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View Full Version : D&D 5e/Next Evocative pseudo-class templates for monsters.



PhoenixPhyre
2018-07-07, 09:34 PM
I don't like building NPCs (or monsters) with class levels. It's mostly because it's a pain and produces complex monsters, whose abilities I forget to use most of the time.

So I thought I'd create a bunch of pseudo-templates, abilities that can be tacked onto a creature to make it feel like it has class levels. These are designed to be distorted mirrors of PC abilities designed for monster use. They're basically a key class ability mixed with sub-class flavor. If several are listed, you choose which one the creature has (or you can give multiple, but that's a bit much). The numbers are not balanced yet, it's a WIP. The trigger for most is "bloodied" (ie dropped below 50% HP for the first time), something I borrowed from 4e. Others are recharge 5/6 abilities for things that don't make sense as a last-stand-type ability.

Here's what I have so far--PEACH.

Google Docs link (https://docs.google.com/document/d/1ZQAUXEPX6mGQEgj4yeMXCb22PpiP2gsYkQJ3JEhM4xQ/edit?usp=sharing)

Barbarian
Frenzy. As a reaction when the creature is reduced to less than half of its maximum hit points, the creature gains resistance to bludgeoning, piercing and slashing damage and can make one additional melee weapon on each of its turns. Both effects last for one minute or until the creature is incapacitated. Once used, the creature must complete a long rest to use this ability again.
Totemic Channeling. As a reaction when the creature is reduced to less than half its maximum hit points, the creature gains resistance to bludgeoning, piercing, and slashing damage and all allies of the creature gain advantage on melee attack rolls against any creature within 5 feet of the totemic creature. Both effects last for one minute or until the creature is incapacitated. Once used, the creature must complete a long rest to use this ability again.

Bard
Valorous Inspiration (recharges on 5-6). As a reaction when an ally within 60 feet hits with a weapon attack, the creature can add 1d6 to the damage roll.
Cutting Inspiration (recharges on 5-6). As a reaction when a creature the learned creature can see within 60 feet makes an attack or damage roll, the learned creature can roll 1d6 and reduce the total by the amount rolled.

Cleric
War God’s Bulwark. As a reaction when the creature is reduced to less than half its maximum hit points, the creature channels the fury of its god for one minute or until incapacitated. During this state, the creature’s attacks deal extra radiant damage equal to its wisdom modifier and it gains immunity to all charm or fear effects. Once used, the creature must complete a long rest to use this ability again.
Divine Restoration (Recharges on a 5-6). As a bonus action on its turn, the creature can end one condition affecting any ally within 30 feet. The condition can be blinded, deafened, paralyzed, or poisoned.

Druid
Primal Aspect. As a reaction when the creature is reduced to less than half its maximum hit points, the creature channels the spirits of nature and takes on an aspect of primal beasts for one minute or until incapacitated. Once used, the creature must complete a long rest to use this ability again. The creature temporary hit points equal to the number of hit dice it has and also gains one of the following options:
Adapted Movement: The creature gains a fly, climb, burrow, or swim speed equal to its normal movement.
Natural Weapons: The creature gains a natural weapon of its choice or enhances those it already has. If it lacks natural weapons, it gains a claw, bite, or spine attack that deals 4 (1d6) piercing damage for every three hit dice it has. It can make this attack in conjunction with any existing multiattack it might have.

Fighter
Determined Resolve. As a reaction when the creature is reduced to less than half its maximum hit points, the creature immediately gains temporary hit points equal to the total number of hit dice it has. For the next minute (or until it is incapacitated) the creature scores a critical hit on a roll of 18 or higher. Once used, the creature must complete a long rest to use this ability again.
Master’s Riposte (recharges on 5-6). When the creature is missed by a melee attack, it can use a reaction to make a melee weapon attack against the attacking creature. If it hits, it deals damage as if it scored a critical hit.

Monk
Ki-enhanced movement (no action, recharges on 5-6). The creature can take the Disengage, Dash, or Dodge action as a bonus action this turn.
Shadow Teleport (recharges on 5-6). As a bonus action on the creature’s turn when it is in dim light or darkness, it can teleport up to 60 feet to an unoccupied space it can see that is also in dim light or darkness. It has advantage on the first melee attack it makes before the end of its turn.
Elemental Strike. As a reaction when the creature is reduced to less than half its maximum hit points, the creature channels elemental energy into its natural weapons. When it hits with a claw, bite, tail, slam, or other natural weapon attack (including unarmed attacks), it deals additional damage equal to its wisdom modifier (minimum 1). The creature chooses either fire, cold, lightning, thunder, or acid as the damage type. This effect lasts for one minute or until the creature is incapacitated. Once used, the creature must complete a long rest to use this ability again.

Paladin
Radiant Smite (recharges on 5-6). When the creature hits with a melee weapon attack, the weapon deals an additional 9 (2d8) radiant damage and the target must make a DC 12 Constitution saving throw or be blinded until the end of its next turn.
Unholy Aura. The creature begins exuding an aura of desecration for one minute or until incapacitated as a reaction when it is dropped below half its maximum hit points. All enemy creatures that start their turn within 30 feet of the creature must make a DC 14 Wisdom saving throw or be poisoned. Poisoned creatures take 1d8 necrotic damage at the start of each of their turns. Poisoned creatures that end their turn outside the aura can make another saving throw, ending the effect on themselves on a success. Once used, the creature must complete a long rest to use this ability again.
Aura of Absorption The creature extends an aura of interference around itself as a reaction when it is dropped below half its maximum hit points. All enemy creatures that approach within 30 feet of it or start their turns there that are concentrating on spells or magical effects must make a DC 12 Concentration check. Additionally, any friendly creatures within this aura have resistance to all damage from spells or effects while the aura is active. The aura lasts for one minute or until the source creature is incapacitated. Once used, the creature must complete a long rest to use this ability again.