r/UnearthedArcana • • 3d ago

Official The Arcana Forge! For all your drafts, ideas, requests and more.

0 Upvotes

Welcome to the Arcana Forge! A workshop for works in progress, requests, ideas, inspiration, and more. New to homebrew? Looking for that nudge in the right direction or inspiration to keep going? This is the place for you. Grab a wrench and let's get to work!

We highly recommend joining our official partner Discord to get live feedback and other tips — check out the Discord of Many Things.

Normal sub rules still apply in the Arcana Forge, with the exception that all restrictions on completeness are lifted here. Unfinished homebrew is very welcome in this thread, as are questions about game rules and mechanics, provided it's about D&D homebrew.

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r/UnearthedArcana • • 12h ago

'24 Monster Complete Shar, Mother of Sorrows - A Tier 4 divine avatar with cults, holy days, lore, and allies

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150 Upvotes

r/UnearthedArcana • • 12h ago

'14 Class Variant Class - The Animist | Battle in the form of beasts of the wild with the shapeshifting animist class

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48 Upvotes

r/UnearthedArcana • • 17h ago

'14 Item [OC-Art] 4 D&D 5e Homebrew Magic Items: Spirit-Summoning Mask, Acid/Poison Staff, Shapeshifting Artifact & Dwarven Warhammer [Feedback Welcome][Full Rules]

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82 Upvotes

Hi everyone!

I've been working on a few different magic items lately, so I thought I'd share four of them together, with the full rules below.

The Eightfold Gaze came from our weekly Community Forged polls. The community voted for a mask that summons spirits, and I ended up creating four different ones, each with its own ability.

The Spiteful Viper is a strange little staff that changes magic missile into acid or poison damage, with some extra effects depending on your choice.

Stele of the Stolen Form was created together with this month's Follower of the Month. It's an artifact that lets you record a creature's essence and take its form.

And finally, Ulfgar's Sacred Anvil, an older relic I recently redrew and reworked. A warhammer for War Domain clerics, with a strong defensive ability that comes at a cost.

They're all pretty different, so I'm curious about the balance, especially the mask's four spirits and the stele's transformation.

Here are the full rulings!

📜

The Eightfold Gaze

Wondrous item, very rare (requires attunement)

Weight 1 lb.

Eight Bound Souls. Four of the mask's eight eyes glow with blue, orange, red, and violet light. Each illuminated eye holds a different spirit.

Call of the Eight. While wearing this mask, you can use an action to summon one of its bound spirits. The spirit appears beside you and follows you for 1 minute. It is a spectral manifestation, not a creature, and can't be targeted, damaged, or act independently. Once you summon a spirit, you can't do so again until the next dawn.

The Guardian (Blue). While this spirit is present, you and friendly creatures of your choice within 10 feet of you gain a +2 bonus to AC.

The Pyre (Orange). While this spirit is present, you can use a bonus action on each of your turns to target one creature you can see within 60 feet of you. The target must make a DC 16 Dexterity saving throw, taking 3d8 fire damage on a failed save, or half as much damage on a successful one.

The Executioner (Red). While this spirit is present, once on each of your turns when you hit a creature with an attack, the spirit deals an extra 2d8 necrotic damage to the target, and the target can't take reactions until the start of its next turn.

The Oracle (Violet). While this spirit is present, when a creature you can see within 60 feet of you makes a saving throw, you can use your reaction to roll 1d6 and subtract the result from its saving throw. You can do so after the d20 is rolled, but before the outcome is determined.

Traits: Luminous, Watchful, Resonant

📜

The Spiteful Viper

Staff, rare (requires attunement by a druid, sorcerer, or wizard)

Weight 4 lb.

Venomous Volley. The staff has 7 charges. While holding it, you can use an action and expend 1 to 3 charges to cast magic missile from it. For 1 charge, you cast the 1st-level version of the spell. The spell's level increases by 1 for each additional charge expended. When you cast the spell this way, choose acid or poison. The darts deal damage of the chosen type instead of force damage.

Serpent's Venom. When three or more darts from a single casting of this spell strike the same creature, if you chose poison damage, that creature must succeed on a DC 14 Constitution saving throw or be poisoned until the end of its next turn.

Serpent's Acid. When three or more darts from a single casting of this spell strike the same creature, if you chose acid damage, that creature must succeed on a DC 14 Constitution saving throw or have its AC reduced by 1 until the end of its next turn.

The staff regains 1d6 + 1 expended charges daily at dawn. If you expend its last charge, roll a d20. On a 1, the staff permanently transforms into a poisonous snake under the DM's control, losing all its magical properties.

Traits: Hungry, Temperamental

📜

Stele of the Stolen Form

Wondrous item, artifact (requires attunement)

Weight 4 lb.

Stolen Imprint. As an action, you can choose one creature you can see within 60 feet of you and cause the stele to record its essence. The creature can't be a construct or undead, and its challenge rating can't exceed your level. The stele can store only one essence at a time. If you record another creature, the previous essence is lost.

Form Made Flesh. As an action, you can transform into the creature whose essence is stored in the stele, following the rules of the shapechange spell. You can assume only the stored form and can't change into another form during the transformation. The transformation lasts for 1 hour, ends early if the form drops to 0 hit points, and doesn't require concentration.

Once you use this property, you can't use it again until you finish a long rest.

Traits: Relic, Shifting, Hungry

📜

Ulfgar's Sacred Anvil

Weapon (warhammer), artifact (requires attunement by a cleric of the War Domain)

Weight 15 lb.

Property: Versatile (1d10)

Magic Weapon +2. You gain a +2 bonus to attack and damage rolls made with this magic weapon.

Forge Light. As a bonus action, you can cause the hammer to shed bright light in a 20-foot radius and dim light for an additional 20 feet, or you can extinguish the light.

Charges. The hammer has 5 charges and regains all expended charges daily at dawn.

Mark of the Anvil. When you hit a creature with an attack using this hammer, you can expend 3 charges to deal an extra 3d8 radiant damage to the target. The target must succeed on a DC 16 Strength saving throw or fall prone. A Huge or larger creature has advantage on this saving throw.

Oath of the Anvil. When a creature you can see within 30 feet of you takes damage, you can use your reaction and expend 1 charge to reduce that damage by half, rounded down. You take damage equal to the amount prevented in this way. Damage you take this way can't be reduced or prevented in any way. Until the start of your next turn, the creature gains a +2 bonus to AC. In addition, the first time it takes bludgeoning, piercing, or slashing damage before the start of your next turn, that damage is halved.

Traits: Dwarven, Divine, Reforged

──── ୨୧ ────

✏️ Art by J. Zangrilli (Azarneth's Forbidden Emporium)

✦

I create printable item cards, cursed treasures, NPCs, tales & omens, and strange creatures for fantasy roleplaying games. You can find the project on Patreon and follow the daily updates on Instagram. 🧙‍♂️🎲


r/UnearthedArcana • • 6h ago

'24 Item Cursed Items - Duo: A cursed Dagger that bites back, Narithan's Glass: a pendant that gives you initial warnings, and A Pocket watch that gives and takes time.

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5 Upvotes

Heyyo! These are three cursed items I've been working on. You'll note the Hex Transfer section, this works in tandem with one of the Subclasses I'm working on for one of my Occultist subclasses The Accursed Relikyr. It has the ability to temporarily transfer the curses on items to another creature. you can just ignore the Hex transfer stuff if you're using it.

Duo (Rare dagger): throw it and it splits into two daggers mid-flight, so once a turn you get two attacks out of one throw. But roll a 1 and the dagger turns on you, and every time it does, your Hit Point maximum shrinks until the curse is broken.

Narithan’s Glass (Rare amulet): you can’t be surprised, and you get Advantage on your first Initiative roll. But after the first round, the glass won’t let time sit still. You reroll your Initiative every round, with Disadvantage.

Chronoslip Pocket Watch (Very Rare): once a day it lends you a whole extra action. But time you borrow has to be repaid. You lose your Bonus Action and Reaction until your next turn, and the watch always runs half a second behind, so you can’t react during the first round of any fight.

Any thoughts and constructive feed back are very welcome.


r/UnearthedArcana • • 16h ago

'14 Monster Tomb Sentinel

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28 Upvotes

r/UnearthedArcana • • 12h ago

'24 Item Holey Avenger

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12 Upvotes

I made this as a joke for the Paladin that kept asking a Holy Avenger.


r/UnearthedArcana • • 6h ago

Homebrewing Resource [Help with Homebrewery] What do you use to separate dialogues from narrations/descriptions?

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4 Upvotes

r/UnearthedArcana • • 8h ago

Other Starting Equipment Above Level 1

4 Upvotes

Starting a D&D character above level 1? Advanced Starting Equipment helps you get fully equipped in minutes.

I’ve created a free guide for levels 2–20, featuring 13 classes, 39 archetypes, and 156 equipment packages with weapons, armour, magic items, consumables, treasure, and more.

The project is AI-free and will be fully supported on Foundry (later, its a lot of work)!

[Explore the free guide here!](https://homebrewery.naturalcrit.com/share/bhpWE0aV0V7H)

I hope you find it useful, and if you do, please share it with your group and consider supporting the campaign when it launches!


r/UnearthedArcana • • 3h ago

'24 Subclass Custom made subclasses themed after Mushoku Tensei swordmanship styles.

0 Upvotes

So, recently I made a couple of subclasses after the swordmanship styles from the anime Mushoku Tensei for dnd 2024. One of them is the Sword God Style Barbarian and the other is Water God Style Fighter. Sorry for the possible junky wordings, I am translating it from another language. I would like to hear some of your thoughts on the mechanics of them

Water God Style Fighter

Water God Style focuses on countering your enemies moves and attacking them back.

Level 3: Provocation

You can use your Bonus Action to provoke your enemy to attack you. A creature within 60 feat of you must make a CHA save (DC 8+PB+STR/DEX) or have disadvantage on attacks against targets other than you until the end of your next turn.

You can use this ability a number of times equal to your STR or DEX mod. You can regain one use when you finish a short rest and you regain all uses when you finish a long rest. You can also regain a use of this ability if you expend one use of your Second Wind.

Level 7: Flow

When an enemy hits you or a creature within your reach with a melee attack roll you can use your reaction to add your STR or DEX mod to the target's AC. If that causes that attack to miss, you can make a melee weapon attack against the triggering creature as a part of the same reaction.

Level 10: Counter Attack

Your attacks are particularly effective against the creatures who attack you. If you hit an enemy, that damaged you during the last round of battle, with a melee weapon attack, you can deal an additional damage equal to one roll of your weapon damage die. You can deal this damage only once per turn.

Level 15: Tide

You can use your Flow even against ranged attack rolls, deflecting their attack on them. In that case, instead of melee weapon attack make a ranged attack roll against the creature. On a hit you deal damage equal to two rolls of your weapon damage dice.

Level 15: Spell Breaker

When a creature within your reach casts a spell, you can make an opportunity against that creature. On a hit, the creature must succed on a CON save(DC 8+PB+STR/DEX) or the spell fails.

Level 18: Deprivation Sword Kingdom

As a bonus action on your turn you can take a special stance for 1 minute. While you're in this stance you gain the following benefits.

  • Your melee weapon reach increases by 10 feet.
  • You have an additional reaction every turn that you can use on your subclass features or opportunity attacks. You can take only 1 reaction per turn.
  • When an enemy moves within your reach, you can make an opportunity attack against that creature.

You can use this ability once per short or long rest. You can also regain one use of this ability if you expend one use of your action surge.

Sword God Style Barbarian

You use your overwhelming strength and speed to defeat your enemies.

Level 3: Fast Blade

The speed of your blade lets you act faster than your opponents and overcome their defenses. You gain bonus to your inintiative equal to your Rage Damage Bonus. Aditionally, when you enter your Rage on the first round of combat, you get a bonus to your weapon attack rolls on that turn equal to your Rage Damage Bonus.

Level 6: Longsword of Silence

Your blade exceeds the speed of sound, leaving only silence behind. You can use the Attack action to move up to your speed and make a melee weapon attack against one target. This attack deals damage equal to the number of d6 equal to your STR mod+Rage Damage Bonus. You cant benefit from your Extra Attack feature on the same turn that you use this feature.

You can use this feature a number of times equal to your STR modifier. You can regain one use when you finish a short rest and you regain all uses when you finish a long rest.

Level 10: Arm Chop

You learn an additional Brutal Strike option.

Arm chop: The creature has disadvantage on all skill checks and attack rolls using their hands until the end of their next turn.

Level 10: Longsword of Light

Your Longsword of Silence reaches the speed of light, becoming Longsword of Light. When you use you Longsword of Silence feature, you can add your Barbarian level to your damage roll.

Level 15: Absolute Speed

You learn how to deal your deadly blows even faster. You now can benefit from your extra attack on the turns that you use your Longsword of Silence feature.

Additionaly, you now regain one use of it when you roll initiative and don't have any uses left.


r/UnearthedArcana • • 7h ago

'14 Adventure Advent's Amazing Advice: Horror at Havel's Cross, A Mysterious One-Shot fully prepped and ready to go! (2026 Update: Now with Pre-Session DM Checklist)

2 Upvotes

Welcome back to Advent's Amazing Advice! The series where I take popular One-Shots, Adventures, Campaigns, etc., and fully prep them for both New and Busy DMs. This prep includes music, ambiance, encounter sheets, handouts, battle maps, tweaks, and more, so you can run the best sessions possible with the least stress possible!

*New 2026: For 2026, I'm updating all my old work to include a Pre-Session Checklist that will include a list of all miniatures you may need, maps, handouts, possible loot, a link to a playlist, and more to make it even easier to start your session!

We're back at it again with one of my favorite creators, Winghorn Press, from the much-loved A Wild Sheep Chase! This Level 2 One-Shot is not for the faint of heart!

When a group of archaeologists put out a call for adventurers to help them escort a valuable artifact back to civilization, nobody expects anything out of the ordinary. However, our heroes have more than mere bandits to deal with at Havel’s Cross…

Undead monsters roam the night, and an ancient artifact stirs within a long-forgotten temple. Getting to the bottom of the mystery will require a strong sword arm and an even stronger stomach.

\Average Session Length: 2hrs*

Without further ado:

Included in The AAA Collection is:

  • Downloadable copy of DM Notes, including links to music tracks for ambiance and fights
  • DM Notes for the Visually Impaired
  • (New) Pre-Session DM Checklist
  • Special PDF for all encounters. This includes the enemy stat blocks organized neatly, along with an initiative tracker and a spot to mark HP
  • Spell List for Caledor
  • Custom Maps

Over 8 dozen other Fully Prepped One-Shots, Adventures, and Campaigns: Click Here

As always, if you see something you think I can improve, add, change, etc., please let me know. I want this to be an amazing resource for all DMs and plan to keep it constantly updated! If you'd like to support me, shape future releases, and get content early, feel free to check out my Patreon!

Cheers,
Advent


r/UnearthedArcana • • 7h ago

'24 Compendium New rules for attunement, warlock progression, magic items, subclasses, and spells (no AI)

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0 Upvotes

Hey all, I've been working on a bunch of random things for the past few months, so I am posting some of the things that I have thought worked well. It can be found here:

Belar's Book of Hidden Things

Sorry if I have made spelling mistakes or what not. I just work on this whenever I can find time. I am very receptive to criticism - please let me know what I can do to improve this stuff!


r/UnearthedArcana • • 1d ago

'24 Spell Chronomancy Spells | Magic to Manipulate and Master Time

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222 Upvotes

r/UnearthedArcana • • 10h ago

'24 Class Monster Trainer Homebrew Class

0 Upvotes

Hey everyone,

Here is a rough draft for a Monster Trainer class I made for 5.5E. I'd love to hear your opinions on it, especially balance-wise. Here's a link to the google docs.

https://docs.google.com/document/d/1t7wWZHe-n4ECvZWeSUp4BLDJmKPQr4hvlE2WsjDqnXw/edit?usp=sharing


r/UnearthedArcana • • 12h ago

'24 Feature Mounts as Equipment

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0 Upvotes

r/UnearthedArcana • • 13h ago

'24 Class Materialist Class

0 Upvotes

Hi everyone! I've been playing DND for a few years and DMing for almost 2. After my current campaign, I plan to run a modern-day campaign (5.5e) that takes place in an alternatre version of our universe, similar to Harry Potter or Percy Jackson, but one where there is a secret magic society intermingled with our own. For this campaign, I decided to make a custom class based on one of my favorite book series - The Paper Magician by Charlie N. Holmberg. The only problem is that balancing mechanics is one of the things I struggle the most with, so I was hoping you all could help!

Below is the link to the Google Doc of the Materialist class I made, and I would appreciate any feedback on the mechanics of the class. I'm looking to make sure everything is generally balanced and that nothing is too weak or overpowered. The main things I was hesitant about were the unbonding time (thought an action was too quick, but is it? maybe a minute would be better than an hour?) and some of the higher level features. For the capstone, I was considering things like permanent advantage for Enchanted weapons, permanent disadvantage for others attacking with metal weapons, and maybe the Wisdom and/or Dexterity increase like other martial classes give. For any feedback, try to keep in mind that this class is meant to be used in a modern day world and some spells/features would definitely be too powerful for a classic DND setting, but may not be as broken in a modern one.

https://docs.google.com/document/d/1lphz6-jVt3MqXAQVpINv5-Z3aWtyAOsclKmTCpDAjb0/edit?usp=sharing

Also I'm aware that the spell lists are a bit uneven (some need more, Excision probably needs to be cut down); unsurprisingly there aren't a lot of official DND spells related to use of paper, glass, plastic, and rubber. If anyone has homebrew spells or spells from other sources they'd like to suggest, I'm happy to hear them!

Thank you all in advance for any feedback! And also huge shoutout to u/JamesMusicus for their guideline to creating homebrew classes - it was a major help in figuring out what levels to give things and other aspects of class creation.


r/UnearthedArcana • • 13h ago

'24 Subclass Rogue Subclass: Gambler

0 Upvotes

I've made yet another attempt at a homebrew subclass. Im really trying to build my skills in this so I'd appreciate any constructive criticism or advice on it.

Rogue: Gambler

Cards and tricks are child's play. The real thrill is to gamble with your life. Living on the edge keeps your wits sharp and your blades sharper.

Level 3

Bonus Offer

While bloodied, you have +1 to your AC and saving throws.

House Edge

You have Proficiency in all Gaming Sets. You have advantage on deception rolls for cheating while using them.

Rake

When making a sneak attack, you can remove 1D6 from your sneak attack damage to use it to heal yourself instead. You can choose to remove an additional 1d6 to use in this way at level 9, 13, and 17. Once you use this ability an amount of times equal to your Dexterity modifier, you can't do so again until you finish a short or long rest.

Level 9

Call

When you use Uncanny dodge, you can instead choose to take the full damage and use the reaction to retaliate with an opportunity attack instead.

Bluff

As a reaction, immediately when you trigger a reaction from another creature, you have the benefits of 1 illusory duplicate as described under the the Mirror Image spell until the start of your next turn. Once you use this ability an amount of times equal to your Proficiency Bonus, you can't do so again until you finish a long rest. At level 13 and 17 you gain an additional illusory duplicate as described under the Mirror Image Spell. Each additional duplicate extends the duration of this ability by another turn.

Level 13

Heads I win, Tails you lose

At the start of initiative, Flip a coin. On heads you have no penalty to your next cunning strike effect. On tails, you gain an extra bonus action on your first turn.

Level 17

All In

Taunting fate your whole life has made you no stranger to death. You've learned to perfectly imitate it when it comes knocking.

When you make death saving throws, you do so with advantage but each success and failure counts as 2. You can't be the target of an attack during this time. During your turn, when you stabilize on your own without interference or assistance, you gain the the benefits of a short rest and are invisible for 1 minute. As long as you're invisible in this way, you leave behind a lifeless body double where you fell.


r/UnearthedArcana • • 1d ago

'24 Spell Occultist Spells for the Occultist Class - Aberrant School Spells that reshape the body, the surroundings, and the mind of yourself and others.

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25 Upvotes

Hello again,

I have some spells to present from cantrip to Level 4 for the Occultist class specifically from the Aberrant School.

Yes I'm very aware this spell school doesn't exist, In the campaign setting I'm working on there's an alternate to the Weave called the Netherweave. These School are also attached to 5 different planes as well.

Since the occultist class is a Risk reward class I've made these spells slightly stronger than the average since they deal with disadvantages so the stronger spells are there to make up for it. I haven't tried to make them drastically stronger only by about 10-20%. so if you want to use them for your own home games please take that into account, that perhaps maybe remove an effect or potentially lower the dice value slightly. Or not, but I present these spells from the Aberrant school. They tend to have a flavour of, transmogrifying either the body or the surroundings. Also attacking the mind of course.

I'd absolutely love to hear feedback about this, just keep in mind I'm yes already aware that Aberrant is not a D&D school and that these spells are intended to be slightly stronger. If you feel some are too weak that'd also be good to hear if you think something needs to be tuned up a bit.

Again I appreciate all the great feedback on the other stuff it's really helped shift things around for me.

There also might be some reformatting I have to so with spell layout to bring it in line with 2024, with the cantrip upgrade and casting at higher level stuff.

Below are links to their pairings. I'll probably in a few days upload the Subclass for the Hemomancy as well as spells from cantrip to Level 4 for them as well.

Occultist Class

Otherworldly Secrets Subclass


r/UnearthedArcana • • 14h ago

'24 Subclass Nar Priest, Praise Singer

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1 Upvotes

I'm sharing a free cleric subclass for Kengir, part of my upcoming Bronze Age Mesopotamian 5e setting.

The Nar Priest is a praise singer: a cleric whose sacred work is hymn, chant, and public devotion.

In Kengir, praise is not background music. It is an offering. Temples rely on singers to honor the gods, invoke blessings, steady the community, and keep divine attention turned toward the city. A Nar Priest's voice carries real power.

Where the previously shared Ašipu-Priest confronts hostile spirits and the Išippu-Priest cleanses spiritual defilement, the Nar Priest maintains divine favor through sacred song and communal worship.

At the table, this subclass gives the party a support cleric built around sacred performance. They heal, inspire, protect, grant temporary hit points, strengthen allies with hymns, and turn religious song into battlefield resilience.

Mechanically, the subclass includes Voice of the Divine, Hymns of Protection, Divine Strike, Chant of Resilience, Song of Glory, and Heavenly Chorus. It also adds new spells like Hymn of Courage, Hymn of Healing, Chant of Protection, Warding Hymn, Hymn of Valor, Melody of Renewal, and Heavenly Harmony.

Do you like clerics whose magic feels liturgical and communal, or do you prefer clerics as armor-clad miracle workers?


r/UnearthedArcana • • 14h ago

Homebrewing Resource Since winter is approaching let me give you this fun encounter

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1 Upvotes

r/UnearthedArcana • • 15h ago

'24 Compendium Ticci-Toby Compendium

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1 Upvotes

I bring you Creepypasta x D&D, with a Ticci-Toby Compendium. I hope you guys enjoy this little compendium


r/UnearthedArcana • • 1d ago

'24 Class Watcher Class. Extra Reactions, unique new abilities and powerful out of combat spellcasting.Version 2.0

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38 Upvotes

This is the second version of my Watcher Class.
The Watcher is meant to be a front liner in combat with the out of combat versatility of a full caster. It is build to have a lot of options to choose from what to do because i think that is the most fun of a class.
I changed some of the early game features and added some on the later ones.
Feedback on balance and overall look of the class is appreciated.


r/UnearthedArcana • • 18h ago

'24 Species For when a dip in Warlock is just a bit to costly: Minor Pact

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0 Upvotes

r/UnearthedArcana • • 1d ago

'14 Monster The Headless Horseman Rides Again! A CR 14 Undead for Your Halloween Encounters

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34 Upvotes

The Headless Horseman is more than just an undead rider with a flaming pumpkin for a head. He's a vengeful spirit bound to the mortal world by an ancient curse, with his steed, armored body, and spectral jack-o'-lantern forming a single, inseparable entity.

Legends tell of a fallen soldier, executioner, or knight who was beheaded for his crimes and returned under a cursed harvest moon. Some believe his spirit is connected to Samhain, when the boundary between the living and the dead grows thin enough for restless spirits to cross.

Wherever he rides, crops rot, animals panic, and the air fills with the smell of smoke and freshly dug earth. And simply defeating him isn't enough. Unless a specific funerary ritual is performed, the Horseman eventually rises again to continue his hunt.

Mechanically, the Headless Horseman is a CR 14 undead built around mobility, relentless pursuit, and devastating attacks. His Fiery Greataxe deals slashing and fire damage, with additional necrotic damage against frightened enemies, while Laughing Skull allows him to hurl his flaming pumpkin head at enemies, unleashing a fiery explosion that deals 10d6 fire damage.

His Ghostride ability lets him pass through solid objects, while his legendary actions allow him to charge across the battlefield, stun enemies with Glare of Embers, or mark a target with Harvest Mark, making that creature especially vulnerable to his attacks.

I've also included four optional traits to customize the encounter, from leaving burning hoofprints behind to relentlessly tracking creatures that try to escape him.

The Headless Horseman is from Undead & Undead: The Ultimate Undead Handbook, available for 5E and the 2024 Edition on DriveThruRPG!

The manual includes 90+ undead statblocks, each with optional traits and variants, alongside an undead lair system, 50+ magic items, customizable templates, necromantic rituals, campaign tools, and VTT resources. It's designed to give DMs plenty of options for building undead encounters, from minor restless spirits to powerful necromantic horrors.

My Kickstarter for 300+ Mythological Items for 5E and 2024 is also live now! The campaign includes a physical hardcover, as well as printed editions of my previous manuals.

You can find more of my creatures, magic items, and manuals on DriveThruRPG, my Linktree, or right here on r/JonnyDM!


r/UnearthedArcana • • 1d ago

'24 Species Rat-Things; Species | Vault of Fallen Stars

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12 Upvotes

From the Vault of Fallen Stars!
Rat-Things! A new 5.5E species designed by the Vault of Fallen Stars. Wield rot and ruin as a monstrous rat-like creature born of necromantic magics!