ANIME INTO D&D: Homebrew Pack 1! a Ring of Fake Confidence, a Giant Toad, and some cat girls! The following homebrew pack contains fan-made materials shared with my patrons meant for private use. All image rights belong to the artist(s) of the work. Thank you. Anime Into D&D | by Blaine Simple
(DM Version) Ring of Bravery (Uncommon) Ring of Bravery (Uncommon) T A hese rings were popular with young folk for a time. The joke was that they could give you the courage to talk to other people, specifically your love interests. Oddly enough, many people had no idea the ring was fake, and actively believed in these "magical" properties. The large gem on the ring glows to heat and usually activates when the wearer is anxious. (Passive) Confidence Boost The wearer of this ring has advantage on charisma checks made against a target of whatever race and gender they're most attracted to. (Passive) Placebo Effect: Any creature that finds out the ring has no magical properties can no longer gain the 'Confidence Boost' effect from it. The ring also has no value to individuals that know this. small piece of parchment found with this item describes it as a 'Love Enhancing Ring'. With it, you can talk to your crush with confidence! When the ring's gem glows, it means the powers are at their peak. (Passive) Confidence Boost The wearer of this ring has advantage on charisma checks made against a target of whatever race and gender they're most attracted to. Art from Dark Souls 3: Dusk Crown Ring
Lore T hese gigantic toads are an invasive species created by a failed lab experiment on strength enhancer potions. The DNA of the toads had been altered, giving them enough strength to escape their confines and breed in the wild. Their newfound size and strength makes them hard to get rid of, and their magically enhanced bodies are resistant to spells. However, physical interaction with a toad reveals their skin and flesh to be incredibly fragile, making them easy to dispatch with well-built weaponry. Giant toads often attack farm animals and live in wide open plains due to their size and weaknesses. During dry and winter seasons they tend to stay underground, making them a threat every other season. Giant Toad Stupidly Huge beast, neutral Armor Class 12 Hit Points 80(8d12 + 8) Speed 30 ft., burrow 10 ft. STR DEX CON INT WIS CHA 14 (+2) 14 (+2) 12 (+1) 2 (-4) 10 (0) 3 (-4) Skills Stealth + 4, Perception + 2 Vulnerabilities Damage from metal weapons Senses Darkvision 30 ft., Passive Perception 10 Languages -- Challenge 2 (450 XP) Amphibious. The toad can breathe air and water. Standing Leap. The toad's long jump is up to 25 feet and its high jump is up to 15 feet, with or without a running start. Magic Resistance. The toad has advantage on saving throws against spells and other magical effects. Actions Bite. Melee Weapon Attack: +5 to hit, reach 5ft., one target. Hit 5 (1d6 + 2) piercing damage, and the target is grappled (escape DC 13). Until this grapple ends, the target is restrained, and the frog can't bite another target. Swallow. The toad makes one bite attack against a Small or smaller target it is grappling. If the attack hits, the target is swallowed, and the grapple ends. The swallowed target is blinded and restrained, it has total cover against attacks and other effects outside the toad, and it takes 7 (3d4) acid damage at the start of each of the toad's turns. The toad can have only one target swallowed at a time. If the toad dies, a swallowed creature is no longer restrained by it and can escape from the corpse using 5 feet of movement, exiting prone. Tongue. The toad targets one Medium or smaller creature that it can see within 20 feet of it. The target must make a DC 13 Strength saving throw. On a failed save, the target is pulled into an unoccupied space within 5 feet of the toad, and the toad can make a bite attack against it as a bonus action. Anime Referenced | Kono Subarashii Sekai ni Shukufuku wo!
Kemonomimi (The Animal Girl Race) l iterally meaning "animal ears", Kemonomimi are human-like characters with animal traits. Ears and tails are the most common diversifiers from humans, Because of this, kemonomimis can easily be mistaken for humans due to their similar appearance and naming patterns. Catgirls and catboys are the most common subrace, although rabbitgirls and doggirls, also exist. Age Kemonomimi mature fast both physically and emotionally, reaching young adulthood at age 10. They live to be around 80 years old. Alignment Kemonomimi tend toward chaotic alignments due to their lackadaisical attitudes. However, Kemonomimi who spend ample time with other races tend to pick up their ways of thinking, changing their alignment to be similar to the people around them. Size Your size is Medium. Most kemonomimis tend to be the same weight as humans Speed Your base walking speed is 30 feet. Darkvision You have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray. Helpless As an action you can attempt to act cute, helpless, or nonthreatening. By doing this you can cast the sanctuary spell on yourself using your charisma as the spellcasting modifier. This spell does not count as 'magic' when determining if it can be dispelled, nullified, or countered. Once you use this trait, you can’t do so again until you finish a short or long rest. Languages You can speak, read, and write Common. Subraces Although seemingly cosmetic, kemonomimi can vary drastically in type. The 3 major subraces are cats, rabbits, and dogs. Nekomimi (Cat Girls / Boys) These are humans with cat characteristics. Cute, lovable, and lazy. Ability Score Increase Your Dexterity score increases by 2, and your Charisma score increases by 1. Cat's Charisma Nekomimis get through life with the generosity of people around them. Non-hostile shopkeepers are always friendly towards you, and you can always get a discount off any item you purchase equal to your charisma score. For example, a 20 in your charisma would get you 20% off. Feline Sleep you gain inspiration points for resting longer than required. If a short rest lasts 2 hours or if a long rest lasts 12 hours, you gain an inspiration point. You can only gain inspiration from short rests once per long rest. Inspiration points can also still be gained the typical way if your DM allows. Art by Blaine Silver
Kemonomimi Race (Continued) Usagimimi (Rabbit Girls / Boys) These are humans with rabbit characteristics. They're highly perceptive with a set of strong legs. Ability Score Increase Your Dexterity score increases by 2, and your Wisdom score increases by 1. 360 degree sight Although completely unnoticeable, your eyes can refract images and allow you to see in any direction without moving your head. You also have advantage on any perception roll made with sight. Jump Your jump distance is tripled when determining how far you can go. Inumimi (Dog Girls / Boys) These are humans with dog characteristics. They have an impeccable sense of smell and direction. Ability Score Increase Your Strength score increases by 2, and your Wisdom score increases by 1. Tracking You can accurately follow tracks up to 300 hours old and up to 130 miles away. You also have advantage on any perception roll made with smell. Pursuit When you take the dash action on your turn, you can also attempt to grapple as a bonus action.