April 9, 2018

Nightgaunt

Champion's Call
Comments from the Finger: This is an archetype for our Warden class! It's actually been sitting in my back pocket for a few months, waiting for a chance to escape. 

Nightgaunt

Blood-drinkers, undead, and other creatures of the night are often feared and hunted, and few stand in their defense; except, of course, the grim and terrible nightgaunt. Tales of the nightgaunt are whispered of in fairy tales, casting them as a things to be feared: hunters of clerics and goodly vampire slayers. Their appearance always presages long nights and great rises in hungry undead.
     You felt the calling of the moon bringing you to the graveside of living corpses. Though vampires, zombies, and skeletons are mighty, they are always outmatched, hunted, and turned by clerics; never given a fair chance to live peacefully. They require an ally among the living to continue their ceaseless existences, and you have risen by moonlight to the task.

Darkvision
At 3rd level, 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. If you already possess darkvision, its range increases by 30 feet.
     Starting at 13th level, you can see through magical, as well as nonmagical, darkness.

Bloodhunt
At 3rd level, your fury begets survival. You have a temporary damage pool. When you take damage, half of it is added to this pool instead of being subtracted from your hit points. When you regain hit points, you can choose to split the healing between your hit points and decreasing the damage in this pool. At the end of your turn, the entire damage pool is subtracted from your hit points and resets to 0.
     When you deal damage with a melee weapon attack to a creature you have marked, you can decrease your temporary damage pool by half the damage dealt (rounded down), to a minimum of 1.

Undead Empathy
By 6th level, you are a friend even to mindless undead. Whenever an undead tries to attack you, it must make a Wisdom saving throw (DC equals 8 + your proficiency bonus + your Constitution modifier.) On a failed save, its attack misses and, if its Intelligence is 4 or lower, it becomes friendly to you and your allies.

Undead Fortitude
Starting at 13th level, you have learned to repair your form, just as powerful undead can regenerate their bodies. When you use your Font of Life ability, your temporary damage pool is reduced to 0 without being subtracted from your hit points.

Gravelord
At 20th level, you can use your action to invite the necromantic energies of true undead into your body, divorcing yourself from life for the next minute and gaining the following benefits:
  • Whenever you deal damage with a melee weapon attack, you deal an extra 2d8 necrotic damage.
  • All damage you take is added to your temporary damage pool.
  • You can use your bonus action to decrease your temporary damage pool by 10. If your temporary damage pool is already 0, you instead regain 10 hit points.
Once you use this feature, you can't use it again until you finish a long rest.



Changelog: 4/9/18: Gravelord: 1/long
4/11/18: Bloodhunt: Clarifies that the damage pool resets to 0 after it is subtracted from your HP

13 comments:

  1. Very much a Crusader, huh? I like the delayed damage aspects. Very flavorful.

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    1. Yeah, I've been really interested in using that delayed damage pool elsewhere, and this was one of my experiments.

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  2. Wait, "zombies are always outnumbered by clerics"??

    You're a bit late for April fool's...

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    1. Now outmatched... or necromancers.... maybe

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    2. I think in most fantasy settings, at any given time, zombies /are/ outnumbered by clerics and paladins, if only because there's a lot of paladins and clerics worldwide, and zombies don't last long (getting murdered by holy men and all that). In any given location, however, when zombies show up alongside a necromancer, they're probably going to outnumber the local clerics and paladins, but that's besides the point.

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    3. Admit it, 'outmatched' would have been a better word choice. :P

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    4. Never! I mean, you're correct, but I'm not admitting it. :p

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  3. Is the gravelord ability once per long rest or something, or can you just use it out of combat to heal fully whenever you want?

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    1. Yup, needs to be once per long rest -- I'll fix that.

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  4. I always do like seeing more subclasses for your homebrew classes. Are we going to see any Alchemist subclasses? I’ve had the idea of an alchemist that throws bombs filled with bees for a while now.

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  5. At the risk of reduncancy, I think Bloodhunt wants clarification on its reset, unless I'm misunderstanding it in which case it would really need clarification.
    "At the end of your turn, the entire damage pool is subtracted from your hit points and resets to 0" might do it. If I'm not mistaken that's the implied intent but the pool reduction by melee below it stipulating it's to a minimum of 1 could be cause for some confusion regarding the mechanic.
    I understand the need to trim the fat off such a detailed feature but such a unique mechanic also, I think, benefits from added clarity.

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    1. I think you're absolutely right: the feature needs the words "and resets to zero" in there. Very good catch.

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  6. I am in love with this. Want to play it so badly

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