Devour immediatly gets a like for having Kirby footage ( Play Forgotten Land right now it's so good) but turning 52 Pick Up into a spell is both mean and brilliant. Meaniant.
And if you add explosive Rune to the cards Before You cast the spell 52 Pickup this is even crueler especially if you have four wizards take the time to cast it!
A star walks into a black hole but doesn't seen phased.The black hole then turns to the star and says, "I don't think you understand the gravity of this situation."
When I hear sandstorm's abilities, I can just imagine how giddy a ranger in the party with "swift quiver" could be. I also wonder how that spell would pair up with someone using "animate objects"
My favorite homebrew spell ive used was "restructure bone" A 4th level necromancy spell that uses the bones you have in your bag of holding to make different undead ranging from simple Skeletons to Death Knights to hill giant skeletons
@@g0lddustt29 sorry I didnt make it clear, Its more like paying a 4th level spell to "level up" your undead so say you have the bones nessessary to make 5 simple undead then you uses "restructure bone" using the 5 skeletons as material components to make 1 "armed skeleton" Was that more clear
Bend is definitely going to be added to my homebrew game. The idea of imprisoning a character in equipment that normal protects them is so evocative (also great use of that Wolverine vs Magneto footage).
Bend is great. heat metal 2 electric boogaloo. all very flavorful spells with interesting combo potential. I feel like icicle weapon is a little outdone by shadow blade, but it's still very good.
So much thought has gone into your homebrew world! As you were describing locations I remember exactly which sub class was rooted in different places. It’s evocative it’s evocative and thoughtful. Every video makes me want to run a one shot more and more
My only query would be if dealing damage to someone under the effects of fall would break the enchantment. I’d have to assume so, otherwise potentially up to 10 rounds of the rouge, paladin and barbarian autocritting could get a bit silly. Especially when you consider that Fall is a 6th level spell, meaning unless it’s on a scroll or through some kind of item or npc the party is going to be 11th level. Very silly numbers indeed.
Many blessings to you, Tulok, my fellow archivist, and may these words find you well. Word has been passed down here in the rain-smothered land of Inri that a spell - thought to have washed out to the Great Southern Sea - may have made landfall in your lands by way of a company of "wireweavers." The spell, I'm told, is called 'Patternsight,' and if legends are to be believed, it was permitted for use by all magicians with the exception of Clerics and Paladins. Artistic renderings depict the casters eyes changing color, and their pupils taking a random non-circular shape determined by the roll of a d6. At 3rd level (the base level of the spell), casters would understand patterns of speaking, and the written word in languages that were not native to them, giving them the ability to communicate on a conversational level with any creature regardless of language, so long as it were able to think and hear, or read any non-magically altered text of any language or dialect. These effects lasted for up to one hour. At 4th level, Patternsight gifted casters with the ability to recognize patterns in symbology, thus granting them advantage on all Intelligence-based checks for up to one hour depending on concentration. At 5th level, casters using Patternsight could recognize architectural design patterns and schematic planning, allowing them advantage on all Investigation, Perception, or Dexterity checks when looking for traps, secret rooms, or shortcuts through mazes and passageways. At 6th level, Patternsight became integral to casters who served as the party tactician by gifting them with recognition of patterns in movement and combat maneuvers; and by calling out these patterns, enemies within visual range of the caster would be at disadvantage when attacking an ally with a melee attack or weapon attack. At 7th level, the spell started challenging the casters' philosophy on what it means to truly "see," by gifting them recognition of patterns of thought. This gave them the ability to know the mental and physical weaknesses of a target at a glance, as well as advantage on all spell attacks and weapon attacks against that target made by the caster, and the ability to crit on a 16 or higher on a d20 roll. At 8th level, casters would begin to see beyond the natural world and into dimensions beyond their being. Casting at this level would allow the user to see within their mind a clear picture of where a target was, regardless of Plane, and know with certainty where that target would be for the next 24 hours. The target cannot avoid this effect through the use of illusions either, leaving them particularly vulnerable. Finally, the most horrific and paralyzing of circumstances led to casters of this spell breaking the laws of Time itself - when casters of Patternsight used it at 9th level, their ability to see dove into the future unhindered, allowing the user use their knowledge of historical patterns to accurately predict a future event - down to the hour, day, and location - so long as it would take place in a year's time. However, captors of these clairvoyants would be gravely disappointed when they learned that upon accomplishing this achievement, casters would lose the ability to see at all for the rest of their lives, unless their vision was returned by way of a spell that undoes blindness.
Really cool spells, especially counting cards. The corrode spell looks like a good way to build Chat Noir, though the creature restriction does make me wonder if it would work. Devour is definitely fun.
Nice spells! Mostly leaving this just to feed the algorithm. I've only home-brewed three spells, two of them were back in the second edition days. This was a nice spread of effects.
11:41 TULOK GDI I SEE WHAT YOU DID HERE. WITH THAT MATERIAL COMPONENT. THE MORNING DEW FRESH OFF YON MOUNTAIN, HUH? YOU THINK YOU'RE CLEVER? WELL YOU GODDAMN ARE AND I APPRECIATE IT AND YOU, KEEP UP THE GOOD WORK. edit: oh sorry capslock
Regarding Echo. As a first level wizard spell, it obviously has potential to be picked as a Spell Mastery. However, as you said, you‘d get problems with the caster being in the affected area. The Silence spell would protect you, but since you need Verbal components to cast Echo, you cannot be protected and still cast it. The Sculpt Spell feature (Evocation 2) only protects other creatures. Subtle Spell costs limited resources. So, the only reliable way to cheese it relies upon one question: Does, say, a third casting that was in the area of casting 2 but not of casting 1 count for continued effect? If so, just walk or fly 5ft every round, casting Mastered Echo behind yourself, dealing linearly growing damage in a cubically growing area.
Oh, great. Homebrew spell: Vore. In other news, I find it quite interesting that all these spells are straight attacking spells with interesting twists.
These are all awesome. Devour is up there, but I'm a big fan of how Echo works. And, gosh, Magma and Thunder Snow are also just freakin great. You did a fantastic job on these!!
My favorite spell is probably acid rain, the little bit of lore that the weather influenced the spell really does it for me. Echo is a close second because I think it could be so fun game wise.
Favorite is definitely Devour; just such a fun flavor of spell (pun very much intended), though I do also appreciate the additional acid spells since that damage type is really underrepresented. Least favorite is probably the Counting Cards spell. It's not... bad, per se, I just feel like it's a boring effect. It's funny, sure, to force an ogre to repeatedly try and pick up cards instead of attacking, but in practice it sounds like it would be more frustrating and time consuming for everyone at the table.
Love these spells. Especially love the spells that can be combo casted like that echo spell being used my by more than one caster is brilliant. The magma spell that can be interacted with causing a separate and unique effect. Also delight in the devour spell. Very cool designs.
The devour spell is exactly what I’ve been looking for for a high level spell assassin (assassin rogue 3/aberrant soul sorcerer 17) not a lot of high damage attack spells that I could find.
Love some of the combo spell effects your using. Echo was really cool with the build up of casting, but I think sand storm should have a bit of a damage debuff maybe a +1 for ever object cause if your dms nice and their is a ton of stuff on the ground that's already crazy flat damage
I can't remember if I asked this before but would you be willing to consider a whole new class to the Gilded Coast of Moriae? Edit: Jim Cantore's reaction to the thundersnow is always fun to watch!
For a spell using *_LAVA_* directly, I personally would increase that d6 fire damage, to a *_D20!_* Lava is like napalm on steroids. Edit: I heard wrong. 6d6 fire damage? I'd upgrade that to 6d10.
When we go to that side of the magic when rules are bended outside of the game is all lost!... Oh, who I'm kidding? Magic is busted and confusing and make no sense to me how old Grandaf can rewrite reality, but is cool in it's own right, if i had that kind of magic i would use it to create a Tangle the lemur build, but i don't have to go that far considering that Tulok have not only that power (Sr Tulok please), but the talent to create magic for everything you would need in your games in the name of awesomeness.
Maybe I'm just too much of a fan of Final Fantasy VIII, but the Devour spell should permanently increase a single one of the caster's ability scores by one point if they successfully Devour a creature with a higher ability score than the caster.
Devour immediatly gets a like for having Kirby footage ( Play Forgotten Land right now it's so good) but turning 52 Pick Up into a spell is both mean and brilliant. Meaniant.
And if you add explosive Rune to the cards Before You cast the spell 52 Pickup this is even crueler especially if you have four wizards take the time to cast it!
A star walks into a black hole but doesn't seen phased.The black hole then turns to the star and says, "I don't think you understand the gravity of this situation."
Thanks
I hope you're here all week. I'll be sure to tip the waitresses.
That's weighty
Nice, still hoping for a barbrarian’s guide to the gilded coast would be created. I would 100% buy this if it were a book.
I'm a big fan of the way Echo interacts with itself. I love when spells get stronger with time.
It's Rollout for dnd, but other people can build on it too
@@schockingtonio The move Round is basically this spell in practice. Though to my knowledge it only doubles in power once.
The scariest part about the Echo spell is that it could make acapella groups intimidating
When I hear sandstorm's abilities, I can just imagine how giddy a ranger in the party with "swift quiver" could be.
I also wonder how that spell would pair up with someone using "animate objects"
Swift quiver? Save some time and do conjure volley.
@@dannybeane2069 I'm still pretty new to the game, so I'm not familiar with that one. Will definitely look into it tho!
I LOVE Counting Cards. This would totally fit with the Bard/Rogue I'm playing
My favorite homebrew spell ive used was "restructure bone"
A 4th level necromancy spell that uses the bones you have in your bag of holding to make different undead ranging from simple Skeletons to Death Knights to hill giant skeletons
A 4th level spell to summon a CR 17 monster sounds kind of busted.
@@g0lddustt29 sorry I didnt make it clear,
Its more like paying a 4th level spell to "level up" your undead so say you have the bones nessessary to make 5 simple undead then you uses "restructure bone" using the 5 skeletons as material components to make 1 "armed skeleton"
Was that more clear
@@troperhghar9898 That’s…not the same effect as what you first described lol but sure, I guess.
wait, you have bones in your bag of holding? mine just has a bunch of loose skin. it's soft though, so *shrug*
@@fiaTheFae my necromancer liked skeletons more since they were "cleaner" then zombies
Bend is definitely going to be added to my homebrew game. The idea of imprisoning a character in equipment that normal protects them is so evocative (also great use of that Wolverine vs Magneto footage).
You could just do what I do, and memorize nearly every spell in the game to the point where other players ask me what their spells do.
Amen, glad I am not the only one
Omg same
Good to see I’m not alone
Seriously I know the rules better than my DM at the current time though he hasn’t played 5e in a very long time so that makes sense.
I am this person in my group
Devour might be my single favorite thing. I NEED more life steal in this game.
Why regenerate health when everyone else has so much? It's the least they can do to share *initiates vampiric touch*
@@zenebean I’m just sayin, who gave these enemies the right to have such juicy health pools? That’s on them fr.
vore
I like the idea of Counting Cards being reflavored to disadvantage fey picking up things like grains of salt or rice.
Out of curiosity but would you be interested in doing a video or series around how to homebrew subclasses? Asking for friends...
I would love this. I've been dipping my toes into homebrewing subclasses and keep getting stuck.
@@andrewtyrell4795 same here, I've got at least 1 idea for every class and blood hunter but I'm not sure how to progress them
More of the Tulok Homebrew World!
Bend is great. heat metal 2 electric boogaloo.
all very flavorful spells with interesting combo potential.
I feel like icicle weapon is a little outdone by shadow blade, but it's still very good.
So much thought has gone into your homebrew world! As you were describing locations I remember exactly which sub class was rooted in different places. It’s evocative it’s evocative and thoughtful. Every video makes me want to run a one shot more and more
"WhErE cAn I gEt ThE tExT vErSiOn???"
jokes aside, love your work, wish I had the spare change for this
My only query would be if dealing damage to someone under the effects of fall would break the enchantment. I’d have to assume so, otherwise potentially up to 10 rounds of the rouge, paladin and barbarian autocritting could get a bit silly.
Especially when you consider that Fall is a 6th level spell, meaning unless it’s on a scroll or through some kind of item or npc the party is going to be 11th level. Very silly numbers indeed.
Many blessings to you, Tulok, my fellow archivist, and may these words find you well.
Word has been passed down here in the rain-smothered land of Inri that a spell - thought to have washed out to the Great Southern Sea - may have made landfall in your lands by way of a company of "wireweavers." The spell, I'm told, is called 'Patternsight,' and if legends are to be believed, it was permitted for use by all magicians with the exception of Clerics and Paladins. Artistic renderings depict the casters eyes changing color, and their pupils taking a random non-circular shape determined by the roll of a d6.
At 3rd level (the base level of the spell), casters would understand patterns of speaking, and the written word in languages that were not native to them, giving them the ability to communicate on a conversational level with any creature regardless of language, so long as it were able to think and hear, or read any non-magically altered text of any language or dialect. These effects lasted for up to one hour.
At 4th level, Patternsight gifted casters with the ability to recognize patterns in symbology, thus granting them advantage on all Intelligence-based checks for up to one hour depending on concentration.
At 5th level, casters using Patternsight could recognize architectural design patterns and schematic planning, allowing them advantage on all Investigation, Perception, or Dexterity checks when looking for traps, secret rooms, or shortcuts through mazes and passageways.
At 6th level, Patternsight became integral to casters who served as the party tactician by gifting them with recognition of patterns in movement and combat maneuvers; and by calling out these patterns, enemies within visual range of the caster would be at disadvantage when attacking an ally with a melee attack or weapon attack.
At 7th level, the spell started challenging the casters' philosophy on what it means to truly "see," by gifting them recognition of patterns of thought. This gave them the ability to know the mental and physical weaknesses of a target at a glance, as well as advantage on all spell attacks and weapon attacks against that target made by the caster, and the ability to crit on a 16 or higher on a d20 roll.
At 8th level, casters would begin to see beyond the natural world and into dimensions beyond their being. Casting at this level would allow the user to see within their mind a clear picture of where a target was, regardless of Plane, and know with certainty where that target would be for the next 24 hours. The target cannot avoid this effect through the use of illusions either, leaving them particularly vulnerable.
Finally, the most horrific and paralyzing of circumstances led to casters of this spell breaking the laws of Time itself - when casters of Patternsight used it at 9th level, their ability to see dove into the future unhindered, allowing the user use their knowledge of historical patterns to accurately predict a future event - down to the hour, day, and location - so long as it would take place in a year's time. However, captors of these clairvoyants would be gravely disappointed when they learned that upon accomplishing this achievement, casters would lose the ability to see at all for the rest of their lives, unless their vision was returned by way of a spell that undoes blindness.
Really cool spells, especially counting cards. The corrode spell looks like a good way to build Chat Noir, though the creature restriction does make me wonder if it would work. Devour is definitely fun.
Nice spells! Mostly leaving this just to feed the algorithm. I've only home-brewed three spells, two of them were back in the second edition days. This was a nice spread of effects.
11:41 TULOK GDI I SEE WHAT YOU DID HERE.
WITH THAT MATERIAL COMPONENT.
THE MORNING DEW FRESH OFF YON MOUNTAIN, HUH?
YOU THINK YOU'RE CLEVER?
WELL YOU GODDAMN ARE AND I APPRECIATE IT AND YOU, KEEP UP THE GOOD WORK.
edit: oh sorry capslock
FINALLY SOMEONE CATCHES IT
@@tulokthebarbrarian2033 I'm honestly fucking waiting for the day they have an Acid Rain flavor...ah gdi that actually sounds pretty tasty
Regarding Echo. As a first level wizard spell, it obviously has potential to be picked as a Spell Mastery. However, as you said, you‘d get problems with the caster being in the affected area. The Silence spell would protect you, but since you need Verbal components to cast Echo, you cannot be protected and still cast it. The Sculpt Spell feature (Evocation 2) only protects other creatures. Subtle Spell costs limited resources.
So, the only reliable way to cheese it relies upon one question: Does, say, a third casting that was in the area of casting 2 but not of casting 1 count for continued effect?
If so, just walk or fly 5ft every round, casting Mastered Echo behind yourself, dealing linearly growing damage in a cubically growing area.
Oh, great. Homebrew spell: Vore.
In other news, I find it quite interesting that all these spells are straight attacking spells with interesting twists.
I motion for counting cards to be renamed “fuck you pick up 52”
These are all awesome. Devour is up there, but I'm a big fan of how Echo works. And, gosh, Magma and Thunder Snow are also just freakin great. You did a fantastic job on these!!
My favorite spell is probably acid rain, the little bit of lore that the weather influenced the spell really does it for me. Echo is a close second because I think it could be so fun game wise.
are new subclasses finished for now as far as homebrew available on patreon? I’m glad you’re putting out new homebrew content, we’ve all missed it.
Always glad to get new homebrew spells
The more I see these videos, the more I want to visit the gilded coasts
I really enjoyed Icicle Weapon, as well as Deliverance. Both incredible.
Favorite is definitely Devour; just such a fun flavor of spell (pun very much intended), though I do also appreciate the additional acid spells since that damage type is really underrepresented.
Least favorite is probably the Counting Cards spell. It's not... bad, per se, I just feel like it's a boring effect. It's funny, sure, to force an ogre to repeatedly try and pick up cards instead of attacking, but in practice it sounds like it would be more frustrating and time consuming for everyone at the table.
For Deliverance, I feel like Tulok saw Vortex Warp
and asked how can we make it unique for the support (healing) classes
Love these spells. Especially love the spells that can be combo casted like that echo spell being used my by more than one caster is brilliant. The magma spell that can be interacted with causing a separate and unique effect. Also delight in the devour spell. Very cool designs.
The devour spell is exactly what I’ve been looking for for a high level spell assassin (assassin rogue 3/aberrant soul sorcerer 17) not a lot of high damage attack spells that I could find.
Every second you're not running I'm only getting closer.
I love that all your homebrew is set in the same homebrew setting. Do you think there'll ever be a book on this setting?
The devour spell should be a capstone ability for Beast Path Barbarians. Fight me on this.
I really like Corrode a unique way to help my martial buddies land hits more consistently
Counting cards seems like the perfect lock down for melee fighters. That shit is broken when you use it on less enemies
A lot of these are broken
Sandstorm has gotta be my favorite
Love some of the combo spell effects your using. Echo was really cool with the build up of casting, but I think sand storm should have a bit of a damage debuff maybe a +1 for ever object cause if your dms nice and their is a ton of stuff on the ground that's already crazy flat damage
...Devour needs a verbal component.
May I suggest "POYO!"?
I love echo. It may find itself into a few scrolls in my world.
Devour sounds fun and fitting for its level, but I think my favourite is Corrod, we dont have enough good acid spells
I love that lava spell.
Oh boy, Devour... OH BOY, you gave it horrifying flexibility.
As somebody who has a fear of heights and great velocities, Fall sounds GODDAMN TERRIFYING.
I know a certain species of monkeys I've been needing to reconfigure who might find the Echo spell a lot of fun...
Bend can be Force Crush for those Sith builds
FEATS NEXT?!
First feat, weapon bond
Which calls your weapon to your hand if it is within 100ft
A great way to play captain america
I'm now just imagining a sorcerer with twin spell and two rogues for advantage sneak attacks then disengaging to avoid return attacks
I really liked Fall. Paralysis with some extra bite.
As someone who one day dreams of making a D&D version of Rimuru Tempest, Devour is an all too tempting spell...
Would you ever do a video where you review our homebrew spells and or classes?
Ok but I was 100% imagining the icicle weapon to be the spy-cicle from tf2
It looks like anyone who fails the save for Sandstorm is in for some DEEP HURTING
Can't wait for my sorcerer Cane, Eater of Stomachs, to Devour someones stomach with his stomach
This is great as usual Thanks.
Counting cards should be level 4
Hey Tulok, here's a nice comment for you (all praise the youtube algorithm). Hope you're having a good day :)
Amazing as always
Thank you for the video.
Devour is really messed up and I love it.
I want that devour spell
Ok...I really want to make a divination wizard with a drinking and gambling problem. So counting cards is a good spell to know now
When's that Campaign setting book being printed so we can get a hardcopy of all those homebrew subclasses?
I can't remember if I asked this before but would you be willing to consider a whole new class to the Gilded Coast of Moriae?
Edit: Jim Cantore's reaction to the thundersnow is always fun to watch!
Hey Arin, how does sandstorm go?
DUHDUHDUHDUHDUH... DEH DUHDUHDUHDUHDUH
For a spell using *_LAVA_* directly, I personally would increase that d6 fire damage, to a *_D20!_* Lava is like napalm on steroids.
Edit: I heard wrong. 6d6 fire damage? I'd upgrade that to 6d10.
More Druid spells is always good
Hey I’ve been watching your dnd builds videos and have been loving them. Do you think you could make guts from berserk? It would mean a lot to me.
Now with the spell devour I wonder if a certain DBZ character build can be done. Majin Buu.
Oh cool we both have a similar homebrew spell with your geyser, and my instantaneous geyser.
Except mine is lower level and weaker.
I fucking love The Killing Moon
Neat spells, Phil. 👌
Nice comment. …. But seriously your channel is great
interesting stuff, though if I am being honest feels underwhelming compared with how awesome the subclasses were
Im here for Sandstorm
I can’t wait to pull a Kirby on my players
Devour is by far the best imo
What was the clip used for Acid Rain at 12:03 ?
Why isn’t Counting Cards named 52 Pick-Up?
Watch out he is weaponizing memes!
Here is your nice comment. Keep up the great work!!
Nice content
Leave it to Tulok to make the Vore spell. Thanks I hate it.
anyone know what movie that clip at 12:10 is from?
Escape Room 2
Huh I can be terry bogard POWER GEYSER!!!!!
Great flavour, but as usual druids get mostly concentration spells ):
Glorious
Nice comment!👍
Heh, Corrode is a 3nd level spell
When we go to that side of the magic when rules are bended outside of the game is all lost!... Oh, who I'm kidding? Magic is busted and confusing and make no sense to me how old Grandaf can rewrite reality, but is cool in it's own right, if i had that kind of magic i would use it to create a Tangle the lemur build, but i don't have to go that far considering that Tulok have not only that power (Sr Tulok please), but the talent to create magic for everything you would need in your games in the name of awesomeness.
Where are the mobility options Tulok!?!
I was at least expecting a double jump spell
Why aren't you publishing for DM's Guild?
9:22 song name?
4:45 spy team fortress 2
Maybe I'm just too much of a fan of Final Fantasy VIII, but the Devour spell should permanently increase a single one of the caster's ability scores by one point if they successfully Devour a creature with a higher ability score than the caster.
I'm remembering that one fanart of Quistis downing an entire Behemoth while Squall looks on in terror.
Nice comment!!!
Nice Comment!