Deep Scion (5e Class)

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Deep Scion[edit]

You're shipwrecked; alone on a lifeboat in the middle of the ocean, adrift for days. The rest of your crew didn't survive the pirate assault, and you weren't able to get your hands on any supplies in your haste to escape. In the back of your mind, you feel a presence prodding, and when its towering tentacles drag you to the depths below, you are too week to resist. In the darkness, you feel every bone in your body splinter and reset. In the end, you feel new life breathed within you, but you belong to the depths now.

You're in your coastal hometown, your friends and family in awe of your survival. As drinks fly, you pull your local leader to the side, speaking of some vague impending doom. Following him to a secluded side room, you close the door behind you as you reveal your monstrous true form, silencing him with a single stroke of your claws. Your deep lord will come, and you have already begun paving the way.

Prestige Class: Deep Scion[edit]

Deep scions are the servants of the lords of the deep; krakens, morkoths, and the like. Through an ancient ritual, mortal men are twisted into amphibious shapechangers in order to further their lord's goals. As a result of this ritual, much of the personhood of the psion is scrubbed, and though they retain their memories and ability to at least act out emotional responses, they typically see their monstrous form to be their true self, and their prior form to be nothing more than a mask.

Prerequisites[edit]

To qualify for multiclassing into the deep scion class, you must meet these prerequisites:

Minimum Level: 1st level in any other class.
Ability Score Minimum: Constitution 13 or Wisdom 13
Type: You must be humanoid.
Special: You must undergo a transformation ritual preformed by an evil aquatic creature with a of CR 12 or higher (usually a kraken).

Class Features[edit]

As a Deep Scion you gain the following class features.

Hit Points

Hit Dice: 1d8 per Deep Scion level
Hit Points per Level: 1d8 (or 5) + Constitution modifier per Deep Scion level

Proficiencies


Level Proficiency
Bonus
Features
1st Aquatic Servant
2nd Aquatic Shapechanger
3rd Toothy Maw
4th Ability Score Increase
5th Extra Attack
6th Clawed Fins
7th Deep Hunter
8th Ability Score Increase
9th Psychic Screech


Aquatic Servant[edit]

At 1st level, your humanoid body is twisted to travel to your master's depths. You can speak, read, and write Aquan, and can breathe air and water. Additionally, you have 60 feet of darkvision. If you already have darkvision, its radius increases by 30 feet.

Aquatic Shapechanger[edit]

At 2nd level, as an action, you may polymorph into a humanoid-piscine hybrid form, or back into your true form. Your statistics are the same in each form unless otherwise stated. Any equipment it is wearing or carrying isn't transformed. You revert to your true form if you die.

While in your hybrid form, your walking speed decreases by 10 feet, and you gain a swimming speed equal to twice your walking speed.

Toothy Maw[edit]

At 3rd level, while in hybrid form, your mouth is covered in rows upon rows of pointed teeth. Your bite is a natural weapon, which you can use to make unarmed strikes. If you hit with it, you deal piercing damage equal to 1d4 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike. You may only make one bite attack on each of your turns.

Ability Score Increase[edit]

When you reach 4th level, and again at 8th 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.

Extra Attack[edit]

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

Clawed Fins[edit]

At 6th level, while in hybrid form, your hands end in sharp claws. Your claws are natural weapons, which you can use to make unarmed strikes. If you hit with them, you deal slashing damage equal to 1d6 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike.

Deep Hunter[edit]

At 7th level, you are equipped to hunt down your master's foes on land as well as sea. Your darkvision range increases by 30 feet. Additionally, when you make at least one claw attack on your turn, you may make a bite attack on the same turn as a bonus action.

Psychic Screech[edit]

At 8th level, as an action, you may emit a terrible scream audible within 300 feet. Creatures within 30 feet of you must make a Wisdom saving throw with a DC equal to 8 + your proficiency bonus + your Wisdom modifier. On a failure, a creature is stunned until the end of your next turn. In water, the psychic screech also telepathically transmits your memories of the last 24 hours to your master, regardless of distance, so long as you and your master are in the same body of water.

You may use this feature once, regaining use at the end of your next short or long rest.

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