Showing posts with label 5e. Show all posts
Showing posts with label 5e. Show all posts

Friday, November 25, 2016

Creepy Crawlies for 5e

So I know that old school stuff is the stuff I normally do, but today I started playing in a 5e game one of my friends is running (the first game they are running actually!) and I'm a slightly modified dark elf thats actually a roach person so I thought "why not make stats for invertebrate races" so that's what this is.

Anything not noted in the racial stats is assumed to be the same as a human (so default). Also, while these are just referred to as cockroaches and worms, they are supposed to be intelligent people versions of them, with it assumed that they can manipulate things like a person.

Cockroach
Ability Scores Cockroaches get +2 to Constitution and +1 to Dexterity
Improved Darkvision Cockroaches are able to see in dim light up to 120 feet as if it were bright light, and in darkness as if it were dim light.
Sunlight Sensitivity Cockroaches have disadvantage on attack rolls and on Wisdom (Perception) checks that rely on sight when they, the target of their attack, or whatever they are trying to perceive is in direct sunlight or otherwise bright light.
Blattodean Resilience Cockroaches have advantage on saving throws against poison, and when they drop to 0 hit points but are not killed outright they can instead drop to 1 hit point. Cockroaches can eat anything and everything.
Fragile Exoskeleton The hit point rolls of a cockroach are made at -1.
Biting Mandibles Cockroaches have a natural weapon attack in the form of a mandible bite, which they are proficient in and deals 1d4 piercing damage + 1d4 poison damage if the victim fails a constitution save.
Languages In addition to Common, cockroaches are able to speak with mundane and monstrous cockroaches of all kinds, and can speak Undercommon.

Housefly
Ability Scores Flies get +2 to Dexterity and +1 to Constitution, -1 to Charisma
Compound Eyes Flies have proficiency in the Perception skill.
Flight Flies are able to fly at a speed of 20 feet, and they can hover in place.
Fragile Exoskeleton The hit point rolls of a fly are made at -1.
Acidic Vomit Flies have a natural "weapon" attack in the form of their acidic vomit. They have proficiency in this attack, and it deals 1d6 acid damage, and functions like a flask of acid. Additionally, they can eat anything and everything.
Languages In addition to Common, flies are able to speak with mundane and monstrous flies of all kinds. However, when they speak Common it is very hard to understand them.

Worm
Ability Scores +1 to Strength and +1 to Wisdom
Blindness Worms are eyeless and thus cannot see, but they have tremorsense out to 30 feet around them.
Digging Worms have a "walking" speed of 20 feet, but have a burrowing speed of 35 feet. Worms can eat dirt, and thus do not require rations.
Dirtcunning Whenever you make any sort of check relating to caves, burrows, valleys, or any other sort of natural earth construction, you double your proficiency bonus when adding to the roll.
Languages In addition to Common, worms are able to speak with mundane and monstrous worms of all kinds, and can speak Terran.

Flea
Ability Scores +2 to Dexterity, +1 to Constitution, -1 to Charisma
Size Fleas are Small in size.
Speed Fleas have a walking speed of 35 feet.
Low Light Vision Fleas can see up to 60 feet in dim light conditions, but cannot see in conditions of darkness.
Flea Nimbleness Fleas can move through the space of any creature that is of a size larger than them. They are able to long jump without moving 10 feet first, and can jump to heights of 6 + their Strength score.
Fragile Exoskeleton The hit point rolls of a flea are made at -1.
Haemophagous Fleas can heal themselves by sucking the blood from creatures. For every hit point that they suck from the victim, they heal 1 hit point, but unless the victim is held down or is willing they are able to make strength saves to shake the flea off.
Languages In addition to Common, fleas are able to speak with mundane and monstrous fleas of all kinds, as well as all sorts of haemophagous monsters.

Thursday, July 23, 2015

The Bakerbarian and Goblin Marine

Here's some weirder and sillier class options, statted up for 5th edition dnd!

The Bakerbarian
Inspiration for the Bakerbarian here.

You are a cook who has such dedication to your art that you can weaponize the foods you create. You can infuse it with your intense emotions and power, churn out innumerable amounts of bread missiles, or create armor from food. You cook bread and cakes angrily.
Class: Barbarian

Bonus Proficiencies
When you choose to become a Bakerbarian at level 3, you become proficient in cook's utensils.

Weaponized Foodstuffs
When you choose to learn the arts of the Bakerbarian at level 3, you can create deadly weapons seemingly out of thin air if you are carrying food (alternatively, if you are carrying the ingredients and cook's utensils, and take a few moments to make it). This functions as a ritual spell, essentially. These weapons typically deal 1d6 damage, but they can deal more or less damage if you use fewer materials or take less time. You are considered proficient with all of the edible weapons you create, and if it is a weapon you are actually proficient in, your proficiency bonus is doubled.

Right Out of The Oven
Beginning at level 6, you can imbue your attacks with a different damage type (typically fire). It will deal the same amount of damage, but will bypass resistances and immunities to the prior damage type if present in the creature being attacked, and will take advantage of vulnerabilities. The weapon will change to reflect the damage type, such as becoming burning hot if right out of the oven, or blue like ice in right out of the fridge. Your attacks cannot deal force, psychic, or thunder damage.

Loafs of Anger
You can create weaponized foodstuffs as normal. However (beginning at level 10), if you create them while enraged, they become intelligent creatures that serve you. They will last as long as you stay angry, either actually still in a state of enragement, or just normally angry. If they were created while experiencing any other intense emotion, then they will not be very violent. They have one attack that deals an amount of damage that is equal to the amount you allocated to creating them as weapons. In all other respects, they are like a beast or other monster of CR 1 or less. These creatures can only move to around 120 feet away from you before they become just food again.

Improved Foodstuffs
Beginning at level 14, you can create all weaponized foodstuffs almost at-will, with only the most damaging types requiring more time. You are also able to instill magic in your food, being able to place a wizard spell in it as if you were a wizard of a level 10 levels below yours (beginning at level 4). You can create a number of spell-cakes equivalent to the number of spells a wizard of that level can cast in a day, but they are only activated when they are eaten. You can add either your Wisdom or Constitution modifiers to the number of spell-cakes you can make in a day. The spell save DC is equal to 8+proficiency bonus of wizard level for purposes of spell-cake crafting+the higher of your Wisdom and Constitution modifiers.

The Goblin Marine
Inspiration for the Goblin Marine here.
You are someone trained in the skills used by goblins, orcs, ogres, and their gross kind during fighting. You could actually be a goblin or some similar creature, or you could be someone trained in them to be adept in avoiding them.
Class: Fighter

Improved Bites and Claws
When you select this class option at level 3, you have sharpened your teeth and your claws so that they became better weapons. They deal 1d4 damage at first, and then increase the damage die as a monk of a level equal to yours increases their unarmed damage.

Stench Warfare
Beginning at level 7, you are able to create great clouds of vile odor from your own unwashed body, or from the complex mixture of smelly chemicals. You can exude a cloud of gross gas that spreads up to 30 feet, and then dissipates. If anything is in the cloud, they must make a Constitution save against your save DC (8+proficiency bonus+Constitution modifier). If they fail the save, they are knocked unconscious by the stench for 1 minute. The time that they are unconscious for increases by 1/4 minute every level.

Crawl on Walls
Beginning at 10th level, you can crawl up seemingly smooth walls at a speed equal to half your walking speed. At level 14, this becomes a speed equal to your walking speed. You can climb just as you can do normal movement during your turn in combat.

Bugbearricade
Beginning at 15th level, you have trained yourself to be so agile so as to be able to hide behind creatures of even your size or one size smaller. This counts as cover, just as hiding behind a larger ally or barricade would.

Disgusting Alchemy
At 18th level, you can create vile grenades and bombs from the fluids, juices, and tissues from your body or the bodies of others. The effect of this bomb varies, based on the ingredients used, but it will function as some sort of spell from the wizard spell list that can be cast by an Eldritch Knight of a level 9 levels below yours. You can create as many of these as you wish, but if you create more than is allowed (see the Eldritch Knight spell matrix for how many you can create), you risk hurting yourself or your teammates.


Saturday, May 23, 2015

The Cancer Mage


The Cancer Mage (Pestilence Arcane Tradition)
Class: Wizard

Pestilence Savant
Beginning when you select this arcane tradition at 2nd level, the gold and time you must spend to copy spells from the Cancer Mage spell list into your spell book is halved.

Plagued Nature
Starting at 2nd level, you are immune to all diseases, and become a carrier of them. No disease ever leaves you, and your face and skin are covered in boils, lesions, and pus-filled sores. Your every breathe carries innumerable plagues and ills, and when someone attempts to remove the diseases from you, either through magic or medicine, they are harmed, taking 1d4 poison damage for every wizard level you have.

Cancerous Companion
Starting at 6th level, you grow an intelligent teratoma somewhere on your body. It can painlessly tear itself from your body and walk around, being unable to attack, but being able to communicate telepathically with its cancer mage. If you are using another spell that functions like this, such as Beast Sense, this functions in conjuction with that.

Infected Wounds
Starting at 10th level, your attacks infect others with the plague and pestilence you carry. This affects both physical and spell attacks. Your attacks infect the target with 1 random disease that you are carrying.

Disease Form
Starting at 17th level, you can take the form of an illness. You will not be able to be detected in any way, except by those with exceptional scent. When infecting someone, they must make a constitution saving throw, and if they fail you take complete control over their actions. You can remain in this disease form for as long as you wish, but you will be affected by medicine and magical healing done on the host individual. When in plague form, you do not need to eat, sleep, breathe, and do not age.

List of Cancer Mage Spells
The following spells count for the Pestilence Savant class feature described above. (spells listed below that are not on the wizard spell list are added for this reason)

Cantrips
Acid Splash
Chill Touch
Mending
Massage
Poison Spray

1st Level
Detect Magic
Disguise Self
False Life
Find Familiar
Grease
Insect Armor (functions as mage armor)
Ray of Sickness
Tasha's Hideous Laughter
Witch Bolt

2nd Level
Alter Self
Beast Sense
Blindness/Deafness
Crown of Madness
Enlarge/Reduce
Hold Person
Melf's Acid Arrow
Ray of Enfeeblement
Spider Climb
Web

3rd Level
Animate Dead
Bestow Curse
Fear
Feign Death
Gaseous Form
Nondetection
Protection from Energy
Stinking Cloud
Tongues
Vampiric Touch

4th Level
Blight
Confusion
Control Water
Evard's Black Tentacles
Fabricate
Giant Insect
Locate Creature
Phantasmal Killer
Polymorph

5th Level
Creation
Dominate Person
Dream
Geas
Hold Monster
Insect Plague
Modify Memory

6th Level
Circle of Death
Create Undead
Disintegrate
Drawmij's Instant Summons
Eyebite
Stone to Flesh

7th Level
Finger of Death
Simulacrum

8th Level
Antipathy/Sympathy
Clone
Control Weather
Feeblemind
Mind Blank
Power Word Stun

9th Level
Power Word Kill
Shapechange
True Polymorph
Weird