Difference between revisions of "Unseelie (5A)"

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<noinclude>{{5A}}</noinclude>
 
<noinclude>{{5A}}</noinclude>
This is a [[Bogeyman_(5A)|Bogeyman]] subclass.
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This is an original [[Bogeyman_(5A)|Bogeyman]] subclass.
  
''Backing out of the tavern with the merchant lord’s gaze locked onto his, the vampire slips into an alleyway nearby, baring his fangs to better slake his thirst on the blood of the foolish human trundling toward him.  
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''The wild hunt races through the night, honest folk mumble prayers behind locked doors while the huntsman chases his prey.
  
Infused with unholy energies and driven by a thirst for blood, you are a master of the night, one of the most powerful undead.  
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You are a changeling, an imposter, or suffer from a bargain or curse of the fey. You live your life pretending to be a humanoid, while you are actually a child of the Winter Court.
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Unseelie are skilled with weapons, giving them the respect of warriors and making them less reliant on the dark strike.
  
Source: En5ider 83, heavily rewritten.
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A somewhat less extreme variant of this si the [[Unseelie Knight (5A)|Unseelie Knight]] fighter subclass.
  
=== Immortality in Death ===
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=== Changeling ===
You are no longer a Humanoid, instead gaining the Undead type. This involves little physical change, your skin grows paler and colder but not blatantly so, and your powers are only visible when in use. You do not age, and if you are reduced to 0 hip points, you automatically stabilize. You can be destroyed only by burning or direct sunlight.
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You are a creature of winter night. Your creature type changes to fey. You have antlers, and your skin is the texture of bark, wood, or ice. Withered leaves and evergreen plants crown your head, and you may occasionally leave a dead leaf or twig behind.
  
Your Dark Strike takes the form of claws that do slashing damage.
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Your Dark Strike is an attack with antlers that inflicts piercing damage.
  
You gain vulnerability to radiant damage and you take an amount of necrotic damage equal to your proficiency bonus if you start your turn in direct sunlight. Covering clothes and a parasol or wide-brimmed hat is sufficient to negate this damage.
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=== Poseur ===
You take an amount of acid damage equal to your level if you start your turn touching running water.  
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You are a skilled warrior and gain proficiency with all martial weapons.  
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You also learn to cast [http://dnd5e.wikidot.com/spell:disguise-self Disguise Self] as a ritual with a duration of 24 hours.
  
When unconscious, a wooden stake can be driven through your chest as an action with a Strength (Athletics) check with a DC equal to 10 + your Constitution save modifier. While staked like this, you appear dead but are paralyzed and unable to regain hit points in any way.
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=== Master Hunter ===
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At 3rd level you become a master hunter.
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You learn to cast [http://dnd5e.wikidot.com/spell:disguise-self Disguise Self] and [http://dnd5e.wikidot.com/spell:alter-self Alter Self] at will. Constitution is your spellcasting ability.
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You learn the Deception and Survival skills.  
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For each of these skills you already know you learn another skill of your choice instead.
  
You gain no sustenance from food or drink, instead you must nourish yourself using the Bloodsucker ability, below.  
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=== Winter Spirit ===
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At 6th level you gain resistance to cold, electrical, and thunder damage.
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You also gain resistance to bludgeoning, piercing, and slashing damage, but magical and iron weapons ignore this resistance. Since most weapons of war are made of iron, this mainly protects against natural attacks, but it will protect against the occasional thrown rock or wooden club.
  
You can’t enter a private residence without an invitation from one of the occupants. You can enter inns, stores, and other public places without an invitation.
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=== Wild Hunt ===
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Beginning at 7th level, you can spend an action to magically call 2d6 [https://roll20.net/compendium/dnd5e/Monsters:Wolf/#h-Wolf Wolves] or [https://roll20.net/compendium/dnd5e/Monsters:Swarm%20of%20Ravens/#h-Swarm%20of%20Ravens Swarms of Ravens].
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The called creatures arrive at the end of your turn, acting right after you and obeying your spoken commands
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Controlling the wild hunt does not require any action.  
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If you or they are touched by sunlight they disappear.
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The beasts otherwise remain for 1 hour, until reduced to zero hit points, or until you dismiss them as an action.
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You can use this feature a number of times equal to your proficiency bonus and regain all uses when you end a long rest. 
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When you reach 15th level as a a bogeyman, you call 4d6 wolves or swarms of ravens.
  
=== Bloodsucker ===
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=== Winter Gore ===
You grow two sharp extendible fangs.
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At 11th level you can make a Dark Strike attack with your antlers as a bonus action. If you performed the Dash action this round, your gore attack does two Dark Strike dice of damage.
These are a Dark Strike that inflicts piercing damage, but you cannot make normal attacks with your fangs.
 
You can only attack with these fangs as a bonus action, and only against a creature that is willing, surprised, or in a grapple with you.
 
When you use your fangs to deliver a Dark Strike, you regain hit points equal to the result of the damage inflicted. This also satisfies your need for food and water for the day. You can choose to do less damage to preserve your victim.
 
If you are unconscious but not destroyed or staked, you can be revived simply by feeding you fresh blood.
 
  
=== Cursed Charm ===
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=== Flush Prey ===
Starting at 3rd level, you can spend an action to target one humanoid you can see within 30 feet. If the target can see your eyes, the target must succeed on a Wisdom saving throw (DC 8 + your proficiency bonus + your Charisma bonus) or be charmed by you. The charmed target regards you as a trusted friend to be heeded and protected. Although the target isn’t under your control, it interprets your requests or actions in the most favorable way it can, and it is a willing target for your Bloodsucker ability. If you are in combat with the target's allies, the target will not attack, instead using its action to Help defend you.
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At 15th level when you hit a creature with a weapon attack, you can use the Monster Scare ability as a bonus action, affecting the creature hit and all enemies within 10 feet of it who can see you.
  
Each time you or your companions do anything harmful to the target other than using Bloodsucker, it can repeat the saving throw, ending the effect on a success.
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=== Sky Lord ===
Otherwise, the effect lasts 24 hours or until you take a bonus action to end the effect.
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When you reach 20th level, you master the fury of the blizzard.  
The effect can also be ended as if it was a curse.
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All your weapon attacks inflict an additional d10 cold damage.
A target that has saved against this ability automatically succeeds at a saving throw against it for the next seven days.
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You can cast [http://dnd5e.wikidot.com/spell:control-weather Control Weather] and
After the effect ends, the target only vaguely remembers events while charmed, as if they happened in a dream.
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[http://dnd5e.wikidot.com/spell:wind-walk Wind Walk] as ritual spells.
 
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Constitution is your spellcasting ability for these spells.
You can use this feature a number of times equal to your proficiency bonus. You regain expended uses when you finish a long rest.
 
 
 
=== Toughened Hide ===
 
At 6th level you gain resistance to bludgeoning, piercing, and slashing damage.  
 
Magical and silvered weapons ignore this resistance.
 
 
 
=== Dark Form ===
 
Beginning at 7th level, if you aren’t in sunlight or running water, you can use a bonus action to [http://dnd5e.wikidot.com/spell:polymorph Polymorph] into a [https://roll20.net/compendium/dnd5e/Bat Bat] or assume [http://dnd5e.wikidot.com/spell:gaseous-form Gaseous Form].   
 
While in either of these forms you have advantage on Dexterity (Stealth) checks.
 
You can use this feature a number of times equal to your proficiency bonus and regain all uses when you end a long rest.
 
 
 
=== Children of the Night ===
 
Beginning at 11th level, you can spend an action to magically call 2d6
 
[https://roll20.net/compendium/dnd5e/Monsters:Wolf/#h-Wolf Wolves],
 
[https://roll20.net/compendium/dnd5e/Monsters:Swarm%20of%20Bats/#h-Swarm%20of%20Bats Swarms of Bats], or
 
[https://roll20.net/compendium/dnd5e/Swarm%20of%20Rats#h-Swarm%20of%20Rats Swarms of Rats].
 
The called creatures arrive at the end of your turn, acting right after you and obeying your spoken commands that do not require any action on your part. If you or they are touched by sunlight they disappear. The beasts otherwise remain for 1 hour, until reduced to zero hit points, or until you dismiss them as a bonus action.  
 
You can use this feature a number of times equal to your proficiency bonus and regain all uses when you end a long rest.  When you reach 15th level, you can call 4d6 wolves or swarms.
 
 
 
=== Escaping Mist ===
 
Starting at 15th level you can establish a resting place and imbue a coffin with unholy power with a one-hour ritual. This ends your link to any previous coffins. When you have an imbued coffin and drop to 0 hit points, you disappear in a cloud of mist (as in the Darkness Forms feature) and teleport to your coffin, provided that you aren’t in sunlight or running water. If you can’t transform or is prevented from teleporting, you go unconscious normally. At dusk, when you are in your resting place with 0 hit points, you regain 1 hit point.
 
 
 
=== Master of the Night ===
 
When you reach 20th level, you regain 20 hit points at the start of your turn if you have at least 1 hit point and aren’t in sunlight or running water. If you take radiant damage or damage from holy water, this feature doesn’t function at the start of your next turn.
 

Latest revision as of 21:06, 4 July 2024

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This is an original Bogeyman subclass.

The wild hunt races through the night, honest folk mumble prayers behind locked doors while the huntsman chases his prey.

You are a changeling, an imposter, or suffer from a bargain or curse of the fey. You live your life pretending to be a humanoid, while you are actually a child of the Winter Court. Unseelie are skilled with weapons, giving them the respect of warriors and making them less reliant on the dark strike.

A somewhat less extreme variant of this si the Unseelie Knight fighter subclass.

Changeling

You are a creature of winter night. Your creature type changes to fey. You have antlers, and your skin is the texture of bark, wood, or ice. Withered leaves and evergreen plants crown your head, and you may occasionally leave a dead leaf or twig behind.

Your Dark Strike is an attack with antlers that inflicts piercing damage.

Poseur

You are a skilled warrior and gain proficiency with all martial weapons. You also learn to cast Disguise Self as a ritual with a duration of 24 hours.

Master Hunter

At 3rd level you become a master hunter. You learn to cast Disguise Self and Alter Self at will. Constitution is your spellcasting ability. You learn the Deception and Survival skills. For each of these skills you already know you learn another skill of your choice instead.

Winter Spirit

At 6th level you gain resistance to cold, electrical, and thunder damage. You also gain resistance to bludgeoning, piercing, and slashing damage, but magical and iron weapons ignore this resistance. Since most weapons of war are made of iron, this mainly protects against natural attacks, but it will protect against the occasional thrown rock or wooden club.

Wild Hunt

Beginning at 7th level, you can spend an action to magically call 2d6 Wolves or Swarms of Ravens. The called creatures arrive at the end of your turn, acting right after you and obeying your spoken commands Controlling the wild hunt does not require any action. If you or they are touched by sunlight they disappear. The beasts otherwise remain for 1 hour, until reduced to zero hit points, or until you dismiss them as an action. You can use this feature a number of times equal to your proficiency bonus and regain all uses when you end a long rest. When you reach 15th level as a a bogeyman, you call 4d6 wolves or swarms of ravens.

Winter Gore

At 11th level you can make a Dark Strike attack with your antlers as a bonus action. If you performed the Dash action this round, your gore attack does two Dark Strike dice of damage.

Flush Prey

At 15th level when you hit a creature with a weapon attack, you can use the Monster Scare ability as a bonus action, affecting the creature hit and all enemies within 10 feet of it who can see you.

Sky Lord

When you reach 20th level, you master the fury of the blizzard. All your weapon attacks inflict an additional d10 cold damage. You can cast Control Weather and Wind Walk as ritual spells. Constitution is your spellcasting ability for these spells.