https://www.dandwiki.com/w/api.php?action=feedcontributions&user=2607%3AFB90%3AF39%3AA000%3A7457%3A666B%3A201C%3A4468&feedformat=atomD&D Wiki - User contributions [en]2024-03-28T20:41:39ZUser contributionsMediaWiki 1.35.8https://www.dandwiki.com/w/index.php?title=User_talk:Green_Dragon&diff=1260645User talk:Green Dragon2020-01-18T19:59:07Z<p>2607:FB90:F39:A000:7457:666B:201C:4468: /* The Invisible Blade 5e Subclass */ new section</p>
<hr />
<div>{{:User:Green Dragon/Top Template}}<br />
__TOC__<br />
{{Archives<br />
|label1= Archive 1 (Discussions 1 &ndash; 30)<br />
|label2= Archive 2 (Discussions 31 &ndash; 60)<br />
|label3= Archive 3 (Discussions 61 &ndash; 90)<br />
|label4= Archive 4 (Discussions 91 &ndash; 120)<br />
|label5= Archive 5 (Discussions 121 &ndash; 150)<br />
|label6= Archive 6 (Discussions 151 &ndash; 180)<br />
|label7= Archive 7 (Discussions 181 &ndash; 210)<br />
|label8= Archive 8 (Discussions 211 &ndash; 240)<br />
|label9= Archive 9 (Discussions 241 &ndash; 270)<br />
|label10= Archive 10 (Discussions 271 &ndash; 300)<br />
|label11= Archive 11 (Discussions 301 &ndash; 330)<br />
|label12= Archive 12 (Discussions 331 &ndash; 360)<br />
|label13= Archive 13 (Discussions 361 &ndash; 390)<br />
|label14= Archive 14 (Discussions 391 &ndash; 420)<br />
|label15= Archive 15 (Discussions 421 &ndash; 450)<br />
|label16= Archive 16 (Discussions 451 &ndash; 480)<br />
|label17= Archive 17 (Discussions 481 &ndash; 510)<br />
|label18= Archive 18 (Discussions 511 &ndash; 540)<br />
|label19= Archive 19 (Discussions 541 &ndash; 570)<br />
|label20= Archive 20 (Discussions 571 &ndash; 600)<br />
|label21= Archive 21 (Discussions 601 &ndash; 630)<br />
|label22= Archive 22 (Discussions 631 &ndash; 660)<br />
|label23= Archive 23 (Discussions 661 &ndash; 690)<br />
|label24= Archive 24 (Discussions 691 &ndash; 720)<br />
|label25= Archive 25 (Discussions 721 &ndash; 750)<br />
|label26= Archive 26 (Discussions 751 &ndash; 780)<br />
|label27= Archive 27 (Discussions 781 &ndash; 810)<br />
|label28= Archive 28 (Discussions 811 &ndash; 840)<br />
|label29= Archive 29 (Discussions 841 &ndash; 870)<br />
|label30= Archive 30 (Discussions 871 &ndash; 900)<br />
|label31= Archive 31 (Discussions 901 &ndash; 930)<br />
|label32= Archive 32 (Discussions 931 &ndash; 960)<br />
|label33= Archive 33 (Discussions 961 &ndash; 990)<br />
|label34= Archive 34 (Discussions 991 &ndash; 1020)<br />
|label35= Archive 35 (Discussions 1021 &ndash; 1050)<br />
}}<br />
<br />
== Translated 3.5e SRD Pages ==<br />
<br />
Hey there Green Dragon, I noticed on one of my maintenance dpl's something very peculiar, two pages of the 3.5e SRD translated into (Italian?) which can be found [https://www.dandwiki.com/wiki/DSR3.5ITA:Basi here] and [https://www.dandwiki.com/wiki/DRS3.5ITA:Documento_di_Riferimento_del_Sistema here]. I was wondering whether you know what should be done with these pages as they could potentially be helpful, but as it currently stands they are doing nothing.--[[User:Blobby383b|Blobby383b]] ([[User talk:Blobby383b|talk]]) 20:13, 10 October 2019 (MDT)<br />
<br />
:Seeing as you can't use them without the rest of the SRD, I'd delete them. --[[User:Green Dragon|Green Dragon]] ([[User talk:Green Dragon|talk]]) 23:11, 14 October 2019 (MDT)<br />
<br />
Hi GD; could you please also give {{user|Yanied}} admin permissions on the Discord server? You are the only one with permission to do this. {{User:Geodude671/Signature}} . . 10:19, 16 October 2019 (MDT)<br />
<br />
:Done. --[[User:Green Dragon|Green Dragon]] ([[User talk:Green Dragon|talk]]) 08:45, 17 October 2019 (MDT)<br />
<br />
==Protection==<br />
[[Espada (5e Class)]], as with a lot of derivative classes, has been receiving a lot of unregistered users making quite a number of unbalancing edits. Could you set the page protection to registered users only? -[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 08:52, 22 October 2019 (MDT)<br />
<br />
:I changed the protection level because of high traffic. I am not too sure all the edits were bad, but in making users log on, we can better communicate when an issue comes up. {{User:BigShotFancyMan/autosig}} 09:28, 22 October 2019 (MDT)<br />
<br />
Thank you. -[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 10:06, 22 October 2019 (MDT)<br />
<br />
== [[Talk:Grafter (3.5e Prestige Class)]] ==<br />
<br />
The time frame for FAN expires on this in 24 hours, being bias on the vote I am requesting input from a FA Helper! Thanks {{User:BigShotFancyMan/autosig}} 08:02, 24 October 2019 (MDT)<br />
<br />
:Since the primary contributor seems to have abandoned the FAN in a sense (e.g. didn't finish answering the questions) I would fail the nomination, but also post a comment about the current lack of clarity and that the option to re-nominate the page should be done when the points have been addressed. --[[User:Green Dragon|Green Dragon]] ([[User talk:Green Dragon|talk]]) 09:34, 24 October 2019 (MDT)<br />
<br />
::Sounds fair. Thanks :-) {{User:BigShotFancyMan/autosig}} 10:02, 24 October 2019 (MDT)<br />
<br />
== Sentinel Construct Edit/Revert ==<br />
<br />
Howdy,<br />
<br />
Saw your comment regarding grammatical and verbiage issue for my race/class "Sentinel Construct". I also see that it was removed shortly thereafter. Was there something I needed to address, or had the issues already been taken care of? I was fairly certain I had already gone through and changes the things you noted a week or two ago. Cheers.<br />
<br />
--[[User:TheReverend|TheReverend]] ([[User talk:TheReverend|talk]]) 07:19, 26 October 2019 (MDT)<br />
<br />
:Sorry, I was looking at an outdated version of the page and I didn't reload the page for the changes. --[[User:Green Dragon|Green Dragon]] ([[User talk:Green Dragon|talk]]) 09:31, 26 October 2019 (MDT)<br />
<br />
== Midpage ads ==<br />
<br />
Please see [[User talk:Blue Dragon#Midpage ads]]. Thanks. {{User:Geodude671/Signature}} . . 23:11, 28 October 2019 (MDT)<br />
<br />
== Sword Mage (5e Class) ==<br />
<br />
Hello I am the original creator of the sword mage and I periodically check it but when I noticed it had gotten far from what I originally had in mind I changed it back and uploaded Sword Mage Variant so it would still have a place and still have its true form and as I went back to it so I could check up on it i noticed you had made it the spell casting version of it, I would like to have it reverted back to its none spell casting form, I noticed the note asking "where is the mage" and its in its concept of imbuing swords with magic. So its not a conventional Mage with spells but more so in the concept of utilizing magic <br />
<br />
~LQRD<br />
<br />
:Okay. I hope that you are happy with your solution. It works for me. --[[User:Green Dragon|Green Dragon]] ([[User talk:Green Dragon|talk]]) 22:59, 14 November 2019 (MST)<br />
<br />
== Posted a Quest But Not Sure What Comes Next ==<br />
<br />
Hi - I'm sorry I'm really struggling to figure out how to best communicate with the admin but I eventually stumbled upon this link where I think I can pose my question and have it answered...<br />
<br />
I've posted the "Jotenheim Campaign" in the 5e Quest area, but can't figure out what I need to do next. I would like to have it reviewed, if that is the next step, and/or moved into the completed/ready for prime time section at Level 20...???<br />
<br />
If I have not logged in, I can only find my quest by doing a search for "Jotenheim" and it comes up as the only choice for the search field. Then the page comes up and I can see it all. But if I log in, I can see it in the group of other quests under the heading "Quests without an improving, reviewing, or removing template present". I'm confused about what the status is and if anything automatic will happen to push it along, or if I need to do anything else. I've poked around some of the various help and info pages but haven't stumbled upon the magic decoder ring that would help me understand.<br />
<br />
Thanks in advance for your response; I look forward to hearing from you.<br />
<br />
Dain<br />
<br />
:Your quest is showing up for me in the standard quest list. I assume that you ended up answering your own question, or do you still have something you want me to answer? --[[User:Green Dragon|Green Dragon]] ([[User talk:Green Dragon|talk]]) 22:34, 18 November 2019 (MST)<br />
<br />
::Well, I didn't figure anything out, but it is working now. Previously I had to log in to see my quest, but it's showing up now without having to log in. I do still have the question about how to get the quest moved into the Level 20 section. You indicated "Categories will put your quest in the Level 20 section." but I don't understand what that means... --[[Special:Contributions/184.18.77.79|184.18.77.79]] 07:41, 19 November 2019 (MST)<br />
<br />
:::Your local cache was probably just doing something funky. This kind of issue usually sorts itself after a couple days at most. {{User:Geodude671/Signature}} . . 08:16, 19 November 2019 (MST)<br />
<br />
== Samurai 5e ==<br />
<br />
Hello there. I've been doing a few edits on the Samurai 5e class and was wondering how much I could change before it's considered vandalism? I added a few suggestions in the discussion page but haven't got any replies. Basically I just think it has too many archetypes and of the five available there are two that easily stick out as unnecessary; Yojimbo and Shoyu. Yojimbo is like a non-magic magic caster which doesn't make sense while only using a sword. Shoyu could be it's own class as there are multiple options each with their own abilities. I thought about getting rid of them and focusing on Shogun, Iaijutsu Master and Kyudo but I wouldn't want to do anything considered vandalism as that would take away a huge chunk of what's been written for the class. I've been enjoying playing this class but as I look into the later abilities and what not I see some balancing problems. Another thought for the archetype change is that a player can only do one per character, so why have more than 3? I get wanting to have options but the other three archetypes are very different in how they'd be played. <br />
<br />
Thanks for reading this, hope to hear from you soon. -Ancalagon 11/19/2019<br />
<br />
:I answered on the talk page. Thanks for bringing this to my attention! --[[User:Green Dragon|Green Dragon]] ([[User talk:Green Dragon|talk]]) 08:20, 19 November 2019 (MST)<br />
<br />
== Obscene changes to a homebrew class(Daemon Eater, 2nd Variant) ==<br />
<br />
Hello. I was just talking with my DM about this class, as one of my characters uses it, and I brought up the page. I hadn't looked in a while, so I was surprised to see some edits. After looking it over further, it has had some utterly obscene changes done to it including increasing extra attacks to a maximum of 6, while only applying to unarmed attacks, along with increasing the unarmed damage of the "Corrupted Limb" feature to a maximum of 6d10. Since I'm relatively new to this community(I only just made an account for this purpose), I don't feel comfortable attempting to apply any changes, so can you take a look?<br />
<br />
https://www.dandwiki.com/wiki/Daemon_Eater,_2nd_Variant_(5e_Class)<br />
https://www.dandwiki.com/w/index.php?title=Daemon_Eater,_2nd_Variant_(5e_Class)&diff=1241006&oldid=1201164<br />
<br />
:Thanks for the heads up! You are absolutely right, those edits are not in line with the class's design. I have reverted the edits and informed the user too. --[[User:Green Dragon|Green Dragon]] ([[User talk:Green Dragon|talk]]) 22:37, 19 November 2019 (MST)<br />
<br />
== QAN for [[Talk:Siege Beetle (5e Creature)|Siege Beetle]] ==<br />
<br />
As a listed helper, and I think CL is still quite busy, would you mind inputting on this QAN? As the only support, I don't want to appear bias :-) {{User:BigShotFancyMan/autosig}} 08:39, 5 December 2019 (MST)<br />
:A similar issue here, [[Talk:Adventurer (5e Background)]]. {{User:BigShotFancyMan/autosig}} 08:45, 5 December 2019 (MST)<br />
<br />
::Done. Any more nominees? --[[User:Green Dragon|Green Dragon]] ([[User talk:Green Dragon|talk]]) 07:15, 6 December 2019 (MST)<br />
<br />
:::Thanks so much and indeed another one expired yesterday, [[Talk:Genie (5e Race)]]. Thanks in advance and I think you're good for a bit! :-) {{User:BigShotFancyMan/autosig}} 10:40, 9 December 2019 (MST)<br />
<br />
== Back Door? ==<br />
<br />
So, wait, you have back door access into this site? First off, does that mean what I think it means? And 2, why and how do you have this access? Did you hack Dand Wiki? Now, don't mistake this for an accusation or anything of the like, I just find it interesting and wish to learn everything I possibly can... even if I'm not smart enough to understand and/or use most of it. [[User:Flamestarter|Flamestarter]] ([[User talk:Flamestarter|talk]]) 02:09, 6 December 2019 (MST)Flamestarter<br />
<br />
:Actually no, I don't have backend access to the server. I could get it if I wanted to, but since I don't know how to use it it would be pointless. People need to maintain the site, it doesn't run itself, so access is required like any other website. --[[User:Green Dragon|Green Dragon]] ([[User talk:Green Dragon|talk]]) 06:12, 6 December 2019 (MST)<br />
<br />
::Ah. It's just that the admin request thing gave me that idea, so I had to ask. Sorry to bother you! Have a good day! [[User:Flamestarter|Flamestarter]] ([[User talk:Flamestarter|talk]]) 07:35, 6 December 2019 (MST)Flamestarter<br />
<br />
:::As far as I'm aware, currently {{user|Blue Dragon}} is the only person with backend access to the site. Other users have also had access at various times in the past, but for various reasons they don't anymore. {{User:Geodude671/Signature}} . . 16:56, 6 December 2019 (MST)<br />
<br />
::::Oh come on! Why you gotta do my boy like that and you know what I mean -_-<br />
::::Also really enjoyed GDs response "''I could get it if I wanted to, but since I don't know how to use it it would be pointless.'' >.< {{User:BigShotFancyMan/autosig}} 09:29, 9 December 2019 (MST)<br />
:::::Well, there's nothing wrong in getting confused, is there? And even if Blue Dragon does have back-door access, what's the matter with it? I see no reason why someone shouldn't have access there if they can get to it. There's no kind of sensitive information that can be accessed through that, right? (Sorry, didn't know what BSFM meant by "my boy".)<br />
<br />
::::::I was directing it at Geodude in regards to other users. There is jesting going on, no real issues being taken from the comment. {{User:BigShotFancyMan/autosig}} 12:54, 9 December 2019 (MST)<br />
<br />
:::::::All the information we store is encrypted, so it's impossible for us to get any of your personal information (like passwords, other sensitive information). Also, it's not "backdoor" access, since that normally refers to a security vulnerability. It's access to the server, website configuration, etc. See also [[D&D Wiki:Privacy policy]] and [[D&D Wiki:General disclaimer]] about what information is gathered from your traffic. --[[User:Green Dragon|Green Dragon]] ([[User talk:Green Dragon|talk]]) 22:21, 9 December 2019 (MST)<br />
<br />
==Question==<br />
<br />
Should Radiation Poisoning be treated as a poison or a disease? [[Special:Contributions/209.97.84.186|209.97.84.186]] 17:30, 11 December 2019 (MST)<br />
:I'd say a disease since you can't efficiently give someone radiation poisoning. [[User:Flamestarter|Flamestarter]] ([[User talk:Flamestarter|talk]]) 06:55, 12 December 2019 (MST)Flamestarter<br />
<br />
::but you can give radiation poison, and I think the question is answered in the name of what you are talking about: is radiation ''poisoning'' poison or a disease?..... to be clear, I'd treat radiation ''poison'' as a poison. {{User:BigShotFancyMan/autosig}} 12:02, 12 December 2019 (MST)<br />
:::Ok, I see your point there, but it's not like you can give someone radiation poisoning without getting it yourself. So, it wouldn't be a very good poison as it would need a DC to keep the user from getting poisoned. I still hold to the disease angle. [[User:Flamestarter|Flamestarter]] ([[User talk:Flamestarter|talk]]) 17:45, 12 December 2019 (MST)Flamestarter<br />
:::Ok, my mother said that the Russians was able to give people radiation poisoning by injecting people with radioactive particles. So, I would like to change my stance. It can be used as a disease and a poisoning, depending on your use of it. [[User:Flamestarter|Flamestarter]] ([[User talk:Flamestarter|talk]]) 17:48, 12 December 2019 (MST)Flamestarter<br />
<br />
::::Radiation poisoning isn't a disease and can be given without contracting. Chemotherapy? Xrays (excessive)? Nuclear Power Plant accidents? It has no qualities of a disease. Radiation poisoning could pass down some gene mutation but a new living creature won't carry the poisoning. Are you objecting to what I say because of the source? {{User:BigShotFancyMan/autosig}} 22:26, 12 December 2019 (MST)<br />
<br />
:::::The main reason I asked if Radiation should be treated as a poison or a disease is to figure out how to treat it medically(Aka magic or mundane).<br />
<br />
== Mirror of Duplication ==<br />
<br />
What do you mean by saving throws? That request was too vague for me to do anything. I felt like it was well balanced with the whole "has to be in contact and in front of" thing. I mean, how many people would set this mirror off exactly like that? Maybe 1 in a party? 2? I helped with the grammar confusion, and I set a duration for the copy. [[User:Flamestarter|Flamestarter]] ([[User talk:Flamestarter|talk]]) 06:54, 12 December 2019 (MST)Flamestarter<br />
<br />
== Edit on Oracle Discussion Page ==<br />
<br />
Hey dude! I asked a question way back in December 2019 about a feature of the Orator of the Occult Astral Personification in the discussion page. I checked back for a response, and noticed it'd been removed. Now, I'm not familiar with the website, hence the lack of an account, but am a pretty big D&D fan. Is there a reason it was removed? Did I do something wrong format wise, or was there something wrong with the question? The class seems really cool, I think every Astral Personification is unique and interesting, Divine Curse is a cool mechanic that totally makes this class, and although you can make a wizard in the School of Divination and flavour them an oracle, having a dedicated class, in my opinion, is much cooler. I'd really appreciate that bit of clarification, and hope my post here shows my passion for this class, and my belief in its potential. Thanks for your time! -An anonymous D&D fan<br />
<br />
:Sorry about that. Your discussion has been added back. --[[User:Green Dragon|Green Dragon]] ([[User talk:Green Dragon|talk]]) 22:14, 5 January 2020 (MST)<br />
<br />
==Clerics==<br />
<br />
Is there a 3.5e (or 5e) Iron Chef cleric domain? Redrum 18:06, 8 January 2020 (MST)<br />
<br />
:No but there is one for Wizards, the [[Arcane Chef (5e Subclass)]]. --[[User:Green Dragon|Green Dragon]] ([[User talk:Green Dragon|talk]]) 22:49, 8 January 2020 (MST)<br />
<br />
==3.5e feat(magical)==<br />
<br />
Is it possible to combine the shocking grasp spell and the improved unarmed strike feat into 1 feat? [[Special:Contributions/209.97.84.186|209.97.84.186]] 17:34, 15 January 2020 (MST)<br />
<br />
:No, it's not balanced to take a feat, add somethings to it, and make it a feat. --[[User:Green Dragon|Green Dragon]] ([[User talk:Green Dragon|talk]]) 23:23, 16 January 2020 (MST)<br />
<br />
== The Invisible Blade 5e Subclass ==<br />
<br />
Thank you for moving my Subclass to its proper location. I was having difficulty figuring it out. I appreciate it.</div>2607:FB90:F39:A000:7457:666B:201C:4468https://www.dandwiki.com/w/index.php?title=Occult_Hunter_(5e_Class)&diff=1260639Occult Hunter (5e Class)2020-01-18T19:47:04Z<p>2607:FB90:F39:A000:7457:666B:201C:4468: /* Weapon Mastery */</p>
<hr />
<div>== Helsing ==<br />
<br />
<br />
=== Helsing, Eldritch Hunter ===<br />
<br />
The Helsing class are people who have spent years hunting creatures of Eldritch origin, using magic, and their favoured weapon.<br />
<br />
=== Creating a Helsing ===<br />
Now think about who makes up your character, what is their background? How did they end up as a Helsing? Was it something they were born into? Are his or her family Helsings and trained you into it? Was it something that called to you later in life? Did you lose a friend or family to one of these horrors and swear vengeance? Were you hunted by one of these horrors and vowed to become the hunter?<br />
What made you start adventuring? Did they decide to do this for the thrill? Was it by pure chance- you were in the wrong place at the right time? Are you looking for something existential or personal? All these questions lead to better understanding your character and their motivations.<br />
It can be hard to find good backgrounds for an Helsing. Inquisitor will be the most widely applicable background. Haunted One may be chosen if a horror has attacked him or his family in the past. A noble background could be chosen for how well educated lords and ladies can be.<br />
<br />
<br />
;Quick Build<br />
You can make a Helsing quickly by following these suggestions. First, Dexterity should be your highest ability score, followed by Charisma or Intelligence or Wisdom, and constitution. Choose the Inquisitor background. Choose Athletics, Insight, Investigation, and Intimidation as your skills. Pick a Dungeoneer's pack for your starting equipment in addition to anything granted by your background.<br />
<br />
{{5e Class Features<br />
|name=Helsing<br />
|summary=A hunter of evil beings and creatures.<br />
|hd=10<br />
|spellcasting= half<br />
|armor=Light Armor, Medium Armor<br />
|weapons=Simple Weapons, Martial Weapons<br />
|tools=Cartographer’s Tools, Tinker’s Tools<br />
|saves=Dexterity, (Wisdom, Intelligence, or Charisma)<br />
|skills=Choose four from Athletics, Acrobatics, Insight, Persuasion, Arcana, History, Investigation, Religion, Stealth, and Survival, and perception. Expertise in one of these that you chose proficiency in.<br />
|item1a=One martial weapon<br />
|item1b=<br />
|item1c=<br />
|item2a=One simple weapon<br />
|item2b=<br />
|item2c=<br />
|item3a=Leather Armor or Scale Mail<br />
|item3b=<br />
|item4a=a Dungeoneer's Pack <br />
|item4b=an Explorer's Pack<br />
|item4c=<br />
|wealth=2d20 x 10 gp<br />
|classfeatures1= Helsing Speed, Spellcasting<br />
|classfeatures2= Helsing Eyes<br />
|classfeatures3= Eldritch path<br />
|classfeatures4= <br />
|classfeatures5= Steel Mind, Weapon Mastery<br />
|classfeatures6= Dire Wolf Form, Extra Attack, Ability Score Improvement<br />
|classfeatures7= Helsing’s Familiar, Hellfire<br />
|classfeatures8= <br />
|classfeatures9= Steel Body, Eldritch Path Feature<br />
|classfeatures10= Bat Form, Hidden, Helsing Speed<br />
|classfeatures11= Soul Steal<br />
|classfeatures12= Extra Attack<br />
|classfeatures13= Eldritch Slayer<br />
|classfeatures14= Mist Form, Ability Score Improvement <br />
|classfeatures15= Weapon Mastery Bonus, Eldritch Path feature <br />
|classfeatures16= <br />
|classfeatures17= Extra Attack<br />
|classfeatures18= Enhanced Forms<br />
|classfeatures19= <br />
|classfeatures20= Weapon Mastery Bonus, Helsing Speed<br />
<br />
|extrasonright=2<br />
|extra1_name=Cantrips Known<br />
|extra1_1=2<br />
|extra1_2=2<br />
|extra1_3=2<br />
|extra1_4=2<br />
|extra1_5=3<br />
|extra1_6=3<br />
|extra1_7=3<br />
|extra1_8=3<br />
|extra1_9=3<br />
|extra1_10=4<br />
|extra1_11=4<br />
|extra1_12=4<br />
|extra1_13=4<br />
|extra1_14=4<br />
|extra1_15=5<br />
|extra1_16=5<br />
|extra1_17=5<br />
|extra1_18=5<br />
|extra1_19=5<br />
|extra1_20=6<br />
<br />
|extra2_name=Spells Known<br />
|extra2_1=0<br />
|extra2_2=2<br />
|extra2_3=3<br />
|extra2_4=4<br />
|extra2_5=5<br />
|extra2_6=6<br />
|extra2_7=7<br />
|extra2_8=8<br />
|extra2_9=9<br />
|extra2_10=10<br />
|extra2_11=11<br />
|extra2_12=11<br />
|extra2_13=12<br />
|extra2_14=12<br />
|extra2_15=13<br />
|extra2_16=13<br />
|extra2_17=14<br />
|extra2_18=14<br />
|extra2_19=15<br />
|extra2_20=15<br />
}}<br />
<br />
==== Helsing Speed ====<br />
<br />
At 1st level, Helsings gain the ability to move faster than a common person. They have +5 feet to their movement speed and get +1 bonus to initiative rolls. You also have the ability to wield any one handed weapon as a finesse weapon.<br />
<br />
At higher levels, their speed increases. At level 10, they get +10 feet to their movement speed, and +2 to initiative rolls.<br />
<br />
At level 20, they ignore difficult terrain when dashing, they get +10 feet to their movement speed and +3 to initiative rolls. The bonuses to initiative stack.<br />
<br />
==== Spellcasting ====<br />
<br />
At 1st level, By embracing the tactics of those they hunt they gain the ability to harness the dark magic given to them by the darker elements of the realms. Helsings can start to cast magic using the spell progression of a full caster. Helsings use the Warlock spell list. You use either {{5a|Cha}}, {{5a|Wis}}, or {{5a|Int}}.<br />
<br />
=== Helsing Eyes ===<br />
<br />
At 2nd level, Helsings gain the ability to see in the dark so their mark can't hide in the shadows. Acquire Darkvision out to 60 feet.<br />
<br />
==== Eldritch Path ====<br />
<br />
At third level you get one of these eldritch paths, depending on what you chose as your spellcasting attribute. <br />
<br />
;Path of Study (INT)<br />
You learned to fight these eldritch beasts through study, training and dedication.<br />
<br />
Lvl 3: You have half proficiency in all INT skills that you don't have proficiency in. You get 1 wizard cantrip.<br />
<br />
Lvl 9: You are experienced with your spells and are able to take an extra attack upon casting a spell. You can also cast spells a number of times per day equal to your INT modifier without using a spell slot.<br />
<br />
Lvl 15: You have mastered both the blade and the art of spellcasting. Using only one attack action, you can cast a spell and attack at the same time, not using multiple attacks, once per turn.<br />
<br />
;Path of the Holy (WIS)<br />
You were given the powers and told to fight these evil beings by a god, who watches over you.<br />
<br />
Lvl 3: You have half proficiency in all WIS skills that you don't have proficiency in, and Religion. You get one cleric or paladin cantrip.<br />
<br />
Lvl 9: Your god has shown favor upon you and you now deal an extra 1d6 radiant or necrotic damage with every attack. You can also cast spells a number of times per day equal to your WIS modifier without using a spell slot.<br />
<br />
Lvl 15: Your god has expanded upon your great potential even further. If you fall to 0 hp, once per long rest, you can resist this, and come back up with HP equal to d20 + WIS modifier.<br />
<br />
;Path of Charm (CHA)<br />
You went off on your own, with magic, and the power to hunt these beasts running through your veins.<br />
<br />
Lvl 3: You have half proficiency in all CHA skills that you don't have proficiency in. You get one sorcerer or bard cantrip<br />
<br />
Lvl 9: After seeing it used by many a vampire, you gain the ability to charm people, much as vampires do. Expending a lvl 3 spell slot or higher, you can instantly succeed on any charisma-related roll. You can also cast spells a number of times per day equal to your CHA modifier without using a spell slot.<br />
<br />
Lvl 15: You have learned to use your charm in combat to give you the edge. Any time you make an attack roll, enemies within 10 ft of you must make a WIS save (DC 8 + CHA + proficiency) or be mesmerized by your flawless movement. If they fail, they have disadvantage on their next attack roll.<br />
<br />
==== Helsing's Familiar ====<br />
<br />
Fighting eldritch horrors can be lonely work many seek out a little friend to keep him/her company as well as be an extra set of eyes. At 7th level, Helsing can summon a familiar to aid they in they quest. Because of the strange creature they hunts the creature he calls for are not the common called. Other than the strange creature, and the ability to attack this works like a normal familiar spell. <br />
Familiars<br />
<br />
Bat 1d6 + DEX piercing<br />
<br />
Imp 1d6 + DEX fire<br />
<br />
Fairy 1d6 + DEX radiant<br />
<br />
Flame Skull 1d6 + DEX fire<br />
<br />
Flying Sword 1d6 + DEX slashing<br />
<br />
Stats: AC = 13 HP = 1d6 per your level<br />
<br />
Str: 14<br />
<br />
Dex: 16<br />
<br />
Con: 12<br />
<br />
Int: 10<br />
<br />
Wis: 10<br />
<br />
Cha: 10<br />
<br />
<br />
;Find Familiar<br />
''Conjuration'' (''ritual'')<br />
<br />
* Casting Time: 1 hour<br />
* Range: 10 ft<br />
* Components: V S M (10 gp worth of charcoal, incense, and herbs that must be consumed by fire in a brass brazier)<br />
* Duration: Instantaneous<br />
<br />
You gain the service of a familiar, a spirit that takes an animal form you choose: Bat, Imp, Fairy, Flame Skull, Flying Sword. Appearing in an unoccupied space within range, the familiar has the statistics of the chosen form, though it is a celestial, fey, or fiend (your choice) instead of a beast.<br />
<br />
Your familiar acts independently of you, but it always obeys your commands. In combat, it rolls its own initiative and acts on its own turn. A familiar can't attack, but it can take other actions as normal.<br />
<br />
When the familiar drops to 0 hit points, it disappears, leaving behind no physical form. It reappears after you cast this spell again.<br />
<br />
While your familiar is within 100 feet of you, you can communicate with it telepathically. Additionally, as an action, you can see through your familiar's eyes and hear what it hears until the start of your next turn, gaining the benefits of any special senses that the familiar has. During this time, you are deaf and blind with regard to your own senses.<br />
<br />
As an action, you can temporarily dismiss your familiar. It disappears into a pocket dimension where it awaits your summons. Alternatively, you can dismiss it forever. As an action while it is temporarily dismissed, you can cause it to reappear in any unoccupied space within 30 feet of you.<br />
<br />
You can't have more than one familiar at a time. If you cast this spell while you already have a familiar, you instead cause it to adopt a new form. Choose one of the forms from the above list. Your familiar transforms into the chosen creature.<br />
<br />
Finally, when you cast a spell with a range of touch, your familiar can deliver the spell as if it had cast the spell. Your familiar must be within 100 feet of you, and it must use its reaction to deliver the spell when you cast it. If the spell requires an attack roll, you use your attack modifier for the roll.<br />
<br />
==== Steel Mind ====<br />
<br />
Helsings face creatures that would rip the sanity out of a normal man. Their training focuses on steeling the mind against such creatures and their attacks. At 5th level, the Helsing gains proficiency in and has advantage on Wisdom saving throws and checks.<br />
<br />
==== Weapon Mastery ====<br />
<br />
A Helsing is a master of one handed weapons, they face mind numbing horror with these weapons in their hand. They train hard, harder than the common warrior types. As such, they become more skilled with their weapon faster than a common warrior.<br />
<br />
At 5th level, your one handed weapon can now be an arcane focus for you. Helsings gain +2 bonus psychic damage and bonus to hit with any attacks made with their weapons and their weapons count as magical for purposes of overcoming resistance. At level 15, the bonus increases to +4 and at level 20, it increases to +6.<br />
<br />
=== Extra Attacks ===<br />
<br />
While hunting in the darkness against the horrors that dwell there their reflexes have become honed to the point they can move faster than a common person. Their training and time hunting leaves their attacks a blur to the naked eye. At 6th level, Helsings can attack twice, instead of once, whenever you take the attack action on your turn. You then get another at 12th level.<br />
<br />
==== Dire Wolf Form ====<br />
<br />
At 6th level, you can use your action to magically assume the shape of a Dire wolf. You can use this feature twice. You regain expended uses when you finish a long rest.<br />
You can stay in a Dire Wolf form for a number of hours equal to half your Helsing level (rounded up). You then revert to your normal form unless you expend another use of this feature. You can revert to your normal form earlier by using a bonus action on your turn. You automatically revert if you fall unconscious, drop to 0 hit points, or die.<br />
While you are transformed, the following rules apply:<br />
<br />
* Your game statistics are replaced by the statistics of the Dire Wolf, but you retain your alignment, personality, and Intelligence, Wisdom, and Charisma scores. You also retain all of your skill and saving throw proficiencies, in addition to gaining those of the creature. If the creature has the same proficiency as you and the bonus in its stat block is higher than yours, use the creature’s bonus instead of yours. If the creature has any legendary or lair actions, you can’t use them.<br />
<br> <br />
* When you transform, you assume the Dire Wolf's hit points and Hit Dice. When you revert to your normal form, you return to the number of hit points you had before you transformed. However, if you revert as a result of dropping to 0 hit points, any excess damage carries over to your normal form. For example, if you take 10 damage in animal form and have only 1 hit point left, you revert and take 9 damage. As long as the excess damage doesn’t reduce your normal form to 0 hit points, you aren’t knocked unconscious.<br />
<br><br />
* You can’t cast spells, and your ability to speak or take any action that requires hands is limited to the capabilities of your Dire Wolf form. Transforming doesn’t break your concentration on a spell you’ve already cast, however, or prevent you from taking actions that are part of a spell, such as call lightning, that you’ve already cast.<br />
<br> <br />
* You retain the benefit of any features from your class, race, or other source and can use them if the new form is physically capable of doing so. However, you can’t use any of your special senses, such as darkvision, unless your new form also has that sense.<br />
<br><br />
* You choose whether your equipment falls to the ground in your space, merges into your new form, or is worn by it. Worn equipment functions as normal, but the DM decides whether it is practical for the new form to wear a piece of equipment, based on the creature’s shape and size. Your equipment doesn’t change size or shape to match the new form, and any equipment that the new form can’t wear must either fall to the ground or merge with it. Equipment that merges with the form has no effect until you leave the form.<br />
<br />
=== Hellfire ===<br />
<br />
Fire can purge the world of the darkness that lurks in it. Helsings use fire against the horrors they faced in there quest as such they learn to caste a powerful magical spell. A 7th level Helsing can cast fireball. Add this to your spell list<br />
<br />
;Fireball<br />
''Evocation''<br />
<br />
* Casting Time: 1 action<br />
* Range: 150 ft<br />
* Components: V S M (A tiny ball of bat guano and sulfur)<br />
* Duration: Instantaneous<br />
<br />
A bright streak flashes from your pointing finger to a point you choose within range then blossoms with a low roar into an explosion of flame. Each creature in a 20-foot radius sphere centered on that point must make a Dexterity saving throw. A target takes 8d6 fire damage on a failed save, or half as much damage on a successful one.<br />
<br />
The fire spreads around corners. It ignites flammable objects in the area that aren't being worn or carried.<br />
<br />
At Higher Levels: When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for each slot level above 3rd.<br />
<br />
=== Steel Body ===<br />
<br />
At 9th level, Helsings gain proficiency in and have advantage on Con saves and checks.<br />
<br />
=== Bat Form ===<br />
<br />
At 10th level, you can use your action to magically assume the shape of a Giant Bat. You can use this feature twice. You regain expended uses when you finish a short or long rest.<br />
While you are transformed, the following rules apply:<br />
<br />
* Your game statistics are replaced by the statistics of the Giant Bat, but you retain your alignment, personality, and Intelligence, Wisdom, and Charisma scores. You also retain all of your skill and saving throw proficiencies, in addition to gaining those of the creature. If the creature has the same proficiency as you and the bonus in its stat block is higher than yours, use the creature’s bonus instead of yours. If the creature has any legendary or lair actions, you can’t use them.<br />
<br> <br />
* When you transform, you assume the Giant Bat's hit points and Hit Dice. When you revert to your normal form, you return to the number of hit points you had before you transformed. However, if you revert as a result of dropping to 0 hit points, any excess damage carries over to your normal form. For example, if you take 10 damage in animal form and have only 1 hit point left, you revert and take 9 damage. As long as the excess damage doesn’t reduce your normal form to 0 hit points, you aren’t knocked unconscious.<br />
<br><br />
* You can’t cast spells, and your ability to speak or take any action that requires hands is limited to the capabilities of your Giant Bat form. Transforming doesn’t break your concentration on a spell you’ve already cast, however, or prevent you from taking actions that are part of a spell, such as call lightning, that you’ve already cast.<br />
<br> <br />
* You retain the benefit of any features from your class, race, or other source and can use them if the new form is physically capable of doing so. However, you can’t use any of your special senses, such as darkvision, unless your new form also has that sense.<br />
<br><br />
* You choose whether your equipment falls to the ground in your space, merges into your new form, or is worn by it. Worn equipment functions as normal, but the DM decides whether it is practical for the new form to wear a piece of equipment, based on the creature’s shape and size. Your equipment doesn’t change size or shape to match the new form, and any equipment that the new form can’t wear must either fall to the ground or merge with it. Equipment that merges with the form has no effect until you leave the form.<br />
<br />
=== Hidden ===<br />
<br />
Helsings have embraced the darkness of the places their prey live. They use it to their advantage. Moving with silent steps and sticking to the shadows, they become almost invisible. At 10th level, the Helsing has advantage on all stealth rolls.<br />
<br />
=== Soul Steal === <br />
<br />
At 11th level, Helsings can cast the spell Magic Jar. Add this to your spell list<br />
<br />
<br><br />
<br />
'''Magic Jar''' <br><br />
''Necromancy''<br />
<br><br />
Casting Time: 1 minute <br><br />
Range: Self <br><br />
Components: V S M (A gem, crystal, reliquary, or some other ornamental container worth at least 500 gp)<br><br />
Duration: Until dispelled <br><br />
Classes: Wizard <br> <br><br />
Your body falls into a catatonic state as your soul leaves it and enters the container you used for the spell's material component. While your soul inhabits the container, you are aware of your surroundings as if you were in the container's space. You can't move or use reactions. The only action you can take is to project your soul up to 100 feet out of the container, either returning to your living body (and ending the spell) or attempting to possess a humanoids body. <br><br />
<br />
You can attempt to possess any humanoid within 100 feet of you that you can see (creatures warded by a Protection from Evil and Good or Magic Circle spells can't be possessed). The target must make a Charisma saving throw. On a failure, your soul moves into the target's body, and the target's soul becomes trapped in the container. On a success, the target resists your efforts to possess it, and you can't attempt to possess it again for 24 hours. <br><br />
<br />
Once you possess a creature's body, you control it. Your game statistics are replaced by the statistics of the creature though you retain your alignment and your Intelligence, Wisdom, and Charisma scores. You retain the benefit of your own class feature. If the target has any class levels, you can't use any of its class features. <br><br />
<br />
Meanwhile, the possessed creature's soul can perceive from the container using its own senses, but it can't move or take actions at all. <br><br />
<br />
While possessing a body, you can use your action to return from the host body to the container if it is within 100 feet of you, returning the host creature's soul to its body. If the host body dies while you're in it, the creature dies, and you must make a Charisma saving throw against your own spellcasting DC. On a success, you return to the container if it is within 100 feet of you. Otherwise, you die. <br><br />
<br />
If the container is destroyed or the spell ends, your soul immediately returns to your body. If your body is more than 100 feet away from you, or if your body is dead when you attempt to return to it, you die. If another creature's soul is in the container when it is destroyed, the creature's soul returns to its body if the body is alive and within 100 feet. Otherwise, that creature dies. <br><br />
<br />
When the spell ends, the container is destroyed. <br><br />
<br />
=== Eldritch Slayer ===<br />
<br />
Blood and gore run down the blade as the horror dies at the Helsing’s feet. Their training served them well. Trained to take down such horrors, the skills against them are at their peak. At 13th level, Helsings gain advantage on all attacks against Aberrations, Celestials, Elementals, Fey, Demons, Devils, Monstrosities, Undead, and other Eldritch or otherworldly beings.<br />
<br />
=== Mist Form ===<br />
<br />
At 14th level, Helsings sometimes needs to retreat or get through tight spaces. Thankfully for the Helsing training has given him/her this ability they can cast the spell Gaseous Form. Add this to your spell list<br />
<br />
<br><br />
<br />
;Gaseous Form<br />
''transmutation''<br />
<br />
* Casting Time: 1 action<br />
* Range: Touch<br />
* Components: V, S, M (a bit of gauze and a wisp of smoke)<br />
* Duration: Concentration, up to 1 hour<br />
<br />
You transform a willing creature you touch, along with everything it’s wearing and carrying, into a misty cloud for the duration. The spell ends if the creature drops to 0 hit points. An incorporeal creature isn’t affected.<br />
<br />
While in this form, the target’s only method of movement is a flying speed of 10 feet. The target can enter and occupy the space of another creature. The target has resistance to nonmagical damage, and it has advantage on Strength, Dexterity, and Constitution saving throws. The target can pass through small holes, narrow openings, and even mere cracks, though it treats liquids as though they were solid surfaces. The target can't fall and remains hovering in the air even when stunned or otherwise incapacitated.<br />
<br />
While in the form of a misty cloud, the target can’t talk or manipulate objects, and any objects it was carrying or holding can’t be dropped, used, or otherwise interacted with. The target can’t attack or cast spells.<br />
<br />
=== Enhanced Forms ===<br />
<br />
A Helsing’s training in their other forms to bring out aspects of the form others miss. With hard work and understanding of these forms they are able to bring out some great things. Helsings before this moment gain three forms a Dire Wolf, a Giant Bat, and Mist Form. Now, at level 18, each of these forms gain a new ability.<br />
<br />
;Dire Wolf<br />
The Dire Wolf speed doubles in battle.<br />
<br />
;Giant Bat<br />
The Giant Bat gains the ability to shoot small balls of fire from its mouth. The fireball hits one target, doing 4d6 damage. The target can make a DEX save for half damage. Anything flammable on the target catches fire and it takes an action to put it out.<br />
<br />
;Mist Form <br />
The Mist Form becomes an acid cloud. Anything that touches the mist will suffer 3d8 damage. The Target can roll a DEX save for half damage.<br />
<br />
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<br />
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<br />
<br />
<br />
<br />
<br />
<br />
<br />
<br />
<br />
<br />
<br />
<br />
<br />
;Inspiration for the class? Whoever made the Alucard homebrew class, I just wanted to tweak it a bit, and I think the name Helsing works better. To whoever made the Alucard class, thank you!<br />
----<br />
{{5e Classes Breadcrumb}}<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Class]]</div>2607:FB90:F39:A000:7457:666B:201C:4468https://www.dandwiki.com/w/index.php?title=Occult_Hunter_(5e_Class)&diff=1260637Occult Hunter (5e Class)2020-01-18T19:44:56Z<p>2607:FB90:F39:A000:7457:666B:201C:4468: /* Steel Mind */</p>
<hr />
<div>== Helsing ==<br />
<br />
<br />
=== Helsing, Eldritch Hunter ===<br />
<br />
The Helsing class are people who have spent years hunting creatures of Eldritch origin, using magic, and their favoured weapon.<br />
<br />
=== Creating a Helsing ===<br />
Now think about who makes up your character, what is their background? How did they end up as a Helsing? Was it something they were born into? Are his or her family Helsings and trained you into it? Was it something that called to you later in life? Did you lose a friend or family to one of these horrors and swear vengeance? Were you hunted by one of these horrors and vowed to become the hunter?<br />
What made you start adventuring? Did they decide to do this for the thrill? Was it by pure chance- you were in the wrong place at the right time? Are you looking for something existential or personal? All these questions lead to better understanding your character and their motivations.<br />
It can be hard to find good backgrounds for an Helsing. Inquisitor will be the most widely applicable background. Haunted One may be chosen if a horror has attacked him or his family in the past. A noble background could be chosen for how well educated lords and ladies can be.<br />
<br />
<br />
;Quick Build<br />
You can make a Helsing quickly by following these suggestions. First, Dexterity should be your highest ability score, followed by Charisma or Intelligence or Wisdom, and constitution. Choose the Inquisitor background. Choose Athletics, Insight, Investigation, and Intimidation as your skills. Pick a Dungeoneer's pack for your starting equipment in addition to anything granted by your background.<br />
<br />
{{5e Class Features<br />
|name=Helsing<br />
|summary=A hunter of evil beings and creatures.<br />
|hd=10<br />
|spellcasting= half<br />
|armor=Light Armor, Medium Armor<br />
|weapons=Simple Weapons, Martial Weapons<br />
|tools=Cartographer’s Tools, Tinker’s Tools<br />
|saves=Dexterity, (Wisdom, Intelligence, or Charisma)<br />
|skills=Choose four from Athletics, Acrobatics, Insight, Persuasion, Arcana, History, Investigation, Religion, Stealth, and Survival, and perception. Expertise in one of these that you chose proficiency in.<br />
|item1a=One martial weapon<br />
|item1b=<br />
|item1c=<br />
|item2a=One simple weapon<br />
|item2b=<br />
|item2c=<br />
|item3a=Leather Armor or Scale Mail<br />
|item3b=<br />
|item4a=a Dungeoneer's Pack <br />
|item4b=an Explorer's Pack<br />
|item4c=<br />
|wealth=2d20 x 10 gp<br />
|classfeatures1= Helsing Speed, Spellcasting<br />
|classfeatures2= Helsing Eyes<br />
|classfeatures3= Eldritch path<br />
|classfeatures4= <br />
|classfeatures5= Steel Mind, Weapon Mastery<br />
|classfeatures6= Dire Wolf Form, Extra Attack, Ability Score Improvement<br />
|classfeatures7= Helsing’s Familiar, Hellfire<br />
|classfeatures8= <br />
|classfeatures9= Steel Body, Eldritch Path Feature<br />
|classfeatures10= Bat Form, Hidden, Helsing Speed<br />
|classfeatures11= Soul Steal<br />
|classfeatures12= Extra Attack<br />
|classfeatures13= Eldritch Slayer<br />
|classfeatures14= Mist Form, Ability Score Improvement <br />
|classfeatures15= Weapon Mastery Bonus, Eldritch Path feature <br />
|classfeatures16= <br />
|classfeatures17= Extra Attack<br />
|classfeatures18= Enhanced Forms<br />
|classfeatures19= <br />
|classfeatures20= Weapon Mastery Bonus, Helsing Speed<br />
<br />
|extrasonright=2<br />
|extra1_name=Cantrips Known<br />
|extra1_1=2<br />
|extra1_2=2<br />
|extra1_3=2<br />
|extra1_4=2<br />
|extra1_5=3<br />
|extra1_6=3<br />
|extra1_7=3<br />
|extra1_8=3<br />
|extra1_9=3<br />
|extra1_10=4<br />
|extra1_11=4<br />
|extra1_12=4<br />
|extra1_13=4<br />
|extra1_14=4<br />
|extra1_15=5<br />
|extra1_16=5<br />
|extra1_17=5<br />
|extra1_18=5<br />
|extra1_19=5<br />
|extra1_20=6<br />
<br />
|extra2_name=Spells Known<br />
|extra2_1=0<br />
|extra2_2=2<br />
|extra2_3=3<br />
|extra2_4=4<br />
|extra2_5=5<br />
|extra2_6=6<br />
|extra2_7=7<br />
|extra2_8=8<br />
|extra2_9=9<br />
|extra2_10=10<br />
|extra2_11=11<br />
|extra2_12=11<br />
|extra2_13=12<br />
|extra2_14=12<br />
|extra2_15=13<br />
|extra2_16=13<br />
|extra2_17=14<br />
|extra2_18=14<br />
|extra2_19=15<br />
|extra2_20=15<br />
}}<br />
<br />
==== Helsing Speed ====<br />
<br />
At 1st level, Helsings gain the ability to move faster than a common person. They have +5 feet to their movement speed and get +1 bonus to initiative rolls. You also have the ability to wield any one handed weapon as a finesse weapon.<br />
<br />
At higher levels, their speed increases. At level 10, they get +10 feet to their movement speed, and +2 to initiative rolls.<br />
<br />
At level 20, they ignore difficult terrain when dashing, they get +10 feet to their movement speed and +3 to initiative rolls. The bonuses to initiative stack.<br />
<br />
==== Spellcasting ====<br />
<br />
At 1st level, By embracing the tactics of those they hunt they gain the ability to harness the dark magic given to them by the darker elements of the realms. Helsings can start to cast magic using the spell progression of a full caster. Helsings use the Warlock spell list. You use either {{5a|Cha}}, {{5a|Wis}}, or {{5a|Int}}.<br />
<br />
=== Helsing Eyes ===<br />
<br />
At 2nd level, Helsings gain the ability to see in the dark so their mark can't hide in the shadows. Acquire Darkvision out to 60 feet.<br />
<br />
==== Eldritch Path ====<br />
<br />
At third level you get one of these eldritch paths, depending on what you chose as your spellcasting attribute. <br />
<br />
;Path of Study (INT)<br />
You learned to fight these eldritch beasts through study, training and dedication.<br />
<br />
Lvl 3: You have half proficiency in all INT skills that you don't have proficiency in. You get 1 wizard cantrip.<br />
<br />
Lvl 9: You are experienced with your spells and are able to take an extra attack upon casting a spell. You can also cast spells a number of times per day equal to your INT modifier without using a spell slot.<br />
<br />
Lvl 15: You have mastered both the blade and the art of spellcasting. Using only one attack action, you can cast a spell and attack at the same time, not using multiple attacks, once per turn.<br />
<br />
;Path of the Holy (WIS)<br />
You were given the powers and told to fight these evil beings by a god, who watches over you.<br />
<br />
Lvl 3: You have half proficiency in all WIS skills that you don't have proficiency in, and Religion. You get one cleric or paladin cantrip.<br />
<br />
Lvl 9: Your god has shown favor upon you and you now deal an extra 1d6 radiant or necrotic damage with every attack. You can also cast spells a number of times per day equal to your WIS modifier without using a spell slot.<br />
<br />
Lvl 15: Your god has expanded upon your great potential even further. If you fall to 0 hp, once per long rest, you can resist this, and come back up with HP equal to d20 + WIS modifier.<br />
<br />
;Path of Charm (CHA)<br />
You went off on your own, with magic, and the power to hunt these beasts running through your veins.<br />
<br />
Lvl 3: You have half proficiency in all CHA skills that you don't have proficiency in. You get one sorcerer or bard cantrip<br />
<br />
Lvl 9: After seeing it used by many a vampire, you gain the ability to charm people, much as vampires do. Expending a lvl 3 spell slot or higher, you can instantly succeed on any charisma-related roll. You can also cast spells a number of times per day equal to your CHA modifier without using a spell slot.<br />
<br />
Lvl 15: You have learned to use your charm in combat to give you the edge. Any time you make an attack roll, enemies within 10 ft of you must make a WIS save (DC 8 + CHA + proficiency) or be mesmerized by your flawless movement. If they fail, they have disadvantage on their next attack roll.<br />
<br />
==== Helsing's Familiar ====<br />
<br />
Fighting eldritch horrors can be lonely work many seek out a little friend to keep him/her company as well as be an extra set of eyes. At 7th level, Helsing can summon a familiar to aid they in they quest. Because of the strange creature they hunts the creature he calls for are not the common called. Other than the strange creature, and the ability to attack this works like a normal familiar spell. <br />
Familiars<br />
<br />
Bat 1d6 + DEX piercing<br />
<br />
Imp 1d6 + DEX fire<br />
<br />
Fairy 1d6 + DEX radiant<br />
<br />
Flame Skull 1d6 + DEX fire<br />
<br />
Flying Sword 1d6 + DEX slashing<br />
<br />
Stats: AC = 13 HP = 1d6 per your level<br />
<br />
Str: 14<br />
<br />
Dex: 16<br />
<br />
Con: 12<br />
<br />
Int: 10<br />
<br />
Wis: 10<br />
<br />
Cha: 10<br />
<br />
<br />
;Find Familiar<br />
''Conjuration'' (''ritual'')<br />
<br />
* Casting Time: 1 hour<br />
* Range: 10 ft<br />
* Components: V S M (10 gp worth of charcoal, incense, and herbs that must be consumed by fire in a brass brazier)<br />
* Duration: Instantaneous<br />
<br />
You gain the service of a familiar, a spirit that takes an animal form you choose: Bat, Imp, Fairy, Flame Skull, Flying Sword. Appearing in an unoccupied space within range, the familiar has the statistics of the chosen form, though it is a celestial, fey, or fiend (your choice) instead of a beast.<br />
<br />
Your familiar acts independently of you, but it always obeys your commands. In combat, it rolls its own initiative and acts on its own turn. A familiar can't attack, but it can take other actions as normal.<br />
<br />
When the familiar drops to 0 hit points, it disappears, leaving behind no physical form. It reappears after you cast this spell again.<br />
<br />
While your familiar is within 100 feet of you, you can communicate with it telepathically. Additionally, as an action, you can see through your familiar's eyes and hear what it hears until the start of your next turn, gaining the benefits of any special senses that the familiar has. During this time, you are deaf and blind with regard to your own senses.<br />
<br />
As an action, you can temporarily dismiss your familiar. It disappears into a pocket dimension where it awaits your summons. Alternatively, you can dismiss it forever. As an action while it is temporarily dismissed, you can cause it to reappear in any unoccupied space within 30 feet of you.<br />
<br />
You can't have more than one familiar at a time. If you cast this spell while you already have a familiar, you instead cause it to adopt a new form. Choose one of the forms from the above list. Your familiar transforms into the chosen creature.<br />
<br />
Finally, when you cast a spell with a range of touch, your familiar can deliver the spell as if it had cast the spell. Your familiar must be within 100 feet of you, and it must use its reaction to deliver the spell when you cast it. If the spell requires an attack roll, you use your attack modifier for the roll.<br />
<br />
==== Steel Mind ====<br />
<br />
Helsings face creatures that would rip the sanity out of a normal man. Their training focuses on steeling the mind against such creatures and their attacks. At 5th level, the Helsing gains proficiency in and has advantage on Wisdom saving throws and checks.<br />
<br />
==== Weapon Mastery ====<br />
<br />
A Helsing is a master of one handed weapons, they face mind numbing horror with these weapons in their hand. They train hard, harder than the common warrior types. As such, they become more skilled with their weapon faster than a common warrior.<br />
<br />
At 5th level, your one handed weapon can now be an arcane focus for you. Helsings gain +2 bonus psychic damage and bonus to hit with any attacks made with their weapons and their weapons count as magical for purposes of overcoming resistance. At level 15 the bonus becomes +4 and at level 20, it becomes +6.<br />
<br />
=== Extra Attacks ===<br />
<br />
While hunting in the darkness against the horrors that dwell there their reflexes have become honed to the point they can move faster than a common person. Their training and time hunting leaves their attacks a blur to the naked eye. At 6th level, Helsings can attack twice, instead of once, whenever you take the attack action on your turn. You then get another at 12th level.<br />
<br />
==== Dire Wolf Form ====<br />
<br />
At 6th level, you can use your action to magically assume the shape of a Dire wolf. You can use this feature twice. You regain expended uses when you finish a long rest.<br />
You can stay in a Dire Wolf form for a number of hours equal to half your Helsing level (rounded up). You then revert to your normal form unless you expend another use of this feature. You can revert to your normal form earlier by using a bonus action on your turn. You automatically revert if you fall unconscious, drop to 0 hit points, or die.<br />
While you are transformed, the following rules apply:<br />
<br />
* Your game statistics are replaced by the statistics of the Dire Wolf, but you retain your alignment, personality, and Intelligence, Wisdom, and Charisma scores. You also retain all of your skill and saving throw proficiencies, in addition to gaining those of the creature. If the creature has the same proficiency as you and the bonus in its stat block is higher than yours, use the creature’s bonus instead of yours. If the creature has any legendary or lair actions, you can’t use them.<br />
<br> <br />
* When you transform, you assume the Dire Wolf's hit points and Hit Dice. When you revert to your normal form, you return to the number of hit points you had before you transformed. However, if you revert as a result of dropping to 0 hit points, any excess damage carries over to your normal form. For example, if you take 10 damage in animal form and have only 1 hit point left, you revert and take 9 damage. As long as the excess damage doesn’t reduce your normal form to 0 hit points, you aren’t knocked unconscious.<br />
<br><br />
* You can’t cast spells, and your ability to speak or take any action that requires hands is limited to the capabilities of your Dire Wolf form. Transforming doesn’t break your concentration on a spell you’ve already cast, however, or prevent you from taking actions that are part of a spell, such as call lightning, that you’ve already cast.<br />
<br> <br />
* You retain the benefit of any features from your class, race, or other source and can use them if the new form is physically capable of doing so. However, you can’t use any of your special senses, such as darkvision, unless your new form also has that sense.<br />
<br><br />
* You choose whether your equipment falls to the ground in your space, merges into your new form, or is worn by it. Worn equipment functions as normal, but the DM decides whether it is practical for the new form to wear a piece of equipment, based on the creature’s shape and size. Your equipment doesn’t change size or shape to match the new form, and any equipment that the new form can’t wear must either fall to the ground or merge with it. Equipment that merges with the form has no effect until you leave the form.<br />
<br />
=== Hellfire ===<br />
<br />
Fire can purge the world of the darkness that lurks in it. Helsings use fire against the horrors they faced in there quest as such they learn to caste a powerful magical spell. A 7th level Helsing can cast fireball. Add this to your spell list<br />
<br />
;Fireball<br />
''Evocation''<br />
<br />
* Casting Time: 1 action<br />
* Range: 150 ft<br />
* Components: V S M (A tiny ball of bat guano and sulfur)<br />
* Duration: Instantaneous<br />
<br />
A bright streak flashes from your pointing finger to a point you choose within range then blossoms with a low roar into an explosion of flame. Each creature in a 20-foot radius sphere centered on that point must make a Dexterity saving throw. A target takes 8d6 fire damage on a failed save, or half as much damage on a successful one.<br />
<br />
The fire spreads around corners. It ignites flammable objects in the area that aren't being worn or carried.<br />
<br />
At Higher Levels: When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for each slot level above 3rd.<br />
<br />
=== Steel Body ===<br />
<br />
At 9th level, Helsings gain proficiency in and have advantage on Con saves and checks.<br />
<br />
=== Bat Form ===<br />
<br />
At 10th level, you can use your action to magically assume the shape of a Giant Bat. You can use this feature twice. You regain expended uses when you finish a short or long rest.<br />
While you are transformed, the following rules apply:<br />
<br />
* Your game statistics are replaced by the statistics of the Giant Bat, but you retain your alignment, personality, and Intelligence, Wisdom, and Charisma scores. You also retain all of your skill and saving throw proficiencies, in addition to gaining those of the creature. If the creature has the same proficiency as you and the bonus in its stat block is higher than yours, use the creature’s bonus instead of yours. If the creature has any legendary or lair actions, you can’t use them.<br />
<br> <br />
* When you transform, you assume the Giant Bat's hit points and Hit Dice. When you revert to your normal form, you return to the number of hit points you had before you transformed. However, if you revert as a result of dropping to 0 hit points, any excess damage carries over to your normal form. For example, if you take 10 damage in animal form and have only 1 hit point left, you revert and take 9 damage. As long as the excess damage doesn’t reduce your normal form to 0 hit points, you aren’t knocked unconscious.<br />
<br><br />
* You can’t cast spells, and your ability to speak or take any action that requires hands is limited to the capabilities of your Giant Bat form. Transforming doesn’t break your concentration on a spell you’ve already cast, however, or prevent you from taking actions that are part of a spell, such as call lightning, that you’ve already cast.<br />
<br> <br />
* You retain the benefit of any features from your class, race, or other source and can use them if the new form is physically capable of doing so. However, you can’t use any of your special senses, such as darkvision, unless your new form also has that sense.<br />
<br><br />
* You choose whether your equipment falls to the ground in your space, merges into your new form, or is worn by it. Worn equipment functions as normal, but the DM decides whether it is practical for the new form to wear a piece of equipment, based on the creature’s shape and size. Your equipment doesn’t change size or shape to match the new form, and any equipment that the new form can’t wear must either fall to the ground or merge with it. Equipment that merges with the form has no effect until you leave the form.<br />
<br />
=== Hidden ===<br />
<br />
Helsings have embraced the darkness of the places their prey live. They use it to their advantage. Moving with silent steps and sticking to the shadows, they become almost invisible. At 10th level, the Helsing has advantage on all stealth rolls.<br />
<br />
=== Soul Steal === <br />
<br />
At 11th level, Helsings can cast the spell Magic Jar. Add this to your spell list<br />
<br />
<br><br />
<br />
'''Magic Jar''' <br><br />
''Necromancy''<br />
<br><br />
Casting Time: 1 minute <br><br />
Range: Self <br><br />
Components: V S M (A gem, crystal, reliquary, or some other ornamental container worth at least 500 gp)<br><br />
Duration: Until dispelled <br><br />
Classes: Wizard <br> <br><br />
Your body falls into a catatonic state as your soul leaves it and enters the container you used for the spell's material component. While your soul inhabits the container, you are aware of your surroundings as if you were in the container's space. You can't move or use reactions. The only action you can take is to project your soul up to 100 feet out of the container, either returning to your living body (and ending the spell) or attempting to possess a humanoids body. <br><br />
<br />
You can attempt to possess any humanoid within 100 feet of you that you can see (creatures warded by a Protection from Evil and Good or Magic Circle spells can't be possessed). The target must make a Charisma saving throw. On a failure, your soul moves into the target's body, and the target's soul becomes trapped in the container. On a success, the target resists your efforts to possess it, and you can't attempt to possess it again for 24 hours. <br><br />
<br />
Once you possess a creature's body, you control it. Your game statistics are replaced by the statistics of the creature though you retain your alignment and your Intelligence, Wisdom, and Charisma scores. You retain the benefit of your own class feature. If the target has any class levels, you can't use any of its class features. <br><br />
<br />
Meanwhile, the possessed creature's soul can perceive from the container using its own senses, but it can't move or take actions at all. <br><br />
<br />
While possessing a body, you can use your action to return from the host body to the container if it is within 100 feet of you, returning the host creature's soul to its body. If the host body dies while you're in it, the creature dies, and you must make a Charisma saving throw against your own spellcasting DC. On a success, you return to the container if it is within 100 feet of you. Otherwise, you die. <br><br />
<br />
If the container is destroyed or the spell ends, your soul immediately returns to your body. If your body is more than 100 feet away from you, or if your body is dead when you attempt to return to it, you die. If another creature's soul is in the container when it is destroyed, the creature's soul returns to its body if the body is alive and within 100 feet. Otherwise, that creature dies. <br><br />
<br />
When the spell ends, the container is destroyed. <br><br />
<br />
=== Eldritch Slayer ===<br />
<br />
Blood and gore run down the blade as the horror dies at the Helsing’s feet. Their training served them well. Trained to take down such horrors, the skills against them are at their peak. At 13th level, Helsings gain advantage on all attacks against Aberrations, Celestials, Elementals, Fey, Demons, Devils, Monstrosities, Undead, and other Eldritch or otherworldly beings.<br />
<br />
=== Mist Form ===<br />
<br />
At 14th level, Helsings sometimes needs to retreat or get through tight spaces. Thankfully for the Helsing training has given him/her this ability they can cast the spell Gaseous Form. Add this to your spell list<br />
<br />
<br><br />
<br />
;Gaseous Form<br />
''transmutation''<br />
<br />
* Casting Time: 1 action<br />
* Range: Touch<br />
* Components: V, S, M (a bit of gauze and a wisp of smoke)<br />
* Duration: Concentration, up to 1 hour<br />
<br />
You transform a willing creature you touch, along with everything it’s wearing and carrying, into a misty cloud for the duration. The spell ends if the creature drops to 0 hit points. An incorporeal creature isn’t affected.<br />
<br />
While in this form, the target’s only method of movement is a flying speed of 10 feet. The target can enter and occupy the space of another creature. The target has resistance to nonmagical damage, and it has advantage on Strength, Dexterity, and Constitution saving throws. The target can pass through small holes, narrow openings, and even mere cracks, though it treats liquids as though they were solid surfaces. The target can't fall and remains hovering in the air even when stunned or otherwise incapacitated.<br />
<br />
While in the form of a misty cloud, the target can’t talk or manipulate objects, and any objects it was carrying or holding can’t be dropped, used, or otherwise interacted with. The target can’t attack or cast spells.<br />
<br />
=== Enhanced Forms ===<br />
<br />
A Helsing’s training in their other forms to bring out aspects of the form others miss. With hard work and understanding of these forms they are able to bring out some great things. Helsings before this moment gain three forms a Dire Wolf, a Giant Bat, and Mist Form. Now, at level 18, each of these forms gain a new ability.<br />
<br />
;Dire Wolf<br />
The Dire Wolf speed doubles in battle.<br />
<br />
;Giant Bat<br />
The Giant Bat gains the ability to shoot small balls of fire from its mouth. The fireball hits one target, doing 4d6 damage. The target can make a DEX save for half damage. Anything flammable on the target catches fire and it takes an action to put it out.<br />
<br />
;Mist Form <br />
The Mist Form becomes an acid cloud. Anything that touches the mist will suffer 3d8 damage. The Target can roll a DEX save for half damage.<br />
<br />
<br />
<br />
<br />
<br />
<br />
<br />
<br />
<br />
<br />
<br />
<br />
<br />
<br />
<br />
<br />
<br />
;Inspiration for the class? Whoever made the Alucard homebrew class, I just wanted to tweak it a bit, and I think the name Helsing works better. To whoever made the Alucard class, thank you!<br />
----<br />
{{5e Classes Breadcrumb}}<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Class]]</div>2607:FB90:F39:A000:7457:666B:201C:4468https://www.dandwiki.com/w/index.php?title=Occult_Hunter_(5e_Class)&diff=1260635Occult Hunter (5e Class)2020-01-18T19:41:48Z<p>2607:FB90:F39:A000:7457:666B:201C:4468: /* Steel Body */</p>
<hr />
<div>== Helsing ==<br />
<br />
<br />
=== Helsing, Eldritch Hunter ===<br />
<br />
The Helsing class are people who have spent years hunting creatures of Eldritch origin, using magic, and their favoured weapon.<br />
<br />
=== Creating a Helsing ===<br />
Now think about who makes up your character, what is their background? How did they end up as a Helsing? Was it something they were born into? Are his or her family Helsings and trained you into it? Was it something that called to you later in life? Did you lose a friend or family to one of these horrors and swear vengeance? Were you hunted by one of these horrors and vowed to become the hunter?<br />
What made you start adventuring? Did they decide to do this for the thrill? Was it by pure chance- you were in the wrong place at the right time? Are you looking for something existential or personal? All these questions lead to better understanding your character and their motivations.<br />
It can be hard to find good backgrounds for an Helsing. Inquisitor will be the most widely applicable background. Haunted One may be chosen if a horror has attacked him or his family in the past. A noble background could be chosen for how well educated lords and ladies can be.<br />
<br />
<br />
;Quick Build<br />
You can make a Helsing quickly by following these suggestions. First, Dexterity should be your highest ability score, followed by Charisma or Intelligence or Wisdom, and constitution. Choose the Inquisitor background. Choose Athletics, Insight, Investigation, and Intimidation as your skills. Pick a Dungeoneer's pack for your starting equipment in addition to anything granted by your background.<br />
<br />
{{5e Class Features<br />
|name=Helsing<br />
|summary=A hunter of evil beings and creatures.<br />
|hd=10<br />
|spellcasting= half<br />
|armor=Light Armor, Medium Armor<br />
|weapons=Simple Weapons, Martial Weapons<br />
|tools=Cartographer’s Tools, Tinker’s Tools<br />
|saves=Dexterity, (Wisdom, Intelligence, or Charisma)<br />
|skills=Choose four from Athletics, Acrobatics, Insight, Persuasion, Arcana, History, Investigation, Religion, Stealth, and Survival, and perception. Expertise in one of these that you chose proficiency in.<br />
|item1a=One martial weapon<br />
|item1b=<br />
|item1c=<br />
|item2a=One simple weapon<br />
|item2b=<br />
|item2c=<br />
|item3a=Leather Armor or Scale Mail<br />
|item3b=<br />
|item4a=a Dungeoneer's Pack <br />
|item4b=an Explorer's Pack<br />
|item4c=<br />
|wealth=2d20 x 10 gp<br />
|classfeatures1= Helsing Speed, Spellcasting<br />
|classfeatures2= Helsing Eyes<br />
|classfeatures3= Eldritch path<br />
|classfeatures4= <br />
|classfeatures5= Steel Mind, Weapon Mastery<br />
|classfeatures6= Dire Wolf Form, Extra Attack, Ability Score Improvement<br />
|classfeatures7= Helsing’s Familiar, Hellfire<br />
|classfeatures8= <br />
|classfeatures9= Steel Body, Eldritch Path Feature<br />
|classfeatures10= Bat Form, Hidden, Helsing Speed<br />
|classfeatures11= Soul Steal<br />
|classfeatures12= Extra Attack<br />
|classfeatures13= Eldritch Slayer<br />
|classfeatures14= Mist Form, Ability Score Improvement <br />
|classfeatures15= Weapon Mastery Bonus, Eldritch Path feature <br />
|classfeatures16= <br />
|classfeatures17= Extra Attack<br />
|classfeatures18= Enhanced Forms<br />
|classfeatures19= <br />
|classfeatures20= Weapon Mastery Bonus, Helsing Speed<br />
<br />
|extrasonright=2<br />
|extra1_name=Cantrips Known<br />
|extra1_1=2<br />
|extra1_2=2<br />
|extra1_3=2<br />
|extra1_4=2<br />
|extra1_5=3<br />
|extra1_6=3<br />
|extra1_7=3<br />
|extra1_8=3<br />
|extra1_9=3<br />
|extra1_10=4<br />
|extra1_11=4<br />
|extra1_12=4<br />
|extra1_13=4<br />
|extra1_14=4<br />
|extra1_15=5<br />
|extra1_16=5<br />
|extra1_17=5<br />
|extra1_18=5<br />
|extra1_19=5<br />
|extra1_20=6<br />
<br />
|extra2_name=Spells Known<br />
|extra2_1=0<br />
|extra2_2=2<br />
|extra2_3=3<br />
|extra2_4=4<br />
|extra2_5=5<br />
|extra2_6=6<br />
|extra2_7=7<br />
|extra2_8=8<br />
|extra2_9=9<br />
|extra2_10=10<br />
|extra2_11=11<br />
|extra2_12=11<br />
|extra2_13=12<br />
|extra2_14=12<br />
|extra2_15=13<br />
|extra2_16=13<br />
|extra2_17=14<br />
|extra2_18=14<br />
|extra2_19=15<br />
|extra2_20=15<br />
}}<br />
<br />
==== Helsing Speed ====<br />
<br />
At 1st level, Helsings gain the ability to move faster than a common person. They have +5 feet to their movement speed and get +1 bonus to initiative rolls. You also have the ability to wield any one handed weapon as a finesse weapon.<br />
<br />
At higher levels, their speed increases. At level 10, they get +10 feet to their movement speed, and +2 to initiative rolls.<br />
<br />
At level 20, they ignore difficult terrain when dashing, they get +10 feet to their movement speed and +3 to initiative rolls. The bonuses to initiative stack.<br />
<br />
==== Spellcasting ====<br />
<br />
At 1st level, By embracing the tactics of those they hunt they gain the ability to harness the dark magic given to them by the darker elements of the realms. Helsings can start to cast magic using the spell progression of a full caster. Helsings use the Warlock spell list. You use either {{5a|Cha}}, {{5a|Wis}}, or {{5a|Int}}.<br />
<br />
=== Helsing Eyes ===<br />
<br />
At 2nd level, Helsings gain the ability to see in the dark so their mark can't hide in the shadows. Acquire Darkvision out to 60 feet.<br />
<br />
==== Eldritch Path ====<br />
<br />
At third level you get one of these eldritch paths, depending on what you chose as your spellcasting attribute. <br />
<br />
;Path of Study (INT)<br />
You learned to fight these eldritch beasts through study, training and dedication.<br />
<br />
Lvl 3: You have half proficiency in all INT skills that you don't have proficiency in. You get 1 wizard cantrip.<br />
<br />
Lvl 9: You are experienced with your spells and are able to take an extra attack upon casting a spell. You can also cast spells a number of times per day equal to your INT modifier without using a spell slot.<br />
<br />
Lvl 15: You have mastered both the blade and the art of spellcasting. Using only one attack action, you can cast a spell and attack at the same time, not using multiple attacks, once per turn.<br />
<br />
;Path of the Holy (WIS)<br />
You were given the powers and told to fight these evil beings by a god, who watches over you.<br />
<br />
Lvl 3: You have half proficiency in all WIS skills that you don't have proficiency in, and Religion. You get one cleric or paladin cantrip.<br />
<br />
Lvl 9: Your god has shown favor upon you and you now deal an extra 1d6 radiant or necrotic damage with every attack. You can also cast spells a number of times per day equal to your WIS modifier without using a spell slot.<br />
<br />
Lvl 15: Your god has expanded upon your great potential even further. If you fall to 0 hp, once per long rest, you can resist this, and come back up with HP equal to d20 + WIS modifier.<br />
<br />
;Path of Charm (CHA)<br />
You went off on your own, with magic, and the power to hunt these beasts running through your veins.<br />
<br />
Lvl 3: You have half proficiency in all CHA skills that you don't have proficiency in. You get one sorcerer or bard cantrip<br />
<br />
Lvl 9: After seeing it used by many a vampire, you gain the ability to charm people, much as vampires do. Expending a lvl 3 spell slot or higher, you can instantly succeed on any charisma-related roll. You can also cast spells a number of times per day equal to your CHA modifier without using a spell slot.<br />
<br />
Lvl 15: You have learned to use your charm in combat to give you the edge. Any time you make an attack roll, enemies within 10 ft of you must make a WIS save (DC 8 + CHA + proficiency) or be mesmerized by your flawless movement. If they fail, they have disadvantage on their next attack roll.<br />
<br />
==== Helsing's Familiar ====<br />
<br />
Fighting eldritch horrors can be lonely work many seek out a little friend to keep him/her company as well as be an extra set of eyes. At 7th level, Helsing can summon a familiar to aid they in they quest. Because of the strange creature they hunts the creature he calls for are not the common called. Other than the strange creature, and the ability to attack this works like a normal familiar spell. <br />
Familiars<br />
<br />
Bat 1d6 + DEX piercing<br />
<br />
Imp 1d6 + DEX fire<br />
<br />
Fairy 1d6 + DEX radiant<br />
<br />
Flame Skull 1d6 + DEX fire<br />
<br />
Flying Sword 1d6 + DEX slashing<br />
<br />
Stats: AC = 13 HP = 1d6 per your level<br />
<br />
Str: 14<br />
<br />
Dex: 16<br />
<br />
Con: 12<br />
<br />
Int: 10<br />
<br />
Wis: 10<br />
<br />
Cha: 10<br />
<br />
<br />
;Find Familiar<br />
''Conjuration'' (''ritual'')<br />
<br />
* Casting Time: 1 hour<br />
* Range: 10 ft<br />
* Components: V S M (10 gp worth of charcoal, incense, and herbs that must be consumed by fire in a brass brazier)<br />
* Duration: Instantaneous<br />
<br />
You gain the service of a familiar, a spirit that takes an animal form you choose: Bat, Imp, Fairy, Flame Skull, Flying Sword. Appearing in an unoccupied space within range, the familiar has the statistics of the chosen form, though it is a celestial, fey, or fiend (your choice) instead of a beast.<br />
<br />
Your familiar acts independently of you, but it always obeys your commands. In combat, it rolls its own initiative and acts on its own turn. A familiar can't attack, but it can take other actions as normal.<br />
<br />
When the familiar drops to 0 hit points, it disappears, leaving behind no physical form. It reappears after you cast this spell again.<br />
<br />
While your familiar is within 100 feet of you, you can communicate with it telepathically. Additionally, as an action, you can see through your familiar's eyes and hear what it hears until the start of your next turn, gaining the benefits of any special senses that the familiar has. During this time, you are deaf and blind with regard to your own senses.<br />
<br />
As an action, you can temporarily dismiss your familiar. It disappears into a pocket dimension where it awaits your summons. Alternatively, you can dismiss it forever. As an action while it is temporarily dismissed, you can cause it to reappear in any unoccupied space within 30 feet of you.<br />
<br />
You can't have more than one familiar at a time. If you cast this spell while you already have a familiar, you instead cause it to adopt a new form. Choose one of the forms from the above list. Your familiar transforms into the chosen creature.<br />
<br />
Finally, when you cast a spell with a range of touch, your familiar can deliver the spell as if it had cast the spell. Your familiar must be within 100 feet of you, and it must use its reaction to deliver the spell when you cast it. If the spell requires an attack roll, you use your attack modifier for the roll.<br />
<br />
==== Steel Mind ====<br />
<br />
At 5th level, Helsing’s face creatures that would rip the sanity out of normal a man. As such their training focuses on steeling the mind against such creatures and their attacks. The Helsing now gets advantage on wisdom saving throws and checks.<br />
<br />
==== Weapon Mastery ====<br />
<br />
A Helsing is a master of one handed weapons, they face mind numbing horror with these weapons in their hand. They train hard, harder than the common warrior types. As such, they become more skilled with their weapon faster than a common warrior.<br />
<br />
At 5th level, your one handed weapon can now be an arcane focus for you. Helsings gain +2 bonus psychic damage and bonus to hit with any attacks made with their weapons and their weapons count as magical for purposes of overcoming resistance. At level 15 the bonus becomes +4 and at level 20, it becomes +6.<br />
<br />
=== Extra Attacks ===<br />
<br />
While hunting in the darkness against the horrors that dwell there their reflexes have become honed to the point they can move faster than a common person. Their training and time hunting leaves their attacks a blur to the naked eye. At 6th level, Helsings can attack twice, instead of once, whenever you take the attack action on your turn. You then get another at 12th level.<br />
<br />
==== Dire Wolf Form ====<br />
<br />
At 6th level, you can use your action to magically assume the shape of a Dire wolf. You can use this feature twice. You regain expended uses when you finish a long rest.<br />
You can stay in a Dire Wolf form for a number of hours equal to half your Helsing level (rounded up). You then revert to your normal form unless you expend another use of this feature. You can revert to your normal form earlier by using a bonus action on your turn. You automatically revert if you fall unconscious, drop to 0 hit points, or die.<br />
While you are transformed, the following rules apply:<br />
<br />
* Your game statistics are replaced by the statistics of the Dire Wolf, but you retain your alignment, personality, and Intelligence, Wisdom, and Charisma scores. You also retain all of your skill and saving throw proficiencies, in addition to gaining those of the creature. If the creature has the same proficiency as you and the bonus in its stat block is higher than yours, use the creature’s bonus instead of yours. If the creature has any legendary or lair actions, you can’t use them.<br />
<br> <br />
* When you transform, you assume the Dire Wolf's hit points and Hit Dice. When you revert to your normal form, you return to the number of hit points you had before you transformed. However, if you revert as a result of dropping to 0 hit points, any excess damage carries over to your normal form. For example, if you take 10 damage in animal form and have only 1 hit point left, you revert and take 9 damage. As long as the excess damage doesn’t reduce your normal form to 0 hit points, you aren’t knocked unconscious.<br />
<br><br />
* You can’t cast spells, and your ability to speak or take any action that requires hands is limited to the capabilities of your Dire Wolf form. Transforming doesn’t break your concentration on a spell you’ve already cast, however, or prevent you from taking actions that are part of a spell, such as call lightning, that you’ve already cast.<br />
<br> <br />
* You retain the benefit of any features from your class, race, or other source and can use them if the new form is physically capable of doing so. However, you can’t use any of your special senses, such as darkvision, unless your new form also has that sense.<br />
<br><br />
* You choose whether your equipment falls to the ground in your space, merges into your new form, or is worn by it. Worn equipment functions as normal, but the DM decides whether it is practical for the new form to wear a piece of equipment, based on the creature’s shape and size. Your equipment doesn’t change size or shape to match the new form, and any equipment that the new form can’t wear must either fall to the ground or merge with it. Equipment that merges with the form has no effect until you leave the form.<br />
<br />
=== Hellfire ===<br />
<br />
Fire can purge the world of the darkness that lurks in it. Helsings use fire against the horrors they faced in there quest as such they learn to caste a powerful magical spell. A 7th level Helsing can cast fireball. Add this to your spell list<br />
<br />
;Fireball<br />
''Evocation''<br />
<br />
* Casting Time: 1 action<br />
* Range: 150 ft<br />
* Components: V S M (A tiny ball of bat guano and sulfur)<br />
* Duration: Instantaneous<br />
<br />
A bright streak flashes from your pointing finger to a point you choose within range then blossoms with a low roar into an explosion of flame. Each creature in a 20-foot radius sphere centered on that point must make a Dexterity saving throw. A target takes 8d6 fire damage on a failed save, or half as much damage on a successful one.<br />
<br />
The fire spreads around corners. It ignites flammable objects in the area that aren't being worn or carried.<br />
<br />
At Higher Levels: When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for each slot level above 3rd.<br />
<br />
=== Steel Body ===<br />
<br />
At 9th level, Helsings gain proficiency in and have advantage on Con saves and checks.<br />
<br />
=== Bat Form ===<br />
<br />
At 10th level, you can use your action to magically assume the shape of a Giant Bat. You can use this feature twice. You regain expended uses when you finish a short or long rest.<br />
While you are transformed, the following rules apply:<br />
<br />
* Your game statistics are replaced by the statistics of the Giant Bat, but you retain your alignment, personality, and Intelligence, Wisdom, and Charisma scores. You also retain all of your skill and saving throw proficiencies, in addition to gaining those of the creature. If the creature has the same proficiency as you and the bonus in its stat block is higher than yours, use the creature’s bonus instead of yours. If the creature has any legendary or lair actions, you can’t use them.<br />
<br> <br />
* When you transform, you assume the Giant Bat's hit points and Hit Dice. When you revert to your normal form, you return to the number of hit points you had before you transformed. However, if you revert as a result of dropping to 0 hit points, any excess damage carries over to your normal form. For example, if you take 10 damage in animal form and have only 1 hit point left, you revert and take 9 damage. As long as the excess damage doesn’t reduce your normal form to 0 hit points, you aren’t knocked unconscious.<br />
<br><br />
* You can’t cast spells, and your ability to speak or take any action that requires hands is limited to the capabilities of your Giant Bat form. Transforming doesn’t break your concentration on a spell you’ve already cast, however, or prevent you from taking actions that are part of a spell, such as call lightning, that you’ve already cast.<br />
<br> <br />
* You retain the benefit of any features from your class, race, or other source and can use them if the new form is physically capable of doing so. However, you can’t use any of your special senses, such as darkvision, unless your new form also has that sense.<br />
<br><br />
* You choose whether your equipment falls to the ground in your space, merges into your new form, or is worn by it. Worn equipment functions as normal, but the DM decides whether it is practical for the new form to wear a piece of equipment, based on the creature’s shape and size. Your equipment doesn’t change size or shape to match the new form, and any equipment that the new form can’t wear must either fall to the ground or merge with it. Equipment that merges with the form has no effect until you leave the form.<br />
<br />
=== Hidden ===<br />
<br />
Helsings have embraced the darkness of the places their prey live. They use it to their advantage. Moving with silent steps and sticking to the shadows, they become almost invisible. At 10th level, the Helsing has advantage on all stealth rolls.<br />
<br />
=== Soul Steal === <br />
<br />
At 11th level, Helsings can cast the spell Magic Jar. Add this to your spell list<br />
<br />
<br><br />
<br />
'''Magic Jar''' <br><br />
''Necromancy''<br />
<br><br />
Casting Time: 1 minute <br><br />
Range: Self <br><br />
Components: V S M (A gem, crystal, reliquary, or some other ornamental container worth at least 500 gp)<br><br />
Duration: Until dispelled <br><br />
Classes: Wizard <br> <br><br />
Your body falls into a catatonic state as your soul leaves it and enters the container you used for the spell's material component. While your soul inhabits the container, you are aware of your surroundings as if you were in the container's space. You can't move or use reactions. The only action you can take is to project your soul up to 100 feet out of the container, either returning to your living body (and ending the spell) or attempting to possess a humanoids body. <br><br />
<br />
You can attempt to possess any humanoid within 100 feet of you that you can see (creatures warded by a Protection from Evil and Good or Magic Circle spells can't be possessed). The target must make a Charisma saving throw. On a failure, your soul moves into the target's body, and the target's soul becomes trapped in the container. On a success, the target resists your efforts to possess it, and you can't attempt to possess it again for 24 hours. <br><br />
<br />
Once you possess a creature's body, you control it. Your game statistics are replaced by the statistics of the creature though you retain your alignment and your Intelligence, Wisdom, and Charisma scores. You retain the benefit of your own class feature. If the target has any class levels, you can't use any of its class features. <br><br />
<br />
Meanwhile, the possessed creature's soul can perceive from the container using its own senses, but it can't move or take actions at all. <br><br />
<br />
While possessing a body, you can use your action to return from the host body to the container if it is within 100 feet of you, returning the host creature's soul to its body. If the host body dies while you're in it, the creature dies, and you must make a Charisma saving throw against your own spellcasting DC. On a success, you return to the container if it is within 100 feet of you. Otherwise, you die. <br><br />
<br />
If the container is destroyed or the spell ends, your soul immediately returns to your body. If your body is more than 100 feet away from you, or if your body is dead when you attempt to return to it, you die. If another creature's soul is in the container when it is destroyed, the creature's soul returns to its body if the body is alive and within 100 feet. Otherwise, that creature dies. <br><br />
<br />
When the spell ends, the container is destroyed. <br><br />
<br />
=== Eldritch Slayer ===<br />
<br />
Blood and gore run down the blade as the horror dies at the Helsing’s feet. Their training served them well. Trained to take down such horrors, the skills against them are at their peak. At 13th level, Helsings gain advantage on all attacks against Aberrations, Celestials, Elementals, Fey, Demons, Devils, Monstrosities, Undead, and other Eldritch or otherworldly beings.<br />
<br />
=== Mist Form ===<br />
<br />
At 14th level, Helsings sometimes needs to retreat or get through tight spaces. Thankfully for the Helsing training has given him/her this ability they can cast the spell Gaseous Form. Add this to your spell list<br />
<br />
<br><br />
<br />
;Gaseous Form<br />
''transmutation''<br />
<br />
* Casting Time: 1 action<br />
* Range: Touch<br />
* Components: V, S, M (a bit of gauze and a wisp of smoke)<br />
* Duration: Concentration, up to 1 hour<br />
<br />
You transform a willing creature you touch, along with everything it’s wearing and carrying, into a misty cloud for the duration. The spell ends if the creature drops to 0 hit points. An incorporeal creature isn’t affected.<br />
<br />
While in this form, the target’s only method of movement is a flying speed of 10 feet. The target can enter and occupy the space of another creature. The target has resistance to nonmagical damage, and it has advantage on Strength, Dexterity, and Constitution saving throws. The target can pass through small holes, narrow openings, and even mere cracks, though it treats liquids as though they were solid surfaces. The target can't fall and remains hovering in the air even when stunned or otherwise incapacitated.<br />
<br />
While in the form of a misty cloud, the target can’t talk or manipulate objects, and any objects it was carrying or holding can’t be dropped, used, or otherwise interacted with. The target can’t attack or cast spells.<br />
<br />
=== Enhanced Forms ===<br />
<br />
A Helsing’s training in their other forms to bring out aspects of the form others miss. With hard work and understanding of these forms they are able to bring out some great things. Helsings before this moment gain three forms a Dire Wolf, a Giant Bat, and Mist Form. Now, at level 18, each of these forms gain a new ability.<br />
<br />
;Dire Wolf<br />
The Dire Wolf speed doubles in battle.<br />
<br />
;Giant Bat<br />
The Giant Bat gains the ability to shoot small balls of fire from its mouth. The fireball hits one target, doing 4d6 damage. The target can make a DEX save for half damage. Anything flammable on the target catches fire and it takes an action to put it out.<br />
<br />
;Mist Form <br />
The Mist Form becomes an acid cloud. Anything that touches the mist will suffer 3d8 damage. The Target can roll a DEX save for half damage.<br />
<br />
<br />
<br />
<br />
<br />
<br />
<br />
<br />
<br />
<br />
<br />
<br />
<br />
<br />
<br />
<br />
<br />
;Inspiration for the class? Whoever made the Alucard homebrew class, I just wanted to tweak it a bit, and I think the name Helsing works better. To whoever made the Alucard class, thank you!<br />
----<br />
{{5e Classes Breadcrumb}}<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Class]]</div>2607:FB90:F39:A000:7457:666B:201C:4468https://www.dandwiki.com/w/index.php?title=Reindeerfolk_(5e_Race)&diff=1260631Reindeerfolk (5e Race)2020-01-18T19:37:21Z<p>2607:FB90:F39:A000:7457:666B:201C:4468: /* Random Height and Weight */</p>
<hr />
<div>== Reindeerfolk ==<br />
The reindeerfolk are a mysterious and charming race of humanoid reindeer that hail in the frigid northern regions of the world. They are kind-hearted and agreeable people that live their lives to the fullest. They create many close-knit communities and share the holiday spirit with all that they encounter. While they may be cheerful and generally non-confrontational people, they aren't afraid to fight for their home and their beliefs.<br />
<br />
===Physical Description===<br />
<div class="externalimage-holder" style="width:30%;float:right"><br />
{{5e Image|float:right|https://i.imgur.com/sEk3Tx0.png|[https://fategrandorder.fandom.com/wiki/Great_Reindeer_Man Source]}}<br />
</div><br />
Reindeerfolk are about as tall and as heavy as the average half-orc, standing at about 6 feet and weighing no less than 200 lbs. Their extra weight comes from their muscles and body fat, which are present in much higher abundance than other humanoids. The muscles of a reindeerfolk are mostly concentrated in the legs, as they are capable of running at full speed for hours on end. Their high levels of body fat are necessary to maintain their body temperatures during the winter. <br />
<br />
The external appearance of the reindeerfolk is most recognizable by their antlers, which regrow annually and increase in size as a reindeerfolk grows older. All reindeerfolk posses antlers regardless of their gender. The number of points on a reindeerfolk's antlers reveals its height, as the number of points on a reindeerfolk's antlers increases the taller they are. Reindeerfolk are also covered in thick brown fur, allowing them to live comfortably in the near sub-zero temperatures of the north. Their more reindeer-like features of the reindeerfolk are their heads, which resemble that of a normal reindeer, hooved feet, and a short, stubby tail. However, despite these animalistic features, they are bipedal and still possess padded hands, which allow them to grab onto objects just as a normal humanoid would. <br />
<br />
Reindeerfolk are also divided into two subraces, which are defined by the appearance of their nose. The first of these subraces are the black-nosed reindeerfolk, which have black noses as their name implies. They have an increased amount of physical endurance and have noticeably bigger antlers than their red-nosed counterparts. Red-nosed reindeerfolk are smaller and are far less brawny than their black-nosed brethren. Their most important feature is their glowing nose, which is capable of producing red light that can pierce through blinding snowstorms and fog.<br />
<br />
===History===<br />
With the presence of the legendary Santa Claus in the North Pole, many evil entities have attempted to destroy the joy and happiness that he brought, often leading raids on his workshop. Things took a turn for the worst when an ice monster was able to completely destroy Santa's workshop, leading to that year's Christmas celebration being delayed. Because of this, Santa's workshop was in dire need of protectors that would fend off these evil creatures. After many months of deliberation between his elves, Santa enlisted the aid of his most skilled elves to create massive steel golems that would fight the creatures off. However, these large constructs were vulnerable to magic and were destroyed as a result. Desperate for a solution, Santa Claus eventually reached out to a powerful wizard who used his magic to create an entirely new race of creature. These jolly creatures of the north had formidable strength and determination and took on the appearance of humanoid reindeer. These new reindeerfolk proved to be a success against the North Pole invaders, leading to the reconstruction of Santa's Workshop and many millennia of peace and prosperity in the North Pole. For thousands of years, reindeerfolk tradition of protecting and cherishing the holiday spirit has been at the forefront of reindeerfolk life. <br />
<br />
===Society===<br />
Reindeerfolk society is mainly comprised of many of the main features that make up other humanoid societies. However, reindeerfolk are far more light-hearted with their lives compared to other humanoid races, playing many kinds of games and entertaining themselves with performances of song and acting. Black-nosed reindeerfolk are excellent workers, making the most gruelling of physical tasks seem like a walk in the park. In contrast, Red-nosed reindeerfolk are known to be some of the best performers in reindeerfolk society, acting as leaders both in the political and the performative sense. While reindeerfolk society may seem like fun and games on the surface, all reindeerfolk act as minutemen while they live in the North Pole, ready to defend Santa Claus, his workers, and his workshop at a moment's notice. While they aren't hunting for food, completing other tasks for survival, or defeating invaders of the North Pole, reindeerfolk are preparing for their annual Christmas festival. Christmas festivities in reindeerfolk society are some of the most excessive celebrations in the world and use up a vast majority of the reindeerfolk's natural resources. Thousands of electric Christmas lights blind on-goers and large parades are held throughout reindeerfolk towns. Large town-wide feasts are held and an annual gift-exchange acts as the highlight of their festivities. <br />
<br />
===Reindeerfolk Names===<br />
The names of reindeerfolk are primarily derived from holiday folktales and songs. Many reindeerfolk names are also words associated with speed and endurance.<br />
<br />
'''Example Names:''' Dasher, Dancer, Prancer, Vixen, Comet, Cupid, Donner (Dunder), Blitzen (Blixem), Rudolph.<br />
<br />
===Reindeerfolk Traits===<br />
{{5e Racial Traits<br />
|summary=Humanoid reindeer that embody all that is the holiday spirit.<br />
|abilities=Your {{5a|dex}} score increases by 2.<br />
|age= Reindeerfolk lead slightly shorter lives than humans. While male reindeerfolk live to be about 60-70 years old, female reindeerfolk live to be as old as 80-90 years of age.<br />
|alignment=Reindeerfolk are almost always lawful good, as their collective moral code is bound by the holiday spirit. <br />
|size=Reindeerfolk are about as tall and as heavy as the average half-orc, standing at about 6 feet and weighing no less than 200 lbs. Your size is Medium.<br />
|speed=Your base walking speed is 35 feet. <br />
|trait1= Arctic Fur<br />
|description1= You are resistant to cold damage.<br />
|trait2= Reindeer Games<br />
|description2= You are proficient in one gaming set of your choice.<br />
|languages= You can speak, read, and write Common and one other language of your choice. <!--Cover any languages spoken or not spoken--><br />
|subrace=Pick one from Black or Red Nose.<br />
}}<br />
<br />
====Black-Nosed====<br />
{{5e Subrace Traits<br />
|abilities= Your {{5a|str}} score increases by 1.<br />
|trait1= Trained Sprinter<br />
|description1= You are proficient in the {{5s|Athletics}} skill.<br />
|trait2= Antlers<br />
|description2= Your antlers are natural weapons, which you can use to make unarmed strikes. If you hit with them, you deal piercing damage equal to 1d4 + your {{5a|str}} modifier, instead of the bludgeoning damage normal for an unarmed strike.<br />
}}<br />
<br />
====Red-Nosed====<br />
{{5e Subrace Traits<br />
|abilities= Your {{5a|cha}} score increases by 1.<br />
|trait1= Natural Leader<br />
|description1= You are proficient in the {{5s|Persuasion}} skill.<br />
|trait2= Shiny Nose<br />
|description2= You can use a bonus action to produce red light from your nose. Your nose sheds bright red light in a 20-foot radius and dim light for an additional 20 feet. You can use a bonus action to stop your nose from glowing.<br />
}}<br />
<br />
===Random Height and Weight===<br />
{{heightweight<br />
|name=Reindeerfolk<br />
|feet=6<br />
|inches=0<br />
|heightmod=1d6<br />
|weight=200<br />
|weightmod=10<br />
}}<br />
<br />
----<br />
{{5e Races Breadcrumb}}<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Race]]<br />
[[Category:Medium Size]]<br />
[[Category:Humanoid Type]]</div>2607:FB90:F39:A000:7457:666B:201C:4468https://www.dandwiki.com/w/index.php?title=Reindeerfolk_(5e_Race)&diff=1260628Reindeerfolk (5e Race)2020-01-18T19:36:37Z<p>2607:FB90:F39:A000:7457:666B:201C:4468: /* Red-Nosed */</p>
<hr />
<div>== Reindeerfolk ==<br />
The reindeerfolk are a mysterious and charming race of humanoid reindeer that hail in the frigid northern regions of the world. They are kind-hearted and agreeable people that live their lives to the fullest. They create many close-knit communities and share the holiday spirit with all that they encounter. While they may be cheerful and generally non-confrontational people, they aren't afraid to fight for their home and their beliefs.<br />
<br />
===Physical Description===<br />
<div class="externalimage-holder" style="width:30%;float:right"><br />
{{5e Image|float:right|https://i.imgur.com/sEk3Tx0.png|[https://fategrandorder.fandom.com/wiki/Great_Reindeer_Man Source]}}<br />
</div><br />
Reindeerfolk are about as tall and as heavy as the average half-orc, standing at about 6 feet and weighing no less than 200 lbs. Their extra weight comes from their muscles and body fat, which are present in much higher abundance than other humanoids. The muscles of a reindeerfolk are mostly concentrated in the legs, as they are capable of running at full speed for hours on end. Their high levels of body fat are necessary to maintain their body temperatures during the winter. <br />
<br />
The external appearance of the reindeerfolk is most recognizable by their antlers, which regrow annually and increase in size as a reindeerfolk grows older. All reindeerfolk posses antlers regardless of their gender. The number of points on a reindeerfolk's antlers reveals its height, as the number of points on a reindeerfolk's antlers increases the taller they are. Reindeerfolk are also covered in thick brown fur, allowing them to live comfortably in the near sub-zero temperatures of the north. Their more reindeer-like features of the reindeerfolk are their heads, which resemble that of a normal reindeer, hooved feet, and a short, stubby tail. However, despite these animalistic features, they are bipedal and still possess padded hands, which allow them to grab onto objects just as a normal humanoid would. <br />
<br />
Reindeerfolk are also divided into two subraces, which are defined by the appearance of their nose. The first of these subraces are the black-nosed reindeerfolk, which have black noses as their name implies. They have an increased amount of physical endurance and have noticeably bigger antlers than their red-nosed counterparts. Red-nosed reindeerfolk are smaller and are far less brawny than their black-nosed brethren. Their most important feature is their glowing nose, which is capable of producing red light that can pierce through blinding snowstorms and fog.<br />
<br />
===History===<br />
With the presence of the legendary Santa Claus in the North Pole, many evil entities have attempted to destroy the joy and happiness that he brought, often leading raids on his workshop. Things took a turn for the worst when an ice monster was able to completely destroy Santa's workshop, leading to that year's Christmas celebration being delayed. Because of this, Santa's workshop was in dire need of protectors that would fend off these evil creatures. After many months of deliberation between his elves, Santa enlisted the aid of his most skilled elves to create massive steel golems that would fight the creatures off. However, these large constructs were vulnerable to magic and were destroyed as a result. Desperate for a solution, Santa Claus eventually reached out to a powerful wizard who used his magic to create an entirely new race of creature. These jolly creatures of the north had formidable strength and determination and took on the appearance of humanoid reindeer. These new reindeerfolk proved to be a success against the North Pole invaders, leading to the reconstruction of Santa's Workshop and many millennia of peace and prosperity in the North Pole. For thousands of years, reindeerfolk tradition of protecting and cherishing the holiday spirit has been at the forefront of reindeerfolk life. <br />
<br />
===Society===<br />
Reindeerfolk society is mainly comprised of many of the main features that make up other humanoid societies. However, reindeerfolk are far more light-hearted with their lives compared to other humanoid races, playing many kinds of games and entertaining themselves with performances of song and acting. Black-nosed reindeerfolk are excellent workers, making the most gruelling of physical tasks seem like a walk in the park. In contrast, Red-nosed reindeerfolk are known to be some of the best performers in reindeerfolk society, acting as leaders both in the political and the performative sense. While reindeerfolk society may seem like fun and games on the surface, all reindeerfolk act as minutemen while they live in the North Pole, ready to defend Santa Claus, his workers, and his workshop at a moment's notice. While they aren't hunting for food, completing other tasks for survival, or defeating invaders of the North Pole, reindeerfolk are preparing for their annual Christmas festival. Christmas festivities in reindeerfolk society are some of the most excessive celebrations in the world and use up a vast majority of the reindeerfolk's natural resources. Thousands of electric Christmas lights blind on-goers and large parades are held throughout reindeerfolk towns. Large town-wide feasts are held and an annual gift-exchange acts as the highlight of their festivities. <br />
<br />
===Reindeerfolk Names===<br />
The names of reindeerfolk are primarily derived from holiday folktales and songs. Many reindeerfolk names are also words associated with speed and endurance.<br />
<br />
'''Example Names:''' Dasher, Dancer, Prancer, Vixen, Comet, Cupid, Donner (Dunder), Blitzen (Blixem), Rudolph.<br />
<br />
===Reindeerfolk Traits===<br />
{{5e Racial Traits<br />
|summary=Humanoid reindeer that embody all that is the holiday spirit.<br />
|abilities=Your {{5a|dex}} score increases by 2.<br />
|age= Reindeerfolk lead slightly shorter lives than humans. While male reindeerfolk live to be about 60-70 years old, female reindeerfolk live to be as old as 80-90 years of age.<br />
|alignment=Reindeerfolk are almost always lawful good, as their collective moral code is bound by the holiday spirit. <br />
|size=Reindeerfolk are about as tall and as heavy as the average half-orc, standing at about 6 feet and weighing no less than 200 lbs. Your size is Medium.<br />
|speed=Your base walking speed is 35 feet. <br />
|trait1= Arctic Fur<br />
|description1= You are resistant to cold damage.<br />
|trait2= Reindeer Games<br />
|description2= You are proficient in one gaming set of your choice.<br />
|languages= You can speak, read, and write Common and one other language of your choice. <!--Cover any languages spoken or not spoken--><br />
|subrace=Pick one from Black or Red Nose.<br />
}}<br />
<br />
====Black-Nosed====<br />
{{5e Subrace Traits<br />
|abilities= Your {{5a|str}} score increases by 1.<br />
|trait1= Trained Sprinter<br />
|description1= You are proficient in the {{5s|Athletics}} skill.<br />
|trait2= Antlers<br />
|description2= Your antlers are natural weapons, which you can use to make unarmed strikes. If you hit with them, you deal piercing damage equal to 1d4 + your {{5a|str}} modifier, instead of the bludgeoning damage normal for an unarmed strike.<br />
}}<br />
<br />
====Red-Nosed====<br />
{{5e Subrace Traits<br />
|abilities= Your {{5a|cha}} score increases by 1.<br />
|trait1= Natural Leader<br />
|description1= You are proficient in the {{5s|Persuasion}} skill.<br />
|trait2= Shiny Nose<br />
|description2= You can use a bonus action to produce red light from your nose. Your nose sheds bright red light in a 20-foot radius and dim light for an additional 20 feet. You can use a bonus action to stop your nose from glowing.<br />
}}<br />
<br />
===Random Height and Weight===<br />
{{heightweight<br />
|name=Reindeerfolk<br />
|feet=6<br />
|inches=0<br />
|heightmod=1d6<br />
|weight=200<br />
|weightmod=1<br />
}}<br />
<br />
----<br />
{{5e Races Breadcrumb}}<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Race]]<br />
[[Category:Medium Size]]<br />
[[Category:Humanoid Type]]</div>2607:FB90:F39:A000:7457:666B:201C:4468