Difference between revisions of "Revenant (5A)"

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This is a [[Bogeyman_(5A)|Bogeyman]] subclass.
 
This is a [[Bogeyman_(5A)|Bogeyman]] subclass.
  
''The bandits used local legend of haunting to keep their house safe. When bandits started to be found drained and shriveled, no-one really took note. But when the bandits inside the base begun to mysteriously disappear, panic ensued.
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''The bandits used the legend of a haunted house to keep their hideout safe. When they started to be found drained and shriveled, no-one really took note. But then even bandits outside the base begun to mysteriously disappear...
  
 
You died and rose as an undead avenger, focused on righting the wrongs that brought you back.
 
You died and rose as an undead avenger, focused on righting the wrongs that brought you back.
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=== Risen From the Dead ===
 
=== Risen From the Dead ===
 
Starting at 1st level, your type changes to undead.  
 
Starting at 1st level, your type changes to undead.  
You gain advantage on Wisdom (Perception) checks that rely on hearing or smell.
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Your basic shape remains the same, but your skin is now stretched tight over your bones, with little soft tissue.
Your basic form remains the same, but your skin is now stretched tight over your bones, with little soft tissue.
 
 
Your voice is changed, but not obviously monstrous.
 
Your voice is changed, but not obviously monstrous.
 
A creature touching you or seeing an uncovered part of your body is allowed a free instinctual Wisdom (Perception) check against your Charisma (Deception) to recognize you are undead.
 
A creature touching you or seeing an uncovered part of your body is allowed a free instinctual Wisdom (Perception) check against your Charisma (Deception) to recognize you are undead.
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You are vulnerable to radiant damage.
 
You are vulnerable to radiant damage.
 
You are immune to disease, poison damage, and the poisoned condition.
 
You are immune to disease, poison damage, and the poisoned condition.
You do not need to sleep, buy you need to rest to gain the benfit of long or short rest.
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You do not need to eat, breathe, or sleep, but you need to rest to gain the benefit of long or short rest.
  
Your Dark Strike is made with your open hands, dealing slashing damage similar to claw damage.
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Your Dark Strike is made with your open hands, dealing slashing damage similar to claws.
  
 
=== Grave Goods ===
 
=== Grave Goods ===
 
At 1st level you gain proficiency with martial weapons and light and medium armor.  
 
At 1st level you gain proficiency with martial weapons and light and medium armor.  
Armor and weapons that have been damage to the point that living creatures can't use them work normally to you. This allows you to buy non-magical arms and armor at a quarter of the normal price, but such items cannot be sold.
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Armor and weapons that have been damaged to the point that living creatures can't use them work normally for you.  
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This allows you to buy non-magical arms and armor at a quarter of the normal price, but such items cannot be sold.
  
=== Curse of the Dead ===
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=== Spectral Beginnings ===
Beginning at 3rd level, when you deal damage with a melee attack, you can use a bonus action to curse the target.  
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At 6h level you gain damage resistance to
Constructs and elementals are immune to this ability.
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bludgeoning, piercing, and slashing from nonmagical attacks
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and to cold and thunder damage.
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You gain immunity to exhaustion and the charmed, grappled, paralyzed, petrified, and unconscious conditions.
  
The target takes necrotic damage equal to your dark strike die.
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You can move through other creatures and objects as if they were difficult terrain. You take force damage equal to your Proficiency Bonus if you end your turn inside an object.
The target must make a Wisdom saving throw against your Dark Power save DC or be cursed.
 
You have a link to a target cursed this way and can always tell the rough distance and direction to the target.
 
The curse ends when you curse a different creature, and can be ended by effects that break curses.
 
  
=== Undead Resilience ===
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=== Tales of Death ===
At 6th level you gain resistance to bludgeoning, piercing, and slashing damage.  
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At 7th level you can cast [http://dnd5e.wikidot.com/spell:see-invisibility See Invisibility] and [http://dnd5e.wikidot.com/spell:speak-with-dead Speak with Dead] without material components.  
Magical and silvered weapons ignore this resistance.
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Constitution is your spellcasting ability for these spells.
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You can cast each of these spells a total number of times equal to your proficiency bonus, regaining all uses when you finish a long rest.
  
=== Speaker for the Dead ===
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=== Curse of the Dead ===
At 7th level you can cast [http://dnd5e.wikidot.com/spell:animate-dead Animate Dead] and [http://dnd5e.wikidot.com/spell:speak-with-dead Speak with Dead] without material components.
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Beginning at 11th level, when you deal damage with Dark Strike or a weapon attack, you can use a bonus action to curse the target.  
Charisma is your spellcasting ability for these spells.
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The target takes necrotic damage equal to your dark strike die, and you heal the same number of hit points.
You are considered to be using a spell slot equal to half your class level, gaining the appropriate benefits for using a higher level spell slot.
 
You can do this a total number of times equal to your proficiency bonus, regaining all uses when you finish a long rest.
 
  
=== Gravedigger ===
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You can force a target that takes damage from Curse of the Dead to make a Constitution saving throw against your Dark Power save DC or be cursed.
Starting at 11th level, you gain a burrowing speed equal to your land speed. You can move through dirt, soil, clay, and barriers up to one foot think of brick or soft stone like the limestone or sandstone often used in tombs. You cannot burrow through thicker barriers or through harder rock like marble or granite.
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You have a link to a target cursed this way and can always tell the rough distance and direction to the target.  
When you use your Burrowing speed, you have tremorsense with a range of 10 feet and advantage on Dexterity (Stealth) checks.
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The curse ends when you curse a different creature, and can be ended by [http://dnd5e.wikidot.com/spell:remove-curse Remove Curse] and similar effect that breaks curses.
 
 
You also learn to crawl at your land speed when prone.
 
  
You cannot select burrowing for your Supernatural Movement ability. If you already have burrowing from Supernatural Movement, select another Supernatural Movement option instead.
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=== Spectral Traveler ===
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Starting at 15th level, you can cast [http://dnd5e.wikidot.com/spell:etherealness Etherealness].
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You can affect up to five additional willing creatures that you touch.
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You and targets of your [http://dnd5e.wikidot.com/spell:etherealness Etherealness] effect can end the effect on themselves as an action.
  
Finally, when you use [[#Speaker for the Dead |Speaker for the Dead]] to cast [http://dnd5e.wikidot.com/spell:animate-dead Animate Dead], you can create a single [https://www.dndbeyond.com/monsters/16872-ghoul Ghoul] instead of zombies or skeletons.
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You can also cast [http://dnd5e.wikidot.com/spell:word-of-recall Word of Recall].
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You must specify the destination of [http://dnd5e.wikidot.com/spell:word-of-recall Word of Recall] when you end a long rest.  
  
=== Tomb Dweller ===
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At level 15 you can cast each of these spells once.  
Beginning at 15th level, you gain resistance to Acid, Cold, Lightning, Necrotic, and Thunder damage.
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At 20th level you can cast each spell three times.
When you use [[#Speaker for the Dead |Speaker for the Dead]] to cast [http://dnd5e.wikidot.com/spell:animate-dead Animate Dead], you can create 2 [https://www.dndbeyond.com/monsters/16872-ghoul Ghouls] instead of zombies or skeletons.
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You regain all uses on a long rest.
  
=== Master of the Underworld ===
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=== Greater Curse of the Dead ===
When you reach 20th level, you gain tremorsense 60 feet and you can attack creatures sensed with tremorsense without disadvantage, as if you could see them. You now use your burrow speed through any non-magical material without leaving any tunnel or other trace behind.
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At 20th level, when you use [[#Curse of the Dead|Curse of the Dead]] you can affect a target that fails a saving throw with the [http://dnd5e.wikidot.com/spell:bestow-curse Bestow Curse] spell in addition to the detection curse outlined in [[#Curse of the Dead|Curse of the Dead]].
When you use [[#Speaker for the Dead |Speaker for the Dead]] to cast [http://dnd5e.wikidot.com/spell:animate-dead Animate Dead], you can create 5 [https://www.dndbeyond.com/monsters/16872-ghoul Ghouls] instead of zombies or skeletons.
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This curse does not require concentration and has a permanent duration: it only ends if you end it (an action) or using [http://dnd5e.wikidot.com/spell:remove-curse Remove Curse] or similar curse-breaking effect.

Latest revision as of 15:33, 1 July 2024

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This is a Bogeyman subclass.

The bandits used the legend of a haunted house to keep their hideout safe. When they started to be found drained and shriveled, no-one really took note. But then even bandits outside the base begun to mysteriously disappear...

You died and rose as an undead avenger, focused on righting the wrongs that brought you back.

Source: Original

Risen From the Dead

Starting at 1st level, your type changes to undead. Your basic shape remains the same, but your skin is now stretched tight over your bones, with little soft tissue. Your voice is changed, but not obviously monstrous. A creature touching you or seeing an uncovered part of your body is allowed a free instinctual Wisdom (Perception) check against your Charisma (Deception) to recognize you are undead. Exposure beyond this and recognition automatic.

You are vulnerable to radiant damage. You are immune to disease, poison damage, and the poisoned condition. You do not need to eat, breathe, or sleep, but you need to rest to gain the benefit of long or short rest.

Your Dark Strike is made with your open hands, dealing slashing damage similar to claws.

Grave Goods

At 1st level you gain proficiency with martial weapons and light and medium armor. Armor and weapons that have been damaged to the point that living creatures can't use them work normally for you. This allows you to buy non-magical arms and armor at a quarter of the normal price, but such items cannot be sold.

Spectral Beginnings

At 6h level you gain damage resistance to bludgeoning, piercing, and slashing from nonmagical attacks and to cold and thunder damage. You gain immunity to exhaustion and the charmed, grappled, paralyzed, petrified, and unconscious conditions.

You can move through other creatures and objects as if they were difficult terrain. You take force damage equal to your Proficiency Bonus if you end your turn inside an object.

Tales of Death

At 7th level you can cast See Invisibility and Speak with Dead without material components. Constitution is your spellcasting ability for these spells. You can cast each of these spells a total number of times equal to your proficiency bonus, regaining all uses when you finish a long rest.

Curse of the Dead

Beginning at 11th level, when you deal damage with Dark Strike or a weapon attack, you can use a bonus action to curse the target. The target takes necrotic damage equal to your dark strike die, and you heal the same number of hit points.

You can force a target that takes damage from Curse of the Dead to make a Constitution saving throw against your Dark Power save DC or be cursed. You have a link to a target cursed this way and can always tell the rough distance and direction to the target. The curse ends when you curse a different creature, and can be ended by Remove Curse and similar effect that breaks curses.

Spectral Traveler

Starting at 15th level, you can cast Etherealness. You can affect up to five additional willing creatures that you touch. You and targets of your Etherealness effect can end the effect on themselves as an action.

You can also cast Word of Recall. You must specify the destination of Word of Recall when you end a long rest.

At level 15 you can cast each of these spells once. At 20th level you can cast each spell three times. You regain all uses on a long rest.

Greater Curse of the Dead

At 20th level, when you use Curse of the Dead you can affect a target that fails a saving throw with the Bestow Curse spell in addition to the detection curse outlined in Curse of the Dead. This curse does not require concentration and has a permanent duration: it only ends if you end it (an action) or using Remove Curse or similar curse-breaking effect.