Tuesday, September 26, 2023

Mutant (new class)

 Shadowdark does not do the whole race as class thing however I want a mutant class for my Morbus setting so here we are. A first draft of a mutant class for Shadowdark


Mutant


 Twisted by corrupting nature of the wilds, mutants live banished in the very places that caused them to be cast out.


 Weapons: Any single handed melee weapons, all missile weapons


 Armor:  Leather armor, shields


 Hit Dice: D6


 Exile. When in the wilderness you have advantage on checks to find food and advantage on checks to be stealthy.


 Changed. You make one roll on the mutation table when creating your character.


 Mutant Talents

2d6         Talent

2         Roll hit points with advantage (re-roll if duplicate)

3-6         Roll a mutation

7-9         +1 to melee attacks or +2 to any stat

10-11 Roll two mutations and pick the one you prefer.

12         Choose an option or +2 points to distribute to stats.


Mutations

D12 Mutation         Details

1         Gills                        You can breathe underwater

2         Pseudo-wings 1/day you can fly for 1d4 rounds

3         Scales You have +2 to your AC

4         Beast ears You have advantage on all checks to hear.

5         Horn An extra d6 damage in melee.

6         Tail         Advantage on all balance based checks, can pick up small objects

7         Tentacle         Can grab objects up to near distance away.

8         Beast nose Can smell all living creatures within distance far.

9         Claws 1d6 unarmed attack damage, advantage on all climbing checks

10         Beast eyes Advantage on all sight based checks.

11         Third eye         3/day can detect magic.

12         Beast legs Can move double near, advantage on all jumping checks.

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