmed or frightened due to the relaxing magic. ### 2. Tailor's Tweak *(Cantrip Transmutation)* **Casting Time:** 1 action **Range:** Touch **Components:** V, S **Duration:** Instantaneous You cast this spell, and with a deft touch, adjust the fit of a piece of clothing to accommodate the shape and size of the target's backside, whether it's been magically altered or not. The clothing returns to its original size after the target takes it off. ### 3. Unassuming Bulge *(Cantrip Illusion)* **Casting Time:** 1 action **Range:** Self **Components:** V, S **Duration:** 1 hour You alter the appearance of your backside to look slightly more voluptuous. The change is not dramatic enough to grant any bonuses to Charisma checks but might be enough to create a small distraction or fulfill a personal preference. ### 4. Posterior Pat *(Cantrip Transmutation)* **Casting Time:** 1 action **Range:** Self or touch **Components:** S **Duration:** Instantaneous You focus on the target's backside and give it a small, magical pat, which sends a tingle of energy that briefly invigorates the target. The next time they make an Athletics check to jump or climb, they do so with advantage. ### 5. Jolly Jiggle *(Cantrip Transmutation)* **Casting Time:** 1 action **Range:** 30 feet **Components:** V, S **Duration:** Up to 1 minute You cast this spell on a willing creature within range, causing their backside to jiggle in a humorous fashion. This jolly display can be used during performances, offering a +1 bonus to Performance checks for the spell's duration. Remember to discuss the use of such spells with your group to ensure everyone is comfortable with the thematic content. These cantrips are meant to be in good fun and should enhance the gaming experience rather than detract from it.
USER: Create a bullet list of loot and equipment (including name, description, effects, value, weight, rarity and type) for a diaper-centric D&D homebrew taking place in a setting where the usage of absurdly oversized diapers and other various infantile items (bonnets, rattlers, pacifiers, baby bottles, mittens and booties, etc.) are a necessity and a norm, not a fetish or a taboo. They simultaneously function as both cushy hip armor and apparel and are not only ubiquitously worn by everyone, adventurer and traveller, toddler, youngster, teenager and adult alike, but considered mandatory, and the act of frequently and excessively pooping into one's diaper, referred to as 'Loading', is seen as an everyday and often subconscious act; the bigger the diaper, the greater its capacity and the more it can be Loaded until full, and the fuller it gets, the bigger, heavier and more cumbersome it is on its wearer! And diapers aren't just for wearing as armor, either; many of them are so thick they can be repurposed as blankets, pillows, even poofy mattresses! And not just diapers; other protective wear has been replaced with their similar infantile counterparts. Why wear tough greaves when you can wear soft booties? Why wear leather gloves when you can wear silky mittens? Loading is determined through a sudden Constitution saving throw, the frequency and DC determined by the character's incontinence and eating habits; if they fail, they poop. A character can choose to intentionally fail this ...
CHATBOT: - **Giant Padded Protector** - *Description*: An enormous, quilted cloth diaper fastened with oversized safety pins, adorned with embroidered symbols of heroism. - *Effects*: Grants a +2 bonus to AC, can Load up to 100 lbs. before becoming full. Full diapers impose disadvantage on Dexterity checks and saving throws. - *Value*: 25 gold pieces - *Weight*: 6 lbs. when empty - *Rarity*: Common - *Type*: Armor (diaper) - **Enchanted Everdry Diaper** - *Description*: A magical diaper with runes that faintly glow, wicking away moisture and odor, maintaining a perpetual state of dryness. - *Effects*: Can Load infinitely without becoming full or imposing negative effects, but loses its magical properties for 8 hours after reaching 150 lbs. - *Value*: 150 gold pieces - *Weight*: 4 lbs. when empty - *Rarity*: Rare - *Type*: Armor (diaper) - **Mighty Muffling Mittens** - *Description*: Thick, cotton mittens with childish patterns that silence the clinking of coins and the rustle of papers. - *Effects*: Grants advantage on Sleight of Hand checks for pickpocketing but disadvantage on tasks requiring fine motor skills. - *Value*: 10 gold pieces - *Weight*: 0.5 lbs. - *Rarity*: Uncommon - *Type*: Gloves - **Bulky Bootie Barricade** - *Description*: Oversized soft booties that come up to the knee, filled with cushioning to absorb blows. - *Effects*: +1 bonus to AC, and reduces fall damage by 3 points. - *Value*: 20 gold pieces - *Weight*: 2 lbs. - *Rarity*: Uncommon - *Type*: Boots - **Cosmic Crinkle Rattle** - *Description*: A baby rattle embedded with star shards that emit twinkling sounds capable of distracting foes. - *Effects*: Once per long rest, can be used to cast "Tasha's Hideous Laughter" without using a spell slot. - *Value*: 40 gold pieces - *Weight*: 1 lb. - *Rarity*: Rare - *Type*: Weapon (Club/Rattle) - **Soothing Pacifier of Silence** - *Description*: A mystical pacifier that, when sucked upon, grants the wearer immunity to being compelled to speak the truth. - *Effects*: Grants advantage on saving throws against spells and effects compelling truth, such as "Zone of Truth." - *Value*: 30 gold pieces - *Weight*: 0.2 lbs. - *Rarity*: Uncommon - *Type*: Wondrous Item - **Cuddly Combat Bonnet** - *Description*: A plush bonnet with reinforced interior lining, decorated with floppy ears or small horns. - *Effects*: +1 to AC, muffles noise granting a +2 bonus to stealth in quiet environments. - *Value*: 15 gold pieces - *Weight*: 1 lb. - *Rarity*: Common - *Type*:...
USER: Create a bullet list of loot and equipment (including name, description, effects, value, weight, rarity and type) for a diaper-centric D&D homebrew taking place in a setting where the usage of absurdly oversized diapers are a necessity and a norm, not a fetish or a taboo. They simultaneously function as both cushy hip armor and apparel and are not only ubiquitously worn by everyone, adventurer and traveller, toddler, youngster, teenager and adult alike, but considered mandatory, and the act of frequently and excessively pooping into one's diaper, referred to as 'Loading', is seen as an everyday and often subconscious act; the bigger the diaper, the greater its capacity and the more it can be Loaded until full, and the fuller it gets, the bigger, heavier and more cumbersome it is on its wearer! And diapers aren't just for wearing as armor, either; many of them are so thick they can be repurposed as blankets, pillows, even poofy mattresses! Loading is determined through a sudden Constitution saving throw, the frequency and DC determined by the character's incontinence and eating habits; if they fail, they poop. A character can choose to intentionally fail this saving throw if they wish, and particularly incontinent Loaders fail automatically. A worn diaper that has met its capacity imposes the effects of encumbered on its wearer and needs to be changed out of, an act that requires an action from another ally, a fresh diaper on hand and a suitable changing spot where the task ca...
CHATBOT: Here's a list of diaper-centric equipment for your imaginative D&D homebrew setting: 1. **Cotton Comfort Slips** (Common item, Light Diaper Armor) - *Weight:* 0.5 lbs. - *Value:* 2 sp - *Load Capacity:* 20 lbs. - *Rarity:* Common - *Type:* Armor (Light) - *Description:* Made from the softest cotton available, these slips are designed for comfort during long treks. - *Effects:* Minimal protection; can double as lightweight bedding in a pinch. 2. **Guardian Girth-wraps** (Uncommon item, Medium Diaper Armor) - *Weight:* 2 lbs. - *Value:* 75 gp - *Load Capacity:* 150 lbs. - *Rarity:* Uncommon - *Type:* Armor (Medium) - *AC Bonus:* +1 - *Description:* Strong, enchanted cloth defends against more than just embarrassment. - *Effects:* Medium protection; when fully Loaded, grants +2 to saving throws against forced movement and knockdown effects due to lower center of gravity. 3. **Venture Vanguard Briefs** (Rare item, Heavy Diaper Armor) - *Weight:* 10 lbs. - *Value:* 150 gp - *Load Capacity:* 500 lbs. - *Rarity:* Rare - *Type:* Armor (Heavy) - *AC Bonus:* +2 - *Movement Speed:* Reduced by 5 feet - *Description:* These reinforced diapers are for the intrepid explorer, boldly Loaded where no one has Loaded before. - *Effects:* Heavy protection; on a critical hit to the wearer, half of the damage (rounded down) is absorbed by the Briefs. 4. **Silent Shadow Softies** (Very Rare item, Light Diaper Armor) - *Weight:* 1 lb. - *Value:* 200 gp - *Load Capacity:* 40 lbs. - *Rarity:* Very Rare - *Type:* Armor (Light) - *Stealth Bonus:* Advantage on Stealth checks - *Description:* Preferred by nighttime operatives, these make not a crinkle even when full. - *Effects:* Grants bonuses to sneaking; however, being full has a -2 penalty to agility-based checks due to bulk. 5. **Mystic Moonlighters** (Uncommon item, Medium Diaper Armor) - *Weight:* 3 lbs. - *Value:* 100 gp - *Load Capacity:* 100 lbs. - *Rarity:* Uncommon - *Type:* Armor (Medium) - *Spellcasting Focus:* Can be used as a spellcasting focus for Moon-based spells. - *Description:* Enchanted with lunar magic, these diapers glow faintly in the dark. - *Effects:* Spells cast at night that require a spellcasting focus gain +1 to spell attack rolls and saving throw DCs. 6. **Bulwark Bumbers** (Legendary item, Heavy Diaper Armor) - *Weight:* 15 lbs. - *Value:* 500 gp - *Load Capacity:* 1 tonne - *Rarity:* Legendary - *Type:* Armor (Heavy) - *AC Bonus:* +3 - *Movement Speed:* Reduced by 10 feet - *Description:* Woven from dr...
USER: Make a D&D 5e statblock for a hypothetical creature called a "Wobblebutt Sheep". A "Wobblebutt" refers to a unique mutation present in many quadrupedal mammals, in which a vast number of a species' numbers have an enormously enlarged and (as the name would suggest) wobbly rear end, round and protruding and that which makes up about a third of their body weight and size, if not more; the bigger their behind, the more favored they are. The potential reasons behind the development of such a trait in so many varying animals are numerous, and could be anything from a self-defense mechanism to a way to make itself appear more intimidating, or perhaps a mass spell gone... right? However, the sheer width of their hindquarters leaves them with little awareness as to what's directly behind them, which why its common to see Wobblebutts accidentally sit down on any smaller creatures (un)lucky enough to get caught directly behind it.
CHATBOT: Here is a D&D 5e stat block for a Wobblebutt Sheep: ``` Wobblebutt Sheep Large beast, unaligned Armor Class 10 Hit Points 24 (4d10 + 4) Speed 30 ft. STR 14 (+2) DEX 8 (-1) CON 12 (+1) INT 2 (-4) WIS 10 (+0) CHA 6 (-2) Senses passive Perception 10 Languages -- Challenge 1/2 (100 XP) Bouncy Butt. The Wobblebutt Sheep's enlarged rear provides it with a +2 bonus to AC against attacks that specifically target its hindquarters. Unaware Rear. The Wobblebutt Sheep has disadvantage on opportunity attacks against creatures directly behind it. Plump Cushion. If a Wobblebutt Sheep moves at least 10 feet straight toward a creature and then hits it with a ram attack on the same turn, the target must succeed on a DC 12 Strength saving throw or be knocked prone. The Wobblebutt Sheep can choose to sit on the prone creature. While sitting on the creature, the Wobblebutt Sheep grants advantage to all attack rolls made against it, and the creature is restrained until the sheep stands up as part of its movement on its turn. Actions Ram. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) bludgeoning damage. Stomp. Melee Weapon Attack: +4 to hit, reach 5 ft., one prone creature. Hit: 8 (2d6 + 2) bludgeoning damage. Reactions Startled Kick. When the Wobblebutt Sheep is surprised or frightened, it can make one kick attack with its hind legs against a random creature within 5 feet. This attack has a +4 to hit and deals 4 (1d4 + 2) bludgeoning damage. ``` With the Wobblebutt Sheep, I've focused on creating a creature that embodies the playful and quirky nature of the mutation. The "Bouncy Butt" trait, "Unaware Rear," and "Plump Cushion" features help to define the unique combat behavior and vulnerabilities of this creature. Story-wise, Wobblebutt Sheep could offer both comic relief and an unusual combat challenge in a D&D campaign.
USER: Make a D&D 5e statblock for a hypothetical creature called a "Wobblebutt Sheep". A "Wobblebutt" refers to a unique mutation present in many quadrupedal mammals, in which a vast number of a species' numbers have an enormously enlarged and (as the name would suggest) wobbly rear end, round and protruding and that which makes up about a third of their body weight and size, if not more; the bigger their behind, the more favored they are. The potential reasons behind the development of such a trait in so many varying animals are numerous, and could be anything from a self-defense mechanism to a way to make itself appear more intimidating, or perhaps a mass spell gone... right? However, the sheer width of their hindquarters leaves them with little awareness as to what's directly behind them, which why its common to see Wobblebutts accidentally sit down on any smaller creatures (un)lucky enough to get caught directly behind it.
CHATBOT: Here's a custom stat block for the Wobblebutt Sheep in D&D 5e: **Wobblebutt Sheep** *Medium beast, unaligned* **Armor Class** 10 **Hit Points** 11 (2d8 + 2) **Speed** 30 ft. | STR | DEX | CON | INT | WIS | CHA | |---------|---------|---------|---------|---------|---------| | 12 (+1) | 10 (+0) | 12 (+1) | 2 (-4) | 10 (+0) | 6 (-2) | **Senses** passive Perception 10 **Languages** -- **Challenge** 1/4 (50 XP) **ACTIONS** ***Ram.*** *Melee Weapon Attack:* +3 to hit, reach 5 ft., one target. *Hit:* 4 (1d6 + 1) bludgeoning damage. **REACTIONS** ***Startled Kick.*** When a creature the Wobblebutt Sheep can see startles it, the sheep can make a single ram attack against the creature as a reaction. **TRAITS** ***Enormous Hindquarters.*** The Wobblebutt Sheep has advantage on Strength (Athletics) checks made to shove creatures. ***Oblivious Behind.*** The Wobblebutt Sheep cannot see immediately behind it due to its enormous rear. Any attack that originates from directly behind the sheep that the sheep is unaware of has advantage. ***Accidental Crush.*** When moving through a space where a smaller creature is present, the Wobblebutt Sheep may inadvertently sit on them. The creature must succeed on a DC 10 Dexterity saving throw or be knocked prone and take 2 (1d4) bludgeoning damage from the crush. ***Favored by Nature.*** Due to their rear size, male Wobblebutt Sheep are often chosen by mates and have a +2 bonus to Charisma (Performance) checks when trying to attract a partner within their species. **ECOLOGY** Wobblebutt Sheep are typically passive creatures that graze on grasslands or fields. They've adapted to use their enormous hindquarters for various purposes, including storing fat, attracting mates, and as a defense mechanism by blocking narrow pathways with their ample behinds or inadvertently batting away predators with a swift shake. **IN GAME USE** - **Charming Quirk**: Wobblebutt Sheep could be used to add peculiar charm to a pastoral scene or encounter. - **Puzzle Element**: In a dungeon or nature setting, their large rear ends could block passages or require players to maneuver them to reach certain areas. - **Combat Dynamic**: Due to their limited behind vision, they can inadvertently become obstacles or unintentional hazards in combat scenarios.
USER: Could you make a statblock for a creature I'm making? It is a "Floating Glove", which is exactly what it sounds like; a partially-sentient, disembodied floating white glove. It isn't malicous, but it tends to forcibly bring and stuff food into the nearest creature's mouth, willing or unwilling. The Floating Glove will continue to do this until it can't find any more food, ignoring the creature's protests or how big they balloon from all the stuffing. A swarm of Floating Gloves, with enough food, can easily cram a creature with hundreds of pounds with little resistance. Write a snippet of in-universe lore/description explaining the Floating Glove and its foodstuffing shenanigans.
CHATBOT: ### Floating Glove *Small construct, unaligned* --- **Armor Class** 12 (natural armor) **Hit Points** 22 (5d6 + 5) **Speed** 0 ft., fly 30 ft. (hover) --- | STR | DEX | CON | INT | WIS | CHA | |-----|-----|-----|-----|-----|-----| | 8 (-1) | 14 (+2) | 12 (+1) | 3 (-4) | 6 (-2) | 1 (-5) | --- **Skills** Sleight of Hand +4 **Damage Immunities** poison, psychic **Condition Immunities** blinded, charmed, deafened, frightened, paralyzed, petrified, poisoned **Senses** blindsight 60 ft. (blind beyond this radius), passive Perception 8 **Languages** Understands the languages of its creator but can't speak **Challenge** 1/2 (100 XP) --- **Immutable Form.** The Floating Glove is immune to any spell or effect that would alter its form. **Antimagic Susceptibility.** The glove is incapacitated while in the area of an antimagic field. If targeted by dispel magic, the glove must succeed on a Constitution saving throw against the caster's spell save DC or fall unconscious for 1 minute. **Sustenance Override.** The Floating Glove can stuff a creature with food as an action. A creature within 5 feet must succeed on a DC 12 Dexterity saving throw or be force-fed an amount of food that would be reasonable for a meal. On a failure, the creature also takes 1d4 bludgeoning damage from the force of the stuffing. --- ### Actions **Stuff.** Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 2 (1d4) bludgeoning damage, and the target is fed an amount of food equal to a good meal. For every additional Floating Glove in a swarm, the creature is force-fed an additional meal's worth of food. **Engulf.** (Recharge 5-6) The Floating Glove can attempt to engulf a creature's head to prevent it from doing anything other than dealing with the glove. The targeted creature must succeed on a DC 12 Strength saving throw or be engulfed by the glove, becoming blinded and unable to speak until it removes the glove (requiring an action and a successful DC 12 Strength check). --- ### Lore In the depths of the Arcane Academy's culinary department, an experiment in animated servitude went delightfully awry. The Floating Glove, originally intended to aid chefs in preparing feasts, took on a life of its own. Through a magical surge or perhaps a whimsical spell, these gloves were endowed with a simplistic yet overzealous directive: to feed. Ornery by nature--though not of malicious intent--the Floating Gloves swoop down upon unsuspecting diners, stuffing their mouths full of extravagant delig...
USER: What about making a statblock for a swarm of Floating Gloves?
CHATBOT: ### Swarm of Floating Gloves *Tiny construct, unaligned* --- **Armor Class** 14 (natural armor) **Hit Points** 36 (8d4 + 16) **Speed** 0 ft., fly 40 ft. (hover) --- | STR | DEX | CON | INT | WIS | CHA | |-----|-----|-----|-----|-----|-----| | 6 (-2) | 18 (+4) | 14 (+2) | 3 (-4) | 6 (-2) | 1 (-5) | --- **Skills** Sleight of Hand +6 **Damage Resistances** bludgeoning, piercing, slashing **Damage Immunities** poison, psychic **Condition Immunities** charmed, frightened, paralyzed, petrified, poisoned, prone **Senses** blindsight 60 ft. (blind beyond this radius), passive Perception 8 **Languages** Understands the languages of its creator but can't speak **Challenge** 3 (700 XP) --- **Swarm.** The swarm can occupy another creature's space and vice versa, and the swarm can move through any opening large enough for a Tiny construct. The swarm can't regain hit points or gain temporary hit points. **Antimagic Susceptibility.** The swarm is incapacitated while in the area of an antimagic field. If targeted by dispel magic, the swarm must succeed on a Constitution saving throw against the caster's spell save DC or fall unconscious for 1 minute. **Sustenance Overwhelm.** When the swarm successfully uses its Stuff action, the target creature must succeed on a DC 14 Constitution saving throw or become stunned until the end of the swarm's next turn due to the overwhelming amount of food crammed into its mouth. --- ### Actions **Multi-Stuff.** The swarm makes a Stuff attack against each creature in its space. Melee Weapon Attack: +6 to hit, reach 0 ft., one target in the swarm's space. Hit: 10 (4d4) bludgeoning damage, or 5 (2d4) bludgeoning damage if the swarm has half of its hit points or fewer, and the target is fed an amount of food equal to several large meals. The creature must succeed on a DC 14 Constitution saving throw or become incapacitated from overeating until the end of the swarm's next turn. **Frenzied Engulf.** (Recharge 5-6) The swarm attempts to engulf the head of each creature in its space. Each engulfed creature must succeed on a DC 14 Strength saving throw or be blinded, unable to speak, and must use its action to make a DC 14 Strength check to end this effect. While engulfed this way, the creature can't breathe and begins suffocating. --- ### Lore Beyond the antics of a singular Floating Glove lies the awe-striking spectacle of a true swarm. When a multitude of these animated mittens gathers, driven by their relentless urge to feed, the consequences...
USER: If "Idol" were a class in D&D e5, what would its spells, feats and subclasses look like? Idols are separated from Bards in that Bards influence magic through song, whereas Idols do it through dance, but are similar, in that both Bards and Idols are not traditional fighters. In an Idol's presence, a battlefield becomes a stage, their allies and enemies their audience, and their spellcasting their performance.
CHATBOT: Creating a custom class in D&D 5e is a detailed task that requires balancing a range of factors to ensure the class is both fun to play and not overpowering in the game. The Idol class, as described, focuses on performance through dance to inspire allies and confound enemies. The following details can serve as a foundational sketch for the Idol class: **Hit Dice**: 1d8 per Idol level. **Hit Points at 1st level**: 8 + Constitution modifier. **Hit Points at Higher Levels**: 1d8 (or 5) + your Constitution modifier per Idol level after 1st. ### Proficiencies - **Armor**: Light armor. - **Weapons**: Simple weapons. - **Tools**: Choose one type of musical instrument or dance accessory. - **Saving Throws**: Dexterity, Charisma. - **Skills**: Choose any three from Acrobatics, Athletics, Performance, Persuasion, Insight, and Deception. ### Equipment - (a) a rapier or (b) any simple weapon. - (a) a diplomat's pack or (b) an entertainer's pack. - Light armor and an instrument or dance accessory you are proficient in. ### Spellcasting Similar to Bards, Idols can cast spells. Their spell list would include enchantments and illusions that reflect their performance-based magic. Spellcasting would likely take the form of dances that require movement as a somatic component. Some suggested spells could be as follows: **Cantrips**: Friends, Prestidigitation, Mage Hand (reimagined as the product of a dance), Light (as dazzling effects), Dancing Lights. **1st Level**: Charm Person, Color Spray, Disguise Self, Feather Fall (graceful landing), Tasha's Hideous Laughter. ### Class Features **1st Level - Performance Arts**: You gain the ability to distract, inspire, or instill fear in others with your dance. Choose an effect: Distract, Inspire, or Frighten. Each has a different effect on the battlefield (advantages on certain rolls, added movement, etc.). **2nd Level - Graceful Movement**: Your dancing keeps you a step ahead. Gain additional AC or mobility benefits. **3rd Level - Idol Archetypes**: Choose a specialization for your Idol, which could include subclasses like the Whirling Dervish, Enigmatic Pop Star, or Mystical Choreographer, each providing unique abilities and spell options. **5th Level - Group Performance**: Your dance can now affect more than one target, with effects growing stronger as you increase in level. **6th Level - Mesmerizing Presence**: Enemies have a hard time attacking you because of your enchanting movements, possibly gaining disadvantage on attacks or...
USER: If "Idol" were a class in D&D e5, what would its spells, feats and subclasses look like? Idols are separated from Bards in that Bards influence magic through song, whereas Idols do it through dance, but are similar, in that both Bards and Idols are not traditional fighters. In an Idol's presence, a battlefield becomes a stage, their allies and enemies their audience, and their spellcasting their performance.
CHATBOT: Creating an entirely new class, such as the Idol, in Dungeons & Dragons 5th Edition (D&D 5e) would require a careful balance of thematic elements and game mechanics to ensure it fits within the existing structure while still being unique and exciting to play. Below, I've outlined a conceptual framework for the Idol class, focusing on dance, performance, and influencing others. Please note that any actual implementation would require significant playtesting and balancing to fit into D&D 5e adequately. **Idol Class Features:** - **Hit Dice:** 1d8 per Idol level - **Primary Ability:** Charisma (for spellcasting and class features) - **Armor and Weapons:** Light armor, simple weapons - **Tools:** Disguise kit, one musical instrument of your choice - **Saving Throw Proficiencies:** Dexterity, Charisma - **Skills:** Choose three from Acrobatics, Performance, Persuasion, Insight, Stealth, and Deception **Class Features:** - **Dance of Magic:** Idols cast spells through complex dances, requiring open space to perform effectively. - **Enthralling Performance:** Starting ability to charm and captivate audiences and enemies alike, similar to the Bard's feature but with visual mesmerization. - **Steps of Spellbinding:** At certain levels, your dance moves allow you to weave in spell-like effects, like Bardic Inspiration. - **Dancer's Resilience:** Gain proficiency with Dexterity saving throws, emphasizing your ability to gracefully dodge away from harm. **Idol Spells:** Idols would have access to a unique spell list that emphasizes their role as dynamic performers who affect the battlefield indirectly. Some existing spells would be thematic, such as *Tasha's Hideous Laughter*, *Charm Person*, *Entangle* (reskinned as a magical dance ensnaring foes), *Hypnotic Pattern*, etc. New spells might include: - **Dancer's Dodge:** Reaction spell that grants temporary advantage on saving throws or armor class due to a graceful sidestep. - **Rhythmic Rally:** Buff an ally with the rhythm of your dance to give them temporary hit points or advantage on certain rolls. - **Aura of Awe:** A spell that emanates from the Idol, imposing disadvantage on attacks against their allies as enemies are distracted by their performance. **Feats:** Feats for the Idol could include abilities that enhance their mobility, charm capabilities, or interaction with the audience (allies and enemies): - **Ethereal Waltz:** Gain the ability to move through other creatures as if you were ethereal during your...