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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.

JNAProductions
2018-03-27, 11:07 PM
Reserved for more space.

JNAProductions
2018-03-27, 11:08 PM
Reserved just in case.

AvatarVecna
2018-03-28, 11:03 PM
Zombies

Undead Fortitude: This ability doesn't normally specify what happens if you fail the save because Zombies are NPCs and it's up to the DM. Please specify whether Zombie PCs take after Zombies or PCs on a failed save here. Assuming you go the way of "they're PCs, they make death saves at 0 HP", I would suggest adding "and they have advantage on death saves" to this ability.

Improved Deadened Flesh: Concentration DCs are 10 or (half damage taken), whichever is higher, and the highest proficiency bonus to date is +9 for a handful of the most powerful monsters, so the DC will never be 0 or lower in anything even remotely resembling a normal game. Additionally, putting it on the DM to remember that Concentration DCs are lower against you makes their life harder, especially when you could make it far simpler by just declaring that you add your proficiency bonus an additional time to Concentration saves (effectively giving you Expertise in them).

Rotting Projectiles: Alright, so I think this was meant to be a Str-based ranged weapon attack, but it only says "ranged attack" in the description. Adding both of those clarifications would solve most of my issues with this (namely, that a Zombie has a Dex-based ranged attack, and that the damage wouldn't scale - which, if it was a weapon attack, it would, by virtue of Bludgeoning Blows). Presuming that this is a weapon attack, please clarify whether Improved Bludgeoning Blows applies to the Bludgeoning damage, the Poison damage, or both (I'm assuming bludgeoning, but just wanna be sure). Finally, I think that if you're spending a source of potential healing on increasing the damage of a single instance of a single-target damage effect, you should get more bang for your buck. My suggestion would be to simplify things and say that spending X HD adds Xd6 bludgeoning and Xd12 poison (and the current HD limits of 1 at 3rd and 3 at 10th are fine).

Filth And Fever: This seems kind of lame, even after the upgrade, but at the same time these are clearly not meant to be balanced against regular classes so I'm not sure what standard I should be holding these to.

Coursing Blood: This almost feels like a complete ribbon, but again, I'm unsure if these are supposed to be balanced against regular classes or just each other.

Blood Power: This ability lets you spend 5 HD to recharge a 5th level slot. Or a 1st lvl slot. Also, Warlock has a 20th lvl feature letting them 1/day regain 4 5th lvl slots without HD expenditure, and Fighter has an 19th lvl ability letting them still have an Action Surge after they've already used one (which is functionally similar), so even if Blood Power isn't meant to be equal to either of those, it seems pretty clear that "+1 AS" and "+1 5th lvl slot" aren't exactly equal, necessarily. The vagueness of what this ability applies to also kinda annoys me, and the fluff justification seems pretty weak. Honestly, I'd rather have a capstone for this class than a bonus capstone for my other class. Rotting Corpse got a real capstone.

Skeleton

Undead Fortitude: Once again, needs to be specified.

Danse Macabre: This should be a Performance check on your side, that way both sides can potentially get proficiency to it. Sure, that means you could Expertise it for double-proficiency, but even if it was guaranteed to affect your target by default, it still only locks down one enemy in exchange for also locking down your own action for a good while, so it's probably not OP even with Expertise (Performance) - which, I shouldn't have to mention, will be a giant waste of an Expertise for every purpose other than this one. It becomes a lot more problematic at lvl 15 with the upgrade - but then, locking down everybody close by including yourself isn't all that bad for lvl 15, other than the fact there's no usage limit.

Improved Danse Macabre: I would advise adding a usage limit. Doesn't have to be significant (maybe you can only initiate an AoE dance {stat mod} times per short rest, or something?), but if you make the change I suggested to the base ability, the lvl 15 upgrade might be a bit much to tack onto that.

Bone Tentacle: *snicker*

Additional Form: I require clarification on whether I can take the same modification twice (to have six arms, 50 move speed, or - the obvious reason I'm asking - two bone tentacles *snicker*).

Frightens Small Children: This ability is gained at level 3 if you took the Bone Tentacle. Okay, being serious: this should be Intimidation rather than a basic Charisma check IMO.

Ghoul

Undead Fortitude: Broken record.

Stronger And Smarter Than Others: This probably isn't broken either way, given the usage limit, but please clarify whether the applied stat is in place of or in addition to, to the normal stat applied to whatever you're rolling.

JNAProductions
2018-03-28, 11:07 PM
If you fail undead Fortitude, you are destroyed. Get rezzed or get good.

Improved Deadened Flesh, yeah, can make that change.

Rotting Projectiles-thought I specified it was a THROWN attack. So Strength-based. But if not, yes, it should be. And that's a good change.

For the balance, they should be balanced against each other.

Coursing Blood would help with cure spells and whatnot, but yeah. Any suggestions for bettering it?

Same for Blood Power-any suggestions?



Performance sounds good.

Will do.

You can select anything but Tauric twice. (Or, rather, you could select Tauric twice, but it just sets your base speed to 40', so would do nothing).

Intimidate, sounds good.



In place of.

AvatarVecna
2018-03-28, 11:20 PM
Coursing Blood would help with cure spells and whatnot, but yeah. Any suggestions for bettering it?

Looking the others over with the knowledge they should be balanced against each other...a slight defensive buff on top of the current quasi-ribbon. My first thought is to let them either advantage or auto-max HD healing rolls (whichever you feel is better). Alternatively, the 10th lvl ability could give them a gradually leveling DR (akin to my version of HAM, but slower - maybe half prof?).


Same for Blood Power-any suggestions?

Honestly...maybe Regen? Sure, it's powerful, but it's a freakin' capstone. Rotting Corpse is piercing a common damage immunity which it has an at-will ability that can take advantage of that, the Skeletons and Ghast have broad stat buffs, and the Master Gourmand gets a pile of healing/food magic. I'd say...let's say Con mod/round. Lower than the Champion, but with no HP requirement.