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slartibartfast's Profile

Our Author's latest news and articles.

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slartibartfast - Social Profile

- Guild Master of Idea Hounding

For Next Level: 2680xp of 6860xp complete.
2680xp

Hall of Honour

12 HoH

Golden

0 Golden

Quests

1 Quests
- RANDOM
Items | 195xp

Arista the Protector

"Did you remember to wash behind your ears?"

- RANDOM
Items | 265xp

Gauntlets of Strength: A detailed analysis

A slightly different spin on a magic item commonly found in the typical adventurer's arsenal.

- RANDOM
Plots | 270xp

Danse Macabre

Zig, zig, zig, Death in a cadence,
Striking with his heel a tomb,
Death at midnight plays a dance-tune,
Zig, zig, zig, on his violin.

"I never want to hear another fiddle for as long as I live!" -Corwin Silvernail

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Guilds
“ A place where an architect has built a temple/shrine to an evil god inside the walls of another building, a castle or another place of importance.”
Drackler
“ This is an idea for a basic weapon which I have adapted partially into a fighter subclass. Let me know what you think, because if it's any good, I may post the subclass. Double Bulwark Shield Melee weapon (martial, shield) Category: Items Damage: 1d6 per hand, 1d4 together Damage Type: Bludgeoning Item Rarity: Standard Weight: 6 When wielding the Double Bulwark Shield in two separate parts, you gain +2 to your AC, +1 per hand. When wielding two separate parts of the Double Bulwark Shield, you can take an action to bring the two halves of your shield together. Your movement is halved as long as the shield is brought together. If you move or attack after bringing your shield together this turn, you receive a +3 bonus to your AC. If you don’t move or attack after switching this turn, you and an ally directly behind you receive a +5 bonus to your AC. This action is known as Steadfast. Once the shield is brought together, you may take a bonus action to become Steadfast even if you attack this turn. However, you may not move or attack after becoming Steadfast. Taking apart your shield is considered a free action.”
jfstein19
“ <br /> The spirit of a creature trapped in amber cannot escape to it's afterlife / next incarnation / whatever. Such trapped spirits can be contacted by those who know the right rituals and magical power derived from them – typically the power to control one individual of that species. Can by quite powerful if the creature is a colony insect (ant, bee, wasp, etc) – simply control the queen and you command the whole colony.”
Dragon Lord
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