858601-Racial Classes - Nightshade

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Nightshade

Nightshades are powerful undead composed of equal parts Armor: none


darkness and absolute evil. Weapons: simple weapons
Tools: None
Nightshade Traits Saving Throws: Intelligence, Charisma
Your Nightshade character has a number of traits in common Skills: Choose two from Sleight of Hand, Arcana, Insight,
with all other Nightshade. Intimidation, Deception, Persuasion
Ability Score Increase. Your Strength is increased by 4 and Equipment
your Wisdom and Charisma are increased by 2, however as You do not start with any additional equipment, other than
an undead, you do not have a Constitution score. the equipment granted by your background.
Age. An Nightshade reaches adulthood at the age of 60 and
are ageless beyond that.
Alignment. Nightshade are creatures of shadow and
darkness, and nearly all are evil. The Nightshade
Size. A Nightshades base size is based on its level as
detailed below Base
Speed. A Nightshades base speed is based on its size and Level Features Size Speed
level as detailed below 1st Natural attacks, Nightshadow Small 25 ft
Sunlight Weakness. While in sunlight, the shadow has shadowmorph
disadvantage on attack rolls, ability checks, and saving
throws. 2nd Desecrating Aura Small 25 ft
Vulnerability. Nightshades are vulnerable to (take double 3rd Spell-Like Abilities Small 25 ft
damage from) radiant damage. 4th Ability Score Improvement Medium 30 ft
Undead Nature. Due to your undead nature, all of the
following apply to you: 5th Cold Resistance Medium 30 ft

You don't require air, food, drink, or sleep. 6th Medium 30 ft


You are immune to mind influencing effects 7th Spell-Like Abilities Medium 35 ft
You are immune poison, sleep effects, paralysis, stun, and 8th Ability Score Improvement Large 35 ft
disease
You are not subject to critical hits, ability drain, or energy 9th Nightwing shadowmorph Large 35 ft
drain. 10th Cold Immunity Large 40 ft
You are also not subject to fatigue or exhaustion.
You are immune to instant death effects but when reduced 11th Spell-Like Abilities Large 40 ft
to 0 hit points or less, you are immediately destroyed. 12th Ability Score Improvement Large 40 ft
You Cannot heal damage using positive energy. Negative 13th Large 45 ft
energy (such as an inflict spell) can heal undead creatures,
but positive energy causes you harm. 14th Spell-Like Abilities Large 45 ft

Shadow Stealth. While in dim light or darkness, the 15th Large 45 ft


Nightshade can take the Hide action as a bonus action. 16th Ability Score Improvement, Huge 50 ft
Solidified Shadow. While in dim light or darkness you gain Nightwalker shadowmorph
a natural armor bonus equal to half your racial level. 17th Spell-Like Abilities Huge 50 ft
Darkvision. Nightshades possess darkvision to a range of
100 feet. 18th Ability Score Improvement,
Nightcrawler shadowmorph
Gargantuan 60 ft
Languages. Nightshades can read and understand all
forms of communication; however, they communicate with 19th Spell-Like Abilities Gargantuan 50 ft
others by telepathy. 20th Ability Score Improvement, Gargantuan 50 ft
Shifting Shadowmorph
Class Features
As an Nightshades, you gain the following racial class
features
Natural Attacks
Hit Points
Hit Dice: 1d12 plus 2 per Nightshade racial level You gain natural attacks which vary as per the following
Hit Points at 1st Level: 12 plus 2 chart, based on your current shadowmorph form.
Hit Points at Higher Levels: 1d12 (or 9) plus 2 per
Nightshade racial level after 1st
Proficiencies
Armor:
Natural Attacks When you reach 4th level, and again at 8th, 12th, 16th, 18th,
Number of and 20th, you gain 2 to strength and 2 to any other ability
form Attack Type Attacks score of your choice.
Nightshadow claw (1d6) 1 Your maximum strength ability score limited based on your
current shadowmorph, rather than to the standard 20.
Nightwing bite (2d6 plus magic drain) 1
Strength Score Maximum
Nightwalker slam (2d6) 2
Form Maximum
Nightcrawler bite (4d6), sting (2d8 plus 2
poison) Nightshadow 20
Nightwing 30
Nightshadow shadowmorph Nightwalker 35
Beginning at 1st level, you can move through a space as Nightcrawler 45
narrow as 1 inch wide without squeezing.
The Nightshadow shadowmorph cannot grow beyond large Cold Resistance
size.
Beginning at 5th level, you are resistant to all cold damage.
Desecrating Aura
Starting at 2nd level, you give off an aura of utter desecration Nightwing shadowmorph
based on your size, imbuing your surroundings with negative Beginning at 9th level, you can choose to permanently gain
energy. This ability works much like a desecrate spell, except wings and a flight speed equal to twice your base movement
that your evil is so great that it is treated as the shrine of an speed by taking on the mantle of the Nightwing. When you
evil power. All undead within the your aura (including you) gain the Nightwing Shadowmorph, you lose the benefits of
gain advantage on attack rolls, damage rolls, and saving any previous shadowmorph abilities.
throws. Additionally, all undead in the area other than you The Nightshadow shadowmorph cannot grow beyond huge
gain 2 temporary hit points per HD. size.
Charisma checks made to turn undead within this area
have disadvantage. Magic Drain
Your desecrating aura cannot be dispelled except by a As a nightwing you can weaken magic armor, weapons, and
dispel evil spell or similar effect. If the effect is dispelled, you shields by making a successful touch attack. The targeted
can resume it as a free action on your next turn. Your item must succeed on a wisdom save or lose 1 point of its
desecrating aura is suppressed if you enter a consecrated or enhancement bonus. The save DC is Charisma-based.
hallowed area, but the your presence also suppresses the An item that loses its entire enhancement bonus becomes
consecrated or hallowed effect for as long as you remain in merely a masterwork item and loses any special abilities
the area. (such as flaming) as well. Casting dispel evil upon the item
reverses the effect of the magic drain, provided this occurs
Desecrating Aura within a number of days after the attack equal to the caster’s
Size Radius level and the caster succeeds on a Wisdom save.
Small 5ft
Medium 5 ft
Cold Immunity
Large 10 ft
Beginning at 10th level, you are immune to all cold damage.
Huge 15 ft Nightwalker shadowmorph
Gargantuan 20 ft Beginning at 16th level you can choose to permanently
enlarge to huge size and take the mantle of a Nightwalker.
Spell-Like Abilities When you gain the Nightwalker Shadowmorph, you lose the
When you reach 3rd level and again at 7th, 11th, 14th, 17th, benefits of any previous shadowmorph abilities.
and 19th level you can select one spell from the following list. Crush Item
Spells selected from list (a) can be used at will (as if they As a nightwalker you can destroy any weapon or item of
were cantrips). Spells selected from list (b) can be used up to Large size or smaller (even magic ones, but not artifacts) by
3 times before a long rest, and spells selected from list (c) can picking it up and crushing it between your hands. You must
be used once before a long rest. make a successful disarm attempt to grab an item held by an
(a) blight, contagion, darkness, detect magic, dispel magic, opponent. The item is entitled to a constitution save to resist
haste, see invisibility destruction. The save DC is Strength-based.
(b) confusion, hold monster, invisibility
(c) cone of cold, finger of death, plane shift
Ability Score Improvement
Evil Gaze
As a nightwalker, a creature that meets your gaze must
succeed on a wisdom save or be paralyzed with fear for 1d8
rounds. Whether or not the save is successful, that creature
cannot be affected again by your gaze again for 24 hours.
This is a mind-affecting fear effect. The save DC is Charisma-
based.
Nightcrawler shadowmorph
Beginning at 18th level you can choose to permanently
enlarge to gargantuan size and take the mantle of a
Nightcrawler. When you gain the Nightcrawler
Shadowmorph, you lose the benefits of any previous
shadowmorph abilities.
Poison
The poison from your sting deals 2d6 initial and secondary
Strength damage on a failed constitution save, or half as
much on a successful save. The save DC is Constitution-
based.
Improved Grab
To use this ability, you must hit with your bite attack. You can
then attempt to start a grapple as a reaction without
provoking an attack of opportunity. If you wins the grapple
check, you establish a hold and can try to swallow the
opponent in the following round.
Swallow Whole
As a nightcrawler you can try to swallow a grabbed opponent
of Huge or smaller size by making a successful grapple
check. Once inside, the opponent takes 2d8+12 points of
bludgeoning damage plus 12 points of acid damage per
round from your gizzard and is subject to your energy drain.
A swallowed creature can cut its way out by usining light
slashing or piercing weapon to deal 35 points of damage to
the gizzard (AC 21). Once the creature exits, muscular action
closes the hole; another swallowed opponent must cut its
own way out. Your interior can hold 2 Huge, 8 Large, 32
Medium, 128 Small, 512 Tiny or smaller opponents.
Energy Drain
Living creatures inside your gizzard gain one negative level
each round. To remove a negative level the creature must
succeed a constitution save. The save DC is Charisma-based.
For each such negative level bestowed, you gain 5
temporary hit points.
Shifting Shadowmorph
Beginning at 20th level, you are able to force your form to
flow from one shadowmorph to another. This change takes 1
round per size category shifted. For example, changing from a
gargantuan Shadowcrawler to a large Nightshadow would
take 2 rounds (gargantuan to huge, then huge to large).

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