Sunday, October 31, 2021

Content Expansion - Expanded Racial Feats V

    Our racial feats return, and this time, we've got a batch focused on the peoples of Eberron. Eberron has been a favorite realm for a lot of people, and I feel like a part of it is the number of unique races that populate the setting; with this newest round of feats, you'll have a whole new batch of tools to make your Eberron characters more distinct than ever.

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Thursday, October 28, 2021

Magic Item - Cloak of Many Arms

This week's rare magic item is a cloak with some questionable embellishments; the Cloak of Many Arms! The Cloak of Many Arms forms four arms that come out of your armpits. It turns out having two sets of fully competent arms is pretty useful; climbing speed, advantage on Strength checks and saves, and a complete disregard for limits on weapons, like ''loading'', or ''heavy'', or ""only having enough hands to do two air quotes"". At any rate, this is a fun item. It only feels weird and unsettling until you really get to appreciate the benefits of the armpit arms! We hope your martial characters can go absolutely nuts with this item, and we'll see you next time!

Magic Item - Cloak of Many Arms

Sunday, October 24, 2021

Monk Subclass - Way of the Coals

    Maybe someday we'll get tired of monks, but it's not today. Today, we have another elemental monk, part of the our growing set of monks that together do what Way of Four Elements failed so tragically to do. This particular one is an elemental classic; the fire monk. 

    Way of the Coals is a tradition not just for controlling flames, but for fully embodying a raging inferno. The archetype is designed to encourage aggressive tactics, and for that aggression to reward you with ways to scorch your way across the battlefield, and punish anyone who tries to get in your way. After all, the idea behind an elemental tradition is not to just pick a damage type to play with; it's to pick a combat philosophy and fighting style, to make your approach to conflict mirror the way your chosen element approaches the natural world. So the fire monk is built to burn hotter as a battle continues, and the hotter it gets, the better it is at burning right through its enemies.

    We hope you enjoy the Coals' monk's style of play, and that you're as excited as we are for our next elemental monk as we are excited to design it. If you have an element that you think we should cover next, let us know! These subclasses, according to the Snickering Ghoul at least, have been particularly interesting projects to work on, so if you want more of them, we're more than happy to oblige you. 

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Thursday, October 21, 2021

Magic Item - Quint's Ominous Card Set

Today's magic item is a follow up to last week's magic item, this time in the form of the rare playing card deck, Quint's Ominous Card Set. This card set is quite industrious in its own way; not only can you cheat like crazy with this deck, but you can also use it as a tracking device by planting a card on a creature or object. This card deck will add a lot of flavor to your high magic settings when an NPC swindles the party using this tricky deck in a gambling game of cards. After all, if people could enchant a card deck to allow them such versatile control, many would take it. The hustle is far too good to pass up. We hope you put this magic item to good use, and we will see you next time!

Magic Item - Quint's Ominous Card Set

Sunday, October 17, 2021

Player Race - Auf

Halloween is coming up fast, and so are Halloween one-shots and themed sessions, so if you're looking for a new spooky character idea, look no further. Our first VRGR style 'legacy' race, the auf is a classic horror body-snatcher, letting you add some subtle spooky flavor to what might at first seem like a normal character. And honestly, even after spooky season has ended, who doesn't want to secretly be from outer space? If you're a DM looking to sprinkle in some sci-fi, the auf could be a great way to plant those seeds early, or when a player rolls a backup character. I'd tell you the sky's the limit, but you know, space aliens. Stay tuned for our common gray race, with expertise in Dexterity (Probing) checks. See you soon! 

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Thursday, October 14, 2021

Magic Item - Ettercap's Industrious Handloom

This week's uncommon magical item is the weaver's best friend, Ettercap's Industrious Handloom. The handloom requires attunement by a creature proficient in weaver's tools, and it allows you to craft strong and silky nets and rope, as well as ordinary items one would generally be able to craft with weaver's tools at a lower time and gold count. In addition, attunement to this item bestows you with a better understanding of woven and knotted materials, granting you advantage on ability checks to tie and untie knots, as well as to escape most bonds. Of course if a player character with a side passion for weaver's tools gets their hands on this they'll be thrilled, so this can serve as a fun magic item the party gets when relevant to a player. But beyond that, we really like how this magic item characterizes NPCs and settings. High magic settings and characters will often have mundane items and tools be turned magical, such as with this item. It adds a lot of verisimilitude to your world when a player comes across magic items like these; magic items that feel like they're for somebody who may not just be an adventurer. We hope you put this item to fun and creative use, and we'll see you next time!

Magic Item - Ettercap's Industrious Handloom

Monday, October 11, 2021

Barbarian Subclass - Primal Harbinger

Barbarian, for whatever reason, is a class we've taken a very long time come around to as a design team. It can be a hard one to break new ground on, as it's very self contained; the mechanics of the class are like a watch, every piece exactly where it needs to be, and all interlocked and whirring angrily. Barbarian does things that no other class does, and some things that are actively worse, except for barbarians. So, what is one to do? 

Well, what we ended up doing was to just let it also be a druid! An angry druid, mind, we're not totally here to just ruin a good thing. Primal Harbinger, from a certain perspective, casts druid magic with its rage, and our whole team is quite happy with the results. Barbarians are hard, so we decided to just bite the bullet and make the hardest to balance version first, a spellcaster barbarian. 

Also, why is druid's spell list so goddamn stacked? This archetype has access to two very specific slices of the druidic spell pie, and yet somehow they still have some seriously spooky options. 

That was more words than usual, but finally, shout out to Julie the Woozy Flumph, the GOAT of subtly, intensely compelling archetypes. You are encouraged to search their tag on the site, if you don't come back with a new character concept to build, we'll nominate one of our own to actually be turned into a goblin IRL.

Enough of me. Behold, the CONTENT.

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Thursday, October 7, 2021

Magic Item - Genieheart Compass

Today's very rare magical item is the Genieheart Compass. While a creature attuned to this item, it searches their soul for their deepest desire, the attunement ending in success only if it is able to adequately identify a predominate desire. Once the attunement is complete, it will point the creature in the most direct path towards said desire, so long as it is on the same plane of existence. Once the item has been found, it loses a charge; and once it's out of charges, the creature had better drop that compass like a hot potato because it'll explode! We love this magic item; it facilitates DM and player discussion, helps greatly flesh out character motivations, and serves as an excellent player centric plot hook! We hope you put this item to good use, and that all your wishes may come true!

Magic Item - Genieheart Compass

Sunday, October 3, 2021

Content Expansion - Expanded Racial Feats IV

    Racial feats return, now with turtles and extraplanar weirdos! We said we would eventually finish them all, and we damn well meant it, so here is our next batch. We hope you enjoy, and that you're ready for some even weirder feats soon. 

    What, you thought Faults was weirdest we had in store? There's more brewing, just you wait. Until next week!

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Friday, October 1, 2021

Spell - Psychic Storm

 Today we bring a 4th level transmutation spell of the psychic variety in Psychic Storm! With this spell, the caster creates a vortex around them of wild and almost uncontrollable psychic energy that violently pulls at the creatures and objects in the area. It automatically causes Small and smaller objects to begin flying around the radius, which pelt creatures inside the radius. Moreover, the caster can use their action to wrench around creatures trapped inside the vortex, causing them to be damaged by the flying objects and thrown prone up to 20 feet away. This spell offers a dangerous amount of control over an area for the slot expended to cast it. We really feel like this spell can do a lot of work to represent the budding and inexperienced but frighteningly powerful psychic or psionic; an area of character conception that we feel is underrepresented in 5e content as is! We hope this spell inspires new psychic themed characters, or at least slots into existing character builds quite well!

Spell - Psychic Storm