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View Full Version : D&D 5e/Next Gothic PC Templates for a Barovian Campaign [PEACH] [WIP]



Wryte
2017-07-13, 02:49 PM
I'm working on a campaign set in Barovia, the campaign setting of Curse of Strahd, in which the party will play as various undead and other cursed creatures that appear in the setting, and would greatly appreciate help in tuning the templates for each form of horrible creature they can choose from. These templates would be applied on top of their base racial traits, rather than replacing them.

Flesh Golem
* Toughened Flesh. Your hit point maximum increases by 1, and it increases by 1 every time you gain a level. Additionally, you have advantage on Constitution saving throws.
* Lightning Absorption. Whenever you are subjected to lightning damage, you take no damage and instead regains a number of hit points equal to the lightning damage dealt.
* Immutable Form. You are immune to any spell or effect that would alter your form.
* Living Construct. Even though you were constructed, you are a living creature. You are immune to disease. You do not need to eat or breathe, but you can ingest food and drink if you wish. Additionally, you can be affected by spells such as cure wounds that normally have no effect on constructs.

Ghost
* Levitation. Your movement speed is 0. You have a flying speed equal to your race's normal speed. You can hover, but cannot ascend more than 10 feet above a solid surface. If you move over an empty space such as a pit or the edge of a cliff, you fall gently at a rate of 60 feet per round until you are 10 feet off above a solid surface and take no falling damage.
* Incorporeal Movement. You can move through other creatures and objects as if they were difficult terrain. You take 5 (1d10) force damage if you end your turn inside an object. Objects or creatures you are carrying cannot pass through with you.
* Intangibility. Your armor class is equal to 13 + your Dexterity modifier, but you cannot wear armor and you count as one size smaller when determining your carrying capacity and the weight you can push, drag, or lift.
* Withering Touch. Your unarmed strikes deal necrotic damage instead of bludgeoning.
* Undead Nature. You do not require air, food, drink, or sleep, but still gain the benefits of resting.

Mummy
* Resistance and Vulnerabilities. You are vulnerable to fire damage, but resistant to necrotic and poison damage. You also have advantage on all Intelligence, Wisdom, and Charisma saving throws against magic.
* Darkvision. You have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.
* Dreadful Glare. You can use your action to target one creature you can see within 60 feet. If the target can see you, it must succeed on a Wisdom saving throw or become frightened until the end of your next turn. If the target fails its save by 5 or more, it is also paralyzed for the same duration. Once you use this trait you must finish a short or long rest before you can use it again. Charisma is your spellcasting ability for this trait.
* Undead Nature. You do not require air, food, drink, or sleep, but still gain the benefits of resting.

Vampire
* Spider Climb. You have a climbing speed equal to your regular movement speed, and have advantage when climbing difficult surfaces such as hanging upside down on ceilings.
* Bite. Your fangs are a natural weapon with which you can make unarmed strikes. If you hit with them, you deal 1d4 + your Strength modifier piercing damage instead of the bludgeoning damage normal for an unarmed strike.
* Drain Life. If your target is willing, grappled, incapacitated, or restrained when you use your action to make a bite attack against them, you can use a bonus action to drain the target's life force, dealing an additional 1d6 necrotic damage and regaining hit points equal to the damage dealt. The damage increases to 2d6 at 6th level, 3d6 at 11th level, and 4d6 and 16th level. After you drain life from a victim, you can't use this trait again until you complete a short or long rest.
* Darkvision. You have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.
* Vampire Weaknesses. You have the following flaws:
** Forbiddance. You can't enter a residence without an invitation from one of the occupants.
** Harmed by Running Water. You take 20 acid damage when you end your turn in running water.
** Sunlight Hypersensitivity. You take 20 radiant damage when you start your turn in sunlight.
* Undead Nature. You do not require air. You do not cast a shadow or reflection.

Werewolf
* Shapechanger. You can use your action to polymorph yourself into one of three forms: humanoid, wolf, or hybrid. Your statistics are the same in each form. Any equipment you are wearing or carrying isn't transformed. You revert to your true form if you die. You are automatically polymorphed into either your hybrid or wolf form and cannot polymorph into your humanoid form during a full moon.
* Keen Hearing and Smell. You have advantage on Wisdom (Perception) checks that rely on hearing or smell.
* Natural Weapons (Wolf or Hybrid Form Only). Your jaws in your wolf and hybrid forms are a natural weapon with which you can make unarmed strikes. If you hit with them, you deal 1d4 + your Strength modifier piercing damage instead of the bludgeoning damage normal for an unarmed strike. Additionally, when in hybrid form your unarmed strikes with your claws deal slashing damage instead of bludgeoning.
* Damage Resistance. While in hybrid form you have resistance to bludgeoning, piercing, and slashing damage from nonmagical attacks not made with silvered weapons. (Note that this is not as big an advantage as it immediately sounds, as silvered weapons will be common in the setting.)
* Walk Among Them. While in humanoid or wolf form you are indistinguishable from a normal humanoid of the same race or a normal wolf, respectively.