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  1. - Top - End - #1
    Ogre in the Playground
     
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    Nov 2011

    Default The Monster Mash: Submission Thread (5e Base Class Contest)

    Welcome to the 5e D&D Base Class Contest 28!


    Our voted theme for this next contest is…

    The Monster Mash (Part 3)!
    Write a class that brings a member of team monster over to team PC. 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!

    We are trying a new rule for this contest!
    Short Classes: Your base class doesn't need to be a full 20 levels for you to submit it. You can write up a class that only goes up to a monster's CR like monster base classes of old, a Prestige Class like from the prestige classes from Unearthed Arcana, a class that starts at level 10 like the Mythos classes from Xefas, or anything in between. Please include a quick note at the start of your class that describes how it's different. Additional details like suggested multiclasses are also nice.

    Spoiler: Contest Rules
    Show

    • The subclass 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.
    • You may only create one subclass. If you create more than one subclass 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.
    • When you submit your subclass 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 your 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.
    • You may use other homebrew content (such as feats, spells, magical items, monsters, and base class) or even features to supplement your subclass, provided you have permission from the original creator and provide links to the source. Failure to receive permission from the original creation will disqualify you from entry in the current contest.
    • Your subclass must have fully completed mechanics and descriptions for it to be valid. Entries are due by 11:59 PM Central Time on the deadline. 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.
    • 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 subclass 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.
    • 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.
    • As a brewer, you may include non-homebrew content alongside your submission, like design rationales or the math you used to determine certain features. However, please keep this extraneous content separate from the main content, such as in a spoiler or a separate post. Reviewers aren't obligated to read these notes before voting.


    Contests stay up for 6 weeks unless an extension is requested by participants. Voting threads then go up for 2 weeks before the next contest begins.


    New D&D 5e Base Class Contest: Discussion Thread

    Deadline: May 7th will be the deadline for this contest. The voting thread will open the following day and stay open for 2 weeks.
    Last edited by Just to Browse; 2024-03-27 at 10:43 AM.
    All work I do is CC-BY-SA. Copy it wherever you want as long as you credit me.

  2. - Top - End - #2
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    Default Re: The Monster Mash: Submission Thread (5e Base Class Contest)

    The Hollyphant
    Hollyphant Race
    In order to take levels as a Hollyphant, you need to be a Hollyphant! Instead of making a choice of race at level 1, you must choose the Hollyphant race.
    Spoiler: Hollyphant Race
    Show

    • Ability Score Increase. When determining your character’s ability scores, increase one score by 2 and increase a different score by 1, or increase three different scores by 1. You can’t raise any of your scores above 20.
    • Creature Type. You are a celestial.
    • Size. You are Small.
    • Speed. Your walking speed is 20 feet.
    • Trunk. You don’t have hands, but you have a prehensile trunk, which has enough precision to use tools, magic items, and perform the somatic components of spells. Your trunk can also be used to lift, drop, hold, push, or pull an object, and to open or close a door or a container. It isn’t strong enough to wield weapons or shields.
    • Tusks. You have tusks that you can use to make unarmed strikes. When you hit with them, the strike deals 1d6 + your Strength modifier piercing damage, instead of the bludgeoning damage normal for an unarmed strike. This is a magical weapon for the purposes of overcoming damage resistance.
    • Natural Armor. You still have a thick elephantine hide that protects you from harm. While you aren’t wearing armor, your base AC is 13 + your Dexterity modifier. You can use your natural armor to determine your AC if the armor you wear would leave you with a lower AC. Your unique shape prevents you from wearing normal armor, though you can wear barding instead (PHB p.155) if you are proficient in it.
    • Flight. You have a pair of wings that you can use to briefly fly. You have a flying speed of 20 feet. You can’t use this flying speed if you’re wearing medium or heavy armor. This flying speed only works in short bursts; you fall if you end your turn in the air and nothing else is holding you aloft.
      • Starting at 3rd level, your wings are strong enough to hold you aloft on their own. You no longer fall if you end your turn in the air.
      • Starting at 5th level, your flying speed increases to 30 feet.
    • Celestial Virtue. As a Hollyphant, your celestial connection manifests in a way that reflects your personality. Choose one of the following virtue options for your Hollyphant:
      • Diligence. You have proficiency in one skill of your choice: History, Insight, Investigation, Medicine, or Religion.
      • Humility. You know one cantrip of your choice from the cleric spell list. Intelligence, Wisdom, or Charisma is your spellcasting ability for that cantrip (choose when you select this race).
      • Charity. As a bonus action, you can touch a creature and magically transfer your life force to it. Reduce your hit points by 2d4+2, or down to 0 hit points if you have fewer hit points than the result of the roll. The creature regains hit points equal to the amount you lost. Once you use this feature, you must complete a long rest before you can use it again.

    Spoiler: Sidebar: Hollyphants with Other Classes
    Show
    The Hollyphant class specifically needs the Hollyphant race to function. Some features don't make sense unless you're a Hollyphant, like the Tough Hide talent. Other features are balanced around racial features, like the Messenger subclass. As such, the Hollyphant class should not be played with any other race.

    The same is not true the other way around: the Hollyphant race functions with any of the usual classes, though some options in those classes won't work. For example, Hollyphants can't wield weapons, so many Fighting Styles are ineffective. With your DM's permission, you can play a Hollyphant as any class you choose.

    If you do play a Hollyphant as a different class, consider what makes you different others of your kind. Are you rebelling against celestial laws that you view as unjust? Do you have a special divine mission that leads you to your new path? Were you once human, and your Hollyphant form is actually the result of some bizarre curse?


    Hollyphant Class

    Hit Points
    Hit Dice: 1d6 per hollyphant level
    Hit Points at 1st Level: 4 + your Constitution modifier
    Hit Points at Higher Levels: 1d6 (or 4) + your Constitution modifier per hollyphant level after 1st

    Proficiencies
    Armor: None
    Weapons: None
    Saving Throws: Dexterity, Charisma
    Skills: Choose two from Acrobatics, Animal Handling, History, Insight, Insight, Intimidation, Medicine, Nature, Perception, Performance, Persuasion, Religion.

    Level Prof.
    Features
    Trumpets Trumpet Damage Talents Known
    1 +2 Cheer, Healing Touch, Trumpet
    2
    2d8
    -
    2 +2 War Form I, Hollyphant Talents
    2
    2d8
    2
    3 +2 Celestial Duty
    2
    3d8
    2
    4 +2 Ability Score Improvement
    3
    3d8
    2
    5 +3 War Form II, Powerful Trumpet
    3
    4d8
    3
    6 +3 Aura of Invulnerability (1st)
    3
    4d8
    3
    7 +3 Celestial Duty Improvement
    3
    5d8
    4
    8 +3 Ability Score Improvement
    4
    5d8
    4
    9 +4 Aura of Invulnerability (2nd)
    4
    6d8
    5
    10 +4 Divine Purity
    4
    6d8
    5
    11 +4 Aura of Invulnerability (3rd), War Form III
    4
    7d8
    5
    12 +4 Ability Score Improvement
    5
    7d8
    6
    13 +5 Celestial Duty Improvement
    5
    8d8
    6
    14 +5 Aura of Invulnerability (4th)
    5
    8d8
    6
    15 +5 Elephant Tenacity
    5
    9d8
    7
    16 +5 Ability Score Improvement
    5
    9d8
    7
    17 +6 Aura of Invulnerability (5th), War Form IV
    5
    10d8
    7
    18 +6 Celestial Duty Improvement
    5
    11d8
    8
    19 +6 Ability Score Improvement
    5
    12d8
    8
    20 +6 War Form V
    5
    13d8
    8

    Cheer
    You can cheer your friends on in combat, sending magically-laced words that spur them to greater heights. As an action, choose a willing creature that you can see within 20 feet of you that can see or hear you. On the target's next turn, it gains an additional action. That action can be used only to take the Attack (one weapon attack only), Cast a Spell (cast a cantrip only), Dash, Disengage, Hide, or Use an Object action.

    After you cheer a creature on, you can't cheer the same creature a second time in a row.

    Healing Touch
    You can touch an ally and magically mend their wounds. As an action, you touch an ally within 5 feet of you, allowing them to regain hit points equal to 2d4 + your Hollyphant level.

    You can use this feature twice. You regain all expended uses when you finish a long rest.

    Trumpet
    Though small, your trunk can be used to create massive bursts of energy when you blow air through it, producing a trumpet sound that can be heard out to a range of 600 feet, and applying a Trumpet effect in a 15 foot cone.

    Each Trumpet deals 2d8 damage, of a type specified in its description. This damage increases as you gain levels, as shown in the Trumpet Damage column of the Hollyphant table. Trumpets may also have additional effects. The DC for your Trumpet effects is:

    Trumpet Saving Throw DC = 8 + your Proficiency Bonus + your Charisma modifier

    At 1st level, you only know one Trumpet effect, the Trumpet of Deafening, but you can learn more through your Hollyphant talents.

    Trumpet of Blasting
    Spoiler: Trumpet of Deafening
    Show
    Each creature in the cone must make a Constitution saving throw. On a failed save, a target takes your Trumpet’s thunder damage and is deafened for 1 minute. On a successful save, it takes half as much damage and isn’t deafened. At the end of each of its turns, a deafened target can make a Constitution saving throw. On a success, they are no longer deafened.

    Once you have used your Trumpet a number of times shown for your Hollyphant level in the Trumpets column of the Hollyphant table, you must finish a long rest before you can use a Trumpet again.

    War Form
    Starting at 2nd level, you learn to assume your second form, the shape of a powerful mammoth. You can switch between this form or back to your normal Hollyphant form as a bonus action, and remain in either form indefinitely. You automatically revert from your War Form to your normal form if you drop to 0 hit points or die. If you die in your War Form, you can’t assume that form again until you finish a long rest.

    Your War Form applies the following changes:
    Spoiler: War Form Rules
    Show

    • When you transform into this War Form, your game statistics are replaced by the statistics of that form, though you retain your alignment and Intelligence, Wisdom, and Charisma scores. You also retain all of your skill and saving throw proficiencies. When you transform, you grow to a larger size listed in the form, but if there isn't enough room for the target to grow, you attain the maximum possible size in the space available.
    • Your War Form has its own hit points and Hit Dice. Track these separately from your normal hit points. When you transform, you assume your War Form’s latest hit points and Hit Dice, even if they are below their maximum. When you revert to your normal form, you return to the number of hit points you had before you transformed. However, if you revert as a result of dropping to 0 hit points, any excess damage carries over to your normal form, For example, if you take 10 damage in animal form and have only 1 hit point left, you revert and take 9 damage. As long as the excess damage doesn't reduce your normal form to 0 hit points, you aren't knocked unconscious. Both your normal and War Form regain all their hit points at the end of a long rest, and you can spend Hit Dice from those forms to regain their hit points, regardless of what form you rest in.
    • You retain the benefit of any features from your class, race, or other source and can use them if the new form is physically capable of doing so.
    • Any barding you wear changes size when you transform back and forth, fitting to both your normal form and War Form without issue. You choose whether the rest of your equipment falls to the ground in your space, or if you continue to carry it. Even in your War Form, your trunk is adept enough to hold a holy symbol or perform the somatic components of spells.
    • At certain levels shown in the Hollyphant table above, your War Form improves, granting you more power and additional features while in that form.

    Spoiler: Sidebar: Isn't this just wild shape?
    Show
    War Form is very similar to wild shape (and wild shape has a billion rules which is why there's so much text in the spoiler above). Instead of memorizing a new set of rules, it may be easier to think of War Form as a variant on wild shape, with the following changes:
    [list][*] You only have one transformation option (your War Form), which is determined by your Hollyphant level.[*] Instead of getting fresh HP every time you transform, your War Form has just one pool of HP and HD. You need to track these separately, because they persist across transformations. You get these HP and HD back the normal way when you long rest. If your War Form runs out of HP, you can't transform into it![*] You'll never grow so big that you can't fit somewhere. If a room is too small for you, you'll grow to the maximum possible size for that room, and you'll retain all your other features.

    Hollyphant Talents
    As you learn the powers of your celestial heritage, you cultivate Hollyphant Talents, new forms of divine magic, or ways to push your abilities further.

    At 2nd level, you gain two Hollyphant Talents of your choice. When you gain certain Hollyphant levels, you gain additional talents of your choice, as shown in the Talents Known column of the Hollyphant table.

    A level prerequisite refers to your level in this class. Additionally, when you gain a level in this class, you can choose one of the talents you know and replace it with another talent that you could learn at that level.

    Celestial Duty
    At 3rd level, you learn your celestial duty, your divine calling as a Hollyphant. Your choice grants you features at 3rd level, and again at 7th, 13th, and 18th level.

    Ability Score Improvement
    When you reach 4th level, and again at 6th, 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.

    Powerful Trumpet
    At 5th level, when you use your Trumpet, you may choose to create it in the shape of a 30 foot cone or a 15 foot cone.

    Aura of Invulnerability
    At 6th level, you develop an invisible aura in a 10-foot radius sphere around you that repels weaker magic, which lasts as long as you live. Any spell of 1st-level or lower cast from outside the aura can’t affect creatures or objects within it, even if the spell is cast using a high-level spell slot. Such a spell can target creatures and objects within the barrier, but the spell has no effect on them. Similarly, the area within the barrier is excluded from the areas affected by such spells. You can use an action to suppress this trait until your concentration ends (as though concentrating on a spell).

    This aura grows in strength as you gain levels in this class, increasing the level of spells that this aura prevents by 1 at level 9 (2nd-level spells), level 11 (3rd-level spells), level 14 (4th-level spells), and level 17 (5th-level spells).

    Divine Purity
    At 10th level, the divinity of your body makes you immune to poison and disease.

    Elephant Tenacity
    By 15th level, you are as tough as… well, as an elephant. You gain proficiency in Constitution saving throws.

    Celestial Duties
    Words words words

    Messenger
    Words here. As a messenger, you carry messages for powerful divine beings in the upper planes.
    Spoiler: Messenger Features
    Show

    Flying Ace
    When you gain this subclass at 3rd level, your flying skills improve to suit your role of a heavenly messenger. You have advantage on Dexterity (Acrobatics) checks while flying, and you don’t provoke opportunity attacks when you fly out of an enemy's reach.

    Harrier
    At 3rd level, you can keep your foes off balance by harrying them as you fight. At the end of your turn, if you entered the reach of any creatures this turn, you temporarily throw those creatures off their balance until the start of your next turn. The next time a harried creature takes damage from a weapon attack or cantrip, it takes additional damage equal to your Proficiency Bonus, and the effect ends.

    Righteous Wind
    At 7th level, you learn to bring forth a gale of swirling air. As a bonus action, you conjure a 20-foot-radius sphere of magical air centered on you, which lasts for 1 minute. The first time an allied creature you can see starts its turn in the sphere or enters it each turn, their speed increases by 10 feet and they gain temporary hit points equal to your Proficiency Bonus. These benefits last until the start of its next turn. The first time any other creature enters the sphere, it takes bludgeoning damage equal to your Proficiency Bonus and its speed is reduced by 10 feet until the start of its next turn. You also gain the benefits of the winds when you activate this feature, enter the sphere, or start your turn within it.

    You may use this feature three times. When you finish a long rest, you regain all expended uses.

    Expedited Message
    At 13th level, you develop the greatest tool a messenger can have, the ability to teleport unerringly. You learn the spell teleport, and can cast it once without expending a spell slot. After you do so, you can’t cast it again this way until you finish a long rest. When you cast a spell with this feature, you can’t suffer a Mishap. Treat any Mishap results as Similar Area results.

    At 18th level, your teleport results are always On Target, unless you attempt to visit a false destination.

    Dance in the Wind
    At 18th level, when you are hit by an attack while you are in the sphere of your Righteous Wind, you can use your reaction to bring the winds around you. You gain a +5 bonus to your AC for that attack, potentially causing it to miss, and you move up to half your speed.

    Guardian
    Words here.
    Spoiler: Guardian Features
    Show
    Divine Sense
    At 3rd level when you gain this subclass, you can attune your senses to beings made from divinity: evil with its smell of tar and rot, good with its holy, harmonious resonance. As an action, you can open your awareness to detect such forces. Until the end of your next turn, you know the location of any celestial, fiend, or undead within 60 feet of you that is not behind total cover. You know the type (celestial, fiend, or undead) of any being whose presence you sense, but not its identity (the vampire Count Strahd von Zarovich, for instance). Within the same radius, you also detect the presence of any place or object that has been consecrated or desecrated, as with the hallow spell.

    You can use this feature a number of times equal to Proficiency Modifier. When you finish a long rest, you regain all expended uses.

    Interceptor
    At 3rd level, you can shield your allies from harm. When a creature you can see hits a target, other than you, within 5 feet of you with an attack, you can use your reaction to reduce the damage the target takes by 1d10 + your Proficiency Bonus (to a minimum of 0 damage).

    Vexing Spirits
    At 7th level, you learn to conjure spirits that help you hold the front line. As an action, you call forth minor celestial spirits to aid you, which dance in circles within 15 feet of you for 1 minute.

    When you use this feature, you can designate any number of creatures you can see to be unaffected by it. An affected creature's speed is halved in the area, and when the creature enters the area for the first time on a turn or starts its turn there, it must make a Wisdom saving throw against a DC of 8 + your Proficiency Bonus + your Charisma modifier. On a failed save, the creature takes radiant damage equal to 1d10 + your Proficiency Bonus. On a successful save, the creature takes half as much damage.

    You may use this feature three times. When you finish a long rest, you regain all expended uses.

    Divine Refuge
    At 13th level, you can conjure an extradimensional place of safety, rich with the magic of the upper planes. You choose where the entrance is located, which takes the shape of a faintly-shimmering 20-foot-radius circle. You and any creature you designate when you cast the spell can enter the extradimensional refuge as long as the portal remains open. You can open or close the portal if you are within 5 feet of it. While closed, the portal is invisible.

    The divine refuge beyond the portal is a beautiful world reminiscent of the realms of the divine. The atmosphere is clean and fresh with a gentle breeze. The area can be any shape you wish, but the space can't exceed 50 cubes, each cube being 10 feet on each side. Harmless flora and fauna from the upper planes are brought to this place, with kind and placement determined by you.

    You can choose for this refuge to contain food, up to enough to feed 100 people for an entire day, as well as a fresh stream of clean water. The environment will shape to your needs and the needs of any guests here, such as fetching items, cleaning, lightning fires, providing light, and so on. However, the environment will never do anything harmful and can’t be shaped into something dangerous like a weapon. Anything created by this feature dissipates into motes of sparkling light if removed from the mansion. When the spell ends, any creatures or objects left inside the extradimensional space are expelled into the open spaces nearest to the entrance.

    Once you use this feature, you can't use it again until you finish a long rest.

    Ultimate Protector
    At 18th level, you act with supernatural speed when your allies are in danger. In combat, you gain a special reaction that you can take once on every creature’s turn, except your turn. You can use this special reaction only to use your Interceptor feature, and you can't use it on the same turn that you take your normal reaction.

    Guide
    Words here.
    Spoiler: Guide Features
    Show
    Keen Traveler
    When you gain this subclass at 3rd level, you gain divine knowledge that allows you to guide travelers, both physically and spiritually. You become proficient in the skills Nature and Religion. Additionally, you always know which way is north.

    Guiding Hand
    At 3rd level, you can help your allies act with greater clarity of thought. When you cheer an ally on, until the start of your next turn, their strikes and spells become more accurate.

    Whenever that ally misses a weapon attack or fails to deal damage with a cantrip because of a missed attack roll or successful saving throw, that ally can deal damage to their target equal to the ability modifier used for their attack roll or saving throw DC. This damage is the same type dealt by their weapon or cantrip, and the damage can’t be increased in any way.

    Stand Tall
    At 7th level, you can bolster yourself and your allies against impending forces of despair. As a bonus action, choose a creature within 20 feet of you that you can see. Roll half your Trumpet dice (round down). The creature regains that many hit points.

    Additionally, if that creature is currently affected by any If any effects allow the creature to end them by making saving throws at the end of their turn, that creature can immediately roll a saving throw against one of those effects. The creature gains the benefits of a successful save, but suffers no ill effects on a failed save (for example, it does not count as a failed save for the spell flesh to stone).

    You may use this feature three times. When you finish a long rest, you regain all expended uses.

    Clear the Way
    At 13th level, you learn the spells find the path and legend lore, and can cast them without using a spell slot, and without needing material components. When you cast one of these spells with this feature, you can’t cast that spell with this feature again until you finish a long rest.

    Rallying Trumpet
    At 18th level, when you use your Trumpet, you may choose one creature within 60 feet of you. That creature can make one melee or ranged weapon attack with its reaction, provided that it can see you or hear the sound of your Trumpet.


    War Forms
    does this need text?

    War Form I
    Spoiler: War Form I
    Show
    War Form
    Medium beast
    AC 16 (natural armor)
    HP 6 + 6 times your Hollyphant level
    Speed 30 ft
    Str 16 (+3)
    Dex 9 (-1)
    Con 12 (+1)
    Int 10 (+0)
    Wis 10 (+0)
    Cha 10 (+0)

    ACTIONS
    Gore. Melee Weapon Attack: 3 + your Proficiency Bonus to hit, reach 5 ft., one target. Hit: 1d10 + 3 bludgeoning damage.

    War Form II
    Spoiler: War Form II
    Show
    War Form
    Large beast
    AC 17 (natural armor)
    HP 7 + 7 times your Hollyphant level
    Speed 40 ft, fly 20 ft.
    Str 18 (+3)
    Dex 9 (-1)
    Con 14 (+2)
    Int 10 (+0)
    Wis 10 (+0)
    Cha 10 (+0)

    Trampling Charge. If you move at least 20 ft. straight toward a creature and then hits it with a gore attack on the same turn, that target must succeed on a Strength saving throw (DC 12 + your Proficiency Bonus) or be knocked prone. If the target is prone, you can make one stomp attack against it as a bonus action.

    Magic Weapons. The weapon attacks from your action are magical.

    ACTIONS
    Gore. Melee Weapon Attack: 4 + your Proficiency Bonus to hit, reach 10 ft., one target. Hit: 2d6 + 4 piercing damage.

    Stomp. Melee Weapon Attack: 4 + your Proficiency Bonus to hit, reach 5 ft., one prone target. Hit: 2d10 + 4 bludgeoning damage.

    War Form III
    Spoiler: War Form III
    Show
    War Form
    Huge beast
    AC 18 (natural armor)
    HP 8 + 8 times your Hollyphant level
    Speed 40 ft, fly 40 ft.
    Str 20 (+5)
    Dex 9 (-1)
    Con 16 (+3)
    Int 10 (+0)
    Wis 10 (+0)
    Cha 10 (+0)

    Trampling Charge. If you move at least 20 ft. straight toward a creature and then hits it with a gore attack on the same turn, that target must succeed on a Strength saving throw (DC 13 + your Proficiency Bonus) or be knocked prone. If the target is prone, you can make one stomp attack against it as a bonus action.

    Magic Weapons. The weapon attacks from your action are magical.

    ACTIONS
    Gore. Melee Weapon Attack: 5 + your Proficiency Bonus to hit, reach 10 ft., one target. Hit: 3d8 + 5 piercing damage.

    Stomp. Melee Weapon Attack: 5 + your Proficiency Bonus to hit, reach 5 ft., one prone target. Hit: 3d10 + 5 bludgeoning damage.

    Stampede. This turn, you can move through the spaces of Large or smaller creatures without penalty, though you can’t stop in those spaces. When you enter a creature’s space, you automatically make a Gore attack against it. Once you attack a creature this way, you can’t attack that creature again this turn.

    War Form IV
    Spoiler: War Form
    Show
    War Form
    Gargantuan beast
    AC 19 (natural armor)
    HP 9 + 9 times your Hollyphant level
    Speed 40 ft, fly 40 ft.
    Str 22 (+6)
    Dex 9 (-1)
    Con 18 (+4)
    Int 10 (+0)
    Wis 10 (+0)
    Cha 10 (+0)

    Swift Trampling Charge. If you move at least 20 ft. straight toward a creature and then hits it with a gore attack on the same turn, that target must succeed on a Strength saving throw (DC 14 + your Proficiency Bonus) or be knocked prone. If the target is prone, you can make one stomp attack against it (no action required).

    Divine Weapons. The weapon attacks from your action are magical. When you hit a creature with a weapon attack, it has disadvantage on attack rolls against creatures other than you until the start of your next turn.

    ACTIONS
    Gore. Melee Weapon Attack: 6 + your Proficiency Bonus to hit, reach 15 ft., one target. Hit: 4d8 + 6 piercing damage.

    Stomp. Melee Weapon Attack: 6 + your Proficiency Bonus to hit, reach 10 ft., one prone target. Hit: 4d10 + 6 bludgeoning damage.

    Stampede. This turn, you can move through the spaces of Large or smaller creatures without penalty, though you can’t stop in those spaces. When you enter a creature’s space, you automatically make a Gore attack against it. Once you attack a creature this way, you can’t attack that creature again this turn.

    War Form V
    Spoiler: War Form V
    Show
    War Form
    Gargantuan beast (Titan)
    AC 20 (natural armor)
    HP 10 + 10 times your Hollyphant level
    Speed 40 ft, fly 40 ft.
    Str 24 (+7)
    Dex 9 (-1)
    Con 20 (+5)
    Int 10 (+0)
    Wis 10 (+0)
    Cha 10 (+0)

    Swift Trampling Charge. If you move at least 20 ft. straight toward a creature and then hits it with a gore attack on the same turn, that target must succeed on a Strength saving throw (DC 14 + your Proficiency Bonus) or be knocked prone. If the target is prone, you can make one stomp attack against it (no action required).

    Divine Weapons. The weapon attacks from your action are magical. When you hit a creature with a weapon attack, it has disadvantage on attack rolls against creatures other than you until the start of your next turn.

    Legendary Resistance (1/Day). If you fail a saving throw, you can choose to succeed instead.

    ACTIONS
    Gore. Melee Weapon Attack: 7+ your Proficiency Bonus to hit, reach 15 ft., one target. Hit: 6d8 + 7 piercing damage.

    Stomp. Melee Weapon Attack: 7+ your Proficiency Bonus to hit, reach 10 ft., one prone target. Hit: 6d10 + 7 bludgeoning damage.

    Stampede. This turn, you can move through the spaces of Large or smaller creatures without penalty, though you can’t stop in those spaces. When you enter a creature’s space, you automatically make a Gore attack against it. Once you attack a creature this way, you can’t attack that creature again this turn.


    Hollyphant Talents

    Spoiler: Hollyphant Talents
    Show
    Divine Apothecary
    You can cast detect poison and disease at will, without expending a spell slot or material components.

    Glittering Mist
    You can cast fog cloud at will, without expending a spell slot or material components.

    Joyous Influence
    You gain proficiency in the Performance and Persuasion skills.

    Purveyor of Blessings
    You can cast bless without expending a spell slot. You can cast the spell twice with this feature, and regain all expended uses when you finish a long rest.

    Rebuff the Wicked
    You can cast protection from evil and good without expending a spell slot. You can cast the spell twice with this feature, and regain all expended uses when you finish a long rest.

    Tough Hide
    Your natural armor now provides you a base AC of 16 (your Dexterity modifier doesn’t affect this number). At 7th level, this increases to 17. At 15th level, this increases to 18.

    Transcendent Language
    You can read all writing.

    Trumpet of Disruption
    You gain a new way to use your Trumpet. Each creature in the cone must make a Constitution saving throw. On a failed save, a target takes your Trumpet’s thunder damage, loses concentration on any spells or effects it is concentrating on, and can’t take reactions until the start of your next turn. On a successful save, a target takes half as much damage and is otherwise unaffected.

    Trumpet of Repulsion
    You gain a new way to use your Trumpet. Each creature in the cone must make a Constitution saving throw. On a failed save, a target takes your Trumpet’s thunder damage and is pushed 10 feet directly away from you. On a successful save, a target takes half as much damage and isn’t pushed.

    Trumpet of Sparkles
    You gain a new way to use your Trumpet. Each creature in the cone must make a Constitution saving throw. On a failed save, a target takes your Trumpet’s radiant damage, or half as much damage on a successful one. Evil creatures have disadvantage on the saving throw. Good creatures in the cone take no damage.

    Ward the Faithful
    You can cast alarm at will, without expending a spell slot or material components. You can only have one alarm active this way at a time.

    Divine Stillness
    Prerequisite: 5th level
    If you do not move and don’t take any actions for 1 round, you can adjust or suppress both natural and supernatural signatures of your presence. Choose any number of the following benefits, which extend to you and any objects you are wearing so long as you do not move.
    • You can make yourself or any object you are wearing appear nonmagical, or change your aura to match the background aura of other magical objects around you.
    • You can suppress any sign of your creature type or alignment, as well as the types or alignments of objects you wear, from spells, senses, and magical effects that detect those properties, such as a paladin’s Divine Sense or the trigger of a symbol spell.
    • You can suppress your body temperature and make your breathing undetectable, preventing detection from spells, senses, or magical effects that could detect you using heat, tremors, or the movement of air.

    Fluttering Wings
    Prerequisite: 5th level
    Your flying speed increases to 120 feet. Your flying speed in War Form also increases to 120 feet.

    Inspire Tenacity
    Prerequisite: 5th level
    Even in long days on the march, fatigue struggles to maintain its grip on you and your allies. After traveling for an hour, when you or anyone you are traveling with rolls a Constitution saving throw during overland travel, they can treat a d20 roll or 9 or lower as a 10.

    Sanctify the Weave
    Prerequisite: 5th level
    You can cast dispel magic without expending a spell slot. You regain the ability to do so when you finish a long rest. Your spellcasting ability for this spell is Charisma.

    Telepathic Communion
    Prerequisite: 5th level
    You gain telepathy out to 120 feet.

    Begone!
    Prerequisite: 7th level
    You can cast banishment without expending a spell slot. You regain the ability to do so when you finish a long rest. Your spellcasting ability for this spell is Charisma.

    Unyielding Vigor
    Prerequisite: 7th level
    The first time you would drop to 0 hit points as a result of taking damage, you instead drop to 1 hit point. When you use this feature, you can’t do so again until you finish a long rest.

    Breath of Life
    Prerequisite: 9th level
    You can cast raise dead without expending a spell slot, though you still need to expend costly material components. You regain the ability to do so when you finish a long rest.

    Cleanse the Dark
    Prerequisite: 9th level
    As an action, you may touch a creature that is charmed, frightened, or possessed by an elemental, fiend, or undead. The creature you touch is no longer charmed, frightened, or possessed by such creatures.

    No Lies
    Prerequisite: 15th level
    You can cast zone of truth at will, without expending a spell slot.

    Sacred Healing
    Prerequisite: 15th level
    You can cast heal without expending a spell slot, though you still need the expend costly material components. You regain the ability to do so when you finish a long rest.

    See Beyond Shadows
    Prerequisite: 15th level
    You are aware of the location of any hidden or invisible creature within 10 feet of you.

    Visions of Distant Realms
    Prerequisite: 15th level
    You can cast arcane eye at will, without expending a spell slot.
    Last edited by Just to Browse; 2024-04-05 at 10:38 AM.
    All work I do is CC-BY-SA. Copy it wherever you want as long as you credit me.

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