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152 fiction conversations over 1 month, 9 days (Feb 8, 2024 – Mar 18, 2024) 15% prompt uniqueness British Columbia, Canada
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C0 Create a bullet list of loot and equipment (including name, description, effects 24 conv. C1 Create a comprehensive list of 'Cup Size Classes' that can be incorporated into 21 conv. C2 Make a D&D 5e statblock for a hypothetical creature called a "Wobblebutt Sheep". 14 conv. C3 Create a bullet list of loot and equipment (including name, effects, and rarity) 13 conv. C4 If the Pokemon Glaceon was a creature in a hypothetical D&D 5e setting/homebrew, 12 conv. C5 Make up a new D&D 5e feat called "Bottom-Heavy". Humanoids with this feat have t 12 conv. C6 Make up some new D&D 5e spells for a homebrew sub-transfiguration school of magi 12 conv. C7 Make up a new D&D 5e feat called "Bottom-Heavy". Humanoids with this feat have t 8 conv. C8 If "Idol" were a class in D&D e5, what would its spells, feats and subclasses lo 7 conv. C9 If "Idol" were a class in D&D e5, what would its spells, feats and subclasses lo 6 conv. C10 Make up a new D&D 5e feat called "Bottom-Heavy". Humanoids with this feat have t 4 conv. C11 Write the script for an episode of a 90's animated cartoon sitcom starring a gia 3 conv. C12 Create a bullet list of loot and equipment for an inflation-centred D&D 5e homeb 3 conv. C13 Write the script for an episode of a comedic animated slice-of-life sitcom starr 2 conv. C14 Make up a new D&D 5e feat called "Bottom-Heavy". When you take this feat, you ha 2 conv. C15 If the Pokemon Glaceon was a creature in a hypothetical D&D 5e setting/homebrew, 2 conv. C16 Create a comprehensive list of 'Size Classes' that are to be incorporated in a f 1 conv. C17 Make up a new D&D 5e trait/feat called "Bottom-Heavy". 1 conv. C18 Write an additional addendum to the end of this hypothetical SCP document: **Ite 1 conv. C19 If the Digimon Lopmon was a creature in a hypothetical D&D 5e setting/homebrew, 1 conv. C20 Could you make a statblock for a creature I'm making? It is a "Floating Glove", 1 conv. C21 If Isabelle from the Animal Crossing series were a character in D&D 5e, what wou 1 conv. C22 Write a story about a cute teenage girl named Lovelitchi who secretly lives a do 1 conv.
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Feb 25, 2024 at 12:59 AM EST — 1 turn Canada, British Columbia fiction View full conversation
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: If "Idol" were a homebrew class in D&D 5e, we would want to build it with a unique identity that separates it from Bards while maintaining the performance aspect. Given that Idols focus on dance and performance to cast spells and influence the battlefield, we can structure their abilities and spells around this theme. Here's a rough sketch of what the Idol class might look like, keeping in mind this is a conceptual framework that would require extensive playtesting and balancing: **Hit Points** - Hit Dice: 1d8 per Idol level - Hit Points at 1st Level: 8 + your 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: Performance tools of choice (e.g., dance shoes, ribbons) - Saving Throws: Dexterity, Charisma - Skills: Choose three from Acrobatics, Performance, Persuasion, Insight, Deception, and Athletics **Equipment** - An idol's outfit or light armor - A simple weapon - A performance tool of choice - Explorer's pack and a pouch with 10 gp **Class Features** 1. Spellcasting (Charisma-based, focused on enchantment and illusion spells to reflect their captivating dance and performance) 2. Dance Techniques (grants various combat or utility bonuses, akin to a Monk's Martial Arts) 3. Performance Artistry (at-will abilities reflecting their ability to charm and distract enemies and fascinate allies) **Dance Techniques** These techniques are refined dance movements that have various effects when performed, such as: - Fighting Dance: Use Charisma instead of Strength or Dexterity for attack and damage rolls with certain weapons to mirror an elegant and captivating combat style. - Inspiring Movement: A dance that provides temporary hit points or other buffs to the party. - Distracting Waltz: A movement that can impose disadvantage on attacks against you until the start of your next turn. **Performance Artistry** An Idol's everyday movements are captivating, leaving audiences spellbound. They can use Performance Artistry to gain advantage on social skill checks and to influence creatures without using a spell slot. **Subclasses: Dance Troupes** At 3rd level, an Idol would choose a Dance Troupe which would specialize their performances. Examples might be: - Celestial Ballet: Focused on protective and healing dances, offering sanctuary and recovery through their movements. - Infernal Tango: Emphasizes aggressive tactics, enhancing thei...
Feb 25, 2024 at 2:57 AM EST — 3 turns Canada, British Columbia fiction fanfiction explicit View full conversation
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. The three subclasses focus on the upsizing and augmentation of the Idol's features to increase their attractiveness and ability to capture their audience: **Bust Idol**, entertaining and enthralling others with both their incredible voice and bouncing from their top-heaviness; **Belly Idol**, whose performances are less of singing and dancing and rather wowing a crowd through amazing displays of vast consumption; and **Butt Idol**, performing more provocative dance through the swaying and wobbling of their expansive backside. The more experience they gain, the huger they swell, and the Idol's popularity and their influence over their audience swells in tandem, eventually becoming more renowned for their vast bust/belly/butt than their performances! Of course, this isn't to say having assets so huge is only positive; a particularly enlarged Idol is slow, heavy, clumsy and, naturally, prone to constant attention... whether its welcome or not!
CHATBOT: Creating a new D&D class, such as an "Idol," with the mentioned themes is a creative and unique idea. Please note that the themes requested are quite unconventional and not everyone might find them in good taste, but I will outline a conceptual framework that remains respectful and in line with the rich and diverse tradition of creating fantasy classes. This content would be entirely homebrew and unofficial. **Idol Class Overview** The Idol is a charismatic performer whose magical abilities are woven into their captivating dance. Unlike Bards, who use music and song, the Idol's power comes from their movements and the sheer force of their personality. **Hit Points** - Hit Dice: 1d8 per Idol level - Hit Points at 1st Level: 8 + your 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: Disguise kit, one type of musical instrument - Saving Throws: Dexterity, Charisma - Skills: Choose two from Acrobatics, Performance, Persuasion, Deception, Insight **Equipment** An Idol starts with the following equipment: - (a) a rapier or (b) any simple weapon - (a) a diplomat's pack or (b) an entertainer's pack - Leather armor - A musical instrument (which you are proficient with) - A disguise kit **Class Features** 1st Level - *Enthralling Dance*: As an action, cast an enhanced version of the *charm person* spell. Targets are fascinated by your performance. 2nd Level - *Captivating Presence*: Gain advantage on Performance checks to capture attention. 3rd Level - Choose a subclass: **Bust Idol**, **Belly Idol**, or **Butt Idol**. Every class feature should be designed with game balance in mind, ensuring that the Idol is neither too powerful nor underpowered compared to existing D&D classes. **Subclasses** **Bust Idol** 1. *Magnetic Attraction*: Your presence on the battlefield distracts enemies, imposing disadvantage on their attack rolls against allies as a reaction. 2. *Mirthful Evasion*: Use your agility to avoid attacks, gaining a bonus to AC based on your Charisma modifier. 3. *Enlarging Fame*: Increase Charisma score beyond normal limits. **Belly Idol** 1. *Endless Appetite*: Cast an enhanced version of *goodberry* which also grants temporary hit points. 2. *Belly Dance*: Enemies are mesmerized by your dance, reducing their speed when you perform. 3. *Gastronomic Fortitude*: Gain resistance to poison and advantage on saving throws ...
USER: What about some new spells exclusive to Idols? For example, Shillelagh is a spell exclusive to Druids.
CHATBOT: Certainly! Here are some unique spells tailored for the fictional Idol class in D&D 5e. These spells would reflect the performance-based nature of the class, emphasizing dance, charm, and the Idol's captivating stage presence. **1st Level** **Glamour's Step** - *1st-level enchantment* - Casting Time: 1 bonus action - Range: Self - Components: V, S - Duration: 1 minute - You infuse your movements with magic, allowing your dance to leave behind a trail of beguiling sparkles. For the duration, your movement does not provoke opportunity attacks, and the next time you hit a creature with a melee attack during the spell's duration, your target must succeed on a Wisdom saving throw or be charmed by you until the end of your next turn. **Spotlight** - *1st-level illusion* - Casting Time: 1 action - Range: 60 feet - Components: V, S, M (a small mirror) - Duration: Concentration, up to 1 minute - You create a beam of light that shines on a creature of your choice within range. The target gains a bonus to Performance checks equal to your Charisma modifier and emits dim light in a 10-foot radius. Additionally, if the target makes a Charisma (Performance) check while in the spotlight, all hostile creatures that can see it must make a Wisdom saving throw or be blinded until the start of your next turn. **2nd Level** **Bewitching Waltz** - *2nd-level enchantment* - Casting Time: 1 action - Range: 30 feet - Components: V, S - Duration: Concentration, up to 1 minute - You begin a captivating dance that compels others to join in. Choose a number of creatures up to your Charisma modifier (minimum of one) within range. Each of those creatures must succeed on a Wisdom saving throw or be forced to use its movement to dance uncontrollably and follow you for the duration. While dancing, affected creatures have disadvantage on Dexterity saving throws and attack rolls, and other creatures have advantage on attack rolls against them. **3rd Level** **Resonating Performance** - *3rd-level illusion* - Casting Time: 1 action - Range: Self (30-foot radius) - Components: V, S - Duration: Concentration, up to 10 minutes - You project an aura of energy that enhances the performances of your allies. For the duration, allies within 30 feet of you gain advantage on Charisma (Performance) checks. Additionally, when an ally in the area of effect scores a critical hit, they can choose another enemy within range to suffer psychic damage equal to your Idol level as the performance resonates through...
Feb 25, 2024 at 3:09 AM EST — 2 turns Canada, British Columbia fiction explicit View full conversation
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. Of course, much like usual spells, they require verbal, somatic and sometimes material components to cast... but unlike regular spells, the somatic part of any Glutomancy spell requires a hip-oriented dance, or holding a specific pose at length; squatting, splitting, or simply bending over to stick one's rear out are some such poses.
CHATBOT: Please note that the concept of Glutomancy, as described, is something of a humorous or bizarre-style addition to the typical high-fantasy D&D setting and may not be suitable for all gaming groups. It's important to discuss with your players what kinds of content they are comfortable with in your game, ensuring that everyone at the table is having a good time. Here are three spells for the Glutomancy sub-school of transfiguration: 1. **Amplify Derriere** *1st Level Transmutation (Glutomancy)* - **Casting Time:** 1 action - **Range:** Touch - **Components:** V, S (hip swivels), M (a peach feather) - **Duration:** 1 hour - **Classes:** Wizard, Bard When you cast this spell, you touch one willing creature, causing their backside to enlarge noticeably, though clothes are unaffected and may become uncomfortable or ill-fitting. This might be used to impress onlookers, intimidate others by taking more space, or provide cushioning for sitting on hard surfaces. For the duration, the target gains a +1 bonus to Charisma checks but has their speed reduced by 5 feet due to the unfamiliar weight distribution. Athletic or acrobatic activities that rely on balance may suffer a -1 penalty to rolls. 2. **Bountiful Bustle** *3rd Level Transmutation (Glutomancy)* - **Casting Time:** 1 action - **Range:** 30 feet - **Components:** V, S (a prolonged squat) - **Duration:** Concentration, up to 10 minutes - **Classes:** Wizard, Bard You cause the backside of up to three creatures within range that you can see to expand dramatically. The target(s) may make a Constitution saving throw to resist the spell. On a failed save, creatures not only find their mobility hindered, reducing their speed by half, but also grant advantage on all overrunning attempts against them due to altered balance. Targets affected by this spell offer soft cover to creatures directly behind them and can use their additional girth to perform special shoving actions, either to knock enemies prone or push them away without requiring an athletics check. 3. **Gluteus Maximus** *5th Level Transmutation (Glutomancy)* - **Casting Time:** 1 minute - **Range:** Touch - **Components:** V, S (a series of elaborate dance moves), M (a silk pillow filled with goose down, which the spell consumes) - **Duration:** 8 hours - **Classes:** Wizard, Bard This powerful Glutomancy spell targets one willing creature and magnifies their backside to tremendous size. The sheer volume grants the target advantages in social encounters, a...
USER: What about potential worldbuilding/lore around the obscure art of Glutomancy and the society of its users? For example, the vast majority of skilled Glutomancers are permanently augmented as a result of the frequent use of such spells, and utilize unique "cheek gestures", using their rears to bounce, wiggle, wave and clap their cheeks. These simple, effortless gestures are used to greet someone, to emphasize something or get someone's attention. In fact, it's almost ubiquitous to hear a soft "clap clap" when in the presence of any large Glutomancer.
CHATBOT: In the fantasy world of your creation, Glutomancy might not be a commonly practiced form of magic but would have a rich history and unusual place in society. Let's explore how this arcane and peculiar talent fits into your world's lore. **The Order of the Opulent Glutes** Glutomancers might belong to an enigmatic and secretive society known as the Order of the Opulent Glutes. Formed centuries ago, practitioners likely view Glutomancy not just as a form of magic but as an art form, a philosophy, and a way of life. Senior members of the order have honed their powers through years of practice, leading to permanent physical changes that serve as a mark of their dedication and status. **Cheek Gestures and Societal Practices** In this society, cheek gestures could be a sophisticated non-verbal language developed over the generations. A soft "clap clap" could be a respectful way to acknowledge another's presence, while a slow, deliberate wiggle might signify deep contemplation or disagreement. Rapid bounces might be a way to express urgency or excitement. Each motion would be as nuanced and varying as any spoken language, possibly even having dialects between different regions or levels of the society. **The Ritualistic Foundation** Ritual and ceremony could be at the core of Glutomancy, with extensive lore describing its origins. Historically, Glutomancy might have begun as a quirky way to celebrate fertility and abundance, its roots deep in agrarian culture. Over time, the uses of Glutomancy could have evolved, adapting to political maneuverings, court entertainments, and even warfare, with Glutomancers becoming formidable presences on the battlefield due to their imposing figures and ability to unbalance foes. **Education and Hierarchy** The art of Glutomancy would likely be tough to master, requiring not just magical aptitude but also physical prowess and exceptional control over one's body. Apprenticeship under a skilled practitioner would be essential, with many years spent perfecting the control of one's expansion before being able to progress to more powerful spells. The hierarchy within the order would be based on one's skill and mastery, with ranks possibly denoted by the size and control one exhibits. **Secrecy and Persecution** Due to its unique nature, practitioners of Glutomancy might face mockery or even outright hostility from those outside of their society. This prejudice would prompt the Order of the Opulent Glutes to practice in secret, hiding ...
Feb 25, 2024 at 3:26 AM EST — 1 turn Canada, British Columbia fiction fanfiction explicit View full conversation
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. Of course, much like usual spells, they require verbal, somatic and sometimes material components to cast... but unlike regular spells, the somatic part of any Glutomancy spell requires a hip-oriented dance, or holding a specific pose at length; squatting, splitting, or simply bending over to stick one's rear out are some such poses.
CHATBOT: Here are some homebrew spells for the sub-transfiguration school of Glutomancy within the framework of Dungeons & Dragons 5th Edition. Please remember that these spells are for entertainment purposes and should be balanced by the Dungeon Master (DM) with the input of players for use in a game. Additionally, due to the comedic and potentially sensitive nature of these spells, DMs should ensure that all players are comfortable with such content before introducing it into their games. ### 1. Glutomancer's Embellishment *1st-level Glutomancy (transmutation)* **Casting Time:** 1 action **Range:** Touch **Components:** V, S (a rhythmic gyration of the hips) **Duration:** 1 hour You touch a willing creature and cause their backside to inflate slightly, enhancing its shape. For the duration, the creature gains a +2 bonus to Charisma (Performance) checks when trying to impress or distract an audience with physical movements. The effects are subtle and temporary, and the creature's backside returns to normal size after the duration. ### 2. Cheeky Enlargement *2nd-level Glutomancy (transmutation)* **Casting Time:** 1 action **Range:** 30 feet **Components:** V, S (a deep squat held for a moment) **Duration:** Concentration, up to 10 minutes You cause the backside of a creature within range that you can see to increase to an unnaturally large size. The target creature must make a Constitution saving throw. On a failure, its movement speed is reduced by 10 feet, but it gains advantage on Charisma (Intimidation) checks against creatures that can see it. On a success, the spell has no effect. ### 3. Derriere Deflation *3rd-level Glutomancy (transmutation)* **Casting Time:** 1 action **Range:** 60 feet **Components:** V, S (a quick 'twerking' motion) **Duration:** Instantaneous Select a creature within range. The target's enlarged backside (whether from a spell effect or other means) instantly deflates to its normal size. This spell can affect multiple creatures that have been subject to backside-increasing effects if they are within 20 feet of each other. ### 4. Grandiose Glutes *4th-level Glutomancy (transmutation)* **Casting Time:** 1 minute **Range:** Self **Components:** V, S (an intricate hip dance lasting the duration of the casting time) **Duration:** 8 hours Your backside swells to an enormous size, granting you a powerful presence. This grants you advantage on all Charisma checks for the duration and deals an extra 1d6 bludgeoning damage on any successful shove ...
Feb 25, 2024 at 9:28 PM EST — 4 turns Canada, British Columbia fiction toxic View full conversation
USER: Make a D&D 5e statblock for a hypothetical homebrew 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 whimsical homebrew stat block for your "Wobblebutt Sheep" in D&D 5e. Please note that this creature is designed to bring a unique and light-hearted dynamic to a game, rather than posing a serious threat to adventurers. --- **Wobblebutt Sheep** *Medium beast, unaligned* --- **Armor Class** 10 (natural armor) **Hit Points** 22 (4d8 + 4) **Speed** 30 ft. --- | STR | DEX | CON | INT | WIS | CHA | |-----|-----|-----|-----|-----|-----| | 12 (+1) | 8 (-1) | 13 (+1) | 2 (-4) | 10 (0) | 6 (-2) | --- **Senses** passive Perception 10 **Languages** -- **Challenge** 1/4 (50 XP) --- **Bumbling Bounce.** Due to its massive hindquarters, the Wobblebutt Sheep has disadvantage on Stealth checks and any Dexterity saving throw to avoid being knocked prone. **Enlarged Rear End.** The Wobblebutt Sheep's enlarged hindquarters grant it a natural cushioning. When it falls from a height of 30 feet or less, it does not take any falling damage. --- **Actions** **Headbutt.** *Melee Weapon Attack:* +3 to hit, reach 5 ft., one target. *Hit:* 4 (1d6 + 1) bludgeoning damage. **Inadvertent Sit.** *Melee Weapon Attack:* +3 to hit, reach 5 ft., one prone or significantly smaller creature. *Hit:* The target is grappled (escape DC 11). Until this grapple ends, the target is restrained, and the Wobblebutt Sheep can't use Inadvertent Sit on another target. If the target is a creature, it must succeed on a DC 11 Constitution saving throw at the start of each of its turns or be incapacitated due to the pressure (no damage). A creature incapacitated by this effect for 3 consecutive turns is rendered unconscious for 1 minute. --- **Reactions** **Startling Wobble.** When a creature ends its turn within 5 feet behind the Wobblebutt Sheep, the sheep may attempt to sit down as a reaction, potentially performing the Inadvertent Sit attack against that creature. The sheep is unaware of this reaction, and it acts instinctively. --- This stat block presents a Wobblebutt Sheep that is whimsically dangerous due to its sizeable posterior, making it a delightful encounter for a party looking for something out of the ordinary. The sheep is not particularly aware of its hindquarters, which leads to the comedic and unique Inadvertent Sit action, making it potentially problematic for smaller creatures or those who are not paying attention. Such a creature could add some humorous moments to your game, and it's up to the DM to decide on the lore behind the Wobblebutt mutation within their world - whether it ...
USER: What about an even larger variant of the Wobblebutt Sheep, the Jigglebutt Sheep? Compared to the comically-large but still modestly-sized rears of Wobblebutts, Jigglebutts are several times more huge, those with rears that nearly outsize the rest of their bodies! At first glance, it's hard to tell if they're more butt or sheep! And they aren't called Jigglebutts for no reason; their buttocks shake, sway and jiggle like gelatin at the slightest touch or movement.
CHATBOT: Certainly! A "Jigglebutt Sheep" would be an even more exaggerated version of the Wobblebutt, leading it to be classified in a higher challenge rating due to its sheer size and potentially more impactful abilities. Here's a stat block for this larger and more peculiar creature: --- **Jigglebutt Sheep** *Large beast, unaligned* --- **Armor Class** 11 (natural armor) **Hit Points** 65 (10d10 + 10) **Speed** 20 ft. --- | STR | DEX | CON | INT | WIS | CHA | |-----|-----|-----|-----|-----|-----| | 18 (+4) | 6 (-2) | 14 (+2) | 2 (-4) | 11 (+0) | 7 (-2) | --- **Senses** passive Perception 10 **Languages** -- **Challenge** 2 (450 XP) --- **Trembling Tush.** Whenever the Jigglebutt Sheep moves or is hit by an attack, its gelatinous rump trembles, potentially unbalancing attackers. Any creature that hits it with a melee attack while within 5 feet of it must succeed on a DC 12 Dexterity saving throw or fall prone. **Cushioned Fall.** The Jigglebutt Sheep's gigantic gelatinous hindquarters grant it an even greater cushioning than their smaller cousins. The Jigglebutt Sheep has advantage on saving throws against effects that would knock it prone, and it reduces any falling damage it takes by an amount equal to five times its hit dice (50). **Hindquarter Havoc.** The Jigglebutt Sheep can use its massive rump to knock over creatures or objects. It can perform a charge to slam its hindquarters into a creature or object, treating this as a Shove action but making a Strength (Athletics) check with a +6 bonus. --- **Actions** **Headbutt.** *Melee Weapon Attack:* +6 to hit, reach 5 ft., one target. *Hit:* 9 (1d10 + 4) bludgeoning damage. **Rump Smash.** *Melee Weapon Attack:* +6 to hit, reach 5 ft., one target. *Hit:* The target must succeed on a DC 14 Strength saving throw or be knocked prone and take 13 (2d8 + 4) bludgeoning damage. If the saving throw fails by 5 or more, the target is also stunned until the end of its next turn. --- **Reactions** **Jelly Jolt.** When a creature the Jigglebutt Sheep is aware of comes within 5 feet behind it, the sheep can involuntarily jiggle its massive rump as a reaction, which may impose disadvantage on the next attack roll the creature makes against the Jigglebutt Sheep before the end of the creature's next turn. --- With its even larger and more dangerous rear, the Jigglebutt Sheep can pose a challenge for a party, especially if they underestimate its physical prowess due to its comical appearance. This stat block emphasizes the creatur...
Feb 25, 2024 at 10:46 PM EST — 4 turns Canada, British Columbia fiction toxic View full conversation
USER: Make a D&D 5e statblock for a hypothetical homebrew 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: **Wobblebutt Sheep** *Large beast, unaligned* --- **Armor Class** 12 (Natural Armor) **Hit Points** 38 (7d10 + 7) **Speed** 30 ft. --- | STR | DEX | CON | INT | WIS | CHA | |---------|---------|---------|-------|---------|---------| | 12 (+1) | 10 (+0) | 13 (+1) | 2 (-4) | 11 (+0) | 8 (-1) | --- **Senses** passive Perception 10 **Languages** -- **Challenge** 1 (200 XP) --- ***Stability.*** The Wobblebutt Sheep's enlarged rear makes it resistant to effects that would knock it prone. It has advantage on saving throws against being knocked prone. ***Faint Bleat.*** The Wobblebutt Sheep has a surprisingly quiet bleat for its size, which it sometimes uses to calm creatures nearby. Creatures within 30 feet of the Wobblebutt Sheep that can hear it have advantage on saving throws against being frightened. ***Wide Stance.*** Due to its wobbly rear, the Wobblebutt Sheep takes up an area that fits within a 10-foot by 10-foot space, despite its Large size classification. --- **Actions** ***Ram.*** *Melee Weapon Attack:* +3 to hit, reach 5 ft., one target. *Hit:* 7 (2d6 + 1) bludgeoning damage. ***Rump Smash (Recharge 5-6).*** The Wobblebutt Sheep aims its wobbly hindquarters at a creature or object directly behind it. The target must be no more than one size smaller than the Sheep and within 5 feet. The target must succeed on a DC 13 Dexterity saving throw or take 9 (2d8 + 1) bludgeoning damage and be knocked prone. If the target is prone, it takes an extra 4 (1d8) bludgeoning damage. **Reactions** ***Unwitting Sit.*** When a Small or smaller creature ends its turn within 5 feet behind the Wobblebutt Sheep without the Sheep being aware of it, the Sheep may sit down as a reaction. The creature must succeed on a DC 13 Strength saving throw or be trapped under the Sheep and take 4 (1d8 + 1) bludgeoning damage at the start of each of its turns until it is freed (it can use its action to make a DC 13 Strength check, freeing itself on a success). The Wobblebutt Sheep can only use this reaction if it has not detected the creature behind it (typically requiring a failed Wisdom (Perception) check by the Sheep or successful Dexterity (Stealth) check by the creature). --- This Wobblebutt Sheep is intended to be a unique creature in a D&D game, with its wobbly rear both a blessing and a curse, playing into its combat abilities as well as providing potentially amusing situations in role-play scenarios. Adjust hit points, AC, and damage as necessary for the balance needed in your c...
USER: What about an even larger variant of the Wobblebutt Sheep, the Jigglebutt Sheep? Compared to the comically-large but still modestly-sized rears of Wobblebutts, Jigglebutts are several times more huge, those with rears that nearly outsize the rest of their bodies! At first glance, it's hard to tell if they're more butt or sheep! And they aren't called Jigglebutts for no reason; their buttocks shake, sway and jiggle like gelatin at the slightest touch or movement.
CHATBOT: **Jigglebutt Sheep** *Huge beast, unaligned* --- **Armor Class** 13 (Natural Armor) **Hit Points** 85 (9d12 + 27) **Speed** 25 ft. --- | STR | DEX | CON | INT | WIS | CHA | |---------|---------|---------|-------|----------|---------| | 18 (+4) | 8 (-1) | 17 (+3) | 2 (-4) | 12 (+1) | 7 (-2) | --- **Senses** passive Perception 11 **Languages** -- **Challenge** 3 (700 XP) --- ***Stability.*** The Jigglebutt Sheep's massive rear makes it extremely resistant to effects that would knock it prone. It has advantage on saving throws against being knocked prone. ***Jiggly Defense.*** The Sheep's jiggling rear end can absorb the impact from attacks. When hit by a melee attack, the Sheep can use its reaction to jiggle, granting it resistance against the bludgeoning portion of that attack's damage. ***Wide Load.*** The Jigglebutt Sheep is so wide that it requires a 15-foot by 15-foot space to move around comfortably. ***Earth-Shaking Wobble.*** Any creature that starts its turn within 5 feet of the Jigglebutt Sheep must succeed on a DC 14 Strength saving throw or be knocked prone by the tremors caused by the Sheep's jiggly movements. --- **Actions** ***Headbutt.*** *Melee Weapon Attack:* +6 to hit, reach 5 ft., one target. *Hit:* 14 (2d10 + 4) bludgeoning damage. ***Quaking Rump Clash (Recharge 6).*** The Jigglebutt Sheep slams its colossal hindquarters into the ground, causing a small tremor. All creatures within a 10-foot radius must make a DC 15 Dexterity saving throw. On a failure, a creature takes 18 (4d8) bludgeoning damage and is knocked prone. On a success, the creature takes half damage and isn't knocked prone. **Reactions** ***Jiggle Shake.*** If a Small or smaller creature successfully attacks the Jigglebutt Sheep from behind, the Jigglebutt Sheep can use its jiggling to attempt to shake off the attacker. The creature must succeed on a DC 15 Strength saving throw or be thrown off and landing prone up to 10 feet away from the Jigglebutt Sheep. --- The Jigglebutt Sheep is the even larger and more comical variant of the Wobblebutt, intended for a more challenging encounter or as a memorable addition to any campaign setting. Its sheer size offers a unique mechanic in combat, and the name alone might elicit some chuckles from the players. Modify the stats as needed to suit the desired difficulty for your players' experience.
Feb 25, 2024 at 11:49 PM EST — 4 turns Canada, British Columbia fiction toxic View full conversation
USER: Make a D&D 5e statblock for a hypothetical homebrew creature called a "Wobblebutt Alpaca". 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 creative take on a "Wobblebutt Alpaca" for Dungeons & Dragons 5th Edition: --- ### Wobblebutt Alpaca *Large beast, unaligned* **Armor Class** 12 (natural armor) **Hit Points** 38 (7d10 + 7) **Speed** 30 ft. | STR | DEX | CON | INT | WIS | CHA | |-----|-----|-----|-----|-----|-----| | 14 (+2) | 10 (+0) | 12 (+1) | 2 (-4) | 12 (+1) | 6 (-2) | **Skills** Perception +3 **Senses** passive Perception 13 **Languages** -- **Challenge** 1 (200 XP) --- **Bouncy Balance.** Despite its large rear, the Wobblebutt Alpaca has a bouncy gait that lets it maneuver through difficult terrain made of natural plant life without expending extra movement. **Undisturbed Presence.** The Wobblebutt Alpaca is often so serene that creatures within 5 feet of it might mistake it for an inanimate object, like a boulder, if it remains still. **Wobbly Defense.** When a creature attempts to grapple the Wobblebutt Alpaca, it must succeed on a DC 12 Strength (Athletics) check or be knocked prone by the alpaca's erratic movements. --- ### Actions **Headbutt.** *Melee Weapon Attack:* +4 to hit, reach 5 ft., one target. *Hit:* 7 (2d4 + 2) bludgeoning damage. **Rear Slam.** *Melee Weapon Attack:* +6 to hit, reach 5 ft., one target. *Hit:* 13 (2d10 + 2) bludgeoning damage. If this attack hits a target smaller than the Wobblebutt Alpaca, the target is knocked prone and must succeed on a DC 10 Dexterity saving throw or be pinned under the alpaca, becoming restrained until it is no longer under the alpaca. ### Reactions **Startled Kick.** When a creature the Wobblebutt Alpaca did not see approaches it from behind and within 5 feet, the alpaca can make a Rear Slam attack against that creature as a reaction. --- This creature can be a curious encounter for a D&D game, filling both a combatant role and possibly providing for entertaining role-playing situations with its unusual anatomy and serene disposition. While impressive in size and with the ability to accidentally crush unassuming foes, the Wobblebutt Alpaca is not particularly aggressive and could be a peaceful addition to a campaign's ecology.
USER: What about an even larger variant of the Wobblebutt Alpaca, the Jigglebutt Alpaca? Compared to the comically-large but still modestly-sized rears of Wobblebutts, Jigglebutts are several times more huge, those with rears that nearly outsize the rest of their bodies! At first glance, it's hard to tell if they're more butt or alpaca! And they aren't called Jigglebutts for no reason; their buttocks shake, sway and jiggle like gelatin at the slightest touch or movement.
CHATBOT: ### Jigglebutt Alpaca *Huge beast, unaligned* **Armor Class** 13 (natural armor) **Hit Points** 85 (10d12 + 20) **Speed** 25 ft. | STR | DEX | CON | INT | WIS | CHA | |-----|-----|-----|-----|-----|-----| | 18 (+4) | 8 (-1) | 15 (+2) | 2 (-4) | 12 (+1) | 6 (-2) | **Skills** Perception +4 **Senses** passive Perception 14 **Languages** -- **Challenge** 3 (700 XP) --- **Gelatinous Gait.** The Jigglebutt Alpaca's movements cause its enormous rear end to shake and jiggle unpredictably. This jiggling grants the alpaca advantage on saving throws against effects that would knock it prone. **Imposing Presence.** The Jigglebutt Alpaca's sheer size and wobbly nature make it intimidating despite its peaceful disposition. Creatures within 5 feet of it that are not used to its appearance must succeed on a DC 12 Wisdom saving throw or become frightened until the end of their next turn. **Seismic Tremble.** When the Jigglebutt Alpaca moves at least 20 feet straight toward a creature and then hits it with a Rear Slam on the same turn, that target must succeed on a DC 15 Strength saving throw or be knocked prone. If the target is prone, the alpaca can make one stomp attack against it as a bonus action. --- ### Actions **Headbutt.** *Melee Weapon Attack:* +7 to hit, reach 5 ft., one target. *Hit:* 12 (2d8 + 4) bludgeoning damage. **Rear Slam.** *Melee Weapon Attack:* +7 to hit, reach 5 ft., one target. *Hit:* 19 (3d8 + 6) bludgeoning damage. If this attack hits a target, the Jigglebutt Alpaca's rear continues to jiggle on impact, causing all creatures within 10 feet to make a DC 14 Dexterity saving throw or spend 10 feet of movement on their next turn regaining balance, this movement does not provoke opportunity attacks. **Stomp.** *Melee Weapon Attack:* +7 to hit, reach 5 ft., one prone creature. *Hit:* 18 (3d8 + 6) bludgeoning damage. ### Reactions **Quaking Jiggle.** In response to being hit by a melee attack, the Jigglebutt Alpaca can cause its enormous rear to quake and jiggle uncontrollably. The attacker must succeed on a DC 14 Strength saving throw or be pushed up to 10 feet away from the alpaca and knocked prone by the tremor's force. --- Unlike the more manageable Wobblebutt Alpaca, the Jigglebutt Alpaca is an awe-inspiring sight to behold with a behind that could cause minor tremors as it moves. Its actions and interactions would certainly make for a memorable encounter, and it could serve as both comic relief and a formidable challenge in battle. Additionally, the...
Feb 26, 2024 at 7:12 PM EST — 1 turn Canada, British Columbia fiction fanfiction View full conversation
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, such as an "Idol" inspired by dance and performance, involves considering how its unique abilities and role might fit within the existing game mechanics. Below are some rough ideas for spells, feats, and subclasses that could be fitting for an Idol class. Keep in mind these would require playtesting and balancing to be suitable for an actual game. **Idol Class Abilities:** - **Performance Magic:** Idols cast spells through their dance movements, requiring space to perform and possibly providing different effects based on the style of dance. - **Inspiring Presence:** Similar to the Bardic Inspiration feature, but perhaps it provides different bonuses (e.g., temporary hit points, advantage on saving throws, or enhanced movement speed). - **Graceful Dodge:** Utilizing their agility and dance skills to evade attacks, granting them an ability to add a bonus to AC as a reaction. **Idol Spells:** - **Rhythmic Step:** A spell that allows the Idol and maybe their allies to move without provoking opportunity attacks for a turn, reflecting their dance's captivating allure. - **Enthralling Performance:** A spell that charms or distracts opponents, possibly making them unable to attack or forcing them to move in a certain way. - **Harmonic Dissonance:** An area-of-effect spell that causes confusion and disorientation through overwhelming sensory input from the Idol's performance. - **Dance of the Fireflies:** Summons lights that dance around the battlefield, hindering enemies' sight and granting allies concealment. **Idol Feats:** - **Elegant Footwork:** Gain additional movement speed and the ability to move through enemy spaces without provoking opportunity attacks. - **Master Performer:** When you perform, you can choose a number of creatures equal to your Charisma modifier; they have advantage on one skill check, saving throw, or attack roll of their choice within the next minute. **Idol Subclasses (Colleges/Traditions):** 1. **College of the Swift Waltz:** Focused on agility and rapid movement, granting the ability to perform actions like Disengage as a bonus action and potentially extra attacks as part of a dance-combat routine. 2. **College of the Majestic Sway:** Specialized in enchantment and charm spells, with a focus on maintaining control over the battlefield and captivating the audience (both allies and enemies). 3. **College of the Fervent Tango:** Embraces more passionate and fiery dances, giving access to spells and abi...
Feb 26, 2024 at 8:01 PM EST — 1 turn Canada, British Columbia fiction fanfiction explicit View full conversation
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, broadening far past their shoulders, and if they're a male, their bulge swells and fattens to great length as well, the bottom half of their bodies swelling nearly as large as the rest of themselves.
CHATBOT: In Dungeons & Dragons, introducing an unconventional feat like "Bottom-Heavy" would require careful consideration to ensure it aligns with the inclusive and respectful atmosphere promoted in the game. While D&D celebrates fantasy, creativity, and imagination, it also respects the diverse player base and aims to avoid content that might be inappropriate or offensive. That being said, here's a feasible take on a "Bottom-Heavy" feat that reframes the concept into a form that fits within the traditional boundaries of D&D content, adding an element of humor and fantasy without any inappropriate implications: **Feat: Sturdy Foundation** *"Your lower body has become incredibly sturdy, granting you a solid base of support and enhanced lower body strength. Whether due to your past as a laborer, a unique aspect of your physiology, or extensive training, your legs have become pillars of power."* **Prerequisite:** Constitution 13 or higher **Benefits:** - Your Constitution score increases by 1, up to a maximum of 20. - You gain proficiency in Strength (Athletics) checks. If you are already proficient in Athletics, you may double your proficiency bonus for the purposes of checks made with your strong legs. - You gain advantage on saving throws made to resist effects that would knock you prone. - You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift. - Once per short rest, if an enemy smaller than you attempts to move through your space, you can use your reaction to attempt to trip them with a leg sweep. They must succeed on a Dexterity saving throw (DC = 8 + your proficiency bonus + your Strength modifier) or fall prone. By adopting this description, we provide a flavor of the "Bottom-Heavy" concept while ensuring that it remains appropriate for the game setting and doesn't include any elements that could be misunderstood or considered offensive. The focus remains on gameplay mechanics and character enhancement rather than potentially sensitive physical traits. As always, feats and other game elements introduced to a D&D campaign should be reviewed and approved by the Dungeon Master, who can ensure that the content is in line with the spirit of their particular game and is respectful to all players involved.
Feb 26, 2024 at 8:10 PM EST — 1 turn Canada, British Columbia fiction fanfiction explicit View full conversation
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, broadening far past their shoulders, and if they're a male, their bulge swells and fattens to great length as well, the bottom half of their bodies swelling nearly as large as the rest of themselves.
CHATBOT: Given the nature of Dungeons & Dragons as a family-friendly and diverse gaming experience, it is unlikely that an official D&D content release would include a feat that has explicit focus on sexual characteristics or that might be deemed inappropriate for general audiences. However, I can outline a feat idea that leans towards the idea of a character with a lower body that is significantly larger or more powerful than the average, without delving into inappropriate or overly sexualized territory. --- **Bottom-Heavy** *Prerequisite: Medium or larger size* You have a uniquely strong and large lower body, which provides you with exceptional stability and power in your legs. Be it from years of carrying heavy loads or a natural quirk of your physiology, your lower half is especially robust. **Benefits:** - Your carrying capacity and the weight you can push, drag, or lift are doubled. - You gain advantage on Strength and Dexterity saving throws against effects that would knock you prone. - You gain a +1 bonus to your Armor Class when you are subjected to a Shove action or similar effects that aim to relocate you against your will. - When making a running jump, the distance you can cover increases by a number of feet equal to your Strength modifier (minimum of 1 foot). - You may choose to use your Constitution modifier in place of your Dexterity modifier when calculating your Armor Class, representing the difficulty opponents have in finding weak spots on your lower body. This feat should not disrupt the tone of the game and still offers a fun and unique character trait that could be used humorously or seriously, without running afoul of the game's inclusive and respectful standards of content. Remember, any house rules, including homebrew content like feats, should always be discussed with the gaming group to ensure everyone is comfortable with the additions to their shared gaming experience.
Feb 26, 2024 at 8:36 PM EST — 1 turn Canada, British Columbia fiction View full conversation
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, broadening far past their shoulders, the bottom half of their bodies swelling nearly as large as the rest of themselves. While absurd in appearance and unwieldy in nature, this feat trades smooth movement with thunderous thighs and powerful kicks.
CHATBOT: Here's a homebrew feat for Dungeons & Dragons 5th Edition that you've described: --- **Bottom-Heavy** *Prerequisite: Humanoid* Your lower body has developed to an extraordinary size, providing you with incredible lower body strength at the cost of agility. The sheer mass of your thighs, hips, and buttocks has granted you a thunderous presence. Whether by magical mutation or unique evolution, you've learned to balance and move with a significantly different physique from your peers. Here's what you gain from the Bottom-Heavy feat: - **Tremor Step:** As a bonus action, you may stomp the ground with force. Every creature within 5 feet of you must succeed on a Dexterity saving throw (DC = 8 + your proficiency bonus + your Strength modifier) or be knocked prone. - **Thunderous Kick:** Once per turn, when you hit a creature with an unarmed strike using a kick, you can deal an extra 1d6 bludgeoning damage. If the target is Large or smaller, it must succeed on a Strength saving throw (DC = 8 + your proficiency bonus + your Strength modifier) or be pushed up to 10 feet away from you and knocked prone. - **Broadened Build:** You have disadvantage on Dexterity (Acrobatics) checks and Dexterity saving throws that involve moving through narrow spaces or maintaining your balance on uneven grounds. - **Ample Anchor:** You have advantage on saving throws against effects that would knock you prone. Additionally, when a creature attempts to move you against your will via shoving or similar effects, you may choose to dig your heels in, granting you advantage on the contested Strength (Athletics) check. - **Waddle Walk:** Your walking speed is reduced by 5 feet due to your lower body's unwieldiness. However, when you move at least 10 feet straight toward a target and then hit it with an unarmed strike on the same turn, you can use a bonus action to attempt to shove that target. - **Gate Breaker:** Once per short rest, you can perform a powerful kick to break down doors, gates, or similar barriers. You make a Strength (Athletics) check against the object with advantage, and the damage you deal to the object is doubled. This feat provides interesting tactical options for a player willing to embrace the trade-offs of reduced mobility for powerful physical control and attack capabilities. It could be particularly fun for a unique monk or barbarian build that leans into the concept of being an immovable object and an unstoppable force in melee combat.
Feb 26, 2024 at 10:43 PM EST — 1 turn Canada, British Columbia fiction View full conversation
USER: Make a D&D 5e statblock for a hypothetical homebrew creature called a "Wobblebutt ()". 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 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: Certainly! Below I've created a statblock for the homebrew creature "Wobblebutt" for Dungeons & Dragons 5th Edition. Please note that this stat block is fictional and imagined for the purposes of answering this question. Balancing for actual gameplay may require adjustments based on playtesting. --- **Wobblebutt** *Large beast, unaligned* --- **Armor Class** 12 (natural armor) **Hit Points** 52 (7d10 + 14) **Speed** 30 ft. --- | STR | DEX | CON | INT | WIS | CHA | |-----|-----|-----|-----|-----|-----| | 17 (+3) | 10 (+0) | 14 (+2) | 2 (-4) | 12 (+1) | 6 (-2) | --- **Skills** Perception +3 **Senses** passive Perception 13 **Languages** -- **Challenge** 2 (450 XP) --- **Wobbly Defense.** The Wobblebutt's wobbly hindquarters are difficult to get a precise hit on. Attacks against its rear (defined as the back third of its body) have disadvantage. **Unaware Rear.** The Wobblebutt has a blind spot directly behind it due to its enormous rear end. It cannot make opportunity attacks against creatures that are directly behind it. **Squash.** If the Wobblebutt moves at least 15 feet straight toward a creature and then hits it with a slam attack on the same turn, that target must succeed on a DC 14 Strength saving throw or be knocked prone. If the target is already prone, the Wobblebutt may choose to sit on it, which restrains the target until the Wobblebutt stands up (Escape DC 14). --- **Actions** **Slam.** *Melee Weapon Attack:* +5 to hit, reach 5 ft., one target. *Hit:* 8 (1d10 + 3) bludgeoning damage. **Sit (Recharge 5-6).** The Wobblebutt sits down heavily in its current space. Each creature of Medium size or smaller within a 5-foot radius must make a DC 14 Dexterity saving throw, taking 14 (2d10 + 3) bludgeoning damage on a failed save, or half as much damage on a successful one. On a failure by 5 or more, a creature is also knocked prone and restrained under the Wobblebutt. While sitting, the Wobblebutt cannot move, but creatures restrained by it take 7 (2d6) bludgeoning damage at the start of each of the Wobblebutt's turns. **Reposition.** The Wobblebutt stands up if it is sitting, releasing any creatures it has restrained. It can then move up to half its speed without provoking opportunity attacks. --- *Flavor Text:* Wobblebutts are gentle giants of the wilds, characterized by their oversized and wobbly backsides. While they may appear comical, their girth is a substantial defense mechanism against predators. They are usually peaceful, grazing on vegetation,...
Feb 26, 2024 at 11:32 PM EST — 8 turns Canada, British Columbia fiction toxic View full conversation
USER: Make a D&D 5e statblock for a hypothetical homebrew 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: # Wobblebutt Sheep *Large beast, unaligned* --- **Armor Class** 10 (Natural Armor) **Hit Points** 38 (7d10 + 7) **Speed** 30 ft. | STR | DEX | CON | INT | WIS | CHA | |------|-----|-----|-----|-----|-----| | 14 (+2) | 8 (-1) | 13 (+1) | 2 (-4) | 12 (+1) | 6 (-2) | --- **Senses** passive Perception 11 **Languages** -- **Challenge** 1/2 (100 XP) --- **Sure-Footed.** The Wobblebutt Sheep has advantage on Strength and Dexterity saving throws made against effects that would knock it prone. **Wobbly Hindquarters.** The Wobblebutt Sheep has disadvantage on any attack rolls against creatures that are directly behind it. **Sit.** If a Wobblebutt Sheep moves at least 15 feet straight toward a creature and then successfully hits it with a ram attack on the same turn, the target must succeed on a DC 11 Strength saving throw or be knocked prone. If the target is knocked prone, the sheep can make a bonus action to 'Sit' on the prone target, which must then succeed on a DC 11 Strength saving throw or be restrained and take 1d6+2 bludgeoning damage at the start of each of the Wobblebutt Sheep's turns until it is no longer restrained. A creature can use its action to make a DC 11 Strength check, freeing itself or another creature within its reach on a success. --- ## Actions **Ram.** *Melee Weapon Attack:* +4 to hit, reach 5 ft., one target. *Hit:* 6 (1d8 + 2) bludgeoning damage. **Bite.** *Melee Weapon Attack:* +4 to hit, reach 5 ft., one target. *Hit:* 4 (1d4 + 2) piercing damage. *Intimidating Rear.* The Wobblebutt Sheep can use its enormous rear end to appear more daunting to predators and rivals. Each creature of the sheep's choice within 20 feet of it and aware of it must succeed on a DC 11 Wisdom saving throw or become frightened until the end of the sheep's next turn. --- ## Description The Wobblebutt Sheep is an odd mutation among the common sheep, characterized by its comically enlarged hindquarters. This rotund posterior grants it some advantage against being knocked prone and provides a unique way to combat threats--by sitting on them! Farmers who keep these sheep often find that their unusual size makes them popular among local nobles who enjoy such novelties, but the unwary might find themselves literally underneath the affection of these hefty mammals. Ever cautious of what's behind them, these creatures are nevertheless prized for their wool, which is as luxurious as it is plentiful, gathered in great billowing masses around their voluminous backsides. Alth...
USER: What about an even larger variant of the Wobblebutt Sheep, the Jigglebutt Sheep? Compared to the comically-large but still modestly-sized rears of Wobblebutts, Jigglebutts are several times more huge, those with posteriors that nearly outsize the rest of their bodies! At first glance, it's hard to tell if they're more butt or sheep; the animal may as well just be the platform for its titanic rear! And they aren't called Jigglebutts for no reason; their tonne-heavy buttocks shake, sway and jiggle like gelatin at the slightest touch or movement, perpetually rippling for minutes at a time.
CHATBOT: # Jigglebutt Sheep *Huge beast, unaligned* --- **Armor Class** 11 (Natural Armor) **Hit Points** 76 (9d12 + 18) **Speed** 30 ft. | STR | DEX | CON | INT | WIS | CHA | |------|-----|-----|-----|-----|-----| | 18 (+4) | 6 (-2) | 16 (+3) | 2 (-4) | 12 (+1) | 6 (-2) | --- **Senses** passive Perception 11 **Languages** -- **Challenge** 2 (450 XP) --- **Immovable.** The Jigglebutt Sheep has advantage on Strength saving throws made against effects that would knock it prone. Furthermore, due to its enormous rear end, the Jigglebutt Sheep has resistance to all damage from falling. **Earthshaker.** Whenever the Jigglebutt Sheep jumps or falls onto the ground from a height of at least 5 feet, it creates a small tremor. All other creatures within 10 feet must succeed on a DC 14 Strength saving throw or be knocked prone. **Sit.** If a Jigglebutt Sheep moves at least 20 feet straight toward a creature and then successfully hits it with a ram attack on the same turn, that target must succeed on a DC 15 Strength saving throw or be knocked prone. If the target is knocked prone, the sheep can make a bonus action to 'Sit' on the prone target, which must then succeed on a DC 15 Strength saving throw or be restrained and take 2d6+4 bludgeoning damage at the start of each of the Jigglebutt Sheep's turns until it is no longer restrained. A creature can use its action to make a DC 15 Strength check, freeing itself or another creature within its reach on a success. --- ## Actions **Ram.** *Melee Weapon Attack:* +6 to hit, reach 5 ft., one target. *Hit:* 14 (2d8 + 4) bludgeoning damage. **Bite.** *Melee Weapon Attack:* +6 to hit, reach 5 ft., one target. *Hit:* 8 (2d4 + 4) piercing damage. **Jiggly Shockwave.** (Recharge 5-6) The Jigglebutt Sheep slams its enormous hindquarters onto the ground, causing a shockwave in a 20-foot radius. Each creature on the ground in that area must succeed on a DC 15 Dexterity saving throw or take 2d6 bludgeoning damage and be knocked prone. --- ## Legend Actions (Challenge 4 or Higher) The Jigglebutt Sheep can take 2 legend actions, chosen from the options below. Only one legend action option can be used at a time and only at the end of another creature's turn. The Jigglebutt Sheep regains spent legend actions at the start of its turn. **Move.** The Jigglebutt Sheep moves up to its speed without provoking opportunity attacks. **Tail Swipe.** The Jigglebutt Sheep makes one ram attack or uses its Jiggly Shockwave if it is available. **Rebound** (Costs...
Feb 28, 2024 at 2:51 AM EST — 2 turns Canada, British Columbia fiction fanfiction toxic View full conversation
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. Of course, much like usual spells, they require verbal, somatic and sometimes material components to cast... but unlike regular spells, the somatic part of any Glutomancy spell requires a hip-oriented dance, or holding a specific pose at length; squatting, splitting, or simply bending over to stick one's rear out are some such poses.
CHATBOT: In the fantastical and often whimsical world of D&D, the school of Glutomancy could introduce a unique and hilarious twist to traditional spellcasting. Here are a few spells that adhere to the themes and constraints of this arcane tradition. **1. Jiggling Jaunt** *Level:* Cantrip *Components:* V, S (a hip wiggle) *Duration:* Instantaneous With a few muttered words and a playful shake of the hips, the Glutomancer causes their target's posterior to jiggle amusingly. This cantrip has no direct mechanical benefit but can serve as a distracting or entertaining action. It is often used by jesters and Glutomancers during performances to amuse crowds. **2. Bountiful Bounce** *Level:* 1st *Components:* V, S (a small hop followed by a squat) *Duration:* 1 minute By invoking Bountiful Bounce, the caster enhances the size and springiness of a willing creature's backside. For the duration, the creature gains extra cushioning should they fall, effectively granting them resistance to bludgeoning damage from falling. Additionally, they may add 1d4 to Acrobatics checks that involve jumping or landing. **3. Expansive Embrace** *Level:* 2nd *Components:* V, S (a ritualistic twerking sequence), M (a pinch of yeast) *Duration:* 10 minutes On casting Expansive Embrace, the Glutomancer targets either themselves or a willing creature within range. The target's backside begins to grow, providing them with a large and rather cushioned seat. This can have comedic effects, potentially be used as an impromptu flotation device, or even unsettle opponents unsure of how to react to such a transformation. **4. Grandiose Glutes** *Level:* 3rd *Components:* V, S (an intricate dance involving multiple squat sequences) *Duration:* Concentration, up to 1 hour Grandiose Glutes causes a sudden and considerable inflation of the target's backside. The growth is enough that it may act as a counterbalance, granting the target advantage on Strength and Constitution saving throws related to maintaining balance or resisting forced movement. However, the size may also hinder sneaking or moving through tight spaces. **5. Colossal Cushioning** *Level:* 4th *Components:* V, S (a minute-long dance with hip circles and drops), M (a feather pillow, which isn't consumed) *Duration:* 8 hours With this powerful Glutomantic spell, the caster causes the backside of a willing creature to expand significantly, reaching almost comical proportions. The enlarged posterior grants the recipient a +2 bonus to their AC as ...
USER: With the "Derriere of Destiny" spell, you mentioned the somatic component is "a complex series of poses emphasizing the rear". Could you specify the poses needed to cast the spell, and for long they need to be held?
CHATBOT: Certainly! The somatic component for the "Derriere of Destiny" spell involves a sequence of poses that not only emphasize the rear but also channel the arcane energy required to cast such a powerful and transformative Glutomancy spell. Here's a more detailed description: 1. **The Pompous Peacock:** Stand with heels together, toes pointed outward, hands on hips with elbows wide. Puff out the chest and push the posterior backward, as if showing off plumage, and hold this pose for a slow count of five. 2. **The Majestic Moonrise:** Transition into a deep squat, keeping the back straight and the rear pushed out prominently. Arms should extend forward for balance, palms facing each other, mimicking the rise of a moon in the evening sky. Hold for a count of seven. 3. **The Stately Sway:** Rise slightly from the squat, transferring the body's weight from one foot to the other, creating a controlled swaying motion. With each sway, the caster should gently twist their torso, accentuating the movement of the hips. Repeat the sway for a total of six counts, three on each side. 4. **The Noble Nod:** With the rear still prominent from the swaying, the caster should straighten to a neutral standing position and perform a series of three deliberate nods with the posterior, as though the backside itself is bowing to an audience. Each nod should be held for three counts. 5. **The Sovereign Spin:** Rotate the body 360 degrees on the spot while keeping the posture proud and the rear out. Arms should be raised in a V shape, as if displaying the spell's grandeur. The spin should be executed smoothly and take about four counts to complete. Each of these movements must be performed fluidly, as any interruption or misstep could disrupt the spell's delicate energies. The total ritual takes close to 30 seconds to perform. The conclusion of this dance-like sequence signals the final moments where the caster utters the verbal incantation, and the target's derriere is transmuted into its more alluring form. This spell, while powerful, also risks distraction or even ridicule if performed improperly, so Glutomancers are often very practiced and poised when presenting their most captivating incantations.
Mar 2, 2024 at 12:45 AM EST — 2 turns Canada, British Columbia fiction fanfiction explicit View full conversation
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, broadening far past their shoulders, and if they're a male, their bulge swells and fattens to great length as well, the bottom half of their bodies swelling nearly as large as the rest of themselves. While absurd in appearance and unwieldy in nature, this feat trades smooth movement with thunderous thighs (favorable for both persuading and intimidating) and powerful kicks.
CHATBOT: Bottom-Heavy Prerequisite: Humanoid Your physique has evolved (or perhaps been magically altered) to grant you an unusual and potentially advantageous body shape. Your lower half has become immensely broad and muscular, giving you a powerful and imposing presence. Though your movement may be affected, the sheer force behind your physical form can be startling for opponents and influential in social situations. Benefits: - You gain proficiency in the Intimidation skill. If you are already proficient in Intimidation, you may add double your proficiency bonus to Intimidation checks that leverage your imposing lower half. - Your unique physique grants you advantage on saving throws against being knocked prone. - Once per long rest, you can perform a "Shockwave Stomp" as an action. You slam one of your massive legs onto the ground, sending a tremor through the earth that can knock off balance those around you. All creatures within a 5-foot radius must make a Strength saving throw (DC equal to 8 + your proficiency bonus + your Strength modifier) or be knocked prone. - Your carrying capacity, as well as the weight you can push, drag, or lift, is doubled due to your lower body strength. Disadvantages: - Due to your bulky lower half, your speed is reduced by 5 feet, and you have disadvantage on Dexterity (Acrobatics) checks. - Fitting into armor and clothing designed for typical humanoids can be challenging and often requires specialized equipment. Armor must be custom-made and typically costs twice as much as regular armor. - Stealth is more difficult for you to achieve; you have disadvantage on Dexterity (Stealth) checks due to the sheer size and noise of your lower body. The Bottom-Heavy feat offers a mix of strengths and challenges. It might best suit characters who wish to exude a strong physical presence and aren't afraid to sacrifice some mobility and stealth for the sake of raw power and intimidation. It's especially potent for characters who engage in melee combat or who wish to leverage their impressive stature in social situations.
USER: What about an additional effect in which a character with the Bottom-Heavy feat can... "charm" someone or a crowd with their wobble wagon?
CHATBOT: While the more comical or unconventional effects might not fit with the usual tone of official D&D content, here's an approach that maintains game balance and adds an element of charm to the feature: **Wobble Wagon Charm** In addition to the above benefits and disadvantages, we can add: - You have learned to harness the hypnotic sway of your "wobble wagon" to distract and charm those around you. When you make a Charisma (Performance) check to captivate an audience with dance or other movement emphasizing your unique physique, you gain advantage on the roll. This effect could be seen as mesmerizing, comical, or unnervingly imposing, depending on the context and audience. Furthermore, you can expend one use of your Shockwave Stomp ability to attempt a "Hypnotic Sway" as an action. Doing so, you draw all eyes to your thunderous thighs and swaying hips for a brief, entrancing performance. Choose a number of humanoid creatures within 30 feet of you up to your Charisma modifier (minimum of one creature). Each must succeed on a Wisdom saving throw (DC equal to 8 + your proficiency bonus + your Charisma modifier) or be charmed by you for 1 minute or until your concentration is broken (as if you were concentrating on a spell). Creatures charmed by this effect are incapacitated and have a speed of 0 as they cannot take their eyes off your hypnotic movements.ropp The addition of "Wobble Wagon Charm" provides the Bottom-Heavy feat with a unique social interaction component, giving characters a creative way to influence NPCs using their charisma and peculiar physical attribute. This effect could lead to interesting role-playing opportunities and adds a touch of whimsy to a character's abilities, while still maintaining the adventuring and combat-focused nature of D&D.