R'lyeh Spawn (5e Class)
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- 1 R'lyeh Spawn
- 2 History
- 3 Society
- 3.1 Creating a R'lyeh spawn
- 3.2 Class Features
- 3.2.1 Table: The R'lyeh spawn
- 3.2.2 Basic Magic
- 3.2.3 Mind Blast
- 3.2.4 R'lyeh Spawn Racial Traits
- 3.2.5 Lesser Magic
- 3.2.6 Fast Movement
- 3.2.7 Magical Weapons
- 3.2.8 Ability Score Increase
- 3.2.9 Extra Attack
- 3.2.10 Minor Magic
- 3.2.11 Vastness
- 3.2.12 Major Magic
- 3.2.13 Growth
- 3.2.14 Telekinesis
- 3.2.15 Greater Magic
- 3.2.16 Blindsight
- 3.2.17 Ultimate Magic
- 3.2.18 Regeneration
- 3.2.19 Void Lord
The R'lyeh spawn is a composite character. You do not select a separate race and class combination. You begin play with one level of the R'lyeh spawn class, which also includes all your racial features. You cannot multiclass: when your level increases, you must take a level of the R'lyeh spawn class.
R'lyeh spawn are monstrous creatures, only humanoid in the vaguest sense. They have bodies of black or green rubbery flesh, leathery wings growing from their backs, and the tentacled face of an alien octopus.
R'lyeh spawn are not of this world. They are from outer space; the creations of alien gods with unpronounceable names and unfathomable motivations.
R'lyeh spawn are solitary creatures with no society of their own per se. Most civilizations are wary towards them at best, though there are certain societies of a less than savory persuasion which treat them with worshipful admiration. Despite their origins and appearance, they are not inherently malicious, just extremely weird. Many R'lyeh spawn are involved with cults and fringe groups.
Creating a R'lyeh spawn
- Quick Build
You can make a R'lyeh spawn quickly by following these suggestions. First, Wisdom should be your highest ability score, followed by Strength.
As a R'lyeh spawn you gain the following class features.
- Hit Points
Saving Throws: Strength, Wisdom
Skills: Choose two from Arcana, Intimidation, Perception, and Survival
You start with the following equipment, in addition to the equipment granted by your background:
- (a) (a) a Light Crossbow and 20 bolts or (b) any simple weapon or (b) (a) a Scholar's Pack or (b) a Dungeoneer's Pack
- Leather Armor, any simple weapon, and two daggers
- Alternatively, you may start with 4d4 x 10 gp to buy your own Equipment.
|1st||+2||Basic Magic, Mind Blast (2d12), R'lyeh Spawn Racial Traits|
|3rd||+2||Fast Movement, Magical Weapons|
|4th||+2||Ability Score Improvement|
|5th||+3||Extra Attack, Minor Magic|
|6th||+3||Fast Movement, Mind Blast (3d12)|
|8th||+3||Ability Score Improvement|
|9th||+4||Major Magic, Mind Blast (two uses)|
|11th||+4||Mind Blast (4d12), Telekinesis|
|12th||+4||Ability Score Improvement|
|16th||+5||Ability Score Improvement, Mind Blast (5d12)|
|17th||+6||Mind Blast (three uses), Ultimate Magic|
|19th||+6||Ability Score Improvement|
You can use your action to blast the mind of a creature within 120 feet of you. The target must make a Wisdom saving throw with a DC equal to 8 + your Wisdom modifier + your proficiency bonus or take 2d12 points of psychic damage and be stunned until the end of your next turn. The damage increases to 3d12 at 6th level, 4d12 at 11th level, and 5d12 at 16th level. After you use your mind blast, you can’t use it again until you complete a short or long rest. You can use your mind blast twice before a rest once you reach 9th level, and three times before a rest once you reach 17th level.
R'lyeh Spawn Racial Traits
A rubbery creature with an alien body who hails from the place beyond the stars.
Ability Score Increase. Your Wisdom score increases by 2 and your Strength score increases by 1.
Age. R'lyeh Spawn reach adulthood by about 100 years of age and cannot die of natural causes.
Alignment. R'lyeh spawn tend towards evil.
Size. R'lyeh spawn are as tall as humans but signficicantly more bulky, averaging 300 pounds in weight. Your size is Medium.
Speed. Your base walking speed is 30 feet.
Abberant Physiology. You are an abberation, not a humanoid. You are immune to poison and disease as well as to the poisoned condition. You are able to survive in the vacuum of space.
Superior Darkvision. You can see in dim light and darkness within 120 feet of you as if it were bright light. You can't discern color in darkness, only shades of gray.
Natural Weaponry. You roll 1d6 for the damage of your unarmed strikes.
Tentacles. You do not need a free hand to grapple creatures. Your tentacles are strong and flexible enough that you can use them to perform almost any task that requires a hand or two. As such, the DM should be more generous with allowing you to interact with objects without needing to use an action.
Rubbery Skin. While you are not wearing armor, your AC equals 13 + your Dexterity modifier.
Languages. You can speak and understand Common and Deep Speech. You also have telepathy to a range of 30 feet.
At 2nd level, you learn additional spells. You can now cast two spells from the following list twice each before you must finish a long rest: charm person, create and destroy water, detect magic, fog cloud, magic missile, and sleep.
Once you reach 3rd level, your walking speed increases by 10 feet. Your speed increase by 10 more feet once you reach 11th level.
Starting at 3rd level, your unarmed strikes are magical weapons with a +1 bonus to attack and damage rolls. The bonus increases by 1 when you reach 11th level (+2) and 17th level (+3).
Ability Score Increase
When you reach 4th level, and again at 8th, 12th, 16th and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.
Beginning at 5th level, you can attack twice, rather than once, whenever you take the Attack action on your turn.
At 5th level, you learn more powerful spells. You can now cast two spells from the following list twice each before you must finish a long rest: darkness, gust of wind, hold person, invisibility, locate object, misty step, and see invisibility.
Once you reach 7th level, your mind becomes impenetrably alien. You are now immune to the charmed and frightened conditions.
At 9th level, you learn even more powerful spells. You can now cast two spells from the following list twice each before you must finish a long rest: bestow curse, call lightning, clairvoyance, dispel magic, fear, and wind wall.
At 10th level, you are now permanently large . Your height doubles, your weight is multiplied by eight, and your size becomes Large. Your reach increases to 10 feet. At 10th level your unarmed strikes now deal 2d6 damage, rather than 1d6.
Beginning at 11th level, you can cast telekinesis at will, without needing any components, but you can target only objects that aren't being worn or carried.
At 13th level, you learn still more powerful spells. You can now cast two spells from the following list twice each before you must finish a long rest: black tentacles, confusion, control water, dimension door, greater invisibility, and locate creature.
Starting at 14th level, you no longer need your eyes to see. You gain blindsight to a range of 30 feet.
At 17th level, you reach the zenith of your magical abilities. You can now cast two spells from the following list twice each before you must finish a long rest: cloudkill, commune, dominate person, scrying, telepathic bond, teleportation circle, and wall of force.
Starting at 18th level, you become very difficult to kill. You can expend a hit die at the start of each of your turns, provided you have at least 1 hit point. If you lose a body part, your lost body part regrows and returns to full functionality once you finish a long rest.
At 20th level, you become a true lord of the void from which you came. You become resistant to nonmagical bludgeoning, piercing, and slashing damage and you may now use your mind blast an unlimited number of times. You can also cast gate once per week, without needing a spell slot or any components.
Optionally, at the DM's discretion you may now strike supernatural bargains with warlocks. Warlocks can choose you as a patron, gaining the benefits of "The Great Old One".