Amechra
2015-01-06, 12:24 PM
Essentially, these are a rough equivalent of Savage Progressions from 3.5, except they are in nice, compact Subclass form. These aren't intended to make you exactly like the monsters (since monsters are balanced way differently than PCs), but should give you a lot of the flavor, as well as some nice, unique abilities.
So here's an example:
Ghost-Blooded (Sorcerous Origin, Ghost)
Some people are blessed by death; whether they had a narrow scrape when they were a child, their mother was possessed by a Ghost while they were in the womb, or they have died and come back, they are forever marked by their half-dead nature.
Dead Heritage
At 1st level, you gain the Undead Nature trait; you may be turned as if you were Undead, but may not be destroyed by failing your save against Turn Undead. You also learn the Chill Touch cantrip.
Walk Through Flesh
Also at 1st level, you may move through creatures as if they were difficult terrain, your body briefly becoming a chill mist that passes through flesh like a biting wind. You may also see up to 20ft, plus 20ft x the highest spell level you can cast, into the Ethereal plane while on the Material Plane, and vice-versa.
Ghostly Nature
At 6th level, you may use Walk Through Flesh to move through objects as if they were difficult terrain; ending your turn inside an object causes you to take 1d10 force damage. You also gain immunity to your choice of the charmed or frightened conditions.
Ethereal Mastery
At 14th level, you must replace one of your spells known with Etherealness if you do not already know it. You also are immune to both the charmed and frightened conditions, and may use the Possession action of a Ghost.
Horrific Visage
At 18th level, you may reveal the mark of your near (or actual) death for the world to see, a nauseating spectacle of rotten flesh and bloated viscera. As an action, you may spend 5 Sorcery points to reveal your horrifying rotten visage, horrifying those that can see you clearly. For the next minute, or until you lose your concentration, each hostile non-Undead creature that starts their turn inside 60' must succeed on a Wisdom saving throw or be frightened until the aura ends.
Any creature that fails a saving throw also ages 5 years; any creature that succeeds on their save is immune to your Horrific Visage for the next 24 hours.
Thoughts?
So here's an example:
Ghost-Blooded (Sorcerous Origin, Ghost)
Some people are blessed by death; whether they had a narrow scrape when they were a child, their mother was possessed by a Ghost while they were in the womb, or they have died and come back, they are forever marked by their half-dead nature.
Dead Heritage
At 1st level, you gain the Undead Nature trait; you may be turned as if you were Undead, but may not be destroyed by failing your save against Turn Undead. You also learn the Chill Touch cantrip.
Walk Through Flesh
Also at 1st level, you may move through creatures as if they were difficult terrain, your body briefly becoming a chill mist that passes through flesh like a biting wind. You may also see up to 20ft, plus 20ft x the highest spell level you can cast, into the Ethereal plane while on the Material Plane, and vice-versa.
Ghostly Nature
At 6th level, you may use Walk Through Flesh to move through objects as if they were difficult terrain; ending your turn inside an object causes you to take 1d10 force damage. You also gain immunity to your choice of the charmed or frightened conditions.
Ethereal Mastery
At 14th level, you must replace one of your spells known with Etherealness if you do not already know it. You also are immune to both the charmed and frightened conditions, and may use the Possession action of a Ghost.
Horrific Visage
At 18th level, you may reveal the mark of your near (or actual) death for the world to see, a nauseating spectacle of rotten flesh and bloated viscera. As an action, you may spend 5 Sorcery points to reveal your horrifying rotten visage, horrifying those that can see you clearly. For the next minute, or until you lose your concentration, each hostile non-Undead creature that starts their turn inside 60' must succeed on a Wisdom saving throw or be frightened until the aura ends.
Any creature that fails a saving throw also ages 5 years; any creature that succeeds on their save is immune to your Horrific Visage for the next 24 hours.
Thoughts?