JNAProductions
2018-03-27, 11:06 PM
The idea is to, in the following posts, make a series of classes designed specifically for use with Gestalt. These classes will, of course, be Undead-themed, as in you'll be playing Zamboes or Skellymen or whatnot. First up, Zamboes!
HIT POINTS
Hit Dice: d12
Hit Points at 1st Level: 12+Con Mod
Hit Points at Higher Levels: 1d12 (7)+Con Mod
PROFICIENCIES
Armor: None
Weapons: None
Tools: None
Saving Throws: Constitution
Skills: Athletics
Zombie
Level
Proficiency Bonus
Features
1st
+2
Racial Features
2nd
+2
Undead Fortitude
3rd
+2
Zombie Archetype
4th
+2
Ability Score Improvement
5th
+3
Bludgeoning Blows
6th
+3
Archetype Feature
7th
+3
Deadened Senses
8th
+3
Ability Score Improvement
9th
+4
Improved Undead Fortitude
10th
+4
Archetype Feature
11th
+4
Improved Bludgeoning Blows
12th
+4
Ability Score Improvement
13th
+5
Improved Deadened Senses
14th
+5
Archetype Feature
15th
+5
Master Undead Fortitude
16th
+5
Ability Score Improvement
17th
+6
Master Bludgeoning Blows
18th
+6
Body Of Flesh, Mind Of Steel
19th
+6
Ability Score Improvement
20th
+6
Archetype Feature
Racial Features-As a Zombie, you gain the following racial traits in place of your ordinary racial traits.
-Immunity to Poison damage, the Poisoned condition, and most non-magical diseases.
-Darkvision 60'.
-25' Move Speed, but never slowed by heavy armor or heavy loads.
-Constitution +2 and Strength +2.
Undead Fortitude-When you would be knocked to 0 HP or less, starting at level two, make a Con save, with a DC equal to 5+the damage taken. On a success, you drop to 1 HP instead. This cannot be taken against Critical Hits or Radiant damage.
Zombie Archetype-Choose whether to be a Rotting Corpse or a Blood Hulk at level three.
Ability Score Improvement-At the usual levels, and the usual deal.
Bludgeoning Blows-At level five, you deal an extra die of damage with all weapon attacks you make, as your lumbering strength propels them forward.
Deadened Senses-At level seven, you gain advantage on Concentration saving throws.
Improved Undead Fortitude-At level nine, the DC for Undead Fortitude is now simply equal to the damage taken.
Improved Bludgeoning Blows-At level eleven, you add your proficiency bonus to all weapon damage you deal.
Improved Deadened Senses-At level thirteen, you reduce the save DC of Concentration saves by your proficiency modifier, to a minimum of 0.
Master Undead Fortitude-At level fifteen, you may now take Undead Fortitude saves against Radiant damage and Critical Hits.
Master Bludgeoning Blows-At level seventeen, you deal two extra dice of damage with Bludgeoning blows, rather than one.
Body Of Flesh, Mind Of Steel-At level eighteen, gain proficiency in any one mental save of your choice.
Rotting Projectiles-At level three, you gain the ability to hurl gobs of your own rotting flesh at foes. This deals 1 bludgeoning damage and 1d6 poison damage with a range of 30'/120', but you may spend a hit die to increase the damage to 1d6 and 1d12 respectively.
Filth And Fever-At level six, you may, once per short rest, attempt to poison all in a 15' burst centered on yourself. As an action, let out a burst of gaseous filth, and all creatures within the area must make a DC 8+Proficiency modifier+Constitution modifier Constitution save or be poisoned for one minute. They may repeat the save at the end of each of their turns.
Improved Rotting Projectiles-At level ten, you may now spend up to three hit dice on Rotting Projectiles. At two hit dice, it deals 1d12 and 2d12 damage, and at three, it deals 2d12 and 4d12 damage.
Improved Filth And Fever-At level fourteen, your Filth and Fever burst has a 30' radius, and it may be done up to three times between short rests.
Rot Incarnate-At level twenty, you have become rot. You may bypass immunity to the poisoned condition on all your abilities and immunity to poison damage (though they do gain advantage on saves and resistance to damage, respectively), treat resistance to poison as nothing, and maximize all poison damage you deal.
Bloody Giant-You may, at level three, treat yourself as being one size category larger whenever it's convenient for you, such as when attempting to grapple a normally oversized foe.
Vigor Of Blood-At level six, you gain six extra HP. For each additional level you take in Zombie, you gain one extra HP.
Coursing Blood-At level ten, blood courses through your deathly veins, giving you a semblance of life. You may treat yourself as being alive (usually humanoid, in this case) when it's convenient for you, such as when being affected by a Cure Wounds spell.
Enlarged-At level fourteen, you may shift between your normal form and being under a non-magical Enlarge effect as a bonus action. The Enlargement has no duration-it simply lasts until you use another bonus action to resume your normal size.
Blood Power-At level twenty, you may spend five hit dice to regain one use of an expended special ability. This includes, but is not limited to, spell slots of 5th level or lower, Action Surge, Rage, or similar features.
HIT POINTS
Hit Dice: d10
Hit Points at 1st Level: 10+Con Mod
Hit Points at Higher Levels: 1d10 (6)+Con Mod
PROFICIENCIES
Armor: Light
Weapons: Simple
Tools: None
Saving Throws: Dexterity
Skills: Sleight of Hand
Skeleton
Level
Proficiency Bonus
Features
1st
+2
Racial Features
2nd
+2
Undead Fortitude
3rd
+2
Skeleton Archetype
4th
+2
Ability Score Improvement
5th
+3
Extra Attack
6th
+3
Archetype Feature
7th
+3
Battle Bones
8th
+3
Ability Score Improvement
9th
+4
Danse Macabre
10th
+4
Archetype Feature
11th
+4
Quick Strike
12th
+4
Ability Score Improvement
13th
+5
Improved Battle Bones
14th
+5
Archetype Feature
15th
+5
Improved Danse Macabre
16th
+5
Ability Score Improvement
17th
+6
Improved Quick Strike
18th
+6
Master Battle Bones
19th
+6
Ability Score Improvement
20th
+6
Archetype Feature
Racial Features-As a Skeleton, you gain the following racial traits in place of your ordinary racial traits.
-Immunity to Poison damage, the Poisoned condition, and most non-magical diseases.
-Darkvision 60'.
-30' Move Speed.
-Dexterity +2 and any two mental stats +1.
Undead Fortitude-When you would be knocked to 0 HP or less, starting at level two, make a Con save, with a DC equal to 5+the damage taken. On a success, you drop to 1 HP instead. This cannot be taken against Critical Hits or Radiant damage.
Skeleton Archetype-At level three, you must choose to be a Skeletal Abomination or a Skeletal Champion.
Ability Score Improvements-Usual levels, usual deal.
Extra Attack-Level five, usual deal.
Battle Bones-At level seven, you gain the ability to inure your bones against common elements. Pick any type of damage other than Radiant, Bludgeoning, Piercing, or Slashing. You have resistance to that type of damage. You may change what type you resist at the end of any rest.
Danse Macabre-At level nine, you can do the dance of the dead. As an action, you may attempt to charm a single creature within 60'. They make a Charisma save opposed by your Charisma check. On a fail, they are charmed for as long as you dance as an action on each of your turns. In addition, as a bonus action, you can force them to either move their speed as a reaction, or make a single weapon attack as an action. The charmed creature may make a Charisma save on their turns as an action to break the effects.
Quick Strike-At level eleven, you may make a single attack as a bonus action.
Improved Battle Bones-At level thirteen, you may either pick two of the former damage types to resist, or resist Bludgeoning, Piercing, or Slashing damage.
Improved Danse Macabre-At level fifteen, you may have your Danse Macabre apply to all creatures of your choice within 30', rather than one within 60'.
Improved Quick Strike-At level seventeen, if you use your action to attack and your bonus action to attack with Quick Strike, you may make a single extra attack at any point on your turn.
Master Battle Bones-At level eighteen, you may pick three of the original damage types to resist, two from Bludgeoning, Piercing, and Slashing, or just Radiant damage to resist.
Abominable Form-At level three, you gain one of the following options:
-Extra Limbs-Two extra limbs, with hands!
-Tauric Form-Gain a tauric body. 40' move speed, but count as one size larger for squeezing purposes.
-Bone Tentacles-Gain one bone tentacle, which is basically an arm with a 10' reach.
Abominable Demise-At level six, you simply refuse to die. Once per long rest, when you fail an Undead Fortitude save, you may choose to pass it instead.
Additional Form-At level ten, choose one additional option from the Abominable Form options.
Frightens Small Children-At level fourteen, you may attempt to frighten a creature as an action. Pick a target within 120' that can see or hear you-they must make a Wisdom saving throw contested by your Charisma check. On a success, they are Frightened of you for one minute, or until they make another save at the end of their turn (with disadvantage if they can see you).
Abominable Strength-At level twenty, you gain +2 to all physical stats (current and max, to a maximum of 30).
Gladiator Of Bones-At level three, you gain proficiency in all weapons and armor. In addition, you gain Expertise in one skill of your choice that you are already proficient in, or gain proficiency in one new skill.
Leader Of Bones-At level six, you may Help another person as a bonus action.
General Of Bones-At level ten, allies within 30' that can see or hear you add your Intelligence modifier to their damage rolls.
Master Of Bones-At level fourteen, gain Expertise in two more skills of your choice that you are already proficient in, or gain proficiency in two new skills.
Champion-At level twenty, gain +2 to all mental stats (current and max, to a maximum of 30).
HIT POINTS
Hit Dice: d10
Hit Points at 1st Level: 10+Con Mod
Hit Points at Higher Levels: 1d10 (6)+Con Mod
PROFICIENCIES
Armor: None
Weapons: Natural Weapons
Tools: Gourmand's Tools
Saving Throws: Constitution
Skills: Athletics
Ghoul
Level
Proficiency Bonus
Features
1st
+2
Racial Features
2nd
+2
Undead Fortitude
3rd
+2
Ghoul Archetype
4th
+2
Ability Score Improvement
5th
+3
Improved Bite
6th
+3
Archetype Feature
7th
+3
Nauseating Stench
8th
+3
Ability Score Improvement
9th
+4
Tireless Hunter
10th
+4
Archetype Feature
11th
+4
Swallow Whole
12th
+4
Ability Score Improvement
13th
+5
Improved Nauseating Stench
14th
+5
Archetype Feature
15th
+5
Improved Tireless Hunter
16th
+5
Ability Score Improvement
17th
+6
Master Bite
18th
+6
Master Nauseating Stench
19th
+6
Ability Score Improvement
20th
+6
Archetype Feature
Racial Features-As a Ghoul, you gain the following racial traits in place of your ordinary racial traits.
-Immunity to Poison damage, the Poisoned condition, and most non-magical diseases.
-Darkvision 60'.
-30' move speed.
-A natural bite attack, which is light, finesse, deals 1d6 piercing damage, and gives THP equal to the damage dealt whenever used.
-Strength +2 and Dexterity +1.
Undead Fortitude-When you would be knocked to 0 HP or less, starting at level two, make a Con save, with a DC equal to 5+the damage taken. On a success, you drop to 1 HP instead. This cannot be taken against Critical Hits or Radiant damage.
Ghoulish Archetype-At level three, choose to be a Gourmand or a Ghast.
Ability Score Improvement-Usual levels, usual deal.
Improved Bite-At level five, your bite improves to 1d10 damage, and deals either piercing or necrotic damage, your choice.
Nauseating Stench-At level seven, your stench becomes overpowering. All creatures within 5' must make a Constitution save, with a DC of 8+your Con mod+your proficiency bonus. On a failure, they are poisoned for so long as they remain in the area, and for one round thereafter.
Tireless Hunter-At level nine, you gain advantage on saves against exhaustion, and treat your exhaustion as one level lower than it actually is (to a minimum of zero).
Swallow Whole-At level eleven, you can distend your jaw unnaturally wide to swallow creatures whole. You can, as an action, make a bite attack. This attack deals double damage, and should that damage drop the opponent to zero HP, you swallow them in an instant, regardless of size. The swallowed creature's body is destroyed, and you regain hit points equal to its CR squared.
Improved Nauseating Stench-At level thirteen, your stench extends to 15'. Creatures within 5' have disadvantage on their saves.
Improved Tireless Hunter-At level fifteen, you treat your exhaustion as two levels lower, rather than one.
Master Bite-At level seventeen, your bite improves to 2d6 damage, and you may add your proficiency bonus to damage dealt with it.
Master Nauseating Stench-At level eighteen, your stench extends to 30'.
Delicious Meals-At level three, you become able to cook up tasty meals! During a short rest, if you have access to food, a number of allies equal to your proficiency bonus (as well as yourself) may regain an additional 1d6 HP per hit die spent.
Marked For Later-At level six, you can mark a piece of meat or other culinary delight for later. You may cast Hunter's Mark as a third-level spell once per short rest.
Improved Mealtime-At level ten, your meals now simply double the value of any hit dice spent.
Improved Marking-At level fourteen, you can now also cast Hex as a third-level spell once per long rest. You are able to maintain concentration on both spells at once, as well as switch them with the same bonus action. However, they must always target the same creature.
Master Gourmand-At level twenty, your mealmaking knows no bounds. You can cast Heroes Feast once per long rest, Goodberry proficiency modifier times per short rest, and Create Food And Water at-will.
Brutal Cunning-At level three, you may choose to apply your Intelligence bonus to your Athletics modifier, rather than Strength.
Ghoul Superior-At level six, you are a superior specimen of ghouldom. Your bite becomes treated as a magic weapon, dealing +1 damage and +1 to attack rolls.
Stronger And Smarter Than Others-At level ten, you may, once per short rest, apply any stat modifier to a given check.
Cunning, Yet Brutal-At level fourteen, you can add your Intelligence modifier to all damage rolls.
Ghast Superior-At level twenty, you gain +2 to the current and maximum (to a max of 30) to any two stats of your choice.
HIT POINTS
Hit Dice: d12
Hit Points at 1st Level: 12+Con Mod
Hit Points at Higher Levels: 1d12 (7)+Con Mod
PROFICIENCIES
Armor: None
Weapons: None
Tools: None
Saving Throws: Constitution
Skills: Athletics
Zombie
Level
Proficiency Bonus
Features
1st
+2
Racial Features
2nd
+2
Undead Fortitude
3rd
+2
Zombie Archetype
4th
+2
Ability Score Improvement
5th
+3
Bludgeoning Blows
6th
+3
Archetype Feature
7th
+3
Deadened Senses
8th
+3
Ability Score Improvement
9th
+4
Improved Undead Fortitude
10th
+4
Archetype Feature
11th
+4
Improved Bludgeoning Blows
12th
+4
Ability Score Improvement
13th
+5
Improved Deadened Senses
14th
+5
Archetype Feature
15th
+5
Master Undead Fortitude
16th
+5
Ability Score Improvement
17th
+6
Master Bludgeoning Blows
18th
+6
Body Of Flesh, Mind Of Steel
19th
+6
Ability Score Improvement
20th
+6
Archetype Feature
Racial Features-As a Zombie, you gain the following racial traits in place of your ordinary racial traits.
-Immunity to Poison damage, the Poisoned condition, and most non-magical diseases.
-Darkvision 60'.
-25' Move Speed, but never slowed by heavy armor or heavy loads.
-Constitution +2 and Strength +2.
Undead Fortitude-When you would be knocked to 0 HP or less, starting at level two, make a Con save, with a DC equal to 5+the damage taken. On a success, you drop to 1 HP instead. This cannot be taken against Critical Hits or Radiant damage.
Zombie Archetype-Choose whether to be a Rotting Corpse or a Blood Hulk at level three.
Ability Score Improvement-At the usual levels, and the usual deal.
Bludgeoning Blows-At level five, you deal an extra die of damage with all weapon attacks you make, as your lumbering strength propels them forward.
Deadened Senses-At level seven, you gain advantage on Concentration saving throws.
Improved Undead Fortitude-At level nine, the DC for Undead Fortitude is now simply equal to the damage taken.
Improved Bludgeoning Blows-At level eleven, you add your proficiency bonus to all weapon damage you deal.
Improved Deadened Senses-At level thirteen, you reduce the save DC of Concentration saves by your proficiency modifier, to a minimum of 0.
Master Undead Fortitude-At level fifteen, you may now take Undead Fortitude saves against Radiant damage and Critical Hits.
Master Bludgeoning Blows-At level seventeen, you deal two extra dice of damage with Bludgeoning blows, rather than one.
Body Of Flesh, Mind Of Steel-At level eighteen, gain proficiency in any one mental save of your choice.
Rotting Projectiles-At level three, you gain the ability to hurl gobs of your own rotting flesh at foes. This deals 1 bludgeoning damage and 1d6 poison damage with a range of 30'/120', but you may spend a hit die to increase the damage to 1d6 and 1d12 respectively.
Filth And Fever-At level six, you may, once per short rest, attempt to poison all in a 15' burst centered on yourself. As an action, let out a burst of gaseous filth, and all creatures within the area must make a DC 8+Proficiency modifier+Constitution modifier Constitution save or be poisoned for one minute. They may repeat the save at the end of each of their turns.
Improved Rotting Projectiles-At level ten, you may now spend up to three hit dice on Rotting Projectiles. At two hit dice, it deals 1d12 and 2d12 damage, and at three, it deals 2d12 and 4d12 damage.
Improved Filth And Fever-At level fourteen, your Filth and Fever burst has a 30' radius, and it may be done up to three times between short rests.
Rot Incarnate-At level twenty, you have become rot. You may bypass immunity to the poisoned condition on all your abilities and immunity to poison damage (though they do gain advantage on saves and resistance to damage, respectively), treat resistance to poison as nothing, and maximize all poison damage you deal.
Bloody Giant-You may, at level three, treat yourself as being one size category larger whenever it's convenient for you, such as when attempting to grapple a normally oversized foe.
Vigor Of Blood-At level six, you gain six extra HP. For each additional level you take in Zombie, you gain one extra HP.
Coursing Blood-At level ten, blood courses through your deathly veins, giving you a semblance of life. You may treat yourself as being alive (usually humanoid, in this case) when it's convenient for you, such as when being affected by a Cure Wounds spell.
Enlarged-At level fourteen, you may shift between your normal form and being under a non-magical Enlarge effect as a bonus action. The Enlargement has no duration-it simply lasts until you use another bonus action to resume your normal size.
Blood Power-At level twenty, you may spend five hit dice to regain one use of an expended special ability. This includes, but is not limited to, spell slots of 5th level or lower, Action Surge, Rage, or similar features.
HIT POINTS
Hit Dice: d10
Hit Points at 1st Level: 10+Con Mod
Hit Points at Higher Levels: 1d10 (6)+Con Mod
PROFICIENCIES
Armor: Light
Weapons: Simple
Tools: None
Saving Throws: Dexterity
Skills: Sleight of Hand
Skeleton
Level
Proficiency Bonus
Features
1st
+2
Racial Features
2nd
+2
Undead Fortitude
3rd
+2
Skeleton Archetype
4th
+2
Ability Score Improvement
5th
+3
Extra Attack
6th
+3
Archetype Feature
7th
+3
Battle Bones
8th
+3
Ability Score Improvement
9th
+4
Danse Macabre
10th
+4
Archetype Feature
11th
+4
Quick Strike
12th
+4
Ability Score Improvement
13th
+5
Improved Battle Bones
14th
+5
Archetype Feature
15th
+5
Improved Danse Macabre
16th
+5
Ability Score Improvement
17th
+6
Improved Quick Strike
18th
+6
Master Battle Bones
19th
+6
Ability Score Improvement
20th
+6
Archetype Feature
Racial Features-As a Skeleton, you gain the following racial traits in place of your ordinary racial traits.
-Immunity to Poison damage, the Poisoned condition, and most non-magical diseases.
-Darkvision 60'.
-30' Move Speed.
-Dexterity +2 and any two mental stats +1.
Undead Fortitude-When you would be knocked to 0 HP or less, starting at level two, make a Con save, with a DC equal to 5+the damage taken. On a success, you drop to 1 HP instead. This cannot be taken against Critical Hits or Radiant damage.
Skeleton Archetype-At level three, you must choose to be a Skeletal Abomination or a Skeletal Champion.
Ability Score Improvements-Usual levels, usual deal.
Extra Attack-Level five, usual deal.
Battle Bones-At level seven, you gain the ability to inure your bones against common elements. Pick any type of damage other than Radiant, Bludgeoning, Piercing, or Slashing. You have resistance to that type of damage. You may change what type you resist at the end of any rest.
Danse Macabre-At level nine, you can do the dance of the dead. As an action, you may attempt to charm a single creature within 60'. They make a Charisma save opposed by your Charisma check. On a fail, they are charmed for as long as you dance as an action on each of your turns. In addition, as a bonus action, you can force them to either move their speed as a reaction, or make a single weapon attack as an action. The charmed creature may make a Charisma save on their turns as an action to break the effects.
Quick Strike-At level eleven, you may make a single attack as a bonus action.
Improved Battle Bones-At level thirteen, you may either pick two of the former damage types to resist, or resist Bludgeoning, Piercing, or Slashing damage.
Improved Danse Macabre-At level fifteen, you may have your Danse Macabre apply to all creatures of your choice within 30', rather than one within 60'.
Improved Quick Strike-At level seventeen, if you use your action to attack and your bonus action to attack with Quick Strike, you may make a single extra attack at any point on your turn.
Master Battle Bones-At level eighteen, you may pick three of the original damage types to resist, two from Bludgeoning, Piercing, and Slashing, or just Radiant damage to resist.
Abominable Form-At level three, you gain one of the following options:
-Extra Limbs-Two extra limbs, with hands!
-Tauric Form-Gain a tauric body. 40' move speed, but count as one size larger for squeezing purposes.
-Bone Tentacles-Gain one bone tentacle, which is basically an arm with a 10' reach.
Abominable Demise-At level six, you simply refuse to die. Once per long rest, when you fail an Undead Fortitude save, you may choose to pass it instead.
Additional Form-At level ten, choose one additional option from the Abominable Form options.
Frightens Small Children-At level fourteen, you may attempt to frighten a creature as an action. Pick a target within 120' that can see or hear you-they must make a Wisdom saving throw contested by your Charisma check. On a success, they are Frightened of you for one minute, or until they make another save at the end of their turn (with disadvantage if they can see you).
Abominable Strength-At level twenty, you gain +2 to all physical stats (current and max, to a maximum of 30).
Gladiator Of Bones-At level three, you gain proficiency in all weapons and armor. In addition, you gain Expertise in one skill of your choice that you are already proficient in, or gain proficiency in one new skill.
Leader Of Bones-At level six, you may Help another person as a bonus action.
General Of Bones-At level ten, allies within 30' that can see or hear you add your Intelligence modifier to their damage rolls.
Master Of Bones-At level fourteen, gain Expertise in two more skills of your choice that you are already proficient in, or gain proficiency in two new skills.
Champion-At level twenty, gain +2 to all mental stats (current and max, to a maximum of 30).
HIT POINTS
Hit Dice: d10
Hit Points at 1st Level: 10+Con Mod
Hit Points at Higher Levels: 1d10 (6)+Con Mod
PROFICIENCIES
Armor: None
Weapons: Natural Weapons
Tools: Gourmand's Tools
Saving Throws: Constitution
Skills: Athletics
Ghoul
Level
Proficiency Bonus
Features
1st
+2
Racial Features
2nd
+2
Undead Fortitude
3rd
+2
Ghoul Archetype
4th
+2
Ability Score Improvement
5th
+3
Improved Bite
6th
+3
Archetype Feature
7th
+3
Nauseating Stench
8th
+3
Ability Score Improvement
9th
+4
Tireless Hunter
10th
+4
Archetype Feature
11th
+4
Swallow Whole
12th
+4
Ability Score Improvement
13th
+5
Improved Nauseating Stench
14th
+5
Archetype Feature
15th
+5
Improved Tireless Hunter
16th
+5
Ability Score Improvement
17th
+6
Master Bite
18th
+6
Master Nauseating Stench
19th
+6
Ability Score Improvement
20th
+6
Archetype Feature
Racial Features-As a Ghoul, you gain the following racial traits in place of your ordinary racial traits.
-Immunity to Poison damage, the Poisoned condition, and most non-magical diseases.
-Darkvision 60'.
-30' move speed.
-A natural bite attack, which is light, finesse, deals 1d6 piercing damage, and gives THP equal to the damage dealt whenever used.
-Strength +2 and Dexterity +1.
Undead Fortitude-When you would be knocked to 0 HP or less, starting at level two, make a Con save, with a DC equal to 5+the damage taken. On a success, you drop to 1 HP instead. This cannot be taken against Critical Hits or Radiant damage.
Ghoulish Archetype-At level three, choose to be a Gourmand or a Ghast.
Ability Score Improvement-Usual levels, usual deal.
Improved Bite-At level five, your bite improves to 1d10 damage, and deals either piercing or necrotic damage, your choice.
Nauseating Stench-At level seven, your stench becomes overpowering. All creatures within 5' must make a Constitution save, with a DC of 8+your Con mod+your proficiency bonus. On a failure, they are poisoned for so long as they remain in the area, and for one round thereafter.
Tireless Hunter-At level nine, you gain advantage on saves against exhaustion, and treat your exhaustion as one level lower than it actually is (to a minimum of zero).
Swallow Whole-At level eleven, you can distend your jaw unnaturally wide to swallow creatures whole. You can, as an action, make a bite attack. This attack deals double damage, and should that damage drop the opponent to zero HP, you swallow them in an instant, regardless of size. The swallowed creature's body is destroyed, and you regain hit points equal to its CR squared.
Improved Nauseating Stench-At level thirteen, your stench extends to 15'. Creatures within 5' have disadvantage on their saves.
Improved Tireless Hunter-At level fifteen, you treat your exhaustion as two levels lower, rather than one.
Master Bite-At level seventeen, your bite improves to 2d6 damage, and you may add your proficiency bonus to damage dealt with it.
Master Nauseating Stench-At level eighteen, your stench extends to 30'.
Delicious Meals-At level three, you become able to cook up tasty meals! During a short rest, if you have access to food, a number of allies equal to your proficiency bonus (as well as yourself) may regain an additional 1d6 HP per hit die spent.
Marked For Later-At level six, you can mark a piece of meat or other culinary delight for later. You may cast Hunter's Mark as a third-level spell once per short rest.
Improved Mealtime-At level ten, your meals now simply double the value of any hit dice spent.
Improved Marking-At level fourteen, you can now also cast Hex as a third-level spell once per long rest. You are able to maintain concentration on both spells at once, as well as switch them with the same bonus action. However, they must always target the same creature.
Master Gourmand-At level twenty, your mealmaking knows no bounds. You can cast Heroes Feast once per long rest, Goodberry proficiency modifier times per short rest, and Create Food And Water at-will.
Brutal Cunning-At level three, you may choose to apply your Intelligence bonus to your Athletics modifier, rather than Strength.
Ghoul Superior-At level six, you are a superior specimen of ghouldom. Your bite becomes treated as a magic weapon, dealing +1 damage and +1 to attack rolls.
Stronger And Smarter Than Others-At level ten, you may, once per short rest, apply any stat modifier to a given check.
Cunning, Yet Brutal-At level fourteen, you can add your Intelligence modifier to all damage rolls.
Ghast Superior-At level twenty, you gain +2 to the current and maximum (to a max of 30) to any two stats of your choice.