Cannibal (5e Class)

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Cannibal[edit]

The Cannibal is a warrior that has gone mad and has started to eat the flesh of his enemies and even fallen allies. They take pleasure in the hunt of other sentients and powerful creatures, driven by a desire to show that they are the most deadly, ferocious, and terrifying creature. Many are satisfied with dominating a small area around their home but some seek more, endeavoring to eat the greatest of creatures or even gods. Cannibals can also gain power from the creatures they eat.

Creating a Cannibal[edit]

While making a Cannibal, think about when your character became a Cannibal, and if they're comfortable sharing the fact that they eat the flesh of their fallen opponents. Think about if your character is a calm and collected psychopath, something like Hannibal Lecter, or if they have lost all sense of humanity.

Quick Build

You can make a Cannibal quickly by following these suggestions. First, Wisdom should be your highest ability score, followed by Constitution. Second, choose the Hermit or Outlander background.

Class Features

As a Cannibal you gain the following class features.

Hit Points

Hit Dice: 1d10 per Cannibal level
Hit Points at 1st Level: 10 + Constitution modifier
Hit Points at Higher Levels: 1d10 (or 6) + Constitution modifier per Cannibal level after 1st

Proficiencies

Armor: Light armor
Weapons: Simple weapons, scimitar, shortsword, longsword
Tools: Cook's utensils
Saving Throws: Constitution, Intelligence
Skills: Choose two from Athletics, Deception, Insight, Intimidation, Medicine, Persuasion, Religion or Survival

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

Table: The Cannibal

Level Proficiency
Bonus
Features Satisfaction
1st +2 Sense Prey, Savage Bite, Hunger 12
2nd +2 Butcher Tools, Snap Bite 12
3rd +2 Cannibal Path 12
4th +2 Ability Score Improvement 12
5th +3 Extra Attack 10
6th +3 Resilient Stomach 10
7th +3 Path Feature, Savage Flurry 10
8th +3 Ability Score Improvement 10
9th +4 Predator's Gaze 10
10th +4 Path Feature 10
11th +4 Satisfaction Surge 8
12th +4 Ability Score Improvement 8
13th +5 Devourer Pounce 8
14th +5 Voracious Assault 8
15th +5 Path Feature 8
16th +5 Ability Score Improvement 8
17th +6 Hungry Rage 6
18th +6 Path Feature 6
19th +6 Ability Score Improvement 6
20th +6 Unstoppable Hunger 6

Sense Prey[edit]

At 1st level, you can use your action to focus your senses of smell on the region around you. By spending an uninterrupted minute in concentration (as if you were concentrating on a spell), you can sense whether any humanoid creature with your own subtype or hybrid subtype present within 3 miles of you. This feature doesn't reveal the creature's number, only their general direction.

Savage Bite[edit]

Starting at 1st level, you can deliver a powerful bite attack when using your unarmed strikes. When you do so, you cause slashing damage, rather than bludgeoning, and deal 1d4 + your Strength modifier damage. The damage increases to 1d6 at 3rd level, 1d8 at 5th level, 1d10 at 11th level and 2d6 at 17th level.

Hunger[edit]

Beginning at 1st level, you are filled with an insatiable hunger, that can only be placated with humanoid meat. Satiating your hunger is represented by your satisfaction cap, which start being 12, and reduces as you gain levels in this class.

Gaining Satisfaction Points

You can gain satisfaction points by eating humanoid flesh in a certain ways. When you damage a humanoid creature with a bite attack, you gain 1 satisfaction.

You can also eat the raw meat of a humanoid deceased within the last minute. A deceased humanoid have a number of satisfaction points equal to its Constitution modifier (minimum of 1). You can use an Action to consume 1 satisfaction point.

Finally, you can make a Wisdom (Survival) check (DC 15) to store satisfaction points on a fresh body for later use. Meat stored in this way spoils in 8 hours, unless you use magic or device prepared to store meat. You must use your cook's utensils to prepare the stored meat, which can be done over the course of a short rest.

Using Satisfaction

When you are at your maximum satisfaction, as a bonus action, you can reduce your satisfaction to 0 to give yourself 2d8 temporary hit points or make a bite attack with advantage.

Whenever you make a Strength, Dexterity or Constitution attack, check or save while at your maximum satisfaction, you can reduce your satisfaction to 0 to gain advantage on the roll.

Losing Satisfaction

Your hunger starts to build with the passing of time or as you perform extraneous activity. You lose satisfaction points equal to half your proficiency bonus (rounded down) with each passing hour. Whenever you make a Strength, Dexterity or Constitution check or saving throw, you also lose 1 satisfaction.

Butcher Tools[edit]

At 2nd level, you have a special ability to strike your enemies with precise cuts. You gain a +2 bonus on attack rolls made with melee weapons attacks that cause slashing damage.

In addition, you can cause slashing damage when wielding daggers and shortswords, rather than piercing.

Snap Bite[edit]

Also at 2nd level, the scent of blood derived from the wounds you leave on your target open your appetite. Whenever you cause slashing damage to a creature with a melee weapon attack, you can use your reaction to make a bite attack against that creature.

Cannibal Path[edit]

Starting at 3rd level, you can follow a specific path of cannibalism. Your choices give you features at 3rd level, and again at 7th, 10th, 15th and 18th levels.

The paths are described at the end of your class description.

Ability Score Improvement[edit]

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 when using this feature.

Extra Attack[edit]

Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

Resilient Stomach[edit]

At 6th level, you can derive some nutrition even from spoiled meat. You have resistance to poison damage, and advantage on saving throws against the poisoned condition or diseases.

In addition, you have no risk of sickness and can derive nutrition normally from spoiled meat.

Savage Flurry[edit]

At 7th level, you can strike your enemies with ferocity, unleashing a barrage of attacks. Whenever you take the Attack action and make an attack using a dagger, you can make another attack using the dagger as a bonus action.

At 11th level you can make savage flurries using shortsword, scimitar or handaxe. At 17th level, you can use longswords and battleaxes.

Predator's Gaze[edit]

When you reach 9th level, as an action, you can use the uneasiness created by your unconventional tastes to your advantage. As an action, you can force each hostile creature within 60 feet of you that can see you to succeed on a Wisdom saving throw against a DC equal 8 + your proficiency bonus + your Charisma modifier, or become frightened of you for one minute. At the end each of its turns, a frightened creature's turn they may make another Wisdom saving throw, ending the effect on a success. After a successful save, a creature become immune to this feature for 24 hours.

You can use this feature a number of times equal to your Charisma modifier (minimum once). After spending all your uses, you can't do it again, until you complete a long rest.

Satisfaction Surge[edit]

At 11th level, when your desire for humanoid flesh is fully satiated, your body is overtaken by a surge of power. When your satisfaction is at its maximum, you gain the following benefits:

  • You add your Constitution modifier to your melee weapon attack rolls.
  • Your movement speed and jump distance increase by 10 feet.
  • You can take the Dash and Disengage actions as a bonus action.

Devourer Pounce[edit]

At 13th level, you can suddenly leap towards your prey, striking with a bite. When you make a melee weapon attack that causes slashing damage, you can move 5 feet after or before the attack (not counting against your movement on that turn).

If you do so, the damage of the attack is reduced in one size (1d12 or 2d6 becomes 1d10, 1d10 becomes 1d8 and so on).

Voracious Assault[edit]

Starting at 14th level, you can use your bonus action to move up to your movement speed, without provoking attacks of opportunity. This movement doesn't count against your maximum speed on that turn.

In addition, you can make a bite attack as part of that bonus action. You can use this feature once, being unable to use it again until you complete a short or a long rest.

Hungry Rage[edit]

At 17th level, when you roll initiative while your satisfaction is below its maximum, you can take one additional turn, on top of your normal turn. You take the first turn before any other creature you are not surprised by, and another turn on your rolled initiative.

On this first extra turn, you can only only use your Action to Dash or to make attacks using your bite.

Unstoppable Hunger[edit]

When you reach the 20th level, when your satisfaction is below its maximum, nothing can stop your need for flesh. You become immune to the stunned, paralyzed, charmed and frightened conditions. While at your maximum satisfaction, you can spend 1 satisfaction point to end one of these conditions (not using an action).

In addition, while you have satisfaction points, being reduced to 0 hit points doesn't knock you unconscious. You lose 1 satisfaction point for each turn you start at 0 hit points, and taking damage while at 0 hit points reduces your satisfaction by 1, rather than causing you to fail a death saving throw.

Ghoul[edit]

Sometimes, when a creature tastes the rotten meat of humanoids for long enough, a necrotic curse overtaken its body, tainted those cannibals with an endless hunger, that can't be satiated even after their deaths. These is the frightening fate of a ghoul, humanoids turned undead after tasting the flesh of their kin.

Darkened Eyes

When you choose this path at 3rd level, you gain darkvision up to a range of 60 feet. If you already have darkvision, your's increase by 30 feet.

Rotten Meal

Also at 3rd level, you can consume the flesh of deceased humanoid corpses. Each humanoid corpse can provide you 1 satisfaction point, as long as it has at least a third of its total flesh still on the bodie.

Ghoulish Claws

Starting at 3rd level, your hands start to deform assuming the aspect of elongated claws. Your unarmed strikes using the claws cause 2d4 slashing, and you can add either Strength or Dexterity (your choice) to the attacks and damage rolls with it.

If your satisfaction is at its maximum, when you hit a non undead or construct creature, you can force it to make a Constitution saving throw (DC 8 + your proficiency bonus + your Constitution modifier), or be paralyzed for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Impassive

When you reach the 7th level, your emotions start to fade. You are immune to the charmed condition.

In addition, any friendly undead within 30 feet has advantage on saving throws against being turned.

Rotten Flesh

Starting at 10th level, your body rottenness can't be further corrupted. You are immune to disease, poison damage and the poisoned condition.

Undead Nature

At 15th level, the ghoulish corruption fully overtaken your body. You become an undead creature, and no longer needs to eat, drink or breathe. You also don't need to sleep, and become immune to exhaustion.

In addition, you become immune to necrotic damage.

Stench

When you reach the 18th level, a nauseating stench of death follows you where you go. Any creature that starts its turn within 5 feet of you must succeed on a Constitution saving throw (DC 8 + your proficiency bonus + your Constitution modifier) or be poisoned until the start of its next turn. On a successful saving throw, the creature is immune to the ghast's Stench for 24 hours.

Serial Killer[edit]

In order to fulfill their craving for humanoid flesh, a taboo in most societies, some must turn to deception and cunning in order to consume humanoid flesh. Hiding in plain sight on society, serial killers are hunters of their own race, stalking and seducing their victims, acting as wolves in sheeps clothing.

Stalker

Starting at 3rd level, you can stalk your prey into the night. You have advantage on Wisdom (Survival) checks made to track humanoid creatures. In addition, you can take the Hide action using a bonus action.

Betrayer Strike

Also at 3rd level, you have the ability to lure your opponents into a false sense of security, before delivering your strike. Whenever you hit a creature that is not hostile to you or that is surprised by you, you cause additional damage equal to 20 - your current amount of satisfaction to the damage, and gain 1 satisfaction.

In addition, you can spend all your satisfaction to cast charm person.

Vile Charm

At 7th level, you can conceal your true vile nature in plain sight. You add your Intelligence modifier to your Charisma checks, and to your Wisdom (Insight) checks.

In addition, whenever you spend 1 minute talking to someone who can understand what you say, you can make a Charisma (Persuasion) check contested by the creature’s Wisdom (Insight) check. If you or your companions are fighting the creature, your check automatically fails. If your check succeeds, the target is charmed by you as long as it remains within 60 feet of you and for 1 minute thereafter.

Predator's Allure

At 10th level, you can exert an almost supernatural influence over your victims. When you use your Predator's Gaze feature, you can impose the charmed condition, rather than the frightened condition.

In addition, you gain 1 satisfaction for each creature charmed by this feature.

Despicable Feast

When you reach the 15th level, you gain the ability to convince others into partake on your vile appetites. You can spend 1 hour to prepare a meal, using your stored satisfaction points. You must spend 1000 gp in herbs, spices and condiments, and 5 satisfaction points per participant, up to 12 participants. You also must have your cook utensils at hand.

Make an Intelligence check using your Cook Utensils proficiency. Any creature who consumes the full meal (which take 1 hour to do so) have their current and maximum hit points increased by the number rolled. The participant is also cured of all diseases and poison, becomes immune to poison and being frightened, and makes all Constitution saving throws with advantage. They also have disadvantage on all Wisdom checks and saving throws against you for the same duration. These effects last for 24 hours.

Once you throw a feast, you can't do another until you finish a long rest.

Awakened Terror

At 18th level, you revel in seeing the terror slowly creeping inside your naive target. When the charmed condition ends on a creature charmed by you, you can choose to force that creature to make a Wisdom saving throw (DC 8 + your proficiency bonus + your Intelligence modifier) or be frightened by you for 1 minute. The creature can make another saving throw at the end of its turns to end the effect.

In addition, once per turn when you hit a creature frightened by you, you cause additional psychic damage equal to 20 - your current amount of satisfaction, and gain 1 satisfaction.

Multiclassing[edit]

Before gaining levels in cannibal, a character must first willingly taste flesh from a creature of its same race.

Prerequisites. To qualify for multiclassing into the cannibal class, you must meet these prerequisites: 13 Constitution.

Proficiencies. When you multiclass into the cannibal class, you gain the following proficiencies: simple weapons and light armor.

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