Difference between revisions of "Ghoul (5A)"

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Your voice is unchanged.
 
Your voice is unchanged.
 
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.
 +
You are immune to disease, poison damage, the poisoned condition, suffocation, starvation, and thirst.
 +
Your Dark Strike takes the form of claws that deal slashing damage.
 +
Finally you can crawl at your full land speed when prone.
  
You suffer a constant hunger that only the flesh of the dead can satisfy, but you do not actually need to eat or drink to survive. You are immune to suffocation, starvation, and thirst. At the start of your turn, when presented with the opportunity to consume the raw, rotted, or dried remains of a dead humanoid within 10 feet, you must make a Wisdom save, DC 10, or immediately spend an action moving to and consuming a part of the corpse. This movement does not trigger attacks of opportunity. Once you fail or succeed at this saving throw, you automatically succeed at any saving throws against consuming a corpse within the next hour.
+
=== Consuming Hunger ===
 
+
From level 1 you suffer a constant hunger that only the flesh of the dead can satisfy, but you do not actually need to eat or drink to survive.  
You are immune to disease, poison damage, and the poisoned condition.
+
When you spend an action consuming the flesh of a corpse of a creature that had an Intelligence of 6 or more, you recover 1d12 + your Constitution bonus Hit Points.  
 
+
You can do this a number of times equal to your Proficiency Bonus and regain this ability on a long or short rest.
=== Unnatural Weapons ===
 
Your Dark Strike takes the form of claws that deal slashing damage.  
 
  
After you have inflicted damage with a Dark Strike claw attack, you can take a bonus action to use a Dark Strike bite attack on the same turn that deals piercing damage. If you damage a living creature (not a construct, elemental, or undead) with this bite attack, you heal damage equal to half the damage dealt.
+
=== Endless Hunger ===
 +
When you become a boogeyman ghoul you are cursed with eternal hunger.
 +
At the start of your turn, when presented with the opportunity to consume the raw, rotted, or dried remains of a dead humanoid within 10 feet, you must make a Wisdom save, DC 10, or immediately spend an action moving to and consuming a part of the corpse.
 +
This can also be a use of Consuming Hunger if you have uses of that power available.  
 +
This movement does not trigger attacks of opportunity. Once you fail or succeed at this saving throw, you automatically succeed at any saving throws against Endless Hunger within the next hour.
  
 
=== Wisdom of Flesh ===
 
=== Wisdom of Flesh ===
 
Beginning at 1st level, when you consume some of the remains of a formerly living being, you learn what their basic role in life was, including race, profession, and class (if any). You might also get flashbacks of their drives and desires.  
 
Beginning at 1st level, when you consume some of the remains of a formerly living being, you learn what their basic role in life was, including race, profession, and class (if any). You might also get flashbacks of their drives and desires.  
You temporarily gain one skill, language, tool proficiency, or proficiency with a single weapon or vehicle that the creature had. You retain this proficiency for one week or until you use Wisdom of the Flesh to learn another ability.
+
You temporarily gain one skill, language, tool proficiency, or proficiency with a single weapon or vehicle that the creature had. You retain this proficiency until you use Wisdom of the Flesh to learn another ability.
  
=== Rigor Mortis ===
+
=== Gravedigger ===
Beginning at 3rd level, when you hit a  
+
Starting at 3rd level, you gain a burrowing speed equal to half your land speed. You can only move through dirt, soil, sand, or clay.
Beast,
+
When you use your Burrowing speed, you have tremorsense with a range of 10 feet and advantage on Dexterity (Stealth) checks.
Giant,
+
You cannot select burrowing for your Supernatural Movement ability.  
Humanoid (excluding elves), or
 
Monstrosity
 
with a claw attack, the creature must make a Constitution saving throw (DC 8 + your Constitution modifier + your Proficiency Bonus) or be paralyzed for 1 minute. A paralyzed target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. A creature that has saved against this ability automatically succeeds on its saving throw against it until the end of your next long rest.
 
  
 
=== Toughened Hide ===
 
=== Toughened Hide ===
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=== Speaker for the Dead ===
 
=== Speaker for 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.  
 
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.  
Charisma is your spellcasting ability for these spells.
+
Constitution is your spellcasting ability for these spells.
 
You are considered to be using a spell slot equal to half your boogeyman level, gaining the appropriate benefits for using a higher level spell slot.
 
You are considered to be using a spell slot equal to half your boogeyman 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.
 
You can do this a total number of times equal to your proficiency bonus, regaining all uses when you finish a long rest.
  
=== Gravedigger ===
+
As an 11th level bogeyman you can use [http://dnd5e.wikidot.com/spell:animate-dead Animate Dead] to create a single [https://www.dndbeyond.com/monsters/16872-ghoul Ghoul] instead of zombies or skeletons.  
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.
 
When you use your Burrowing speed, you have tremorsense with a range of 10 feet and advantage on Dexterity (Stealth) checks.
 
  
You also learn to crawl at your land speed when prone.
+
At 15th level add your Proficiency Bonus to this ghoul's Attack Bonus, your Dark Strike die to the damage of its attacks, and twenty times your Proficiency Bonus to it's Hit Points.
  
You cannot select burrowing for your Supernatural Movement ability. If you already have burrowing from Supernatural Movement, select another Supernatural Movement option instead.
+
=== Consume the Living ===
 +
At 11th level, after you have inflicted damage with a Dark Strike claw attack, you can take a bonus action to use a Dark Strike bite attack on the same turn that deals piercing damage. If you damage a living creature (not a construct, elemental, or undead) with this bite attack, you heal damage equal to the damage dealt.
  
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.
+
=== Tomb Raider ===
 +
Starting at 15th level, you gain tremorsense with a range of 60 feet and a burrowing speed equal to your land speed. You can burrow through soft stone like the marble, limestone, and sandstone often used in tombs but not through harder rock like basalt or granite typical in dungeons.
 +
You also gain advantage on all Dexterity (Stealth) checks.
  
=== Tomb Dweller ===
+
=== Rigor Mortis ===
Beginning at 15th level, you gain resistance to Acid, Cold, Lightning, Necrotic, and Thunder damage.
+
When you reach 20th level,  
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.
+
when you hit a creature with a claw attack, the creature must make a Constitution saving throw (DC 8 + your Constitution modifier + your Proficiency Bonus) or be paralyzed for 1 minute. A paralyzed target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. A creature that has saved against this ability automatically succeeds on its saving throw against it until you finish a short or long rest.
 
+
Constructs and undead are immune to this ability.
=== Master of the Underworld ===
 
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.
 
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.
 

Latest revision as of 23:26, 1 July 2024

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This is a Bogeyman subclass.

Driven back into her graveyard haunt, the ghoul merges with the ground, only to emerge behind her pursuers, turning hunter into prey.

You are cursed with undeath and a craving for the flesh of the dead, learning the secrets of those you consume.

Source: Original

Dead Prowler

Starting at 1st level, your type changes to undead. You gain advantage on Wisdom (Perception) checks that rely on hearing or smell. Your basic form remains the same, but your flesh is cold and your visage is strangely distorted, emaciated but with an undead vitality. Your voice is unchanged. 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. You are immune to disease, poison damage, the poisoned condition, suffocation, starvation, and thirst. Your Dark Strike takes the form of claws that deal slashing damage. Finally you can crawl at your full land speed when prone.

Consuming Hunger

From level 1 you suffer a constant hunger that only the flesh of the dead can satisfy, but you do not actually need to eat or drink to survive. When you spend an action consuming the flesh of a corpse of a creature that had an Intelligence of 6 or more, you recover 1d12 + your Constitution bonus Hit Points. You can do this a number of times equal to your Proficiency Bonus and regain this ability on a long or short rest.

Endless Hunger

When you become a boogeyman ghoul you are cursed with eternal hunger. At the start of your turn, when presented with the opportunity to consume the raw, rotted, or dried remains of a dead humanoid within 10 feet, you must make a Wisdom save, DC 10, or immediately spend an action moving to and consuming a part of the corpse. This can also be a use of Consuming Hunger if you have uses of that power available. This movement does not trigger attacks of opportunity. Once you fail or succeed at this saving throw, you automatically succeed at any saving throws against Endless Hunger within the next hour.

Wisdom of Flesh

Beginning at 1st level, when you consume some of the remains of a formerly living being, you learn what their basic role in life was, including race, profession, and class (if any). You might also get flashbacks of their drives and desires. You temporarily gain one skill, language, tool proficiency, or proficiency with a single weapon or vehicle that the creature had. You retain this proficiency until you use Wisdom of the Flesh to learn another ability.

Gravedigger

Starting at 3rd level, you gain a burrowing speed equal to half your land speed. You can only move through dirt, soil, sand, or clay. When you use your Burrowing speed, you have tremorsense with a range of 10 feet and advantage on Dexterity (Stealth) checks. You cannot select burrowing for your Supernatural Movement ability.

Toughened Hide

At 6th level you gain resistance to bludgeoning, piercing, and slashing damage. Magical and silvered weapons ignore this resistance.

Speaker for the Dead

At 7th level you can cast Animate Dead and Speak with Dead without material components. Constitution is your spellcasting ability for these spells. You are considered to be using a spell slot equal to half your boogeyman 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.

As an 11th level bogeyman you can use Animate Dead to create a single Ghoul instead of zombies or skeletons.

At 15th level add your Proficiency Bonus to this ghoul's Attack Bonus, your Dark Strike die to the damage of its attacks, and twenty times your Proficiency Bonus to it's Hit Points.

Consume the Living

At 11th level, after you have inflicted damage with a Dark Strike claw attack, you can take a bonus action to use a Dark Strike bite attack on the same turn that deals piercing damage. If you damage a living creature (not a construct, elemental, or undead) with this bite attack, you heal damage equal to the damage dealt.

Tomb Raider

Starting at 15th level, you gain tremorsense with a range of 60 feet and a burrowing speed equal to your land speed. You can burrow through soft stone like the marble, limestone, and sandstone often used in tombs but not through harder rock like basalt or granite typical in dungeons. You also gain advantage on all Dexterity (Stealth) checks.

Rigor Mortis

When you reach 20th level, when you hit a creature with a claw attack, the creature must make a Constitution saving throw (DC 8 + your Constitution modifier + your Proficiency Bonus) or be paralyzed for 1 minute. A paralyzed target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. A creature that has saved against this ability automatically succeeds on its saving throw against it until you finish a short or long rest. Constructs and undead are immune to this ability.