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  1. - Top - End - #1
    Ogre in the Playground
     
    MoleMage's Avatar

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    Default D&D 5e Base Class Contest XIV: Monster Mash II

    Welcome to the forteenth homebrew base class competition. The goal here is to create an original base class for 5th edition Dungeons and Dragons. Please only place your class submissions in this thread and leave other comments for the chat thread. The rules for the contest are as follows.

    Chat Thread: https://forums.giantitp.com/showthre...IV-Chat-Thread

    1) The class you homebrew should fit the theme. You can interpret the theme as broadly as you like without risk of disqualification, but doing so may reduce your chances of earning votes during the voting period. This contest, the theme is Monsters as classes. Got a favorite monster you always wanted to play? Did you just really like 3.5's infamous monster progression classes or racial substitution levels? Do you just feel like Dungeons and Dragons should include more dragons? Well, write a base class about it!

    2) You may only create one base class. If you create more than one class then you must choose which one to enter and remove all the others from this thread and the contest (making them invalid) . If you do not specify which one you favor by the time voting begins, all of your content is invalid.
    3) When you submit your class you must create a post on this thread which either has the content or holds a link to it. You may also optionally create one other individual thread for your class on the homebrew design sub-forum. If it is found that you have revealed your class on another site or on another thread than one on the homebrew design sub-forum, your entry will be considered invalid. If you do make a specific thread for you class, please mention its involvement to the competition in that thread. If you use external formatting resources such as Homebrewery, or GMBinder it is recommended that you also create a PDF of the content and share it here.
    4) You may use other homebrew content (such as feats, spells, magical items and monsters) or even features to supplement your class, provided you have permission from the original creator and provide links to the source. Failure to receive permission from the original creator will disqualify you from entry in the current contest.
    5) Your class must have fully completed mechanics and descriptions for it to be valid. Entries are due by 11:59 PM Central Time on the deadline below. Any submissions after this point are invalid. No changes can be made to your class while voting is taking place. Failure to comply with the previous rule will result in disqualification.
    6) Any content which has been declared invalid by the rules above cannot be voted for, but you may decide to remove it from the contest and create another class instead. If you are disqualified then you are not allowed to enter any more homebrew for this competition, though you may still vote and later enter the next competition.
    7) Please note that misunderstandings occur, if you break a rule which results in disqualification it might be excused if you can convince the group that it was a result of confusion over the rules.

    Keep in mind that this contest is entirely for recreational purposes and there is no reward (aside from bragging rights) for someone who succeeds. Let us begin!

    Deadline for this contest will be February 28th. The voting thread will be posted the following day and will stay open for three weeks.
    Last edited by MoleMage; 2021-01-04 at 01:58 PM.
    Currently operating the 5e Subclass Contest and the 5e Base Class Contest. Check them out if even just to vote or give feedback, we love that in there.

    Spoiler
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    My DMsGuild content. Most of it was written with feedback from right here on the forums.

  2. - Top - End - #2
    Bugbear in the Playground
     
    Daemon

    Join Date
    Oct 2017

    Default Re: D&D 5e Base Class Contest XIV: Monster Mash II

    The Beheld
    A Base Class for becoming the Jeepers Creepersiest of Peepers.

    As a Beheld your soul has been trapped in the mad dreams of a Beholder, the dread psionic forces of its imagination have twisted your form into the many-eyed, spheroid shape of its unconscious rumination and rebirthed you into the world as one of its lesser kin. Your recall of your life before this point lingers like richer color in shadows on an otherwise sunbleached wall. The soul within you and the bonds forged in your life before allow you to do something completely alien to the other aberrations that share your form; you can empathize with those outside yourself. You retain the capacity to be a hero if you choose, though you will be forever apart from the world and civilizations you once knew unless you carve out a new place with exceptional guile or unparalleled feats of heroism to surmount the prejudice you will undoubtedly face.

    HD: D8
    Armor: None
    Weapons: None (Bite)
    Saves: Con, Int
    Skills: Perception and your choice of 2 from Arcana, History, Deception, Intimidation, Survival, Stealth

    Spoiler: Class Table: Beheld
    Show

    Beheld
    1. Horrid Hide, Flight, Glances, Glare 1/rest (1st)
    2. Vicious Bite 2d6, Glare 2/rest
    3. Evolution Feature, Glare 2/rest (2nd)
    4. ASI
    5. Swift Glances Glare 2/rest (3rd)
    6. Evolution Feature
    7. Glare 2/rest (4th)
    8. ASI, Vicious Bite 3d6
    9. Glare 2/rest (5th)
    10. Evolution Feature
    11. Gaze (6th)
    12. ASI
    13. Gaze (7th)
    14. Evolution Feature
    15. Gaze (8th), Swift Glare
    16. ASI
    17. Gaze (9th)
    18. Vicious Bite 4d6
    19. ASI
    20. Antimagical Stare
    Spoiler: Class Features
    Show

    Horrid Hide
    Beginning at 1st level you gain the form of a Beholderkin. Your Type changes to Humanoid and Aberration, your lingering humanity renders your mind like enough to a humanoid's to fall victim to the same magics that target them. Your size becomes Small, a roughly spherical shape 2-3 feet in diameter with 4 Eyestalks, a single central eye, and a large mouth. In this form you may be covered in a rubbery or leathery hide, scales, chitinous shell or perhaps even be a semisolid mass of ocular humours. While not wearing armor or using a shield you may calculate your AC as 10 + your proficiency bonus + your Dexterity Modifier.

    Flight
    At 1st level you gain a fly speed of 20 feet and can hover. You cannot fly while wearing medium or heavy armor or while encumbered. Your walking speed, an uncomfortable and grotesque affair involving using your eyestalks as legs or tentacles (and a fair amount of rolling), becomes 5 feet.

    Magical Eyes
    At 1st level you gain a fraction of the quasi arcane power inherent to your new form. You gain Darkvision out to 60 feet. If you already have darkvision with an equal or greater distance it increases by 30 feet. This Darkvision increases by 30 feet at levels 5, 11, and 17. Your Central Eye is capable of snuffing out lesser magics and a variety of Eldritch Glances and Glares are granted to your Eyestalks.

    Central Eye
    At 1st level and beyond you can use your Reaction to cast Counterspell or your Action to cast Dispel Magic with the modifications that follow. You may only counter or dispel Cantrips and 1st level spells or their equivalent. You may only suppress the magical qualities of common magic items. Casting either spell in this way consumes a use of this feature. You can use this feature a total number of times equal to your proficiency bonus and regain all uses on a short or long rest.
    The power of your Central Eye increases as you gain levels in this class, allowing you to counter and dispel effects of 2nd level at level 3, 3rd level at level 5 and so on to a maximum of 9th level at level 17. You can suppress the magical qualities of Uncommon magic items at level 5, Rare at level 11, Very Rare and Legendary at level 17.

    Eyestalks
    At 1st level you have 4 eyestalks which you use to cast your Beheld Spells. At 1st level you have one 1st level spell slot, called a Glare which you can use to cast your Beheld spells. You gain additional Glares at levels 2, 11, and 17 for a total of 4. The power of all your Glares increases as you gain levels in this class to a maximum of 5th level spell effects at 9th level. You recover all Glares after a short or long rest.
    You also learn Glances, these are Cantrips chosen from the Beheld List or granted by your Beheld Subclass. At 1st level you learn the Mage Hand Glance and can choose 3 additional Glances from the Beheld list. You also learn 2 spells of 1st level from the Beheld list which you can cast using your Glares. You learn additional spells at levels 3, 5 and 9. You can replace any spell of 1st level or higher you know each time you gain a level in this class.
    Intelligence is your Spellcasting Ability for spells granted by this class. If one of your Eyestalks is lost, you choose which Cantrip you lose access to until it is healed. If all of your eyestalks are lost, you cannot use any of your Glances, Glares, or Gazes until at least 1 is restored.

    Vicious Bite
    At 2nd level, your yawning maw can make a vicious Bite attack. When you make an unarmed strike you can use your Bite to deal 2d6 + Strength piercing damage. The damage of your Bite increases to 3d6 at 8th level and 4d6 at 18th level.

    Evolution
    At 3rd level your size increases to medium, you grow an additional Eyestalk and you begin to evolve. Choose the Eye Tyrant, Death Tyrant, Lucid Dreamer, or Rebel Evolution. Full details for each Evolution can be found below. You gain additional Evolution Features (and grow additional Eyestalks) at levels 6, 10, and 14.

    Swift Glances
    Beginning at 5th level you grow an additional Eyestalk and may use a Glance as a Bonus Action. This follows the normal rules for casting a spell as a bonus action. You can use this feature a number of times equal to your proficiency bonus and regain all uses after a long rest.

    Gaze
    Beginning at 11th level the Eyestalks granted by your Evolution obtain vastly superior powers. At levels 11, 13, 15, and 17 you may choose 1 Gaze from the Beheld list. You can use each Gaze once. You may use a Gaze of a higher level to perform a lower level gaze or any Glare you know as if you had used a similarly leveled spell slot to cast the spell for greater effect. You regain all your Gazes after a long rest.

    Swift Glare
    At 15th level you can occasionally bring your more potent eye rays to bear with less effort. You can use a Glare as a bonus action. You can use this feature once and must complete a long rest before using it again.

    Antimagical Stare
    At 20th level your Central Eye is able to wipe away all but the mightiest arcane forces. As a bonus action you can create an Antimagic Cone that extends 60 ft from you for 1 minute. Once on each of your turns you can choose the orientation of the cone as it emanates from you. You can use this feature once and cannot use it again until you complete a long rest or expend your 8th or 9th level Gaze to use it again.
    Spoiler: Evolutions
    Show

    Each Evolution grants a small selection of additional Glances, Glares, and a unique Gaze for its type.

    Eye Tyrant
    As an Eye Tyrant you emphasize the Beholder’s classic Modus Operandi of enslaving lesser creatures to do your bidding. Not only do you master several Glares and a Gaze for binding them to your will, but allies that adhere to your mad strategies can rise to even greater heights.

    Eye Tyrant Spells
    1. Friends, Guidance, Animal Friendship
    2. Enhance Ability
    3. Hypnotic Pattern
    4. Charm Monster
    5. Modify Memory
    8. Dominate Monster

    Born Conniver
    Beginning at 3rd level you gain Proficiency in the Deception Skill. If you are already Proficient you may double your proficiency if you do not already benefit from such a feature.

    Furtive Glances
    At 3rd level and beyond the effects of your Glances are undetectable unless a creature is using sensory magic such as Truesight or See Invisible. This is similar to the Effect of Subtle Spell metamagic and Glances made from Stealth do not reveal your position if you miss or the target succeeds on their saving throw.

    Critical Eye
    At 6th level you grow an additional eyestalk and your ability to see the flaws in a creature’s performance allows you to hastily proffer a critique that, if heeded, will improve power or efficiency. Alternatively, you can engage in a withering criticism that shreds the target’s morale. When a creature within 60 feet that you can see makes an attack roll, saving throw, or ability check, you can use this feature as a reaction to add your Proficiency bonus to the check or deal your Proficiency bonus in Psychic damage to the creature. The target must be able to hear you but does not need to understand you for either effect. You can use this feature a number of times equal to your proficiency bonus and regain all uses after a long rest.

    Overbearing
    At 10th level your Evolution progresses. You grow two additional eyestalks. You gain the Powerful Build Trait and proficiency in Intimidation, if you’re already proficient you may double your proficiency unless another feature already allows you to do so. As a bonus action you can lose the effect of the Powerful Build and become Large. You remain large until you use an action to compress yourself back down to medium size at which time you regain the Powerful Build Trait.

    Xana-who
    At 14th level you grow two additional eyestalks and your capacity to bend the will of lesser creatures becomes near limitless. Any creature Charmed by one of your Glares or Gazes remains charmed for 24 hours though any other effects of the spell cease when the spell ends. This Charm effect ends if you deal damage to the creature.

    Death Tyrant
    As a Death Tyrant you seek to immortalize yourself through Undeath. The rites necessary for the transformation will grant you ghastly necromantic powers.

    Death Tyrant Spells
    1.-Toll the Dead, Cause Fear
    2. Ray of Enfeeblement
    3. Animate Dead
    4. Arcane Eye
    5. Negative Energy Flood
    6. Create Undead

    Impending Doom
    Beginning at 3rd level your unceasing drive to avoid death grants you singular focus that can forestall any death but the one you choose. When you are reduced to 0 hit points you can choose to fall to 1 hit point instead. You can use this feature once and regain its use after a long rest.

    Ghostly Eyestalk
    At 6th level you grow an additional eyestalk and have completed the initial Rites to prepare yourself for Undeath by loosening your soul from its moorings in your body. As an action you can shift your soul allowing a spectral eyestalk to emerge from its flesh counterpart for 1 minute. While this spectral eyestalk is extended you can see invisible creatures and objects as well as into the Ethereal Plane. Additionally, you can extend the eyestalk through barriers up to 5 feet thick, perceiving normally and able to use the Eyestalk’s Glances or Glares normally. You can use this feature a number of times equal to your proficiency bonus and regain all uses after a long rest.

    Unending Doom
    At 10th level your body bloats and putrefies or you shed your flesh revealing a massive skull wrapped in an ectoplasmic mockery of life. Your type changes to Undead. You gain immunity to Poison and Disease and no longer need to sleep, eat, drink, or breathe. You must still enter a 1 or 8 hour period of light activity to gain the benefits of a rest.

    Necrotic Gaze
    At 14th level two spectral eyestalks emerge from your deathless form and you can use one of the uses for your Central Eye Feature as an action to instead unleash a torrent of Necrotic energy in a 60 foot cone. Living creatures in this area must succeed at a Constitution save vs your Spell DC or suffer 8d6 Necrotic Energy. Undead in this area are invigorated until the end of your next turn. Invigorated undead have their speed doubled, gain Turn Resistance, and can make one additional attack if they take the attack action on their turn.

    Lucid Dreamer
    As a Lucid Dreamer you learn to put the reality warping psionic power of a Beholder’s imagination to work. Rather than mindlessly spawning horrors you can tailor creations as ephemeral visions or painfully real servitors.

    Lucid Dreamer Spells
    1. Minor Illusion, Sleep
    2. Mirror Image
    3. Catnap
    4. Summon Aberration
    5. Dream
    7. Simulacrum

    Hypnogogue
    Beginning at 3rd level your Evolution grants you the ability to focus your unconscious mind rendering your rest more efficient and allowing you to continue organizing external stimuli. As an Action you can fall asleep and you gain the benefit of a long rest after only 4 hours though you may choose to sleep longer. When you enter sleep in this way you retain awareness of the world around you.
    Additionally, your strange or nightmarish ruminations manifest as illusory shades that terrify other creatures. You can designate a number of creatures equal to twice your proficiency bonus to remain unaffected by this ability which creates a lightly obscured area in a 20 ft radius centered on you. Creatures other than those you render immune that enter this area must succeed on a wisdom saving throw or become Frightened by the terrifying visions and sounds until they leave. This effect dissipates if you awaken.
    You can use this feature once and regain its use after a long rest.

    ESP
    Additionally, at 3rd level you gain a reserve of Psionic energy represented as a pool of Psionic dice. These dice are initially d6s but increase in size as you gain levels in this class to d8 at 5th, d10 at 11th, and d12 at 17th. You have a number of these dice equal to two times your proficiency bonus. When you make an Intelligence or Wisdom ability check you can expend one of your Psi dice and add the result to the roll. You regain all your psionic dice after a long rest. Additionally you can use a bonus action to regain a psionic die but must complete a short or long rest before doing so again.

    Psionic Eyes
    At 6th level grow an additional eyestalk and you learn to empower your eyes with your reserve of Psionic power. When you cast any Beheld spell that deals damage you may expend and roll a psi die and add the result to the damage.

    Big Brained
    You gain the Powerful Build Trait and grow two additional Eyestalks. Additionally, when you cast Summon Aberration to summon a Beholderkin you can choose to share its senses. For the duration of the spell, as long as you are on the same plane, you can sense everything the Beholderkin senses with no action required by you. You can do this once and regain this feature’s use when you complete a short or long rest or when you expend a Psi die to do it again. Additionally you can expend a Psi die to have the effect of your Central Eye, or one of your Glare’s or Gazes, emanate from the summoned Beholderkin’s space instead of your own.

    Waking Dream
    At 14th level you grow two additional Eyestalks and the Beholderkin you dream into existence become infused with excess psionic energy that you can cannibalize when their temporary lives end. If you have fewer psi dice than your proficiency bonus, whenever your Summon Aberration spell ends, whether you stop concentrating or your Beholderkin is reduced to 0 hit points, you can use your reaction to gain psionic dice equal to your proficiency bonus. You can use this feature once and regain its use after a long rest.

    The Rebel
    Unlike other Beheld that continue to twist their minds and bodies toward Beholder ideals, you have chosen to rebel against your form and turn the awesome power of your unconscious toward reclaiming a measure of your former life. Your Glances and Glares alter the shapes of yourself and others.

    Rebel Spells
    1. Shape Water, Mold Earth, Longstrider
    2. Alter Self
    3. Haste
    4. Polymorph
    5. Reincarnate
    9. True Polymorph

    Superior Hand/Eye Coordination
    Beginning at 3rd level your quest for the comfort of a humanoid form yields some results. When you use your Mage Hand Cantrip to conjure the hands in your space, it produces two hands instead of one and its duration is instant. As long as the hands remain in your space they move with you and function like normal hands allowing you to make unarmed strikes, wield weapons, or a shield, however you use your Intelligence to determine your carrying capacity, how much you can lift or drag, etc., as well as your bonus to hit and damage instead of strength or dexterity. The damage of unarmed strikes made with the hands is Force damage. These hands disappear and you lose their benefits if you move them out of your space or cast the spell again.

    Walk Like a Man or Whatever
    At 6th level you push back harder against your aberrant nature. When you cast Alter Self and change your appearance you can change the number and arrangement of your limbs becoming Bipedal or Quadrupedal, etc. as well as the placement and number of your eyes. If you choose to reduce the number of eyes you have or eliminate your central eye, you cannot use a similar number of Glances or your Central Eye feature respectively. Crafty rebels will usually keep all their eyes but place them where they can be readily covered with clothes.

    One of the Gang
    At 10th level your absolute rejection of Beholder psychology drives you to fit seamlessly into organizations, social groups, and adventuring parties. You gain proficiency in Persuasion if you don't have it already. When you take the Help action the creature you are helping may reroll one of the d20s rolled. You gain the same benefit when a creature uses the Help action to benefit you.

    Handsome Horror
    Upon attaining 14th level your escape from a Beholder's destiny reaches another milestone. Your bulbous form shrinks and extrudes a humanoid torso, arms, and legs beneath you. When using your new hands in conjunction with your augmented Mage Hand cantrip you can choose to wield additional weapons or shields. No matter how many hands you have, you can wield only one weapon with the Heavy or two handed property. When you take the attack action you can make unarmed strikes or attack with any weapons held by your mage hands as a bonus action using the normal limits of two weapon fighting.
    Spoiler: Beheld Spells
    Show

    As one of the Beheld you are capable of casting your Beheld spells in the form of Glances, Glares, and Gazes. Doing so requires you to use your Eyestalks to Glance, Glare, or Gaze at a target which fulfills the spell’s Somatic component. For many of the Beheld, their humanoid background makes magic words a comfortable tool to help channel the powers of their eyes, however these powers are not strictly arcane and indeed many Beheld simply give voice to mad utterances, vile oaths, or monstrously gleeful laughter as they unleash these quasi psionic energies. Any such method fulfills the verbal components of these spells.

    As a Beheld you can use a Focus item of your choosing, rings and monocles are popular. With the DM’s permission, nearly any item with a 50gp value will suffice. Expensive material components must be provided separately.
    Spoiler: Beheld Spell List
    Show
    Glances (Cantrips)
    Firebolt
    Create Bonfire
    Chill Touch
    Frostbite
    Mage Hand
    Mindsliver
    Prestidigitation
    Primal Savagery
    Ray of Frost
    Gust

    Glares
    1st level
    Charm Person
    Catapult
    Chaos Bolt
    Color Spray
    Detect Magic
    Detect Evil/Good
    Dissonant Whispers
    Entangle
    Magic Missile
    Ray of Sickness
    Tasha’s Hideous Laughter

    2nd level
    See Invisible
    Crown of Madness
    Enlarge/Reduce
    Find Traps
    Heat Metal
    Hold Person
    Levitate
    Mindspike
    Ray of Enfeeblement

    3rd level
    Clairvoyance
    Enemies Abound
    Fear
    Plant Growth
    Slow
    Tiny Servant

    4th level
    Banishment
    Blight
    Dimension Door
    Dominate Beast
    Resilient Sphere
    Giant Insect
    Phantasmal Killer

    5th level
    Telekinesis
    Animate Objects
    Dominate Person
    Hold Monster
    Scry

    Gazes
    6th level
    Disintegrate
    Eyebite
    Flesh to Stone

    7th level
    Finger of Death
    Forcecage
    Prismatic Spray
    Teleport

    8th level
    Antimagic Field
    Clone
    Feeblemind
    Maze
    Demiplane

    9th level
    Foresight
    Gate
    Blade of Disaster
    Time Ravage
    Weird
    Last edited by BerzerkerUnit; 2021-02-27 at 01:37 AM.

  3. - Top - End - #3
    Ogre in the Playground
     
    WolfInSheepsClothing

    Join Date
    Aug 2013

    Default Re: D&D 5e Base Class Contest XIV: Monster Mash II

    A typical dragon wyrmling is raised by one or both of its parents until it grows large enough to become a serious threat to the lesser races of the world. But for a variety of reasons, a wyrmling might find itself alone, outside that protection. Perhaps its parents were slain by adventurers before it could even hatch, or maybe it was abandoned for reasons unknown. Some such wyrmlings are left for dead because they're odd, exhibiting a mental or physical abnormality, or sometimes the wyrmling is a runaway, setting out on its own well before its time. The behavior of dragons maturing in these conditions can become strange: these dragons are known as "upstarts", and while the pride of dragons drives most to shun the company of lesser races, an upstart will sometimes ally itself with humanoids for survival. Some lucky orphaned wyrmlings ingratiate themselves to a tribe of kobolds who worship it as a god, while others less fortunate are captured by orcs or hobgoblins in an attempt to train them as weapons of war.

    Dragons inherit some of the skills and memories from their parents, and so are ready to face the world the moment they hatch. Unlike many player characters, there might be very little backstory for an upstart: indeed, it may have hatched the very morning its adventure begins. And though a wyrmling is certainly dangerous, it's far from the soaring, nigh-invincible creature it's destined to become. Their flight muscles have yet to fully develop, the hearing and temperature sensitivity that gives their elders "truesight" hasn't manifested in a useful way, and their breath weapon is a pale comparison to the tremendous power they will one day wield. But these abilities arrive quickly enough, and soon the world will bow before the might of a fully fledged young dragon.

    Dragon Upstart
    Requirement: Dragon Wyrmling: A Dragon Upstart is a type of dragon: to play an Upstart, you must select Dragon Wyrmling as your race. At your DM's discretion a Dragonborn might also take levels in this class, representing a focus on his draconic abilities.

    Spoiler: Dragon Wyrmling Race
    Show

    Ability Score Increase. Your Constitution score increases by 2. Either your Charisma or Strength score increases by 1.

    Age. Dragons are immortal beings, with no apparent upper limit on lifespan. However, as a Wyrmling you may be newly hatched or up to five years old. Wyrmlings inherit some of their parents' skills and memories, and so exit their egg an already dangerous creature.

    Alignment. Dragons tend toward extremes, with metallic dragons favoring good alignments and chromatic dragons favoring evil. However, as a rare dragon drawn to adventure, you are an exceptional entity and are free to decide your alignment for yourself.

    Size. Dragon Wyrmlings can weigh between 100 and 150 pounds when they first hatch and are around 5 feet tall "standing" on their hind legs. Wyrmlings grow quickly, however, and by the time they reach five years of age they can weigh as much as 800 pounds and stand 8 feet tall. Your size is medium.

    Type. Your type is Dragon: you are not a Humanoid. However, the front claws of a dragon are dexterous and can hold and manipulate objects as well as the hands of any humanoid. Many items made for humanoids, such as armor, simply will not fit a dragon of any size. However, Dragons are highly compatible with magic jewelry, and can attune to many types of magical items even when worn in unusual ways. For example, a large or huge dragon might treat a headband of intellect as bracelet, a gargantuan dragon might treat it like a ring. Rings and other small items may be worn upon horns or other ridges of a dragon. Because of this, dragons are not subject to many of the limitations of magic item types: they can wear more than two magic rings, for example. However, they can still only attune to three magic items at once.

    Speed. You have a base walking speed of 30 feet. You have a flying speed of 30 feet, but if you end your turn flying, you fall.

    Darkvision. You have superior vision in dark and dim Conditions. You can see in dim light within 60 feet of you as if it were bright light, and in Darkness as if it were dim light. You can’t discern color in Darkness, only Shades of Gray.

    Crop. Dragons have a specialized organ called a crop, a non-digestive sack adjacent to their esophagus. A dragon can comfortably fit around 1/5 of its body weight in its crop. As an action, dragon can swallow an object (or a willing or incapacitated creature) up to two sizes smaller than it into its crop or eject an object from its crop. Food kept in the crop does not spoil. Creatures in the crop are restrained.

    Draconic Subspecies. Dragons are born in one of several varieties, grouped together into chromatic and metallic variants. The subspecies of a dragon determines its elemental affinity, giving them resistance to that element and determines the damage type and area of their breath weapon. Choose one of the options below.

    Dragon Subspecies Damage Type Breath Weapon
    Black Acid 5' by 30' Line (Dex save)
    Blue Lightning 5' by 30' Line (Dex save)
    Brass Fire 5' by 30' Line (Dex save)
    Bronze Lightning 5' by 30' Line (Dex save)
    Copper Acid 5' by 30' Line (Dex save)
    Gold Fire 15' Cone (Dex save)
    Green Poison 15' Cone (Con save)
    Red Fire 15' Cone (Dex save)
    Silver Cold 15' Cone (Con save)
    White Cold 15' Cone (Con save)
    Breath Weapon. You can use your action to exhale destructive energy. It deals damage in an area according to your subspecies. When you use your breath weapon, all creatures in the area must make a saving throw, the type of which is determined by your subspecies. The DC of this saving throw is 8 + your Constitution modifier + your proficiency bonus. A creature takes 2d6 damage on a failed save, and half as much damage on a successful one. After using your breath weapon, you cannot use it again until you complete a short or long rest.

    Damage Resistance. You have resistance to the damage type determined by your subspecies.

    Languages. You can read, speak, and write Common and Draconic. All dragons know Draconic instinctively and you either inherited knowledge of Common from one of your parents or learned it soon after hatching.

    Class Restrictions. Your first class level must be a Dragon class, such as a Dragon Upstart.

    Spoiler: Multiclassing
    Show
    If your table allows multiclassing, you must have a constitution score of 13 and a strength or charisma score of 13 to multiclass into or out of this class. You gain no proficiencies when you multiclass into this class.


    Class Features


    Hit Points
    Hit Dice: 1d10 per Dragon Upstart level
    Hit Points at 1st Level: 10+Your Constitution modifier
    Hit Points at Higher Levels: 1d10 (or 6) + your Constitution modifier per Dragon Upstart level after 1st

    Proficiencies
    Armor: None
    Weapons: None
    Tools: None
    Saving Throws: Constitution, Charisma
    Skills: Choose two skills from Athletics, Arcana, Deception, History, Intimidation, Nature, Perception, Religion and Stealth

    Equipment
    You start with 20 pounds of fresh venison, mutton or beef stored in your crop.

    The Dragon Upstart
    Level Proficiency Bonus Features Breath Damage Breath Recovery Maturations
    1st +2 Draconic Body, Favored Domain 2d6 - -
    2nd +2 Improved Breath Weapon, Draconic Maturation 3d6 6 1
    3rd +2 Draconic Talent 3d6 6 1
    4th +2 Ability Score Improvement 4d6 6 2
    5th +3 Draconic Talent Feature 5d6 6 2
    6th +3 Dragon Might, Dragon Greed 5d6 6 3
    7th +3 Frightful Presence 6d6 6 3
    8th +3 Ability Score Improvement 7d6 6 4
    9th +4 Hoarder 7d6 6 4
    10th +4 Elemental Immunity 8d6 6 5
    11th +4 Expanded Breath (30 foot cone/10 by 60 foot line) 9d6 5-6 5
    12th +4 Ability Score Improvement 9d6 5-6 6
    13th +5 Legendary Resistance (one use) 10d6 5-6 6
    14th +5 Greater Dragon Might, Draconic Talent Feature 11d6 5-6 7
    15th +5 Legendary Resistance (two uses) 11d6 5-6 7
    16th +5 Ability Score Improvement 12d6 5-6 8
    17th +6 Legendary Resistance (three uses) 13d6 5-6 8
    18th +6 Expanded Breath (60 foot cone/10 by 90 foot line) 13d6 5-6 9
    19th +6 Ability Score Increase 14d6 5-6 9
    20th +6 Epic Dragon Might 15d6 5-6 10

    Draconic Body
    As a dragon, your body is built for dominance in combat. Your bite is a natural weapon that deals 1d10 piercing damage on hit. Your body is covered in thick skin and hard scales: while you are not wearing any armor, your Armor Class equals 13 + your Constitution modifier.

    Favored Domain
    All dragon subspecies have an environment they favor: the black dragons have their swamps, the white dragons their tundra, the red dragons their mountains, and so forth. Like your kin, you're well adapted to your favored domain, with additional movement modes depending on your subspecies.
    • Red/Copper: You gain a climb speed equal to your walking speed
    • Blue/Brass: You gain a burrow speed equal to your walking speed
    • White: You gain a burrow speed equal to half your walking speed, a swim speed equal to your walking speed, and can move across and climb icy surfaces without needing to make an ability check. Difficult terrain composed of ice or snow doesn't cost you extra movement.
    • Silver: While flying, you can hover. Whenever you fall, you can choose to fall slowly, as if under the effect of a "feather fall" spell.
    • Green/Black/Gold/Bronze: You gain a swim speed equal to your movement speed and can breathe air and water


    Improved Breath Weapon
    As you mature, your breath weapon becomes more potent, and you can use it more frequently. Its damage improves to 3d6 at second level and continues to increase in damage as shown on the Dragon Upstart table. In addition, at the start of your turn you can roll 1d6 to attempt to recover the use of your breath weapon: on a roll of a 6, you regain your use of the ability. Starting at 11th level you regain your use of your breath weapon on a roll of 5 or higher.


    Draconic Maturation
    Each dragon wyrmling grows into their abilities at a different pace, especially those with as an unusual a lifestyle as an upstart. As an upstart, you can exert some influence over the way your body and abilities change.

    At 2nd level, you gain one maturation of your choice. Your maturation options are detailed at the end of the class description. When you gain certain Upstart levels, you gain additional maturations of your choice, as shown in the Maturations column of the Upstart table.

    If a maturation has prerequisites, you must meet them to gain it. You can gain the maturation at the same time that you meet its prerequisites. A level prerequisite refers to your level in this class.


    Draconic Talent
    Dragons are beings of inherent magic, though the ways each dragon learns to use that power vary greatly between individuals. At third level, choose one of the following options as your Draconic Talent: Natural Spellcaster, Shapeshifter, or Dragon Cult.

    Spoiler: Natural Spellcaster
    Show
    Natural Spellcaster
    All dragons are inherently magical beings, and all of them contain within them the potential to become potent spellcasters, though not all of them explore this gift. You have chosen to tap that resource directly.
    Upstart Level Cantrips Known Spells Known 1st 2nd 3rd 4th
    3rd 3 2 2 - - -
    4th 3 3 3 - - -
    5th 3 3 3 - - -
    6th 3 4 3 - - -
    7th 3 4 4 2 - -
    8th 4 5 4 2 - -
    9th 4 5 4 2 - -
    10th 4 3 4 3 - -
    11th 4 6 4 3 - -
    12th 4 6 4 3 - -
    13th 4 7 4 3 2 -
    14th 4 7 4 3 2 -
    15th 5 8 4 3 2 -
    16th 5 8 4 3 3 -
    17th 5 9 4 3 3 -
    18th 5 9 4 3 3 -
    19th 5 10 4 3 3 1
    20th 5 10 4 3 3 1

    Spellcasting
    When you discover this talent at third level, you gain the ability to cast spells.

    Cantrips
    You learn three cantrips of your choice from the sorcerer spell list. You learn an additional sorcerer cantrip of your choice at 8th level and another at 15th level.

    Spell Slots
    The Natural Spellcaster Spellcasting table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.

    For example, if you know the 1st-level spell Shield and have a 1st-level and a 2nd-level spell slot available, you can cast Shield using either slot.

    Spells Known of 1st Level and Higher
    You know two 1st-level sorcerer spells of your choice.

    The Spells Known column of the Natural Spellcaster Spellcasting table shows when you learn more sorcerer spells of 1st level or higher. Each of these spells must be of a level for which you have spell slots. For instance, when you reach 7th level in this class, you can learn one new spell of 1st or 2nd level.

    Whenever you gain a level in this class, you can replace one of the sorcerer spells you know with another spell of your choice from the sorcerer spell list. The new spell must be of a level for which you have spell slots.

    Spellcasting Ability
    Charisma is your spellcasting ability for your sorcerer spells, as spellcasting comes intuitively to you. You use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a sorcerer spell you cast and when making an attack roll with one.

    Spell save DC = 8 + your proficiency bonus + your Charisma modifier

    Spell attack modifier = your proficiency bonus + your Charisma modifier

    Spellcasting Focus
    As a natural spellcaster, you can treat your own body as a spellcasting focus.

    Arcane Breath
    At third level, you gain proficiency with Arcana. Also starting at third level, you can treat your Breath Weapon as a sorcerer spell from the evocation school for the purposes of feats and features which modify spellcasting.

    Arcane Anchor
    Your body is a natural conduit for magical forces. Starting at fifth level, any spell you cast which targets only yourself lasts much longer. A spell which normally has a duration of 1 minute instead lasts 1 hour. A spell which normally has a duration of 1 hour instead lasts 8 hours. A spell which normally lasts 8 hours instead lasts 24 hours. A spell which normally lasts 24 hours or more lasts for twice as long.

    Explosive Cantrips
    Starting at 14th level you can eject your cantrips from your maw as an arcane blast of death. When you cast a cantrip that can deal a damage type associated with your subspecies, and which does not have a range of "self", you can do so without somatic, verbal or material components, instead simply exhaling it like you would your breath weapon. A cantrip cast this way effects a sphere with a 10 foot radius, targeting all creatures and objects within the sphere.

    Spoiler: Shapeshifter
    Show
    Shapeshifter
    Many dragons prefer subtle manipulation of lesser species, becoming adept at taking on their forms and interfering with their affairs for their own purposes. Such dragons have been known to plot for centuries, playing political games between dynasties that span generations. A good dragon might do this to keep the peace, while an evil dragon might seek destruction and chaos, and others might simply wish to extract as much treasure from the humanoids as possible.

    Dragon Tongue
    At third level, you gain proficiency with Deception, and you double your proficiency bonus when making a charisma check to convince someone you are who you say you are. You also learn one additional language of your choice. You learn an additional language of your choice at levels 6, 9, 12, 15, and 18.

    Alter Ego
    Starting at third level when you discover this talent, you gain the ability to take on a secondary form. When you gain this feature you choose the particulars of your alter ego, how it looks and sounds, though it must be a small or medium humanoid. You revert to your true form if you die. It cannot resemble another existing humanoid, so you cannot use this ability to impersonate a specific individual. As an action, you can change your shape to take on the appearance of your Alter Ego or return to your natural form: your size changes if necessary and you lose access to your natural armor, natural weapons, flight, crop, and breath weapon, but otherwise your statistics do not change. If your character is wounded, including permanent wounds such as scars or severed limbs, your Alter Ego appears to have those wounds as well. You can change back to your true form as an action. Any equipment you are wearing or carrying when you change forms is either absorbed into the new form or is borne by it (your choice).

    Mortal Implements
    By 5th level, you learned to make good use of the tools and weapons of the lesser races while taking their forms. You gain proficiency with all armor, shields, and weapons while in a humanoid form. You also gain proficiency with any two tools, game sets, or vehiciles of your choice. Magical weapons and armor you are wearing or holding while in a humanoid form, or absorbed into another form, are considered a part of your hoard for determining its value.

    Extra Attack
    Also starting at 5th level, whenever you take the attack action while in a humanoid form, you can make one extra weapon attack.

    Shapeshifting Adept
    By 14th level you can freely change the appearance of your Alter Ego when you take on a new form, including the ability to imitate specific individuals. In addition, you can also take on the form of any beast with a CR no higher than 1/4 your Dragon Upstart level. If you take on the form of a beast, your size changes to match the beast and you gain the beasts' attacks and movement speeds, but otherwise you follow the same rules as if you were taking a humanoid form.

    In addition, you now retain access to your breath weapon while in an alternate form.

    Spoiler: Dragon Cult
    Show
    Dragon Cult
    The awe and majesty of a dragon can inspire devotion from the lesser races, who rightly intuit the dragon's godlike status. You're seen by your followers either as an aspect of Tiamat or Bahamut, or as a god in your own right, and as far as you're concerned they're entirely justified in their devotion; you've chosen to allow and encourage their worship, forming a dragon cult. Most frequently, a dragon cult is formed by kobolds, dragonborn or lizardfolk, but any humanoid species can come to worship the divine beauty of a dragon.

    Cult Following
    At third level, you gain proficiency with persuasion. You also begin to accumulate a small congregation of devoted worshippers: you have a number of followers equal to one-half your level in this class (rounded down) plus your charisma modifier. These followers can be of any humanoid species, and use the statistics of a commoner. Your followers obey your orders to the best of their ability, and are willing to face danger and even die for you. If you are below your maximum number of followers (if for example a follower dies or otherwise leaves your service, or if your maximum increases as you gain a level) a new follower will arrive to join your cult in 2d4 days.

    Master's Mercy
    Also starting at third level, you've learned how to spare those who serve you from your wrath. When you use your Breath Weapon, any number of creatures you choose can add your proficiency modifier to any save they make against it. If they succeed on the save, they take no damage.

    Talons of the Dragon God
    Starting at 5th level, humanoids with a challenge rating of 1/8 or lower may be converted to your worship to become one of your followers. Successfully convincing a creature of your divinity requires three successful charisma (persuasion) checks contested by their intelligence (religion) or wisdom (insight) check. You can attempt one such check against each creature every 24 hours. Alternatively, a follower can make this check on your behalf, making it's own persuasion checks against the target. If you accumulate three failures on this check before three successes, that creature cannot be converted by you. You can have a maximum number of coverts equal to your charisma modifier: if you convert a new follower in this way while you are at this limit, another convert of your choice loses faith and leaves your service.

    In addition, you can add your charisma modifier as a bonus to the attack rolls of all your followers as long as they can see you.

    The Dragon's Champions
    By 14th level, your growing power can attract more useful individuals; the CR of creatures you can convert to your worship increases to 1/2.



    Ability Score Improvement
    When you reach 4th Level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two Ability Scores of your choice by 1. As normal, you can’t increase an ability score above your maximum using this feature. (See "Greater Dragon Might")


    Dragon Greed
    Starting at sixth level, your draconic instincts drive you to accumulate items of value, including precious metals and magic items. For reasons that are mysterious even to them, dragons find intense pleasure in their hoards; many adventurers learn the hard way that a dragon's cunning is unusually sharp when it comes to gathering and defending this personal treasure.
    • You have an intuitive understanding of value. You know the value of any item simply by touching it and can easily spot a mundane forgery, with advantage on a check or save to resist a spell or other magical effect which would disguise the value of an item.
    • You have advantage on charisma, wisdom and intelligence checks when applied directly to accumulating or retaining wealth, for example haggling for a price to sell an item, reading an encrypted treasure map, or negotiating a fee for your services.
    • Treasure (magic items, precious metals, objects of art, and jewels) stored in your crop count as only half their weight when determining how much you can carry in it. You can swallow treasure as a bonus action.


    Dragon Might
    At sixth level your strength, constitution, or charisma score increases by 2, or two of those scores increase by 1.


    Frightful Presence
    Starting at seventh level you've learned to use the reputation of your species to fill your enemies with terror. As an action or whenever you take the attack action, you can unleash a terrible roar. When you do, each creature of your choice that is within 120 feet of you and can hear you must succeed on a Wisdom saving throw or become frightened of you for 1 minute. The DC of this saving throw is equal to 8+your proficiency bonus+your charisma modifier. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to your Frightful Presence for the next 24 hours.


    Hoarder
    Starting at ninth level, and when your hoard has grown large enough, the pride and pleasure your wealth brings you sharpens your instincts and brings you increased confidence and clarity. You gain a bonus to attack and damage rolls with your natural weapons and spell attacks, to your natural armor, and to all charisma checks. This bonus is larger the greater the value of your hoard:
    Value Bonus
    <100,000 None
    100,000-999,999gp +1
    1,000,000-9,999,999gp +2
    >9,999,999gp +3
    To gain this benefit, you must have spent at least 8 hours admiring your hoard and accounting for each item in it within in the last 30 days. After that time has passed you begin to worry about it and feel yourself driven to return, and so the bonus is lost until you can reassure yourself your hoard is intact. Items you or your allies carry with you are not considered a part of your hoard: your hoard must remain in a safe location.

    Spoiler: Sidebar: Magic Items in a Dragon's Hoard
    Show
    A dragon's hoard will often contain magic items the dragon has no interest in using himself, but nonetheless add to the value of the collection. For the purposes of this feature, common items are worth 100gp, uncommon items are worth 500gp, rare items are worth 5,000gp, very rare items are worth 50,000gp, and legendary items are worth 500,000gp.


    Draconic Immunity
    Starting at 10th level, you become immune to the damage type determined by your subspecies.


    Expanded Breath
    Starting at 11th level, when you use your breath weapon, it increases in volume to cover a larger area. If your breath weapon is a cone, it's now a 30 foot cone. If it's a line, it's now a 10 foot by 60 foot line. At 18th level it increases again to either a 60 foot cone or a 10 foot by 90 foot line.


    Legendary Resistance
    Starting at 13th level, when you would fail a saving throw, you can choose to succeed instead as a reaction. You can use this ability once. At 15th level you can use this power twice. At 17th level you can use this power three times. You regain all uses of this ability when you take a long rest.


    Greater Dragon Might
    At 14th level your strength, constitution, or charisma score increases by 2, or both scores increase by 1. Your maximum value for those ability scores becomes 22.


    Epic Dragon Might
    At 20th level your strength, constitution, or charisma score increases by 2, or both scores increase by 1. Your maximum value for those ability scores becomes 24.


    Maturations

    Agile
    You have proficiency with Dexterity saves.

    Dragon Senses I
    A combination of acute hearing, smell, and temperature sensitivity gives you Blindsight within 10 feet of you.

    Elemental Bite
    Your bite deals extra damage equal to your constitution modifier. The damage is a type determined by your subspecies. Your natural weapons count as magical for the purposes of overcoming resistances and immunity.

    Hybrid
    You discover that you descend from more than one subspecies of dragon. Choose a different subspecies of dragon: you count as being a member of both subspecies, gaining the resistances, movement modes, and breath weapon types of both. Whenever you use your Breath Weapon you choose which weapon to use, but they share the same limits on usage: if you use one breath weapon you cannot use the other until you recover the use of the ability. If a feature, like Elemental Bite, deals damage of a type based on your subspecies, you choose which of your damage types to use.

    Willful
    You have proficiency with Wisdom saves.

    Flight I
    Prerequisite: 3rd level
    As your flight muscles mature, you can fly faster and sustain your flight for longer. Your flying speed increases to 60 feet and you can remain in the air for a number of rounds equal to your constitution modifier. You must concentrate to fly in this way, as if concentrating on a spell: if you lose concentration, you fall.

    Claw Attack I
    Prerequisite: 5th level
    Your claws are natural melee weapons you can use to make unarmed attacks. They deal 1d6 slashing damage on a hit. If you take the attack action on your turn, you can make one additional melee attack with your claws. You must have a free forelimb to attack with your claws.

    Empowered Breath
    Prerequisite: 6th level: Black, Blue, Green, Red or White Dragon
    Your breath weapon uses d8s for damage instead of d6s.

    Paralyzing Breath
    Prerequisite: 6th level, Silver Dragon
    You gain an additional way to use your breath weapon, exhaling gas in a 15-foot cone. Each creature in that area must succeed on a Constitution saving throw of 8+your proficiency bonus+your constitution modifier. On a failed save, the creature is stunned until the end of your next turn.

    Repulsion Breath
    Prerequisite: 6th level, Bronze Dragon
    You gain an additional way to use your breath weapon, exhaling repelling energy in a 30-foot cone. Each creature in that area must succeed on a Strength saving throw with a DC of 8+your proficiency bonus+your constitution modifier. On a failed save, the creature is pushed a number of feet away from you equal to 10 times your constitution modifier.

    Sleep Breath
    Prerequisite: 6th level, Brass Dragon
    You gain an additional way to use your breath weapon, exhaling sleep gas in a 15 foot cone. Each creature in that area must succeed on a Constitution saving throw with a DC of 8+your proficiency bonus+your constitution modifier. On a failed save, a creature falls unconscious for 1 minute. This effect ends for a creature if the creature takes damage or someone uses an action to wake it.

    Slowing Breath
    Prerequisite: 6th level, Copper Dragon
    You gain an additional way to use your breath weapon, exhaling gas in a 15-foot cone. Each creature in that area must succeed on a Constitution saving throw of 8+your proficiency bonus+your constitution modifier. On a failed save, the creature can't use reactions, its speed is halved, and it can't make more than one attack on its turn. In addition, the creature can use either an action or a bonus action on its turn, but not both. These effects last for 1 minute. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself with a successful save.

    Weakening Breath
    Prerequisite: 6th level, Gold Dragon
    You gain an additional way to use your breath weapon, exhaling gas in a 15-foot cone. Each creature in that area must succeed on a Constitution saving throw of 8+your proficiency bonus+your constitution modifier. On a failed save, a creature has disadvantage on Strength-based attack rolls, Strength checks, and Strength saving throws for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

    Dragon Senses II
    Prerequisite: 7th level, Dragon Senses I
    Your Blindsight extends to 30 feet and your darkvision extends to 90 feet.

    Flight II
    Prerequisite: 9th level, Flight I
    Your flight muscles are fully mature. Your flying speed increases to 80 feet, you can remain in the air indefinitely, and no longer need to concentrate to remain in flight.

    Adolescence
    Prerequisite: 10th level, 5+ years old, 800+ pounds, 8+ feet long
    You've grown too large to be considered a medium creature: you are now large. You are now classified as a young dragon instead of a wyrmling. Your walking speed increases by 10 feet. Your natural weapons are larger and more powerful, gaining one die of additional damage.

    Spoiler: Sidebar: Advanced Age and Other Size Categories
    Show
    A dragon is considered an adult at around 100 years old and ancient at around 800 years: 95 years is far longer than most campaigns can be expected to last, and 795 years would be extremely unusual, and so those options are not being presented here. However, in the event that a character using this class makes it to the age of 100+, the dungeon master should consider allowing them to become an adult dragon. As an adult dragon, they are huge, and their reach extends by 5 feet. A dragon who lives to be 800 years old is an ancient dragon. An ancient dragon is gargantuan and their reach extends by another 5 feet. Their natural weapons do the same damage in these forms as they did for a young dragon.

    Claw Attack II
    Prerequisite: 11th level, Claw Attack I
    When you take the attack action and both your forelimbs are free, you can make two additional attacks with your claws instead of just one.

    Tail Attack
    Prerequisite: 13th level
    Your tail is a natural melee weapon that deals 1d8 bludgeoning damage. As a reaction when another creature ends its turn, you can make one melee weapon attack with your tail.

    Dragon Senses III
    Prerequisite: 15th level, Dragon Senses II
    Your Blindsight extends to 60 feet and your darkvision extends to 120 feet. As a reaction when another creature ends its turn, you can make a wisdom (perception) check.
    Last edited by Damon_Tor; 2022-08-08 at 06:20 PM.

  4. - Top - End - #4
    Bugbear in the Playground
    Join Date
    Apr 2011
    Location
    Minnesota
    Gender
    Male

    Default Re: D&D 5e Base Class Contest XIV: Monster Mash II

    The Adversary


    It walks among us...

    Mind flayer biology is as bizarre as any aberration's, and they in particular are prone to creating, either by accident or on purpose, a variety of different creatures when they implant their tadpoles into their hosts. There is only one, however, who they whisper of in hushed fearful tones. If monstrous brain-eating alien parasites could possibly be said to have a boogeyman, it is the Adversary.

    It is unknown if there ever was or will be an Adversary, but the illithids have convinced themselves that there could be. Even a normal mind flayer picks up a few small habits from their host body's personality, but the idea of the Adversary is one for whom the transformation process, called ceremorphosis, is physically complete, but the mind is wholly the host's, creating a wretched, spiteful creature whose only purpose is revenge on the mind flayers who created them.

    Hit Points
    Hit Dice: 1d8 per Adversary level
    Hit Points at 1st Level: 8 + your Constitution modifier
    Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per Adversary level after 1st

    Proficiencies
    Armor: Light and Medium
    Weapons: Any four weapons, which can be any combination of martial and simple weapons.
    Tools: Choose one kit, set of artisan's tools, gaming set, musical instrument, or vehicle.
    Saving Throws: Intelligence, Wisdom
    Skills: Choose any Two

    Equipment:
    Breastplate

    Level Proficiency Bonus Features Extract Brain Tentacle Mind Blast Spells Known 1st 2nd 3rd 4th
    1 +2 Flayer Form 1d10 1 2d4 - - - - -
    2 +2 Past Life 1d10 1 2d4 - - - - -
    3 +2 Psionics 2d10 1d4 2d6 3 2 - - -
    4 +2 Ability Score Improvement 3d10 1d4 2d6 4 3 - - -
    5 +3 Mind Shield 3d10 1d6 2d6 4 3 - - -
    6 +3 Ability Score Improvement 4d10 1d6 2d8 4 3 - - -
    7 +3 Past Life 5d10 1d8 2d8 5 4 2 - -
    8 +3 Ability Score Improvement 5d10 1d8 2d8 6 4 2 - -
    9 +4 Improved Flayer Form 6d10 1d10 2d10 6 4 2 - -
    10 +4 Ability Score Improvement 7d10 1d10 2d10 7 4 3 - -
    11 +4 Past Life 7d10 2d6 2d10 8 4 3 - -
    12 +4 Ability Score Improvement 8d10 2d6 4d6 8 4 3 - -
    13 +5 Improved Psionics 9d10 2d8 4d6 9 4 3 2 -
    14 +5 Past Life 9d10 2d8 4d6 10 4 3 2 -
    15 +5 Magic Resistance 10d10 2d10 4d8 10 4 3 2 -
    16 +5 Ability Score Improvement 11d10 2d10 4d8 11 4 3 3 -
    17 +6 Consume Mind 12d10 4d6 4d8 11 4 3 3 -
    18 +6 Past Life 13d10 4d6 4d10 11 4 3 3 -
    19 +6 Ability Score Improvement 14d10 4d8 4d10 12 4 3 3 1
    20 +6 Revert Form 15d10 4d8 4d10 13 4 3 3 1

    [B]Class Features[/B]

    Flayer Form
    At the 1st level you gain as an Adversary, whether you are first level or not, your old life is destroyed along with your body as you undergo the horrific transformation into a new mind flayer. To most, death would be preferable. However, this grave injustice done to you fills you with purpose: revenge. Retaining your memories, personality, and skills, you hold nothing but disgust and hate in your heart towards your new "species."

    You lose all racial ability score increases, replacing them with +2 to Intelligence, and +1 to Charisma and Wisdom. You retain any proficiencies gained from your race, including languages and also gain Undercommon and Deep Speech, and 60 foot darkvision (even if your original race had better darkvision or no darkvision) and 60 foot telepathy with any creature that has a language. You lose any other racial abilities or characteristics. You have a walking speed of 30 feet. You are size medium, although normally you could not have come from a race of any other size. Your creature type is aberration; things which affect humanoids only, do not affect you.

    You also gain three special attacks:

    Extract Brain:As an action you can attack one incapacitated humanoid grappled by you. You have proficiency on the attack roll and add your Intelligence bonus. The target takes 1d10 piercing damage. If this damage reduces the target to 0 hit points, you kill the target by extracting and devouring its brain. You monster. The column in the class table labeled "Extract Brain" shows how the damage increases as you level up.

    Tentacles: As an action, you can use your disgusting face tentacles to make a melee weapon attack. You have proficiency on this attack and add your intelligence bonus. It deals psychic damage equal to 1 plus your intelligence bonus. This increases to 1d4 plus your intelligence bonus at 3rd level and continues to increase as you level up. If the target is Medium or smaller, it is grappled (escape DC 8 + your proficiency bonus + your intelligence bonus) and must succeed on an Intelligence saving throw of the same DC or be stunned until this grapple ends.

    Mind Blast: As an action, you can emit psionic energy in a sixty foot cone, and each creature in that area must make a saving throw of DC 8 + your proficiency bonus + your intelligence bonus or take psychic damage equal to 2d4 + your intelligence bonus and be stunned for one minute. The creature can make another saving throw at the end of each turn, ending the effect on itself on a success. After using this ability, you roll a d6 at the beginning of every turn. You cannot use Mind Blast again until you roll a 5 or 6 on this die. The column in the class table labeled "Mind Blast" shows how the base damage of this ability increases as you level up.

    Past Life: Your first few weeks as a mind flayer are spent learning the basics of their society and language. You are aware of your previous self, but also the critical importance of appearing to be a normal mind flayer. Beginning at 2nd level, you awaken from this fog of horror and begin to regain your previous abilities. Pick a class other than Adversary, and gain all proficiencies, but not features, as if you multiclassed into that class. You gain more abilities based on this choice at 7th, 11th, 14th, and 18th level.

    Psionics: Beginning at 3rd level, the psionic abilities of your new form begin to manifest. You learn three first level spells from the Adversary spell list, and gain two first level slots. You manifest these spells as psionic powers, meaning they have the psionics tag and do not require any components. To manifest a spell as a psionic power, you must expend a slot equal to the spell's level or higher.

    For example, if you know the 1st-level spell Charm Person and have a 1st-level and a 2nd-level spell slot available, you can cast Charm Person using either slot. You regain all expended spell slots when you finish a long rest.
    Spells Known of 1st Level and Higher

    Spells Known of 1st Level or Higher:

    The Spells Known column of the Adversary class table shows when you learn more Adversary spells of 1st level or higher. Each of these spells must be of a level for which you have spell slots. For instance, when you reach 7th level in this class, you can learn one new spell of 1st or 2nd level.

    Whenever you gain a level in this class, you can replace one of the Adversary spells you know with another spell of your choice from the Adversary spell list. The new spell must be of a level for which you have spell slots.

    Spellcasting Ability:

    Intelligence is your spellcasting ability for your Adversary spells. You use your Intelligence whenever a spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for an Adversary spell you cast and when making an attack roll with one.

    Spell save DC = 8 + your proficiency bonus + your Intelligence modifier

    Spell attack modifier = your proficiency bonus + your Intelligence modifier

    Ability Score Improvement:
    When you reach 4th level, and again at 6th, 8th, 10th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.

    Mind Shield: At 5th level, you gain proficiency in Charisma saving throws and advantage on all Charisma ability checks.

    Improved Flayer Form: Beginning at 9th level, your Darkvision and Telepathy increase in range to 120 feet.

    Improved Psionics: Beginning at 13th level, you can manifest Detect Thoughts and Levitate at will as psionic powers, and can manifest Dominate Monster and Plane Shift (self only) without expending a spell slot. You can't manifest Dominate Monster or Plane Shift again using this ability until you finish a long rest.

    Magic Resistance: Beginning at 15th level, you gain advantage on all saving throws against spells and magical effects.

    Consume Mind: Beginning at 17th level, your Extract Brain attack can affect mind flayers. Whenever you kill a creature with your Extract Brain attack, you regain hitpoints equal to half the damage, up to your victim's hitpoint maximum, gaining any over your maximum as temporary hitpoints.

    True Adversary: Once you reach 20th level, you ability to exact your revenge reaches its pinnacle. You have advantage on all attack rolls against aberrations, and aberrations have disadvantage on all saving throws against your spells and abilities.

    Past Life
    At 7th level, you gain all the class features of the first level of the class you chose for your past life feature at 2nd level. If it is a spellcasting class, you gain the slots, spells known and/or prepared of that class, and do not add them together with slots and spells known gained from your Psionics feature. At 11th level, you gain the second level features of the class you chose at 2nd level. At 14th level, you gain the third level features of the class you chose at second level. At 18th level, you get something else that I will make up later, leave me alone, it's late.

    Spoiler: Adversary Spell List
    Show
    WIP
    1st

    2nd

    3rd

    4th
    Last edited by sengmeng; 2021-01-07 at 11:35 PM.
    My Homebrew (Free to use, don't even bother asking. PM me if you do, though; I'd love to hear stories).

    Avatar done by me (It's Durkon redrawn as Salvador from Borderlands 2).

    Nod, get treat.

  5. - Top - End - #5
    Ogre in the Playground
    Join Date
    May 2013

    Default Re: D&D 5e Base Class Contest XIV: Monster Mash II

    Skeletal Champion
    The legions of Undead throughout the world's history hold many grand legends among their ranks, but in the halls of knowledge, these legends are far scarcer topics of discourse than those they must entrust to command those legions, for the old horrors have far more individual oddities and far less relevance to daily life than the variety of creatures that lead these hosts in the heat of battle. For reasons uncertain to any reputable scholar, those Undead that retain their flesh are encumbered horribly by it and take far greater efforts to raise with the intelligence to coordinate the all but mindless hordes, leading to the champions of the dead almost always being naught but bone, with the only truly certain commonality being their talents in leading their lesser kin.

    Hit Points
    Hit Dice: 1d8 per Skeletal Champion level
    Hit points at 1st level: 8 + your Constitution Modifier
    Hit points at higher levels: 1d8 (or 5) + your Constitution modifier per Skeletal Champion level after 1st.

    Proficiencies
    Armor: Light armor, Medium Armor
    Weapons: Simple weapons
    Tools: Any one
    Saving throws: Wisdom, Charisma
    Skills: Choose three from Acrobatics, Stealth, Arcana, History, Religion, Insight, Perception, or Intimidate.

    Equipment
    You start with the following equipment, in addition to the equipment granted by your background:
    • (a) a chain shirt or (b) a metal shield
    • (a) a spear or (b) a longbow and 20 arrows
    • padded armor, a dungeoneer's pack, and a mace



    Spoiler: Table
    Show
    Level Proficiency Features
    1 +2 Animation Rite, Risen Commander
    2 +2 Dead Watcher
    3 +2 Restless Bones, Draining Touch
    4 +2 Ability Score Improvement
    5 +3 Rite Feature
    6 +3 Following's Orders
    7 +3 Beacon of Undeath
    8 +3 Ability Score Improvement
    9 +4 Rite Feature, Assemble Serpentir
    10 +4 Fractured Orders
    11 +4 Relentless Bones,
    12 +4 Ability Score Improvement
    13 +5 Rite Feature
    14 +5
    15 +5
    16 +5 Ability Score Improvement
    17 +6 Rite Feature
    18 +6
    19 +6 Ability Score Improvement
    20 +6 Nexus of Undeath


    Class Features:
    As a Skeletal Champion, you gain the following class features:

    Animation Rite: At 1st level, you choose what manner of spellcraft or event gave rise to your current Undead existence, such as Spell-Stitched. This defines much of your abilities beyond the leading of others, granting features when selected at 1st level, and again at 5th, 9th, 13th, and 17th.

    Risen Commander: The Skeletal Champions are, as the name would suggest, Skeletal. You lose any sub-race features or variant racial features upon taking the 1st-level, your type changes to Undead, you gain Resistance to Necrotic and Immunity to Poison damage, as well as the Poisoned condition, and an ability score of your choice has its current value increased by one point, to a limit of 16, and its maximum is increased by two points. However, if you did not choose a sub-race or variant race, you additionally must reduce an ability score by two points, or two ability scores by one point, and do not get Resistance to Necrotic damage.

    Dead Watcher: Starting at 2nd level, your ceaseless attentions give you far greater celerity of decisions to respond to your surroundings, allowing you to take a Bonus Action on each of your turns. This action can only be used to take the Help, Ready, or Search action.

    Draining Touch: At 2nd level, the ever-present hunger the Undead are renowned for finds an outlet in the growth of your power, allowing you to send out your energies to grasp at what may fuel your might higher and striking the bravery from their hearts. Whenever you hit with an Unarmed Strike, you deal 1d6 additional Necrotic damage. Enemies stricken must make a Constitution save against DC 8 + your Proficiency + your Constitution modifier. If they fail, you regain one hit die and they are Frightened for one round, and regardless of if they pass or fail, you may heal Undead within 10 ft. of the target for a total equal to the half the damage dealt by the Unarmed Strike.

    Restless Bones: Beginning at 3rd level, you develop a rudimentary knack for creating or restoring other Undead by apportioning your own excess vitality. At the end of each Short and Long Rest, you may expend any number of Hit Dice up to your Constitution modifier to animate a pile of bones, including one from a slain Undead creature, as an ordinary Skeleton with maximum HP equal to 4 + your Constitution modifier per hit die expended, and you may use Hit Dice to heal other Undead creatures as you would to heal yourself.

    You may indefinitely control one Skeleton created this way, directing it on each of your turns with a Bonus Action to determine the actions it takes and where it moves, or to attack a specific enemy or guard a particular location or ally until further notice. Unlike the standard Skeleton, it does not begin with Armor Scraps or a weapon, causing its default AC to be 12 and restricting it to attacking with Unarmed Strikes that deal 1 damage unless you provide it with equipment, of which it is proficient with Light armor and Simple weapons.

    Ability Score Improvement: When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.

    Following's Orders: Starting at 6th level, you may have any creatures you would control with a Bonus Action imitate your own actions and movements as part of any Action you take, such as marching to preserve formation after a Dash, taking the same Ready action, and moving to attack the same enemy as one of your own actions. If you do, they may use your Proficiency bonus, if it would apply to the action, instead of theirs.

    Beacon of Undeath: At 7th level, the powers that lend you your animation echo throughout the land, affirming the loyalty of other creatures like yourself and bolstering their resistances. You may maintain control of an additional number of Undead equal to your Proficiency modifier indefinitely, issuing the same command to each you decide to direct in a round, and your Constitution modifier is added to their saving throws and yours.

    Assemble Serpentir: When you reach 9th level, you can assemble a collection of bones into a macabre mockery of a snake with a humanoid torso at each end, needing four hours and bones sufficient for creating three Skeletons. The conglomeration is willful and houses a twinned mind, demanding a great deal of your focus to direct them to attack an enemy or guard an ally or location. As a result, you must mentally command them with your Action. On any round you do, they may use your Proficiency modifier instead of theirs wherever relevant and gain the benefits of your Dead Watcher feature.

    Spoiler: Serpentir
    Show
    Large Undead, Chaotic Evil
    AC: 17 (Natural Armor)
    HP: 102 (12d10+36)
    Speed: 20 ft, 15 ft. Climb.
    Str 16 (+3), Dex 18 (+4), Con 16 (+3), Int 8 (-1), Wis 12 (+1), Cha 14 (+2)
    Saving Throws: Constitution +6, Charisma +5
    Skills: Athletics +6, Acrobatics +7
    Damage Vulnerabilities: Bludgeoning
    Damage Resistances: Cold
    Damage Immunities: Poison, Necrotic
    Condition Immunities: Charmed, Exhaustion, Poisoned
    Senses: Darkvision 60 ft., Passive Perception 14
    Languages: Understands Common and up to two other languages, but cannot speak.
    Challenge: 5 (1,800 XP)
    Proficiency Bonus: +3

    Twin Minds: A Serpentir can perform two Actions and two Bonus Actions on each of its turns, and has two Reactions each round.

    Monstrous Grappler: A Serpentir gains Advantage on attack rolls against creatures it's Grappling, and may make a Grapple attempt as a Bonus Action after hitting an enemy with any melee attack.

    Actions:

    Claw: Melee Weapon Attack +7 to hit, reach 5 ft, one target. Hit: 7 (1d6+4) Slashing damage.

    Pin: The Serpentir makes an additional Grapple check against a creature it has already Grappled. If it succeeds, the creature becomes Restrained until they successfully pass a contested skill check to escape the Grapple (this prevents the grapple from ending), and the Serpentir loses one Action until the condition ends.



    Fractured Orders: Beginning at 10th level, you may give two distinct sets of orders whenever you command creatures with a Bonus Action. Additionally, any creature you command as part of an Action may add your Wisdom modifier to their attacks instead of the normal ability score until the start of your next turn, and any enemy that would be flanked by yourself and one or more creature you control has Disadvantage on attack rolls.

    Relentless Bones: At 11th level, whenever you or an Undead under your control takes damage that wouldrops to 0 HP, that creature may make a Constitution save with DC equal to 10 plus the damage in excess of their HP before the damage. On a success, they may make a single attack against the source of the damage as a Reaction before being Incapacitated, and are Stable at 0 HP. Additionally, whenever you take a Short or Long Rest, you regain a number of Hit Dice equal to your Constitution modifier, and you gain immunity to Exhaustion.

    Nexus of Undeath: When you reach 20th level, the horrid energies of Death and Shadows gather around you like a cloak, ensuring the cup of your mockery of life never empties. Whenever you complete a Short Rest, you regain half your hit dice in addition to those granted by Relentless Bones, and whenever you finish a Long Rest, you recover all your Hit Dice. Additionally, whenever you would regain Hit Dice beyond your maximum, you may immediately roll them and divide the result as you wish between yourself gaining temporary HP, adding Necrotic damage to your next Unarmed Strike, and increasing the maximum health of Undead under your control, each to a limit of one quarter your maximum HP.

    Furthermore, whenever a non-Construct creature within 50 ft. of you dies, you may have it make a Constitution saving throw against DC 8 + your Wisdom modifier + your Constitution modifier. If it fails, you immediately recover Hit Dice equal to half its challenge rating or level, and it cannot be revived by any means short of True Resurrection while you are animate.

    Spoiler: Spell-Stitched
    Show
    Inscribed with spells of death, destruction, and desecration, a Spell-Stitched champion finds itself an eager student to its maker's arts, carving itself anew with every lesson, raising horrid servants of its own, and scorching life from the world around them.

    Spellcasting: At 1st level, the intricate diagrams and formulae etched upon a Spell-Stitched's bones, cryptic as they are, offer it a noteworthy degree of arcane ability in its own right. You gain cantrips, spell slots, and spells known as a Sorcerer of half your level, rounded up, except that you learn spells from the Wizard's list instead and they must be of the Necromancy, Evocation, or Abjuration school. Your spellcasting ability is Intelligence, and thus the saving throws of your spells are DC 8 + your Proficiency Bonus + your Intelligence modifier. This combines with other spellcasting classes as any other form of multiclassing, rather than directly adding to Sorcerer levels.

    Glyphskull: At 5th level, the carvings upon your head are organized a single potent array, allowing for a much more significant expressions of magical power each day. You may cast a spell one level higher than your ordinary maximum without expending a slot, and each time you gain a new highest-level spell slot, you learn a spell of the next level, starting with a 3rd-level spell at 5th level. After using this feature, you must take a Long Rest before using this feature again, and you cannot exceed 9th level spells. Additionally, you learn Glyph of Warding.

    Warded Bones: At 9th level, you begin to learn the practice of inscribing spellwork upon your creations, permitting you to spend one minute to carve a glyph onto an Undead creature to carry a single spell you can cast for 12 hours. This otherwise functions as Glyph of Warding cast at one level lower than your highest level spell slot (minimum 3rd, maximum 5th), except that the creature may activate it with their own Action if you desire. This feature may be used a number of times equal to your Intelligence modifier, after which you cannot use it until you complete a Long Rest.



    Seal the Soul: At 17th level, your skills with binding magical energy become a peer to the unspeakable arts of the Lichdom ritual, though such robust measures lay beyond the methods you have entrenched yourself in. In exchange for lacking quite so robust a form and being far more limited in your direct ability to cast spells, you find it remarkably easy to apply the techniques to others, most especially for ill, and find a measure of power in the ordinarily helpless state awaiting your return. In a process taking eight hours, an intricately carved urn, jar, or other container made of solid black onyx worth 5,000 GP, and 25,000 GP worth of other reagents, you can craft a Soul Jar.

    This acts as a Legendary Magic Item that requires Attunement, necessitating a DC 25 Arcana check for a character other than its creator, who may assist the attempt at Attunement to give the creature Advantage on the check and reduce the DC to 20. A user of it may cast Magic Jar as a 9th-level spell at-will, using the Soul Jar as the container and Intelligence as their spellcasting modifier if they have none. They may possess Undead creatures, use their own maximum HP for any possessed body, and ending the effect does not destroy the Soul Jar. While the user's soul is contained within the Soul Jar, they may continue to use their turn to command creatures mentally, such as Zombies from Animate Dead or the Skeletal Champion's class features

    Additionally, any creature possessed for more than a day must make an additional Charisma save. Regardless of the result, they emerge from the Soul Jar as a Specter. If they fail the save, they are under the user's control and may be used to attempt to assert control over another creature, as if the user were attempting to possess that creature. The user can only control one Specter this way. If they succeed, then they may attempt to possess either their own body or the user's original body by touching it, as if they were using Soul Jar with Charisma as their spellcasting ability.

    Last edited by Morphic tide; 2021-02-28 at 11:06 AM.

  6. - Top - End - #6
    Ogre in the Playground
     
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    Default Re: D&D 5e Base Class Contest XIV: Monster Mash II

    The Genie

    Spoiler: Mechanics
    Show
    The genie is a highly modular class modeled off of warlock invocations, but with a more martial style similar to a monk. Almost all of their core features can be used without limitation, with the exception of their 14th and 20th level features and some subclass features. When I finish them, the Genie Powers will have a variety of limited-use abilities within them; single-use spells are going to be common but other limited use abilities will exist. Some of the powers will also be passive, such as powers that allow the genie to change the damage type of their elemental strike, or even make it a ranged attack instead of a melee attack.

    Spoiler: Changelog
    Show

    2/12: Initial update. Core features written. Dao complete. Djinn complete to 6th level. Efreeti complete except for 1st level. Marids have their 1st and 10th level features written. No Powers yet.
    2/13: Added remaining subclass features, and changed Efreeti's Elemental Blades to use a resource and no action (like smite) instead of a bonus action and no resource. Still no Powers yet.
    2/13: Added Powers



    Throughout the world, there are tales of people born with elemental abilities. In some regions, these individuals are called genies, and their natural affinities are second only to the elder elementals.

    Noble Elementals
    Genies throughout the world are born or reborn with the sure knowledge that they are royalty amongst elementals. The four genie families model their behaviors after the noble courts of mortals, and the individual genies are largely concerned with rank and relative authority.

    Genies who reject this style of life are often outcasts among their kin, though if they maintain ties to their original mortal lives, they may find welcome there. Genies who cannot find a home in either often become bitter, though they may form quick bonds with like-minded individuals.

    Mortal Souls
    All genies, regardless of house, were once ordinary mortals. Through processes that nobody quite understands, their souls become entangled with elemental energies, either during their lifetime or after their death, causing them to be born anew as a genie, a hybrid of mortal being and elemental force. Depending on the element they become entangled with, the genies go by different names: dao for earth, djinn for air, efreet for fire, and marid for water.

    Individual genies might remember all, some, or none of their original life as a mortal. Those who do remember their mortal lives might be proud of who they were, or pretend they do not remember.

    Vanity and Decadence
    The Four Families promote a lifestyle that embraces excess, though each house favors a different outlet for that excess. The dao, with their natural access to gemstones and rare metals, adorn everything in glittering jewelry. The djinni, due to their ephemeral nature, carve elaborate buildings from clouds or wood, and change the layout of their grounds each day. The efreet, prideful and powerful, wear robes made from the finest cloth, often plundered from other realms. The marids, whimsical and severe in turn, claim extravagant titles, often invented on the spot.

    A common thread to the Four Families is that of servitude and favors owed. The nature of the servitude varies from one genie to another, with the more benign genies promoting an exchange of mutually beneficial favors, while the most cruel subjugate those who cross them or misstep in the politics of the court, forcing their rivals into slavery until their debts, political or material, are paid.

    Creating a genie
    When creating your genie, consider how you came to your power. Were you a mortal adventurer, transformed by strange magics during your quest? Were you born with a spark of magic that awoke later on? Did you die after a normal life, and reawaken as a genie?

    Next, work with your DM to determine the role of your genie in the world. Have you encountered the families yet? If so, what is your standing in the ever-shifting heirarchy of court politics? How do others typically perceive your elemental nature, and how do you personally respond to that?

    Finally, consider how your genie handles the natural drive to assume themselves royal? Do they resist, attempting to remain humble? Do they embrace it, claiming a higher position in the world whenever possible? Do they begrudgingly play at the family politics, only to reject their vanity when away on adventures? Each genie maintains a strong sense of individualism, and each responds in their own way.

    Quick Build
    To quickly create a genie, use the following suggestions. First, your highest ability score should be Strength or Dexterity, followed by Charisma. Dao and Marids tend to favor Strength while Djinni and Efreeti tend to favor Dexterity. Second, choose the noble background.

    Level Proficiency Bonus Features Genie Powers
    1st +2 Genie Family, Elemental Nature -
    2nd +2 Genie Powers 2
    3rd +2 Elemental Strike (1d4) 2
    4th +2 Ability Score Improvement 2
    5th +3 Extra Attack 3
    6th +3 Family Feature 3
    7th +3 Elemental Strike (1d6) 4
    8th +3 Ability Score Improvement 4
    9th +4 Elemental Immunity 5
    10th +4 Family Feature 5
    11th +4 Flight 5
    12th +4 Ability Score Improvement 6
    13th +5 Elemental Strike (1d8) 6
    14th +5 Plane Shift 6
    15th +5 Family Feature 7
    16th +5 Ability Score Improvement 7
    17th +6 Elemental Strike Improvement 7
    18th +6 Elemental Strike (1d10) 8
    19th +6 Ability Score Improvement 8
    20th +6 Noble Soul 8

    Spoiler: Features
    Show
    Class Features
    As a Genie, you gain the following features

    Hit Points
    Hit Dice: 1d8 per Genie level
    Hit Points at 1st Level: 8 + your Constitution modifier
    Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per Genie level after 1st.

    Proficiencies
    Armor: Light Armor, Shields
    Weapons: Simple Weapons (your Family will also grant proficiency in select martial weapons)
    Saving Throws: Wisdom and Charisma
    Skills: Choose two from Athletics, Acrobatics, Deception, History, Intimidation, Perception, and Persuasion

    Equipment
    You start with the following equipment, in addition to the equipment granted by your background:

    • (a) any simple or martial weapon in which you are proficient
    • (a) a shield or (b) a light crossbow and 20 bolts
    • (a) leather armor or (b) scale mail (if proficient)
    • (a) a diplomat's pack or (b) an explorer's pack


    Elemental Nature
    At 1st level, your nature as an elemental begins to manifest. You have advantage on saving throws against effects which cannot affect elementals (such as charm person). Casual observers can detect your elemental nature unless you take steps to obscure it. For example, an efreet might have hair that burns and smolders without end, requiring them to cover their head or shave in order to obscure their nature.

    Genie Family
    At 1st level when you become a genie, you are adopted into one of the four major families of genie: the Dao, the Djinni, the Efreeti, or the Marids. Your choice grants you features when you choose it and again at level 6, 10, and 15. Each of the families is described at the end of this class.

    Genie Powers
    Each genie develops their powers differently, whether by practice and design or by chaotic chance. At 2nd level, you gain two genie powers of your choice. Your power options are detailed at the end of the class description. When you gain certain genie levels, you gain additional powers of your choice, as shown in the Powers Known column of the genie table. Additionally, when you gain a level in this class, you can choose one of the powers you know and replace it with another power that you could learn at that level.

    If a genie power calls for an attack roll or a saving throw, you use your Charisma to calculate the attack bonus or saving throw DC, as follows:

    Power Save DC = 8 + your proficiency bonus + your Charisma modifier
    Power attack modifier = your proficiency bonus + your Charisma modifier

    Elemental Strike
    At 3rd level, you can coalesce your native element into a damaging blow. When you take the attack action on your turn, you may use your bonus action to make an elemental strike against a target within 5 feet of you. Your attack bonus for an elemental strike is equal to your Charisma modifier + your Proficiency bonus. On a hit, your elemental strike deals 1d4 damage plus your Charisma modifier. The damage type is based on your chosen Family.

    Family Damage Type
    Dao Acid
    Djinn Thunder
    Efreet Fire
    Marid Cold

    The damage of your elemental strike increases at certain levels, as indicated on the genie table. At level 17, you can make two elemental strikes each time you use this feature, instead of one.

    Elemental Immunity
    At 9th level, you are so attuned to your elemental plane that you gain immunity to the damage type associated with your elemental strike. If you have more than one damage type you can deal with your elemental strike due to a Genie Power, you only gain immunity to the original damage type of your strike.

    Flight
    At 11th level, you can disperse your lower body into a cloud of elemental energy or back again as an action on your turn. While in your cloud-like form, you have a fly speed equal to your base land speed. The appearance of your cloud corresponds to your family: shifting dust and sand for dao, a whirlwind for djinn, a column of flame for efreeti, and a spiral of bubbles or water for marid.

    Plane Shift
    At 14th level, you gain the ability to travel to your home plane and back. Once per day, you may cast the spell plane shift without requiring a spell slot or material components. You may only use this ability to travel to the elemental plane associated with your family, or back to the plane from which you last made that trip.

    In addition, if an allied spellcaster chooses to cast the plane shift spell, you may choose to act as the expensive material component for your family's elemental plane, provided you are in contact with them when the spell is cast.

    Noble Soul
    At 20th level, you are a true noble genie. As a reaction when a creature you can hear within 60 feet states a clear desire, you may cast the wish spell in such a way that it fills that creature's desire. You cannot use this feature to grant the same creature's wish more than once per month, and you may only grant a single wish each day, regaining the ability to do so whenever you complete a long rest.


    Spoiler: Genie Families
    Show

    Every genie that is born is claimed, whether they accept it or not, by one of the Four Families, the largest social structure between genies. A family grants stronger ties to the element they represent, and in a pinch they can be a source of allies or traded favors.

    Spoiler: Dao
    Show
    The dao are resolute and strong, like the earth that is their native element. Powerful dao can walk through raw stone as easily as through an open door, and their favored hammers are often too heavy for others to lift.

    Bonus Proficiencies
    At 1st level, you gain proficiency in medium armor, mauls, morningstars, and warhammers.

    You also learn to speak terran, a dialect of primordial used by earth elementals.

    Earthguard
    At 1st level, as an action, you can grant yourself temporary hit points equal to your Proficiency bonus. These temporary hit points vanish after one minute. You can only use this feature if you are in contact with unworked earth or stone.

    Stone Strength
    Also at 1st level, your carrying capacity is doubled, and you may treat yourself as one size larger when determining the maximum size of creature you can shove or grapple.

    Punishing Blow
    At 6th level, you learn to strike foes so powerfully that you hurl them away from you. When you deal damage with a melee attack on your turn, you can attempt a punishing blow as a bonus action. The target of your attack must make a Strength save against your genie power save DC. On a failed save, they are knocked back up to 15 feet (you choose how far, in increments of 5 feet) and take 1d6 bludgeoning damage. On a successful save, they are not knocked back.

    The damage of this effect increases to 2d6 at 10th level and again to 3d6 at 15th level. The knockback is not changed.

    Earthglide
    At 10th level, you have a burrow speed equal to your speed. When burrowing through unworked earth or stone, you can do so without disturbing the material you move through.

    Stone Skin
    At 15th level, your armor class is increased by +2. While you have temporary hit points from your earthguard feature, this improves to +3. You cannot gain this benefit while wearing heavy armor, and this increase does not stack with increases from spells or magic items.


    Spoiler: Djinn
    Show
    The djinni are free-spirited and fickle, the same as an unbound zephyr. Powerful djinni are faster in flight than any other genie family, and rumors tell of djinni that can truly become wind.

    Bonus Proficiencies
    At 1st level, you gain proficiency in longbows, rapiers, scimitars, and shortswords.

    You also learn to speak auran, a dialect of primordial used by air elementals.

    Swift as Wind
    At 1st level, your move speed is increased by 5 feet, and you can Dash as a bonus action.

    Feather Light
    Also at 1st level, you may calculate all fall damage as if you had fallen half the distance, and your weight is halved for the purposes of triggering traps.

    Wind's Avoidance
    At 6th level, you can Disengage as a bonus action, and as a reaction when you take damage from a weapon attack, you can reduce that damage taken by half.

    Tornado Sprint
    At 10th level, when you take the Dash action, the amount of bonus movement you get is increased by 15 feet.

    Improved Flight
    At 15th level, your fly speed increases by 10 feet, and you can shift into or out of your cloud form on your turn without taking an action.


    Spoiler: Efreet
    Show
    The efreeti are prideful and quick to anger, and no less dangerous than a wildfire. Powerful efreet can vanish in a flash of flame, only to reappear elsewhere, and they are second to none in weapons prowess.

    Bonus Proficiencies
    At 1st level, you gain proficiency in battleaxes, longswords, scimitars, and whips.

    You also learn to speak ignan, a dialect of primordial used by fire elementals.

    Blade Dancing
    At 1st level, your prowess with weapons means that you can use your Dexterity score, instead of your Strength score, when wielding a versatile weapon in one hand.

    Desertkin
    Also at 1st level, you do not suffer ill effects due to weather or climate while traveling in arid or hot regions such as deserts.

    Elemental Blades
    At 6th level, you can wreath your weapons in elemental fire. When you hit with a weapon attack, you may apply the damage of your elemental strike (including your Charisma modifier) as additional damage on that attack, including multiplying the die on a critical hit.

    You can use this ability twice. You gain an additional use at level 10 and again at level 15. You regain all uses whenever you complete a short or a long rest.

    Ember Swift
    At 10th level, your base speed increases by 10 feet. You do not provoke opportunity attacks when moving away from creatures that you have damaged with a melee attack on the same turn.

    Fireburst
    At 15th level, as an action, you can vanish in a burst of fire. Creatures within 10 feet of you must make a Dexterity saving throw against your genie power save DC. On a failed save, they take 8d6 fire damage, or half on a successful save. Then, you reappear at a point you can see up to 100 feet away.

    Once you have used this feature, you cannot use it again until you have completed a short or a long rest.


    Spoiler: Marid
    Show
    The marid are whimsical and self-assured, flowing as they choose like a swift river. Even the weakest marid are as at home in water as they are on land, and the most powerful can command water to rise up and work for them.

    Bonus Proficiencies
    At 1st level, you gain proficiency in medium armor, glaives, longswords, and tridents.

    You also learn to speak aquan, a dialect of primordial used by water elementals.

    Amphibious
    At 1st level, you can breathe both air and water, and you have a swim speed equal to your base land speed.

    Deepsight
    Also at 1st level, you gain darkvision with a range of 60 feet, or the range of your existing darkvision improves by 30 feet.

    Water Whip
    At 6th level, the range of your elemental strike is increased by 10 feet when used in melee. If a genie power allows you to make ranged attacks with your elemental strike, the range of that attack is increased by 30 feet.

    Swift Current
    At 10th level, your swim speed improves to twice your base land speed. In addition, you have a +1 bonus to attack rolls made while fighting underwater.

    Aquatic Domain
    At 15th level, you can create a magical field of water, forcing enemies to fight in an environment unsuited to them. As an action, you fill a 60 foot radius sphere centered on you with either fresh or salt water (your choice each time). For the next minute or until you fall unconscious, the water remains, suspended through your will.

    Water from aquatic domain does not cause damage to any items within its area, though it will put out fires. Once you have used this feature, you cannot use it again until you have completed a long rest.



    Spoiler: Genie Powers
    Show
    If a genie power has prerequisites, you must meet them to learn it. You can learn the power at the same time that you meet its prerequisites. A level prerequisite refers to your level in this class.

    Arcane Training

    You learn two cantrips and one 1st-level spell of your choice from the bard and sorcerer spell lists. You can cast the 1st-level spell once without requiring a spell slot. You regain the ability to do so each time you complete a long rest. If you later lose this power, you also lose the knowledge of both cantrips and your chosen spell. Charisma is your spellcasting ability for these spells.

    Bloodless Form
    Prerequisites: 13th level

    You are immune to all poison and disease.

    Become Dust
    Prerequisite: 3rd level

    You can cast the spell invisibility once without requiring a spell slot. You regain the ability to do so each time you complete a short or a long rest.

    Boulder Strike
    Prerequisites: 3rd level, dao family

    You can deal magical bludgeoning damage with your elemental strikes instead of acid. When you roll a 1 on a damage die for your elemental strike, you can reroll the die and must use the new roll, even if the new roll is a 1.

    Crown of Command
    Prerequisites: 9th level; dao family or efreet family

    You can cast the spell dominate person once without requiring a spell slot. You regain the ability to do so each time you complete a long rest.

    Cutting Waves
    Prerequisites: 3rd level, marid family

    You can deal magical slashing damage with your elemental strikes instead of cold. In addition, you can make an elemental strike in place any attack taken during the Attack action.

    Elemental Bolts
    Prerequisites: 5th level

    You can make ranged attacks with a range of 60 feet when using your elemental strikes.

    Fangs of Stone
    Prerequisites: 3rd level, dao family

    You can cast the spell spike growth once without requiring a spell slot. You regain the ability to do so each time you complete a short or a long rest.

    Fulminating Strikes
    Prerequisites: 3rd level, djinn family

    Your elemental strikes can deal lightning damage instead of thunder. In addition, your elemental strikes score a critical hit on a roll of 19 or 20.

    Gift of Many Tongues
    Prerequisite: 5th level

    You understand all spoken language. When you speak, creatures can understand you as long as they speak at least one language.

    Improved Deepsight
    Prerequisite: Marid family

    Your darkvision improves by an additional 30 feet.

    Improved Earthguard
    Prerequisites: 7th level, dao family

    When you use your earthguard ability, you gain additional temporary hit points equal to your Constitution bonus (minimum 1). The duration of the temporary hit points granted by that feature increases to one hour.

    Improved Elemental Blades
    Prerequisites: 13th level, efreet family

    You can use your elemental blades ability 2 additional times.

    Improved Wind's Avoidance
    Prerequisites: 9th level, djinn family

    You can use Wind's Avoidance for any source of damage, not just weapon attacks.

    Mage Eye

    You can cast detect magic at will, without requiring a spell slot.

    Misty Visions

    You can cast silent image at will, without expending a spell slot or material components.

    Martial Training

    Choose two martial weapons. You are proficient in those weapons. In addition, you can learn one of the following fighting styles, as the fighter class feature of the same name: Defense, Dueling, Great Weapon Fighting, or Two-Weapon Fighting.

    Mold Earth
    Prerequisites: 11th level, dao family

    You can cast the spell move earth or the spell stone shape once without requiring a spell slot. You regain the ability to do so each time you complete a long rest.

    Mortal Guise

    You can cast the spell disguise self at will, without requiring a spell slot. When you use it, you can perfectly obscure any unnatural features you possess due to your elemental nature ability.

    Obscuring Mist
    Prerequisite: Djinn family or marid family

    You can cast the spell fog cloud twice without requiring a spell slot. You regain both uses each time you complete a short or a long rest.

    Planar Fortitude

    You require half as much food, water, and sleep as normal for your race, and can hold your breath for twice as long. You must still limit yourself to light activity for 8 hours to gain the benefit of a long rest.

    Planar Vassal
    Prerequisite: 9th level

    You can cast the spell conjure elemental once without requiring a spell slot. When you do so, the type of elemental always corresponds to your family instead of the nearby terrain (earth elementals for dao, air elementals for djinni, fire elementals for efreeti, and water elementals for marids). You regain the ability to cast this spell each time you complete a long rest.

    Radiant Burst
    Prerequisites: 3rd level, efreet family

    You can deal radiant damage with your elemental strikes instead of fire. When you deal damage with an elemental strike, you may cause one other creature within 5 feet of your target to take fire damage equal to your Charisma modifier (minimum 1). You can only use flame burst once on each turn.

    Smoke Shift
    Prerequisites: 5th level, djinn family or efreet family

    You can cast the spell gaseous form once without requiring a spell slot. You regain the ability to do so each time you complete a short or a long rest.

    Sure Footed
    Prerequisite: dao family

    You have advantage on Strength and Dexterity saving throws made against effects that would forcibly move you or knock you prone.

    Tideshaper
    Prerequisites: 7th level, marid family

    You can cast the spell control water once without requiring a spell slot. You regain the ability to do so each time you complete a long rest.

    Wall of Flames
    Prerequisite: 9th level, efreet family

    You can cast the spell wall of fire once without requiring a spell slot. You regain the ability to do so each time you complete a long rest.

    Water Jet
    Prerequisites: 13th level, marid family

    As an action, you can create a jet of water in a 5-foot-wide, 60-foot-long line centered on you. Creatures in the line must make a Dexterity saving throw. On a failed save, they take 6d6 bludgeoning damage and are pushed back 20 feet and knocked prone. On a success, they take half the damage but are not pushed away or knocked prone. Huge or larger creatures have advantage on this saving throw.

    You can use your water jet twice. You regain both uses whenever you complete a long rest.

    Whirlwind
    Prerequisite: 13th level, djinn family

    You can create a powerful whirlwind as an action on your turn. The whirlwind fills a 5-foot-radius, 30-foot-tall cylinder centered on a point you can see within 120 feet. Any creature other than you within the whirlwind must make a Strength saving throw or be restrained. You can move the whirlwind up to 30 feet as an action, and creatures restrained by it move with it. The whirlwind ends if you lose sight of it or if you stop concentrating on it (as if concentrating on a spell). A creature can attempt another Strength saving throw to escape the whirlwind as an action on its turn.

    You can create a whirlwind once. After you have done so, you cannot do so again until you have completed a long rest.

    Last edited by MoleMage; 2021-02-24 at 01:38 PM.
    Currently operating the 5e Subclass Contest and the 5e Base Class Contest. Check them out if even just to vote or give feedback, we love that in there.

    Spoiler
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    My DMsGuild content. Most of it was written with feedback from right here on the forums.

  7. - Top - End - #7
    Ogre in the Playground
     
    RedWizardGuy

    Join Date
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    Default Re: D&D 5e Base Class Contest XIV: Monster Mash II

    Cultists of the World Ender

    Common mortals tell each other tales of wolves and goblins coming in the night, with steel and flame.
    Trained warriors gather close around the campfires and shiver as they talk of the chill touch of the undead.
    Seasoned adventurers will sing songs to fight off the dread they feel as they approach a dragons lair.
    But none of those monsters, those beasts, those abominations or calamities approach the power, might and ungodly wrath of the Worm Beneath The Earth. The fell horror known as The Tarrasque.
    There are other beings, akin to the Tarrasque. The Leviathan has been said to dwell beneath the waves, The Z
    Some pitiful adventurers have talked about how in other worlds and times, the Tarrasque has been no true foe, with a weak mind and no flight or ranged attacks.
    These adventurers are fools. Cultists of the World Ender know the truth. Those things that have been faced before are not the Tarrasque but its brood. These things can wreak havoc on a city, or perhaps a small nation.
    The True Tarrasque ends worlds.
    There are other beings, akin to the True Tarrasque. The Elder Leviathan has been said to dwell beneath the waves, The First Roc can sometimes be seen blotting out the sun. Some have whispered of a being of fire, but no strong evidence has ever been found.
    Yet, even in a world as fragile as one with these cthonic god-beasts, there is hope. The wise can study this power and through strange rituals of hardening body and mind, one can come closer to reaching it. Some might use the power of the World-Ender to destroy, others may use it to save and protect. All the rest of mortalkind can do is hope.
    And pray.



    Level Prof. Bonus Features Claws Bite Tail
    1 +2 Claw Attacks, Natural Armour, Fast Movement 1d6 - -
    2 +2 Primal Body, Destructive 1d6
    3 +2 World-Enders Song, Fearsome Force 1d6
    4 +2 ASI 1d6 - -
    5 +3 Bite 1d6 1d8 -
    6 +3 Keen of Tooth and Claw, Bloodlust 1d6 1d8
    7 +3 Elder Mind, Song Feature 1d6 1d8 -
    8 +3 ASI 1d6 1d8 -
    9 +4 Terrifying Force, Keen Senses 1d6 1d8 -
    10 +4 Tail 1d6 1d10 1d8
    11 +4 Song Feature 1d6 1d10 1d8
    12 +4 Impenetrable Hide, Blood Rampage 1d6 1d10 1d8
    13 +5 Calamitous Attacks 1d6 1d10 1d8
    14 +5 Song Feature 1d6 1d10 1d8
    15 +5 Spell Resistance 1d8 1d12 1d10
    16 +5 Keener Senses, Frightful Presence 1d8 1d12 1d10
    17 +6 Primordial Mind, Song Feature 1d8 1d12 1d10
    18 +6 Blood Frenzy 1d8 1d12 1d10
    19 +6 Devour Whole 1d8 1d12 1d10
    20 +6 World Eater, Titanic Resistance 1d10 1d20 1d12
    Spoiler: Features
    Show

    Claw Attacks: Starting at 1st level the Cultist has completed a ritual which has warped their body. Their knuckles and finger tips are adorned with bony spurs. Their unarmed attacks now deal 1d6+Str slashing damage and, if unarmoured and carrying nothing in their hands, they may attack twice as an action, once with each hand. Their hands are too clumsy to attack with a weapon and perform an extra claw attack. The damage of the claws increased as shown above. The hands are still nimble enough to perform ordinary tasks or even spellcasting.

    Natural Armour: Starting at 1st level the Cultist has toughened their hide. As long as they are unarmoured their armour class equals 10+Dex+Con. They may bear a shield and still gain this benefit.

    Fast Movement: The Cultist has honed their muscles to a frightening degree. At 1st level their speed increases by 10 feet while they aren't wearing any armour. Their jump distance is doubled. This increase does not stack with any other bonuses to jumping.

    Primal Body: At 2nd level the rigours of fighting unarmoured has further hardened their muscles and body. As a reaction whenever they take damage, they may roll a d6+Con mod and subtract that number from the damage taken. They may perform this feat 1+Con mod times, regaining all uses on a long rest. The die increases to a d8 at 8th level, d10 at 12th and d12 at 16th level.

    Destructive: From 13th level you gain advantage on all Strength checks to break objects and gain advantage on all Strength checks to avoid being restrained.

    Song of The World Ender: At 3rd level the Cultist must choose the god-beast they best hope to emulate. Currently only 3 songs are known, Song of The Worm That Dwells Beneath, Song of the Serpent In The Deep and Song of The Thunder That Flies Above.

    Fearsome Force: Your savagery is unsettling, to say the least. When you successfully damage a creature, as a bonus action, you may force that creature to make a Constitution Save of become frightened of you. The DC is 8+prof+Con. A creature can only be targeted by this once a day. You may use this feature 1+Con mod/long rest. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the Cultists Fearsome Force for the next 24 hours.

    Ability Score Improvement: When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.

    Bite: At 5th level the teeth have been filed to points, or the maw has been hardened. The Cultist can now Bite in addition to their Claw attacks as part of an Attack action. The Bite deals 1d8+Str piercing damage and increases as shown above.

    Strong Stomach, Strong Bones: You have clawed through chainmail, bitten troglodytes, eaten shadows. From 5th level you are immune to ingested poisons and all diseases.

    Keen of Tooth and Claw: Whether its the symbols you have carved upon your fangs, or the blood you have bathed your hands in, your natural weapons can rip and tear even the supernatural. Starting at 6th level, your natural attacks, including Bite and Claw, count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.

    Bloodlust: The scent of a kill invigorates you. Any time you kill a creature of at least CR 1, you gain your Con Mod in temporary hit points.

    Elder Mind: A mind more akin to the first mind. From 7th level you have advantage on saving throws against being Charmed, Frightened or Paralyzed.

    Terrifying Force: You grow more fearsome in battle. From 9th level when you use your Fearsome Force ability, all creatures you choose in 30ft suffer its effects, as long as they can see you. You may only use this ability once per long rest. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the Cultists Terrifying Force for the next 24 hours.

    Keen Senses: Eyes of a hawk, nose of a wolf, ears of a bat. From 9th level you have advantage on all Perception checks that utilize sight, sound or smell.

    Final Mutation: At 10th level you change in one last, drastic way. A long spined tail, two great horns, powerful striking wings, tentacular growths. Whatever form this final mutation takes, you may use it in addition to your Bite and Claw attacks as part of an attack action. It deals 1d8+Str damage. This mutation cannot be dextrous enough to Use an Object, wield a weapon, or perform the work of ordinary hands, however it can be useful. Choose one skill from Athletics, Acrobatics, Sleight of Hand, Stealth, Intimidation, Animal Handling or Survival and you may gain Proficiency in that skill. If you already have Proficiency in that skill you double your prof. Bonus. This mutation cannot give you a new movement type.

    Impenetrable Hide: At 11th level your hide hardens further. Choose slashing, piercing or bludgeoning damage. You have resistance to that damage, whether from magical weapons or not. As an action you may shift your skin around and change what damage you have resistance to.

    Blood Rampage: The tearing of flesh and bone empowers you. From 12th level, once per long rest, if you kill a creature of CR 1 or above you may take a Dash action as a bonus action. As long as you move in a straight line you may end your dash with a Bite attack

    Calamitous Attacks: At 13th level all damage done against objects with their natural weapons is doubled. They gain advantage to all attack rolls against constructs.

    Spell Resistance: At 15th level they gain spell resistance.

    Keener Senses: At 16th level they gain blindsight 30ft.

    Frightful Presence : At 16th level, all creatures that come within 30ft of the Cultist must make a Con save or be frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the Cultists Frightful Presence for the next 24 hours.

    Primordial Mind: From 17th Level The Cultist is immune to Charm, Fear and Paralysis.

    Blood Frenzy: From 18th level when the Cultist kills a creature of more than 1 CR, the Cultist may take a Dash action, and make a full Attack action at the end of it as a bonus action. If the Cultist manages to kill another creature with this it may take another Dash action with a full Attack action at the end of it as part of the same bonus action. The cultist may gain these extra actions Con Mod times, but there is no limit to how many it can perform as part of a single bonus action. So you can do it no more than 5 times, but can do all 5 times at once.

    Devour Whole: On a natural 20 with a Bite against a target of Large size or smaller is swallowed, taken into a pocket dimension within the Cultist. While swallowed, the creature is Blinded and Restrained, it has total cover against attacks and other Effects outside the Cultist, and it takes 8d6 acid damage at the start of each of the Cultists turns. If the Cultist takes 20 damage or more on a single turn from a creature inside it, the Cultist must succeed on a DC 20 Constitution saving throw at the end of that turn or regurgitate all swallowed creatures, which fall prone in a space within 10 feet of the Cultist. If the Cultist dies, a swallowed creature is no longer Restrained by it and can Escape from the corpse by using 30 feet of Movement, exiting prone. The Cultist can voluntarily regurgitate any swallowed creatures as a bonus action, leaving them prone within 10 feet.

    Titanic Resistance: From level 20 the Cultist can choose to pass a saving throw it has failed. It may do this once a long rest.

    World-Eater: The Cultist grows to Large size, or increases by 1 size category, whichever is greater. Its base Armour Class is now 13+Dex+Con. It can Devour Whole creatures of Huge size or smaller.



    Songs to come. Fixes to come. Got lazy at the end there. Fiddly bits at the start to come.

    Song of the Worm That Dwells Beneath

    3rd level Burrow Speed, Earthen Ambush
    7th level Song of the Earth
    11th level Fire+Poison Resistance
    14th level Reflective Carapace
    17th level Earthquake

    Song of the Serpent in the Deep

    3rd Level Aquatic Adaptation
    7th Level Song of the Sea
    11th Level Cold+Acid Resistance
    14th Level Water Form
    17th Level Tsunami

    Song of The Thunder that Flies Above

    3rd Level Wings
    7th Level Song of the Sky
    11th Level Lightning and Thunder Resistance
    14th Level True Flight
    17th Level Control Weather
    Last edited by Lvl45DM!; 2021-03-02 at 10:17 PM.
    I Am A:Neutral Good Human Bard/Sorcerer (2nd/1st Level)
    Ability Scores:
    Strength-14
    Dexterity-11
    Constitution-16
    Intelligence-16
    Wisdom-12
    Charisma-16

  8. - Top - End - #8
    Ogre in the Playground
     
    MoleMage's Avatar

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    Default Re: D&D 5e Base Class Contest XIV: Monster Mash II

    Wow, I guess I had the deadline set for this week. Almost forgot about it until I was checking my notes before turning in for the night. Got the voting thread up. Technically on the stated day somewhere (though not in my time zone). Still, some things are better to happen late than happen never!

    Go vote! Even if you didn't make an entry this cycle, vote anyway! Even if you've never done more than lurk on the contest, vote anyway! Anyone can vote and everyone should!

    https://forums.giantitp.com/showthre...8#post24951738
    Currently operating the 5e Subclass Contest and the 5e Base Class Contest. Check them out if even just to vote or give feedback, we love that in there.

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    My DMsGuild content. Most of it was written with feedback from right here on the forums.

  9. - Top - End - #9
    Ogre in the Playground
     
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    Default Re: D&D 5e Base Class Contest XIV: Monster Mash II

    Quote Originally Posted by MoleMage View Post
    Votes are tallied! We had a tie for 2nd place, which was broken by tiebreaker 1 (sengmeng did not cast a vote during the window).

    In third place, with 8 points earned, we have the illithid mindflayer squid thingy Adversary by sengmeng! Grow tentacles on your face! Eat brains! Seek vengeance on those who made you!

    In second place, with 8 points earned and a win on the tiebreakers, we have that most iconic creature of Dungeons and Dragons (it's in the name!) the Dragon Upstart, by DamonTor! Be a dragon. Breath fire (or poison, or ice, or lightning, or acid)! Fly, eventually!

    And our first place winner, with a resounding 12 points earned, is BerzerkerUnit's Beheld! Who needs hands when you have eyestalks that shoot magic?

    Thanks everyone for participating. Our next contest will be Partial Casters (there was a tie between Partial Casters and Divine Judgment, so we'll do one then the other).
    Voting has been called! Go check out the new Chat Thread and Submission Thread!
    Currently operating the 5e Subclass Contest and the 5e Base Class Contest. Check them out if even just to vote or give feedback, we love that in there.

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    My DMsGuild content. Most of it was written with feedback from right here on the forums.

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