Therion (3.5e Class)

From D&D Wiki

Jump to: navigation, search
Stub Logo.png This page is incomplete and/or lacking flavor. Reason: Incomplete ex members of the class, starting package, and campaign information sections.

You can help D&D Wiki by finishing and/or adding flavor to this page. When the flavor has been changed so that this template is no longer applicable please remove this template. If you do not understand the idea behind this page please leave comments on this page's talk page before making any edits.
Edit this Page | All stubs

Recycle.png This page was marked as abandoned on 14:26, 16 February 2020 (MST) because: Untouched since 2017. (discuss)

If you think you can improve this page please bring the page up to the level of other pages of its type, then remove this template. If this page is completely unusable as is and can't be improved upon based on the information given so far then replace this template with a {{delete}} template. If this page is not brought to playability within one year it will be proposed for deletion.

Edit this Page | All abandoned pages


When there dies a powerful demon, at a full moon at the end of a month, a mortal creature corrupted by strong calamity is reborn... as a Therion. The moon will turn red for the rest of the night, announcing, that something really hungry made its first step.

Therions are wicked creatures which feed on everything what lives, even if it is one of their kind. Once becoming one, there is no way back. You will be unable to taste anything but blood. Therion's consume its prey, and by doing so they consume not only their bodies but a part of their abilities and the very soul..

Making a Therion[edit]

Therion's are though fighters which main strength lies in the ability to "take" abilities of other creatures, which they devour.

Alignment: Any non good.

Starting Age: Any

Table: The Therion

Hit Die: d12

Level Base
Attack Bonus
Saving Throws Special
Fort Ref Will
1st +0 +2 +0 +2 Corrupted Body, Malevolence, Devour
2nd +1 +3 +0 +3 ----------------------------------------------------
3rd +2 +3 +1 +3 ----------------------------------------------------
4th +3 +4 +1 +4 ----------------------------------------------------
5th +3 +4 +1 +4 ----------------------------------------------------
6th +4 +5 +2 +5 ----------------------------------------------------
7th +5 +5 +2 +5 ----------------------------------------------------
8th +6/+1 +6 +2 +6 ----------------------------------------------------
9th +6/+1 +6 +3 +6 ----------------------------------------------------
10th +7/+2 +7 +3 +7 ----------------------------------------------------
11th +8/+3 +7 +3 +7 ----------------------------------------------------
12th +9/+4 +8 +4 +8 ----------------------------------------------------
13th +9/+4 +8 +4 +8 ----------------------------------------------------
14th +10/+5 +9 +4 +9 ----------------------------------------------------
15th +11/+6/+1 +9 +5 +9 ----------------------------------------------------
16th +12/+7/+2 +10 +5 +10 ----------------------------------------------------
17th +12/+7/+2 +10 +5 +10 ----------------------------------------------------
18th +13/+8/+3 +11 +6 +11 ----------------------------------------------------
19th +14/+9/+4 +11 +6 +11 ----------------------------------------------------
20th +15/+10/+5 +12 +6 +12 ----------------------------------------------------

Class Skills (4 + Int modifier per level, ×4 at 1st level)
Bluff, Climb, Craft, Disguise, Hide, Intimidate, Jump, Knowledge (The Planes), Listen, Move Silently, Profession, Sense Motive, Spot, Survival.

Class Features[edit]

All of the following are class features of the Therion.

Weapon and Armor Proficiency: Therions are proficient with all simple and martial weapons, with light and medium armor, and with no shields.

Corrupted Body (Ex): First, your eyes appear more beast-like and they use to shine a bit in dim light. You gain Darkvision up to 60 ft.
Secondary one of your arms becomes completely black and it seems to look tougher. You gain +2 to your natural armor. As a free action that does not provoke attacks of opportunity, you can transform your arm into its true form. Its a bit bigger and looks more like a demon arm with details dependent on your fashion, ended in a claw granting you in this way a natural attack that deals d6 damage. Additionally it allows you to start a grapple as a free action without provoking attacks of opportunity after a successful melee attack with it. If you maintain the grapple, as a attack action you can crush your opponent dealing your regular claw damage, but you deal bludgeoning damage instead of slashing damage.

Malevolence (Ex): Thought you don't have to be evil, your being creates strong malevolence which surrounds you. It adds your Charisma modifier(min. 1) to your Armor Class as deflection bonus. When you are a subject of an Detect Evil spell your malevolence appears as shimmering violet fog surrounding you. This visual effect lasts for a minute. True Vision allows the creature possessing it to see your malevolence clearly. To Detect Evil your aura is considered as of an evil outsider equal to your HD.

At 12th lvl this aura gets stronger to the point when it strikes with powerful pression to these weaker than you. As a move action that does not provoke attacks of opportunity you can release this pression in a 40ft. radius 1 time per day. Creatures with HD equal or less than your HD - 12 are Frightened, those with HD equal or less than your HD - 8 are shaken.

Devour (Ex): As a full round action you can "eat" a dead creature which was dead no longer than 8h. To do so you must grab the corpse with your demonic arm in true form. The body will disappear in the proces and you will heal for 10% of your maximum hit points. One eaten creature is enough for you to be fed up for the rest of the day but you never can be really full, you always want more. A number per day equal to your Cha modifier you can choose to take on random Special Quality from the devoured creature. Additionally you obtain 25% of exp that you would normally obtain for defeating this creature.

You have Trait Slots equal to your Cha+1. When taking a random Special Quality from the consumed creature you use one of these slots. If you devour a new creature when you have no more free slots, you can choose to take the new known random Special Quality in place of another.

With every consumed enemy you are stronger. When you devour a enemy which you killed, or helped killing you gain 1 point. After obtaining 50 points you get +1 bonus to your strength.



Epic Therion[edit]

Table: The Epic

Hit Die: d

Level Special
+ Int modifier skill points per level.



Bonus Feats: The epic gains a bonus feat (selected from the list of epic bonus feats) every levels after 20th.

Epic Bonus Feat List: .

Campaign Information[edit]

Playing a Therion[edit]

Religion: .

Other Classes: .

Combat: .

Advancement: .

Therions in the World[edit]


Daily Life: .

Notables: .

Organizations: .

NPC Reactions: .

Therion Lore[edit]

Characters with ranks in can research to learn more about them. When a character makes a skill check, read or paraphrase the following, including information from lower DCs.

DC Result
5 .
10 .
15 .
20 .

Therions in the Game[edit]

Adaptation: .

Sample Encounter: .

EL : .

Back to Main Page3.5e HomebrewClassesBase Classes

Home of user-generated,
homebrew pages!