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A carefully poured pint of Wye Valley Brewery's Wholesome Stout next to its bottle. It claims to be dark and indulgent, and it's certainly dark. So I chose the pint glass with the D&D rogue symbology on it, because what's more dark and indulgent than shanking someone in the kidney in a dark township alley using Sneak Attack

A carefully poured pint of Wye Valley Brewery's Wholesome Stout next to its bottle. It claims to be dark and indulgent, and it's certainly dark. So I chose the pint glass with the D&D rogue symbology on it, because what's more dark and indulgent than shanking someone in the kidney in a dark township alley using Sneak Attack

I'm back on #Febrewary with this Wholesome Stout from Wye Valley Brewery. None of your namby-pamby US pale ales here ;) e.g. it certainly grabs your attention with the first sip! Usually if something says 'coffee notes' I am not convinced, but this one truly does. Very tasty!

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A pint of Coach house Gunpowder Cask Mild

A pint of Coach house Gunpowder Cask Mild

Enjoying a Coach House Gunpowder Cask Mild in the fab Irby Mill #RealAle #Febrewary #WetFebruary #Beer

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A pint of Bluebird XB bitter, an English Pale Ale from the Coniston Brewing co. poured from its bottle into a pint glass. The glass is etched with a picture of a barrel and a 'It Comes in Pints!' statement because: nerd. Behind is a box of Sainsbury's New Zealand lamb shanks.

A pint of Bluebird XB bitter, an English Pale Ale from the Coniston Brewing co. poured from its bottle into a pint glass. The glass is etched with a picture of a barrel and a 'It Comes in Pints!' statement because: nerd. Behind is a box of Sainsbury's New Zealand lamb shanks.

Combining #Febrewary with Waitangi Day for a NZ lamb shanks dinner along with a Bluebird XB English Pale Ale from the Coniston Brewing co. It's fine, I'd give it a 7/10 with a patriotic 10/10 for the lamb ;) (pale ales aren't my favourite style, so maybe it deserves more)

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#Canuary flew by… we’re well into #Febrewary already.
It’ll be #MarchToThePub before we know it.

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Think I have to say this is my first Marmalade Ale!

This month's special from awesome local brewery Peerless, in Birkenhead #realale #FeBrewary #WetFebruary

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A pint of ale sat next to the bottle from which it came. Cheddar Ales's "Potholer" golden ale. The pint glass bears an etching of The Prancing Pony, because nerd.

A pint of ale sat next to the bottle from which it came. Cheddar Ales's "Potholer" golden ale. The pint glass bears an etching of The Prancing Pony, because nerd.

Home from work & another one for #Febrewary. It's Cheddar Ales's 'Potholer'. Labels says 'zesty fruit flavours and a rounded, hoppy finish'. It's not bad, and the name is appropriate for a drive home on the roads totally devestated by the winter weather. 7/10 beer, 2/10 roads.

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A carefully poured pint of bottle conditioned ale - a bitter - from Ridgeway of Oxfordshire. The pint glass is etched with the pub markings of The Green Dragon because nerd.

A carefully poured pint of bottle conditioned ale - a bitter - from Ridgeway of Oxfordshire. The pint glass is etched with the pub markings of The Green Dragon because nerd.

Trying some new ales for #Febrewary. First up is a bitter from Ridgeway of Oxfordshire. The label on the back says 'brewed with whole leaf English hop varieties & not a trace of new world citrus.' Website says the hop variety is called Boadicea, so as an Iceni local I approve. Delicious. 8/10

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Egg-celent Endeavor
One of the Dorushi family chefs is planning on making a special omelet for Namake's birthday, but requires Lotangwa eggs. They would get them themselves, but it's breeding season and they're more aggressive than usual. 
- Location: Wavebreak
- TN 24 to sneak the eggs away without getting caught
- if they fail the Stealth Challenge, a Lotangwa attacks with Initiative

Egg-celent Endeavor One of the Dorushi family chefs is planning on making a special omelet for Namake's birthday, but requires Lotangwa eggs. They would get them themselves, but it's breeding season and they're more aggressive than usual. - Location: Wavebreak - TN 24 to sneak the eggs away without getting caught - if they fail the Stealth Challenge, a Lotangwa attacks with Initiative

Last post of #Febrewary! I'm proud I made it through the whole month, this is the most I've ever created, and definitely the most consistently I've posted anything. Thanks to everyone and we'll see you off with a little Wilderfeast Quest! Thanks @here-and-there-dnd.bsky.social for the fun prompts!

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27 - Large Friendly Creature
### Enshi
Resembling a cross between a giant salamander and a flying squirrel, Enshi are delightful companions to anyone brave enough to climb the cliffs where they make their home. Their hooked claws allow them to cling to the rock face, and the membrane that stretches between their front and hind legs allows them to glide gracefully upon the winds before dropping out of the sky to ambush their prey (mainly goats, but there have been reports of Enshi attacking horses and cows when desperate).

27 - Large Friendly Creature ### Enshi Resembling a cross between a giant salamander and a flying squirrel, Enshi are delightful companions to anyone brave enough to climb the cliffs where they make their home. Their hooked claws allow them to cling to the rock face, and the membrane that stretches between their front and hind legs allows them to glide gracefully upon the winds before dropping out of the sky to ambush their prey (mainly goats, but there have been reports of Enshi attacking horses and cows when desperate).

We had friends over tonight so I didn't have a ton of time to work on today's #Febrewary entry, but here it is: the Enshi, a large salamander/flying squirrel combo! Inspired by the Tobi-Kadachi from Monster Hunter, but more mountainous and less electric

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26 - Guild: the Ori Family
The Ori Family was one of the first families to establish Seika Village as an outpost of Gosen. Their skill at weaving is key for the safety and prosperity of the fishers who make use of their nets and sails, as well as the farmers who use their ropes and baskets to navigate the canopy and harvest the staple Seika Apples. 
Their current matriarch is Kagami, who takes a supporting role on the council.
They teach all who are willing to learn, and although the training is rigorous, the results are undeniable.

26 - Guild: the Ori Family The Ori Family was one of the first families to establish Seika Village as an outpost of Gosen. Their skill at weaving is key for the safety and prosperity of the fishers who make use of their nets and sails, as well as the farmers who use their ropes and baskets to navigate the canopy and harvest the staple Seika Apples. Their current matriarch is Kagami, who takes a supporting role on the council. They teach all who are willing to learn, and although the training is rigorous, the results are undeniable.

I can't deny, I'm running out of steam a little bit, but we're in the home stretch for #Febrewary!! Today's entry, Guild, is one of the founding families from my #Wilderfeast game.

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As much as I would love to continue working on #Febrewary... Today we said goodbye to a beloved pet... and I'm having trouble focusing in general.

Dnd can wait. I'm gonna relax and cuddle with my other dog and hope she understands.

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Choru Orchid Nectar
Choru orchids can be found only in the high canopies of the Houyou Valley's mangrove trees, and finding one in bloom is even rarer. The nectar from these blossoms is said not only to revitalize the most exhausted creatures, but it enhances their senses beyond compare as well.
Rare Ingredient
- Restore 10 Stamina
- Gain Keen Senses trait
- Gain Natural Reflexes trait
- Gain Regeneration Trait

Choru Orchid Nectar Choru orchids can be found only in the high canopies of the Houyou Valley's mangrove trees, and finding one in bloom is even rarer. The nectar from these blossoms is said not only to revitalize the most exhausted creatures, but it enhances their senses beyond compare as well. Rare Ingredient - Restore 10 Stamina - Gain Keen Senses trait - Gain Natural Reflexes trait - Gain Regeneration Trait

Squeaking in at the last minute tonight for today's #Febrewary entry: Rare Material. I created a Rare ingredient for Wilderfeast located in the region I've made for my home game!

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🏷️ #FeBREWary $ale Ends Friday🍺

mashnotebeercompany.etsy.com

#craftbeer #beercrafts #beerlovers #beer #beergifts #Guinness #StPatricksDay #partyideas #partygifts #gifts #givethegiftofbeer

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Page 1 of 2 - a homebrew creature for ttrpgs reading: Fire-fly

Tiny beast, unaligned

AC: 14
HP: 5d6+5 (23)
Speed: 15ft, 30ft fly

STR 6 (-2)
DEX 18 (+4)
CON 12 (+1)
INT 4 (-3)
WIS 8 (-1)
CHA 4 (-3)

Skills: acrobatics +6, stealth +6

Senses: darkvision 60ft, passive perception 11

Resistances: fire, radiant

Condition immunities: blinded


Flyby: attacks of opportunity against the firefly are at disadvantage

Trailing fire: when threatened, the firefly leaves a trail of fire. This fire trail is 5ft wide, and lasts for one minute. Stepping in or over the fire will incur a dex saving throw (dc14) taking 2d6 fire damage on a failure or half on a success.

Page 1 of 2 - a homebrew creature for ttrpgs reading: Fire-fly Tiny beast, unaligned AC: 14 HP: 5d6+5 (23) Speed: 15ft, 30ft fly STR 6 (-2) DEX 18 (+4) CON 12 (+1) INT 4 (-3) WIS 8 (-1) CHA 4 (-3) Skills: acrobatics +6, stealth +6 Senses: darkvision 60ft, passive perception 11 Resistances: fire, radiant Condition immunities: blinded Flyby: attacks of opportunity against the firefly are at disadvantage Trailing fire: when threatened, the firefly leaves a trail of fire. This fire trail is 5ft wide, and lasts for one minute. Stepping in or over the fire will incur a dex saving throw (dc14) taking 2d6 fire damage on a failure or half on a success.

page 2 of 2 continuation of the homebrew creature reading: Down in flames: when killed, it explodes, doing 2d6 radiant and 2d6 fire to everything in a 5ft radius. DC14 dex save for half damage.


Action: Flashing light - the firefly lights up, causing 4d6 radiant damage to anything within 5ft of it. DC14 dex save for half damage. Failing this save causes you to incur the blinded condition until the start of the firefly’s next turn.

Action: Sting - +6 to hit. 1d4+4 piercing damage and 2d6 fire damage.

page 2 of 2 continuation of the homebrew creature reading: Down in flames: when killed, it explodes, doing 2d6 radiant and 2d6 fire to everything in a 5ft radius. DC14 dex save for half damage. Action: Flashing light - the firefly lights up, causing 4d6 radiant damage to anything within 5ft of it. DC14 dex save for half damage. Failing this save causes you to incur the blinded condition until the start of the firefly’s next turn. Action: Sting - +6 to hit. 1d4+4 piercing damage and 2d6 fire damage.

Good morning! Inspired by @rexbrews.world's bugs, and my love of puns, I give you the Fire-Fly!

Dangerous enough on it's own, the the Fire-Fly rarely travels alone - watch out!

Sure to keep a party on their toes!

#homebrew #febrewary #ttrpg #dnd #5e #rpg #DM #DungeonsAndDragons #tabletoptuesday

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24 - Helpful NPC: Taylor Stone
Taylor worked at MSU for what seems like forever. They know the ins and outs of every design that's come across the production line for the past 40 years, and a decent bit about the ones that are coming out in the next 5. They were a part of every team at some point or another, and nearly everyone at the company owes Taylor something. That is, until the suits at the top decided to trim a little too much fat before one of their Quarterly Earnings calls. Everyone in Taylor's position was deemed "superfluous" and invited to apply for other, lower-paying positions. 
That was enough, and now Taylor's pissed. They may not have the joints to do anything about it themselves, but anyone in the Organization looking to take a bite out of MSU's profit margin has a well-connected friend.
- Loves to road trip
- Will talk your ear off about violets
- Favorite song is "Bad Romance" by Lady Gaga
- Left-handed 
- Won't talk to lawyers

24 - Helpful NPC: Taylor Stone Taylor worked at MSU for what seems like forever. They know the ins and outs of every design that's come across the production line for the past 40 years, and a decent bit about the ones that are coming out in the next 5. They were a part of every team at some point or another, and nearly everyone at the company owes Taylor something. That is, until the suits at the top decided to trim a little too much fat before one of their Quarterly Earnings calls. Everyone in Taylor's position was deemed "superfluous" and invited to apply for other, lower-paying positions. That was enough, and now Taylor's pissed. They may not have the joints to do anything about it themselves, but anyone in the Organization looking to take a bite out of MSU's profit margin has a well-connected friend. - Loves to road trip - Will talk your ear off about violets - Favorite song is "Bad Romance" by Lady Gaga - Left-handed - Won't talk to lawyers

Coming in for the home stretch of #Febrewary!
Today's entry is made for Reduce, Reuse, Revolt! For Helpful NPC

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Strangler Fig's Caress
Wrap yourself in a protective parasite. Fig bark grows from your flesh, protecting you from harm but draining your life to do so.
While in this form, you gain the following effects:
- +2 AC
- Resistance to nonmagical Bludgeoning, Slashing, and Piercing damage
- At the start of your turn while in this form, you take 1d4 piercing damage (not reduced) as the fig attempts to take root in your body

Strangler Fig's Caress Wrap yourself in a protective parasite. Fig bark grows from your flesh, protecting you from harm but draining your life to do so. While in this form, you gain the following effects: - +2 AC - Resistance to nonmagical Bludgeoning, Slashing, and Piercing damage - At the start of your turn while in this form, you take 1d4 piercing damage (not reduced) as the fig attempts to take root in your body

Almost forgot to post today! For #Febrewary' s Transformation Effect, I took inspiration from the Strangler Fig tree:

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Strangler Fig's Caress
Wrap yourself in a protective parasite. Fig bark grows from your flesh, protecting you from harm but draining your life to do so.
While in this form, you gain the following effects:
- +2 AC
- Resistance to nonmagical Bludgeoning, Slashing, and Piercing damage
- At the start of your turn while in this form, you take 1d4 piercing damage (not reduced) as the fig attempts to take root in your body

Strangler Fig's Caress Wrap yourself in a protective parasite. Fig bark grows from your flesh, protecting you from harm but draining your life to do so. While in this form, you gain the following effects: - +2 AC - Resistance to nonmagical Bludgeoning, Slashing, and Piercing damage - At the start of your turn while in this form, you take 1d4 piercing damage (not reduced) as the fig attempts to take root in your body

Almost forgot to post today! For #Febrewary' s Transformation Effect, I took inspiration from the Strangler Fig tree:

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Truthseeker's Ward
2nd-Level Divination
Casting Time: 1 minute (Ritual)
Range: 40' cube
Components: VSM (3 peony cuttings)
Duration: 1 hour (8 hours if ritual)

Ward a space to reveal liars and falsehoods. When someone in the warded area knowingly lies, they are magically marked with a symbol that only you can see. When a creature is marked, they may make a Wisdom save to know they have been marked. When cast as a ritual, the spell lasts for 8 hours, and if you cast the spell in the same place every day for 1 year, it becomes permanent.

Truthseeker's Ward 2nd-Level Divination Casting Time: 1 minute (Ritual) Range: 40' cube Components: VSM (3 peony cuttings) Duration: 1 hour (8 hours if ritual) Ward a space to reveal liars and falsehoods. When someone in the warded area knowingly lies, they are magically marked with a symbol that only you can see. When a creature is marked, they may make a Wisdom save to know they have been marked. When cast as a ritual, the spell lasts for 8 hours, and if you cast the spell in the same place every day for 1 year, it becomes permanent.

It's time for #Febrewary! Almost forgot to post today, but here's my Ritual Spell: Truthseeker's Ward

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21 - Magical Mount
The Vines that Connect Us
After proving their commitment to defending the Heart Tree, Eluril of the Barkthorn grants her warriors a measure of her power in the form of a necklace of vines. 
While wearing the necklace, you may use an action to summon a writhing carpet of vines in a 5' radius around you. These vines have a carrying capacity of 500lb and can carry up to 2 creatures in addition to you across the ground. When the vines are reduced to 0HP, they wither away, and you must spend 1 hour concentrating to be able to re-summon them. 

Armor Class: 12
Hit points: 30 (5d10+4)
Movement speed: 40'

STR: 14 (+2)
DEX: 18 (+4)
CON: 10 (+0)
INT: 8 (-1)
WIS: 12 (+12)
CHA: 4 (-3)

21 - Magical Mount The Vines that Connect Us After proving their commitment to defending the Heart Tree, Eluril of the Barkthorn grants her warriors a measure of her power in the form of a necklace of vines. While wearing the necklace, you may use an action to summon a writhing carpet of vines in a 5' radius around you. These vines have a carrying capacity of 500lb and can carry up to 2 creatures in addition to you across the ground. When the vines are reduced to 0HP, they wither away, and you must spend 1 hour concentrating to be able to re-summon them. Armor Class: 12 Hit points: 30 (5d10+4) Movement speed: 40' STR: 14 (+2) DEX: 18 (+4) CON: 10 (+0) INT: 8 (-1) WIS: 12 (+12) CHA: 4 (-3)

Entangling Grasp: You may use an action to cause the vines to uproot, grasping and entrapping those who would harm the forest. Each creature you choose within 10' of you must make a Dexterity Saving throw (DC13) or be restrained by vines. 

Unrestricted Growth: Once per day, you may use the vines to form a 5x25' bridge. While in this form, you may not use Entangling Grasp.

Entangling Grasp: You may use an action to cause the vines to uproot, grasping and entrapping those who would harm the forest. Each creature you choose within 10' of you must make a Dexterity Saving throw (DC13) or be restrained by vines. Unrestricted Growth: Once per day, you may use the vines to form a 5x25' bridge. While in this form, you may not use Entangling Grasp.

Happy Friday! A little late putting this one out, but here's today's #Febrewary entry for Magical Mount: The Vines that Connect Us

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Day 20 of #Febrewary is Terrain Hazard.

Claymore trees have potential to create deadly forests within the desserts. I wonder what kind of creatures could have evolved to eat their core?

#dnd #dnd5e #5e ##dungeonsanddragons #homebrew #content

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Snowcrust
When unseasonably warm temperatures hit cold and snowy areas, the top layer of snow melts and refreezes into brittle sheets of ice. Creatures who are light enough on their feet can skip across without too much trouble but those who take a more methodical approach to travel may find themselves suddenly falling through the ice, burying themselves in snow. 

Upon stepping out onto the ice, make a DC12 Dexterity (Acrobatics) check. On a success, creatures treat the area as difficult terrain. Upon failure, a creature breaks through the icy crust and is submerged in snow. They take 2d4 cold damage for every round they are submerged, and if they spend more than 3 rounds submerged, they gain Vulnerability to Cold damage for 1 hour, unless they replace or dry their clothes/armor.
DC15 Athletics or Acrobatics check to get out of the snow and back on to the ice.
Once the snow crust has been broken, the DC to traverse the area without becoming submerged in snow becomes 20.

Snowcrust When unseasonably warm temperatures hit cold and snowy areas, the top layer of snow melts and refreezes into brittle sheets of ice. Creatures who are light enough on their feet can skip across without too much trouble but those who take a more methodical approach to travel may find themselves suddenly falling through the ice, burying themselves in snow. Upon stepping out onto the ice, make a DC12 Dexterity (Acrobatics) check. On a success, creatures treat the area as difficult terrain. Upon failure, a creature breaks through the icy crust and is submerged in snow. They take 2d4 cold damage for every round they are submerged, and if they spend more than 3 rounds submerged, they gain Vulnerability to Cold damage for 1 hour, unless they replace or dry their clothes/armor. DC15 Athletics or Acrobatics check to get out of the snow and back on to the ice. Once the snow crust has been broken, the DC to traverse the area without becoming submerged in snow becomes 20.

Today's #Febrewary post is brought to you by one of our rescue cats Sophie. Last winter before we rescued her, we saw her walking across our snowy yard, and stumbling a bit when her paws would break through the ice that had formed on top of the snow 😭. Here's Snowcrust

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Day 19 of Febrewary is Feat.

I love playing sharpshooters. So I took the chance to create a way for a ranged attacker to deal some extra damage. And as a lover of rules, I love learning how to break them properly more.

#dnd #5e #dnd5e #dungeonsanddragons #febrewary #homebrew

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I'm so bad at this daily challenge thing. Here's another #Febrewary dump!

#dnd #dnd5e #5e #dungeonsanddragons

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Moon-Scented
While most creatures flourish in the daylight, you thrive by the light of the moon.
- +1 to Intelligence, Wisdom, or Charisma, to a maximum of 20.
- Every day at sunset, you gain 1d6 temporary hit points that last until sunrise. This bonus increases by 1d6 at levels 5, 11 and 17.
- You gain Darkvision to 60'. If you already have Darkvision, you gain an extra 30'.
- You can see when a creature is under the effects of a transformation effect, although it does not tell you what their original form is 
- If you spend 10 minutes meditating in the moonlight, you may cast the Moonbeam spell at 2nd level once that same night. This spell uses the stat increased by this feat for your Spell Save.

Moon-Scented While most creatures flourish in the daylight, you thrive by the light of the moon. - +1 to Intelligence, Wisdom, or Charisma, to a maximum of 20. - Every day at sunset, you gain 1d6 temporary hit points that last until sunrise. This bonus increases by 1d6 at levels 5, 11 and 17. - You gain Darkvision to 60'. If you already have Darkvision, you gain an extra 30'. - You can see when a creature is under the effects of a transformation effect, although it does not tell you what their original form is - If you spend 10 minutes meditating in the moonlight, you may cast the Moonbeam spell at 2nd level once that same night. This spell uses the stat increased by this feat for your Spell Save.

First day of being caught up, and what a Feat it is! Today's #Febrewary prompt is a Feat:

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in case you missed it! This weeks homebrew!

Specially built for rangers, rogues and dex based fighters! (and anyone else with a penchant for stabbing from a distance!)

#Dnd #5e #ttrpg #DungeonsAndDragons #DM #homebrew #febrewary

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Todays #HomeBrewsday shout-out, @here-and-there-dnd.bsky.social!

Look at these adorable flying eye sockets, I just wanna punch them!

Creatures, spells, magic items & more can be found at the tap of the "follow" button!

Also special shout-out for starting #Febrewary, which I need to catch up on..

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A pint of alcohol free Guinness

A pint of alcohol free Guinness

Just having a non alcoholic Guinness in one of my locals! Drunk a fair bit at the weekend but needed to get out for a few hours and it's good that I can do it without drinking all the time and still support pubs! #SaveOurPubs #FeBrewary

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an item for dnd or a ttrpg with a moss green background and gold corner accents that reads:

Puncturing Projectiles

Type: Ammo: arrows or bolts	

Rarity: Rare

Attunement: No

Description: These wickedly sharp arrows or bolts have exceptionally hard points, allowing them to penetrate with ease.

Use:

This ammo grants +1 to attack and damage rolls.

On attack, for every 5 points rolled above the targets AC, this ammo will hit an additional target in line behind the first. (Maximum, 3 targets total and targets must be in a straight line)

On a hit, this ammo does 1d8 piercing damage.

On a critical hit, this ammo is guaranteed to hit 3 targets in a line.

Upon impact, this ammo loses any magical properties.

an item for dnd or a ttrpg with a moss green background and gold corner accents that reads: Puncturing Projectiles Type: Ammo: arrows or bolts Rarity: Rare Attunement: No Description: These wickedly sharp arrows or bolts have exceptionally hard points, allowing them to penetrate with ease. Use: This ammo grants +1 to attack and damage rolls. On attack, for every 5 points rolled above the targets AC, this ammo will hit an additional target in line behind the first. (Maximum, 3 targets total and targets must be in a straight line) On a hit, this ammo does 1d8 piercing damage. On a critical hit, this ammo is guaranteed to hit 3 targets in a line. Upon impact, this ammo loses any magical properties.

Good morning, you lovely folks! Another installment of #homebrew for you all!

This time a little something for all you ranged non-spellcasters!

I'm planning on cycling, week to week so as to not have all one type of item!

Let me know what you think!

#Febrewary #dnd #5e #ttrpg #DM #create

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Curse of the Astral Research Hall
Inspired by The Old Hunters DLC for Bloodborne.
Plip. Plop.
It starts as a drip, just at the edge of your hearing. Nearly imperceptible - you only notice it in the quiet moments as you lie awake, waiting for sleep to come.
Plip. Plop. Plip. Plop.
The sound is harder to ignore now. You can hear it during the day, but still only when conversation lulls. A steady droplet that, given enough time, will erode your mind as a stream does a boulder. 
Plip. Plop. Splish. Splash.
Just when you think you've gotten used to the incessant dripping, now audible even while others are addressing you, it changes. No longer a drip, the sound becomes a splash, as if a child were playing in the rain. What could be in your head that fills it so?
Splish. Splash. Splish. Splash.
You have to know what's in there. Your head is full, and the pressure mounts. There can't be any more room for more water. And yet it fills your every waking moment as it fills your skull, unceasing. There must be a way to let it out, to drain the fluid that's been building up all this time. 
Silence
At last, you know peace again. After letting the fluids drain, you're finally able to hear what the voice has been telling you this whole time, hidden behind the drips, drops, splishes and splashes. It's been telling you how to ascend, it's all so clear. You just need to lie down and rest, then you'll be able to take the next step.

Curse of the Astral Research Hall Inspired by The Old Hunters DLC for Bloodborne. Plip. Plop. It starts as a drip, just at the edge of your hearing. Nearly imperceptible - you only notice it in the quiet moments as you lie awake, waiting for sleep to come. Plip. Plop. Plip. Plop. The sound is harder to ignore now. You can hear it during the day, but still only when conversation lulls. A steady droplet that, given enough time, will erode your mind as a stream does a boulder. Plip. Plop. Splish. Splash. Just when you think you've gotten used to the incessant dripping, now audible even while others are addressing you, it changes. No longer a drip, the sound becomes a splash, as if a child were playing in the rain. What could be in your head that fills it so? Splish. Splash. Splish. Splash. You have to know what's in there. Your head is full, and the pressure mounts. There can't be any more room for more water. And yet it fills your every waking moment as it fills your skull, unceasing. There must be a way to let it out, to drain the fluid that's been building up all this time. Silence At last, you know peace again. After letting the fluids drain, you're finally able to hear what the voice has been telling you this whole time, hidden behind the drips, drops, splishes and splashes. It's been telling you how to ascend, it's all so clear. You just need to lie down and rest, then you'll be able to take the next step.

Mechanics:
Each stage lasts 15 days, minus your Wisdom modifier. 
Stage 1: Plip. Plop. 
- No effects.
Stage 2: Plip. Plop. Plip. Plop.
- You have disadvantage on Saving Throws to maintain concentration.
Stage 3: Plip. Plop. Splish. Splash.
- You have a constant headache. In addition to the previous effects, you also have disadvantage on Perception checks that rely on hearing. Long rests no longer remove levels of Exhaustion.
Stage 4: Splish. Splash. Splish. Splash. 
- You feel unbearable pressure building in your head. In addition to the previous effects, you now suffer disadvantage on Constitution Saving Throws. At the end of every short or long rest, you are compelled to smash your head into a solid object. Make a DC15 Wisdom Saving throw to avoid taking 2d6 Bludgeoning damage.
Stage 5: Silence
- After failing the Wisdom save 5 times, all previous effects stop. You feel giddy and lightheaded, if a little tired. When you next fall asleep, you are transformed into a Gray Ooze, while you keep all of your Mental statistics.

Mechanics: Each stage lasts 15 days, minus your Wisdom modifier. Stage 1: Plip. Plop. - No effects. Stage 2: Plip. Plop. Plip. Plop. - You have disadvantage on Saving Throws to maintain concentration. Stage 3: Plip. Plop. Splish. Splash. - You have a constant headache. In addition to the previous effects, you also have disadvantage on Perception checks that rely on hearing. Long rests no longer remove levels of Exhaustion. Stage 4: Splish. Splash. Splish. Splash. - You feel unbearable pressure building in your head. In addition to the previous effects, you now suffer disadvantage on Constitution Saving Throws. At the end of every short or long rest, you are compelled to smash your head into a solid object. Make a DC15 Wisdom Saving throw to avoid taking 2d6 Bludgeoning damage. Stage 5: Silence - After failing the Wisdom save 5 times, all previous effects stop. You feel giddy and lightheaded, if a little tired. When you next fall asleep, you are transformed into a Gray Ooze, while you keep all of your Mental statistics.

Happy Chilly Tuesday, and another day of #Febrewary! Now that I'm all caught up, there's only gonna be one of these per day, which honestly I'm kinda sad about. Anyway, here's my Curse of the Astral Research Hall

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Wall of Mirrors
6th-level Conjuration
Conjure a 60' long, 10' high, 5' thick wall made of mirror shards. The wall is lightly obscured. Creatures in the space when the wall appears and creatures who enter the wall's space or end their turn there take 7d8 slashing damage, halved on a successful Dex save.
Creatures who cast a spell up to 6th level targeting a creature on the other side of the wall must make a Saving throw with their primary spellcasting ability; the DC is equal to 20 minus the spell's level (e.g. casting a 1st-level spell would have a DC19, casting a 6th level would be DC14). If they fail, the spell is redirected towards the caster.
At Higher Levels: the wall can reflect spells up to the level this spell is cast at.

Wall of Mirrors 6th-level Conjuration Conjure a 60' long, 10' high, 5' thick wall made of mirror shards. The wall is lightly obscured. Creatures in the space when the wall appears and creatures who enter the wall's space or end their turn there take 7d8 slashing damage, halved on a successful Dex save. Creatures who cast a spell up to 6th level targeting a creature on the other side of the wall must make a Saving throw with their primary spellcasting ability; the DC is equal to 20 minus the spell's level (e.g. casting a 1st-level spell would have a DC19, casting a 6th level would be DC14). If they fail, the spell is redirected towards the caster. At Higher Levels: the wall can reflect spells up to the level this spell is cast at.

I am officially caught up!! Here's today's #Febrewary entry for High-Level Spell: Wall of Mirrors

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