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View Full Version : D&D 5e/Next A bunch of FF inspired Behemoth content for your Players (PEACH appreciated)



BerzerkerUnit
2023-12-07, 07:29 PM
Aloha,

Any feed back is appreciated.

The Behemutt
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At the summit of a particular mountain in the Dragon Reach there is a massive caldera in which a creature sleeps. Ringing the caldera is a village populated by a species calling themselves the Behemutt.

These furred humanoids stand nearly 7 feet tall. They have massive black steer horns erupting from their lionesque heads. A mane or ridge of hair adorns their head, neck, and back. Their fur ranges from aqua to green to purple and black while their manes or ridges run colors of white, red, and gold. Each also sports a finned tail bearing a ridge of webbed spines.

They are often strong and sturdy, though those of a more scholarly bent and mein have been observed among them and these are often treated with great reverence.

The fighting arts the Behemutt practice seem almost banal until one is actually engaged in an actual life or death struggle. Whatever creature they owe ancestry to has gifted them with a host of magical arts that manifest as small meteors that fall with their weapon’s strike, lightning that arcs from one foe to the next, or whirlwinds that blow their foes away.

Culturally, they spend their days honing their techniques to face a foe they call the Slumbering King. The creature is said to be a Behemutt of immense size and bestial aspect that would tear apart the world and make war on the dragons if they did not subdue it each spring.

As an outside observer no such creature has ever been witnessed, but the caldera does erupt into a storm of chaos, filled with violent and destructive weather phenomena. The priests among the Behemutt work to contain these wild storms as their warriors and mages enter the storms themselves, reportedly to contend with the creature creating them.

Many are lost, but those that return are treated as heroes. Some speculate the entire ordeal is a kind of cultural madness and they enter the chaos of the storms to make war on each other.

Behemutt Species Traits

Size. You stand between 6.5 and 7 feet tall but your size is medium.

Speed. Your Base speed is 30 feet.

Natural Weapons. You have a set of horns, claws, and fangs as well as a heavy tail. These allow you to make unarmed attacks dealing 1d6+Strength modifier bludgeoning, slashing, or piercing damage.

Cold Climate Adaptation. You are resistant to Cold damage.

Behemoth Legacy
You can draw on the power of the Slumbering King to perform certain sorcerous feats.
You learn one of the following Cantrips:
Gust, Magic Stone, or Shocking Grasp. At the end of short or long rest you can change this Cantrip for one of the others from this list.

Beginning at 5th level, at the end of a long rest you can prepare one of the following spells. You can have only one of these spells prepared through this feature at a time. Using this feature, you can cast this spell once without a spell slot. If you have spell slots from your class of an appropriate level, you can use those to cast this spell as well.

Minute Meteors, Wind Wall, Call Lightning.

Behemutt Arts

The Behemutt have a number of fighting techniques their warriors practice as well as a unique Sorcerous Origin.

Behemutt Battle Master Maneuvers
The Maneuvers below can be learned by Battle Master Fighters or any character with the Fighting Initiate Feat if they have defeated a Behemutt that used the maneuvers or been trained by one.

Falling Star Maneuver. On a hit you can roll your maneuver die to deal its damage as fire and bludgeoning to a target within 30 feet. A target that takes 4 or more damage from this effect is knocked prone.

Blue Bolt Maneuver. On a hit you roll your maneuver die to deal additional lightning damage to the target and it cannot take attacks of opportunity until the beginning of your next turn.

Wailing Wind Maneuver. On a hit you can create a 20ft cylinder of whirling air in a space you can see within 30 feet. Until the beginning of your next turn any creature that enters the space or starts its turn there suffers bludgeoning damage equal to one roll of your maneuver die. Creatures that take 4 or more damage from this effect are pushed 20 feet in a direction of your choice.

Behemoth Patron
To accept a pact with the Slumbering King is to promise to wage war on dragon kind. The powers it grants relate to its ties to the storm and stars as well as its great size and durability.

Expanded Spell List
3. Gust, Lightning Lure, Magic Stone, Arcane Crash, Catapult, Dust Devil, Enlarge/Reduce
5. Minute Meteors, Call Lighting
7. Dominate Beast, Guardian of Nature
9. Summon Draconic Spirit, Steel Wind Strike
17. Meteor Swarm

Unstoppable
Beginning at 3rd level, when you take the Dash Action you become immune to the grappled and restrained conditions and your movement is not reduced by difficult terrain until the beginning of your next turn. Additionally, you have resistance to any damage you would suffer from your casting of the Arcane Crash Spell.

Storm Made Flesh
You gain resistance to Lightning and Thunder damage. When you knock a creature prone with a spell or attack, you can also push the creature 5 feet x your Charisma Modifier. Alternatively, when you move a creature with a spell or attack, you can also knock it prone.

Command the Conquered
When you cast Summon Draconic Spirit you can reduce its duration to 1 minute. When you cast the spell in this way, you do not have to concentrate on the spell.

Reap the Whirlwind
You can use this feature to cast the Whirlwind spell once without a spell slot. You cannot cast it again until you complete a long rest or sacrifice the use of your 7th level or higher Mystic Arcanum.
You have advantage on attack rolls and ability Tests made against creatures in the area of your Whirlwind spell.

New Spell

Arcane Crash
Transmutation 1
Casting Time: 1 Action
Range: Self
Duration: Instant
Components: S
As part of casting this spell you take the Dash Action and can move a distance up to your speed in a straight line. This movement does not provoke attacks of opportunity and you can move in any direction, even straight up, but if you do not end your movement on a surface that can support you, you fall.

You can pass through spaces occupied by other creatures during this movement. Each time you move into an occupied space, the target must succeed on a Strength saving throw or suffer 1d6 bludgeoning damage, be knocked prone, and pushed into an empty space of your choice out of your path. Each time a creature succeeds on this saving throw, you take 1d6 bludgeoning damage and treat its space as difficult terrain.

You can also attempt to pass through obstacles. You must move at least 10 feet before impact and if the obstacle would deal damage on contact, like a wall of spikes, you take this damage normally. You can burst through 3 feet of earth, 2 feet of wood, 1 foot of stone, or a thin sheet of metal without difficulty and leave a hole in the obstacle matching your Size. You can double these thicknesses but take damage as if a creature had succeeded on their saving throw for each foot of obstacle or fraction thereof. If the spell would not allow you to break through such an obstacle, you take 1d6 bludgeoning damage for every 5 feet you had left to move.

At higher levels. When you cast this spell with a spell slot of 3rd or 4th level, you double your movement for use with the spell. When you cast this spell with a spell slot of 5th level or higher, you can double the width of the obstacles you can break through and pierce a Wall of Force.


Sorcerous Origin: Behemoth

Expanded Spell List
3. Primal Savagery, Arcane Crash, Cause Fear, Gust of Wind, Enlarge/Reduce
5. Minute Meteors, Call Lighting
7. Dominate Beast, Guardian of Nature
9. Summon Draconic Spirit, Steel Wind Strike


Titan Blooded
At 3rd level you gain 3 additional hit points and 1 additional hit point for each sorcerer level thereafter.

Unshakeable
Also at 3rd level you become immune to the Frightened Condition. Additionally, whenever you Enlarge yourself with the Enlarge/Reduce Spell you can forego the concentration requirement.

Horns of War
At 6th level 4 enormous horns grow from your head. Attacks with the horns are Strength based and deal 2d4+ Strength modifier piercing damage. When you take the Attack Action, you can attack with the horns as a bonus action. Additionally, whenever you cast a spell that pushes a creature, you can attack with the horns as a bonus action and, on a hit, push the target a distance equal to the 5 x your Charisma Modifier.

King’s Call
At 14th level you tap into the primordial essence of the Slumbering King. Spells from your Expanded Spell List gain the benefit of the Subtle Spell Metamagic for free. You can also reduce the cost of other metamagic applied to those spells by 1 (minimum 1) a number of times equal to your Charisma modifier. You regain all uses of this feature when you complete a long rest.

Dread Manifestation
At 18th level, when you Enlarge yourself with Enlarge/Reduce, you can use this feature to assume the terrible aspects of the King Behemoth. Your size increases to Huge and your reach doubles. You gain temporary hit points equal to 3 x your Sorcerer level. You regain the use of this feature when you complete a long rest. You can also gain these benefits whenever you expend a 4th level or higher spell slot to cast Enlarge/Reduce.