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    Default Merrenloth Racial Class

    HIT POINTS
    Hit Dice: 1d8
    Hit Points at 1st Level: 8+Con mod
    Hit Points at Higher Levels: 1d8 (5)+Con mod

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

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

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


    Merrenloth
    Level Proficiency Bonus Features
    1st +2 Merrenloth Form
    2nd +2 Innate Casting
    3rd +2 Teleport, Lair
    4th +2 Ability Score Improvement
    5th +3 Magic Resistance, Fear Gaze
    6th +3 Improved Innate Casting, Region
    7th +3 Improved Teleport
    8th +3 Ability Score Improvement
    9th +4 Improved Fear Gaze
    10th +4 Greater Innate Casting
    11th +4 Greater Teleport
    12th +4 Ability Score Improvement
    13th +5 Improved Lair
    14th +5 Improved Region
    15th +5 Perfect Innate Casting
    16th +5 Ability Score Improvement
    17th +6 Greater Lair
    18th +6 Greater Region
    19th +6 Ability Score Improvement
    20th +6 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.
    Last edited by JNAProductions; 2018-06-27 at 12:35 AM.
    I have a LOT of Homebrew!

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