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Posts by Robbie, Cloaks & Capes TTRPG
Rage is often described as a fire burning within. For one who follows the Path of the Burning Heart, that isn’t just flowery language, it’s reality. Whether through magic, a curse, or some extraplanar intervention, the heart of a barbarian on this path burns with literal fire. The Burning Heart allows them to control the land beneath their feet as if they were a mighty volcano, erupting rocks and lava to burn their enemies and protect their allies. Pyroclastic Blood Level 10 Path of the Burning Heart Barbarian The blood flowing through your veins burns hot and while it does you no harm, your enemies are not so fortunate. While you Rage, you have Immunity to Fire damage and when an enemy creature hits you with a melee attack, they take 2d8 Fire damage as your blood splashes on them. When you take the attack action while raging, you can use one of your attacks to destroy an adjacent igneous rock. Doing so causes it to explode and erupt with lava, dealing 2d8 Fire damage to all creatures within 10 feet and leaving behind a pool of lava with a 10 foot radius.
I've never had a chance to play a Barbarian in D&D yet, but if I did, I'd have a heart of fire!
Check out the Path of the Burning Heart Barbarian subclass along with 22 others when you join us today!
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A set of prismatic metal dice for use in TTRPGs like Dungeons and Dragons.
A set of orange and green metal dice for use in TTRPGs like Dungeons and Dragons.
We're LIVE making some magic items for D&D! We're also going to be giving away a set of @onlycritsco.bsky.social dice since we hit our sub goal for the month!
So come drop a follow, chat and tell us about your latest session!
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The Twins Patron Warlock draws from the magic of a pact made with two powerful beings. Extraplanar entities, such as these, usually share dominion over a place, source of power, or domain. Twin Patrons can have their own agendas but ultimately work together toward a common goal with their Warlock. Boons & Banes Level 3 Twins Feature The Twin you channel allows you to add extra effects to your spells. Whenever you cast a spell of level 1 or higher, for each creature affected by the spell, you may place a Boon or Bane on them. Boon of Preservation (Pathos Twin). The target gains Temporary Hit Points equal to your Warlock level. Boon of Alacrity (Pathos Twin). Until the end of your next turn, the target’s Speed is increased by 10 feet and they do not provoke Opportunity Attacks.
The Twins Patron Warlock draws from the magic of a pact made with two powerful beings. Extraplanar entities, such as these, usually share dominion over a place, source of power, or domain. Twin Patrons can have their own agendas but ultimately work together toward a common goal with their Warlock. Boons & Banes Level 3 Twins Feature The Twin you channel allows you to add extra effects to your spells. Whenever you cast a spell of level 1 or higher, for each creature affected by the spell, you may places a Boon or Bane on them. Bane of Fragility (Kairos Twin). The target must subtract 1d4 from their next saving throw before the end of your next turn. Bane of Lethargy (Kairos Twin). The target cannot take a Reaction until the end of your next turn.
What kind of Twins Patron would you make a Warlock Pact with? Order and Chaos? Good & Bad Luck? Night & Day?
You can find our Twins Patron Warlock D&D subclass along with 22 others when you join us at www.patreon.com/CloaksandCapes
Art by @butturdapple.bsky.social
A promotional image with a green wax seal with the letters F.G. on a ribbon at the top, followed by the text: “Who's that critter?” above a silhouette of a goat with a tentacle coming out of its mouth. Next to the silhouette is text that reads, “Their coming was meant to foretell doom, but instead, they bring nothing but cuddles and convenience. - The Traveling Menagerie, Multi-planar Animal Rescue [by Cloaks & Capes]. At the bottom of the image there is parchment that has the text “Find out more from the ‘Adopt-a-Critter’ in this month’s multi-planar travel magazine and Exploration Packet for GMs,” and finally in the corner of the parchment a web link for more information, “bit.ly/FanGeo”.
In this months @fantasticalgeographic.com you'll find two unique critters from the city of Orch'est, a bustling port town!
What kind of unique critter is this one? Join us to find out more or support any of the contributing crators to get this months issue! #FanGeo
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DM in Discord and I'll send ya the PDF!
The Oath of Shadows binds Paladins to the ideal of justice at any cost. They put the notion that one must take the high road or else they are no better than those they seek to bring to justice. If the corrupt are willing to break laws to enact their sinister agenda, they have an advantage over those who follow the laws in an attempt to stop them. The Oath of Shadows will not be chained by bureaucracy. Aura of Shadowstep Level 7 Oath of Shadows Feature Your mastery over the darkness allows you to extend a portion of your power to your allies, giving them the ability to temporarily step through the shadows. When an enemy misses you or an ally in your Aura of Protection, the target of the attack can use their Reaction to teleport up to 10 feet away to an unoccupied space they can see. Additionally, when you enter your Shadow Barrier for the first time on your turn, you can become part of the darkness and teleport to an unoccupied space within 5 feet of it.
Not all heroes walk in the light. The Oath of Shadows Paladin seeks out evil where it festers most.
Find the Oath of Shadow and 21 other D&D subclasses by joining us at www.patreon.com/CloaksandCapes
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Omg @eskalia.bsky.social
Arcane Extortion Level 17 Aura Thief Feature You’ve learned to siphon a tremendous amount of energy out of items and into yourself, redirecting it into a single, lethal attack. Aura Smite. Using a Bonus Action, after hitting a target with Sneak Attack, you drain one of your attuned magic items of energy and deal extra Force damage based on the rarity of the item. Spelljack. You use a Reaction to steal the magic from a creature you can see, who is casting a spell, and redirect it into a powerful attack.
The Aura Thief is less concerned with gold and jewels than they are with real power. The stronger the magic, the harder they can hit.
You can find the Aura Thief Rogue and 21 other D&D subclasses at www.patreon.com/CloaksandCapes
Art by @eotiaxart.bsky.social
Art by @eotiaxart.bsky.social !
Force of Nature Level 6 Circle of the Green Knight Feature As a Magic Action, you can expend a use of your Wild Shape and summon a Force of Nature. Some of its traits and abilities include: Seeds of Discord (Trait). Strength Saving Throw: DC 8 plus your Proficiency Bonus, any creature that makes a melee attack against the Force of Nature. Failure: The creature has the Restrained condition (escape DC 8 plus your Proficiency Bonus). Ensnaring Strike (Reaction). The Force of Nature makes an Opportunity Attack. Dexterity Saving Throw: DC 8 plus your Proficiency Bonus. Failure: The target has the Restrained condition until the start of your next turn.
Our Circle of the Green Knight Druid specializes in melee combat and controlling the battlefield. They lock down enemies with their Force of Nature and can attack as they push and pull with their spells.
Find this D&D subclass for free with 5 others by following us at www.patreon.com/CloaksandCapes
Probably Lord of the Rings?
Tell us about one of your D&D characters you'd like to have an evolving artifact weapon for?
What kind of weapon do you imagine it would be?
Find 1200+ more magic items by joining us at www.patreon.com/CloaksandCapes
Art by @butturdapple.bsky.social
Art by @butturdapple.bsky.social
Find the Jinx Warlock D&D subclass at www.patreon.com/CloaksandCapes
Text: Marionette of Ill-Fate Level 14 Jinx Feature Your patron has taught you how to manipulate the emotions of those around you, and use their misery to mend your own. If a creature can see you, they have Disadvantage on saving throws to resist being charmed by you. Additionally, if a creature has the Charmed condition from one of your features or spells, you can choose to deal 2d6 Psychic damage to that creature at the start of their turn, and you regain Hit Points equal to the damage. The damage from this feature does not end the Charmed condition or allow a saving throw to end it unless the target is Bloodied. Illustration: A Dungeons and Dragons character, an Eladrin woman with pointy ears, long flowing blonde hair and a beautiful purple dress with gold trim and designs. She has magic illuminating her hands as several cards float and swirl around her. There's is a cute black cat hanging onto her dress near her waist with wide yellow eyes.
Have you checked out any of our 6 free subclasses? Like the Jinx Warlock that uses the misfortune of others to grant themselves and allies favor while cursing their foes with even more bad luck!
We have 22+ months of free content, and if you like what you see, consider becoming a supporting patron!
"This pattern raises serious concerns that certain market participants may have had access to material nonpublic information regarding a market-moving geopolitical event..."
www.npr.org/2026/04/10/n...
It will soon be #CriticalRole time, so come spend the next hour with me and @butturdapple.bsky.social talking about the last episode, theories and what to expect tonight!
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Fenhime’s Thunderhand Weapon (maul), artifact (requires attunement) “This dwarven maul was created with purpose and care as a gift. It has soft angular edges and was given to a hero as a means to protect, not just harm. The head of the maul has a faintly glowing engraving of two hands clasped together with a lightning bolt striking behind them. Underneath the leather wraps near the pommel is a phrase etched in Giant that reads, ‘Be Bigger.’” Dormant You have a +1 bonus to attack and damage rolls made with this magic weapon. Your Strength increases by 1, to a maximum of 20. Kinward. When a creature you can see within 30 feet of you is targeted by an attack, you can use a Reaction to summon a temporary shield of thunderous force around them. Until the start of your next turn, that creature has a +3 bonus to AC, including against the triggering attack. If the attack is made with a melee weapon or Unarmed Strike the attacker makes a DC 14 Constitution saving throw or takes 1d8 Thunder damage and is pushed 10 feet away. Awakened The weapon’s bonus to attack and damage rolls increases to +2. Your Strength increases by 2, to a maximum of 21. Kinward’s bonus to AC increases to +4, its save DC increases to 15, and its Thunder damage increases to 2d8. After using Kinward, this magic weapon crackles with energy dealing an extra 2d6 Lightning damage on a hit for 1 minute. Exalted The weapon’s bonus to attack and damage rolls increases to +3. Your Strength increases by 3, to a maximum of 22. Kinward’s bonus to AC increases to +5, its save DC increases to 16, and its Thunder damage increases to 3d8. Instead of dealing the extra Lightning damage after using Kinward, you can wreath this weapon in thunderous energy and push a target 5 feet away from you on hit for 1 minute.
When you create an artifact that gets stronger as the user levels up in D&D, you need the magic item to look as powerful as the PC feels.
@arcaneaffinity.bsky.social delivered on that when we collaborated to make Fenhime's Thunderhand! You can find the full supplement for it below for free!
Fit in there perfectly! Thank you again for working with us!
Now 5E and Pathfinder2E Compatible
We love #DnD and #Pathfinder2E!
Crazy opinion huh? We make all of our custom illustrated, weekly items, creatures, extras, and more ready for both systems. One sub, two great ways to play. That's how we run our Patreon. Support us to get more bash for your cash.
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Text: Frost Giant's Whisper, a magical instrument of rare rarity in Dungeons and Dragons 5th edition. This is a third party creation by Cloaks and Capes. Illustration: A woodwind instrument with a curve near the bottom where the mouth opens a bit wider. Mist is pouring from it. The flute is made of bone and is shattered in the middle, but a purple and blue colored ice has encased the middle portion of the flute, holding it together and keeping it functional.
Text: “This instrument was created from the bones of a fabled frost giant bard. It is forever encased in ice, regardless of how hot the temperature is. When played, it bellows out a cold, frozen mist along its music.” This magic item has 4 charges, it regains 1d4 charges daily at dawn. You can take a Magic action to expend a charge and discharge cold energy from this magic item in a 15 foot Cone. Any creature in the Cone must make a DC 14 Constitution saving throw or take 2d6 Cold damage and have the Restrained condition as they are encased in ice. On a successful save they take half damage. A creature Restrained by this device must use an Action to break themselves free, or another creature adjacent to them can use an Action to do so. Ice Wall. You can take a Magic action to expend up to 4 charges, creating a wall of ice on a solid surface within 15 feet of you. You form a flat surface made up of 10-foot-square panels, one for each expended charge. Each panel must be contiguous with another panel. If the wall cuts through a creature’s space when it appears, the creature is pushed to one side of the wall (you choose which side). The wall is 1 foot thick and lasts for an hour, unless destroyed. The wall is an object that can be damaged and thus breached. It has AC 12 and 30 Hit Points per 10-foot section, and it has Immunity to Cold, Poison, and Psychic damage and Vulnerability to Fire damage. Reducing a 10-foot section of wall to 0 Hit Points destroys it.
If you've ever played a bard, we want to hear about them!
Tell us about your bard D&D characters and if you haven't, what kind of signature instrument or performance style would you have?
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Plague Domain Page 1 For screen reader friendly PDF go here: https://www.patreon.com/posts/plague-domain-119785179?utm_medium=clipboard_copy&utm_source=copyLink&utm_campaign=postshare_creator&utm_content=join_link
Plague Domain Page 2 For screen reader friendly PDF go here: https://www.patreon.com/posts/plague-domain-119785179?utm_medium=clipboard_copy&utm_source=copyLink&utm_campaign=postshare_creator&utm_content=join_link
Masters of disease and decay this #homebrew #dnd domain gives you plenty of options to debuff your enemy and protect your allies 🧪
What type of character will you create?
We're working on some magical critters today on stream over at Twitch! Come drop in and say hi, tell us about your latest D&D or TTRPG adventures and sessions!
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Me and @butturdapple.bsky.social are going live for the next hour to talk about #CriticalRole Campaign 4!
Come join us. :)
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Picture of the top half of a Dungeons and Dragons Cleric subclass supplement from Cloaks & Capes. The Drowned Domain is a Cleric subclass for D&D that has a short introduction to the concept of the Domain, and an Illustration of a woman made of Coral. Text: “When the deep pulls you down, it doesn’t have to be the end. Even without breath, if you keep faith, you can find new life.” - Acronero of the Drowned Maidens Clerics who dedicate themselves to the Drowned Domain can manifest the myriad strengths and mysteries of the oceans, rivers, and lakes of the realms. They do so without any bias or discrimination, and like the waters of the seas, any mortal that finds themselves at the mercy of the waves are likely to be crushed. Followers of the Drowned Domain understand that all life ends, but in the depths, through the darkness, a new life can always be found. Gods and deities of the Drowned are more than just an avatar of the sea. The vast expanse of the depths and the power within them are a force of nature and the past deeds or affiliation of an individual means nothing if they are willing to put their faith in the sunken realm. Whether in death, or as a second chance at life, the Drowned offers the lost and wayward new purpose in the world. That may be to serve themselves, or to serve a greater calling beyond mortal comprehension. You get to decide what led your character to the water’s edge and whether they were still alive or not when they left it. What was it that called them to briny depths? What did they witness in the deep blue that inspires their faith? What reason do they walk the lands? Do they stay near the waters edge, or venture away from the sea and ocean knowing that any stream can bring them salvation? What does the water mean to them? Is it a place they covet and find peace in or simply where they know they will return once their journey ends?
The Drowned Domain Cleric, our 22nd D&D Subclass, is out!
Harness the power of the dark depths. Through your faith in what lay below the water's surface, your life and mission continue.
Find the Drowned Domain www.patreon.com/CloaksandCapes
Art by @butturdapple.bsky.social #DungeonsandDragons
Picture of the top half of a Dungeons and Dragons Cleric subclass supplement from Cloaks & Capes. The Drowned Domain is a Cleric subclass for D&D that has a short introduction to the concept of the Domain, and an Illustration of a woman made of Coral. Text: “When the deep pulls you down, it doesn’t have to be the end. Even without breath, if you keep faith, you can find new life.” - Acronero of the Drowned Maidens Clerics who dedicate themselves to the Drowned Domain can manifest the myriad strengths and mysteries of the oceans, rivers, and lakes of the realms. They do so without any bias or discrimination, and like the waters of the seas, any mortal that finds themselves at the mercy of the waves are likely to be crushed. Followers of the Drowned Domain understand that all life ends, but in the depths, through the darkness, a new life can always be found. Gods and deities of the Drowned are more than just an avatar of the sea. The vast expanse of the depths and the power within them are a force of nature and the past deeds or affiliation of an individual means nothing if they are willing to put their faith in the sunken realm. Whether in death, or as a second chance at life, the Drowned offers the lost and wayward new purpose in the world. That may be to serve themselves, or to serve a greater calling beyond mortal comprehension. You get to decide what led your character to the water’s edge and whether they were still alive or not when they left it. What was it that called them to briny depths? What did they witness in the deep blue that inspires their faith? What reason do they walk the lands? Do they stay near the waters edge, or venture away from the sea and ocean knowing that any stream can bring them salvation? What does the water mean to them? Is it a place they covet and find peace in or simply where they know they will return once their journey ends?
The Drowned Domain Cleric, our 22nd D&D Subclass, is out!
Harness the power of the dark depths. Through your faith in what lay below the water's surface, your life and mission continue.
Find the Drowned Domain www.patreon.com/CloaksandCapes
Art by @butturdapple.bsky.social #DungeonsandDragons
We're putting the final touches on the Drowned Domain Cleric and it will be out later today!
It haa 9 new spells inspired by water since D&D has a lack of them.
Follow us so you don't miss out and to check out our 7 free subclasses!
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Art by @butturdapple.bsky.social
Anywhere Bow Weapon (any bow or crossbow), artifact (requires attunement) “This mythical weapon has a history shrouded in mystery. Even the most learned wizards are baffled by the magic it holds and its ability to fuse the consciousness of the wielder to ordinary items. The structure of the weapon seems naturally occuring and not something made by the hands of mortals.” Interfusion. Using a Bonus Action, you can use the magic of this artifact to interfuse with an object that you can see within 30 feet (trees, rocks, furniture, etc.) In order to interfuse with something it must be considered a small, medium, or large object, that isn’t being worn or carried. If an object is destroyed or picked up, the interfusion ends. Interfusion lasts for one minute, unless you dismiss it as a free action. If you move more than 30 feet away from an interfused object, the effect ends. Dormant You gain a +1 bonus to attack and damage rolls made with this magic weapon, and you can interfuse with one object. When you hit with a ranged attack using this weapon, your interfused objects launch a magical arrow at your target if it is within 60 feet of them, dealing 1d6 force damage. You can only trigger this effect once per round. Deep Interfusion. As an action, you can interfuse with an object you can see within 60 feet and concentrate on it for 10 minutes. You can see and hear through this object with your own senses. During this time you are unable to use those senses with your body. Awakened You gain a +2 bonus to attack and damage rolls made with this magic weapon, and you can interfuse with two objects. You can make your ranged attacks through interfused objects using your attack and damage bonuses. Attacking through an object deals force damage. The object making the attack does not deal its additional damage, but other interfused objects do. As long as the object has line of sight on your target, you do not need to be able to see it. Exalted You gain a +3
Have you homebrewed an item into your Dungeons and Dragons campaign that was inspired by a video game?
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