Difference between revisions of "Revenant (5A)"

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You do not need to sleep, buy you need to rest to gain the benfit of long or short rest.
 
You do not need to sleep, buy you need to rest to gain the benfit of long or short rest.
  
=== Unnatural Weapons ===
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=== Touch of Death  ===
Your Dark Strike takes the form of claws that deal slashing damage.
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Your Dark Strike deals necrotic 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.
 
  
 
=== Wisdom of Flesh ===
 
=== Wisdom of Flesh ===

Revision as of 20:28, 1 January 2024

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This is a 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.

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. You gain advantage on Wisdom (Perception) checks that rely on hearing or smell. 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. 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 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.

Touch of Death

Your Dark Strike deals necrotic damage.

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 for one week or until you use Wisdom of the Flesh to learn another ability.

Rigor Mortis

Beginning at 3rd level, when you hit a Beast, Giant, 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

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. Charisma is your spellcasting ability for these spells. 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

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.

You cannot select burrowing for your Supernatural Movement ability. If you already have burrowing from Supernatural Movement, select another Supernatural Movement option instead.

Finally, when you use Speaker for the Dead to cast Animate Dead, you can create a single Ghoul instead of zombies or skeletons.

Tomb Dweller

Beginning at 15th level, you gain resistance to Acid, Cold, Lightning, Necrotic, and Thunder damage. When you use Speaker for the Dead to cast Animate Dead, you can create 2 Ghouls instead of zombies or skeletons.

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 to cast Animate Dead, you can create 5 Ghouls instead of zombies or skeletons.