Ghoul (5A)

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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 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.

You are immune to disease, poison damage, and the poisoned condition.

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.

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 requiring no components. Charisma is your spellcasting ability. 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 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 Ghoul.

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 up to 2 Ghouls.

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 up to 5 Ghouls.