View Full Version : D&D 5e/Next Merrenloth Racial Class

2018-06-27, 12:34 AM
Hit Dice: 1d8
Hit Points at 1st Level: 8+Con mod
Hit Points at Higher Levels: 1d8 (5)+Con mod

Armor: None
Weapons: Simple weapons, oars
Tools: Water vehicles

Saving Throws: Dexterity, Intelligence
Skills: Choose two from History, Nature, Perception, and Survival

You start with the following equipment, in addition to the equipment granted by your background:
-A rowboat
-A Merrenloth's oar
A 2d4 slashing, two-handed melee finesse weapon.


Proficiency Bonus

Merrenloth Form

Innate Casting

Teleport, Lair

Ability Score Improvement

Magic Resistance, Fear Gaze

Improved Innate Casting, Region

Improved Teleport

Ability Score Improvement

Improved Fear Gaze

Greater Innate Casting

Greater Teleport

Ability Score Improvement

Improved Lair

Improved Region

Perfect Innate Casting

Ability Score Improvement

Greater Lair

Greater Region

Ability Score Improvement

Genius Loci

Merrenloth Form-At level one, you have the abilities and powers of a young Merrenloth. You do not have any other race-the Merrenloth is your race.

You have the following traits:
-You have the stat adjustments of -2 Strength, +4 Dexterity, +4 Intelligence, and +2 Wisdom
-You have a 30' land speed and a 40' swim speed, as well as being bale to breathe under water
-You have resistance to cold, fire, and lightning damage
-You have immunity to poison and acid damage, as well as to the poisoned condition
-You have blindsight and darkvision out to 60'
-You know Abyssal and Infernal, and have telepathy out to 60'
-Your attacks are always considered magical

Innate Casting-At second level, you are able to cast Charm Person, Detect Magic, and Gust of Wind innately Intelligence modifier times per long rest. Intelligence is your spellcasting stat for these spells.

Teleport-At third level, you can teleport up to 60' to a place you can see as a bonus action Intelligence modifier times per long rest.

Lair-Also at third level, you are able to bond with a boat and make it your lair. Whenever on your boat, at initiative count 20, you can cause the following actions to occur (thought no two can be used in a row):
-The ship regains Xd10 HP, where X is your proficiency modifier.
-You put a wind to the sails, increasing its speed by 30' for one round.
-You create a buffeting windstorm out to 60' around the boat. Until initiative count 20 on the next round, the entire area is difficult terrain for those affected by wind (which will be everyone but you until level six), and when a Medium or smaller creature flies into the area or starts its turn there, they must make a Strength save against your spell DC or be knocked prone.

Ability Score Improvement-Usual levels, usual deal.

Magic Resistance-At level five, you gain advantage on saves against magical effects, as well as resistance to bludgeoning, piercing, and slashing damage from nonmagical weapons.

Fear Gaze-Also at level five, you may fixate your fearful gaze upon someone as an action. They must make a Wisdom save against your spell DC or be Frightened of you until the end of your next turn.

Improved Innate Casting-At level six, your current spells now refresh on a short rest. You may also cast Dispel Magic and Darkness Intelligence modifier times per long rest, and Control Water once per long rest.

Region-Also at level six, your boat becomes your region. This means that it does not sink even when breached, it always stays on course, and occupants you choose are not affected by adverse weather or wind.

Improved Teleport-At level seven, your teleportation now recharges on a short rest.

Improved Fear Gaze-At level nine, your Fear Gaze now lasts one minute, though the affected may repeat the save at the end of each of their turns to shake it off.

Greater Innate Casting-At level ten, you may now cast Detect Magic, Charm Person, and Gust of Wind at-will. Dispel Magic and Darkness now refresh on a short rest, as does Control Water. Finally, you may cast Control Weather once per long rest.

Greater Teleport-At level eleven, your teleportation is now at-will.

Improved Lair-At level thirteen, your ship is nearly alive. You may take the following lair actions:
-The ship buckles and tremors. Anyone you choose on the ship must make a Strength save against your spell DC or be knocked prone.
-The ropes and other miscellaneous supplies attack up to proficiency modifier people of your choice. They must make a Dexterity saving throw against your spell DC, taking 3d4 bludgeoning damage on a failed save and half as much on a successful one.

Improved Region-At level fourteen, your boat reigns supreme. While bonded, your ship has the following effects:
-Its speed doubles
-It has resistance to all damage that originates from other ships

Perfect Innate Casting-At level fifteen, you may cast Dispel Magic and Darkness at-will.

Greater Lair-At level seventeen, you gain a second lair action at initiative count 10.

Greater Region-At level eighteen, your boat is second to none. It is immune to environmental damage, allowing it to, for instance, cross lakes of lava.

Genius Loci-At level twenty, you are your boat. While bonded to a boat, you can teleport anywhere on it as a bonus action, know where everything on the boat is (including creatures) and, if slain, return to life on your boat in 1d10 hours.

Looking at the balance, pretty sure this thing starts off stronger than your average class by a significant margin, but falls off at later levels. Still, use at your own risk.