Gnoll Supplicant (5e Class)

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Gnoll Supplicant[edit]

All gnolls bear an innate connection to the demon lord Yeenoghu. While not all gnolls fervently worship the Ruler of Ruin, those that do are twisted into his demonic servants. This worship is not an ascetic act but a warpath of death and revelry.

Class Features[edit]

As a Gnoll Supplicant you gain the following class features.

Hit Points

Hit Dice: 1d8 per Gnoll Supplicant level
Hit Points at 1st Level: 8 + Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + Constitution modifier per Gnoll Supplicant levelafter 1st

Proficiencies

Armor: Light armor, medium armor, shields
Weapons: simple weapons, martial weapons
Tools: None
Saving Throws: Constitution, Charisma
Skills: Choose two skills from Acrobatics, Animal Handling, Athletics, Intimidation, Perception, Performance, Stealth, and Survival

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

Level Proficiency
Bonus
Features
1st +2 Hyena Kinship
2nd +2 Twisted Vocation
3rd +2 Ceaseless Hunt
4th +2 Ability Score Increase
5th +3 Extra Attack
6th +3 Twisted Vocation feature
7th +3 Death Revelry
8th +3 Ability Score Increase
9th +4 Tantekurash
10th +4 Chosen of Yeenoghu, Twisted Vocation feature


Hyena Kinship[edit]

At 1st level, you can communicate simple ideas with hyenas when you speak Gnoll, and you have advantage on Charisma checks against them.

Some of your supplicant features require your target to make a saving throw to resist the feature's effects. The saving throw DC is calculated as follows:

Supplicant save DC = 8 + your proficiency bonus + your Constitution modifier

Twisted Vocation[edit]

At 2nd level, you learn in what way Yeenoghu has called you to worship. Choose between Pack Lord and Fang of Yeenoghu, both detailed at the end of the class description. Your choice grants you features at 2nd level, and again at 6th and 10th level.

Ceaseless Hunt[edit]

At 3rd level, Yeenoghu calls you to hunt at all times. You no longer need to sleep. Instead, you meditate deeply, remaining semiconscious, for 4 hours a day. While meditating, you can dream after a fashion; such dreams are actually mental exercises that have become reflexive through years of practice. After resting in this way, you gain the same benefit that a human does from 8 hours of sleep.

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.

Death Revelry[edit]

At 7th level, you praise the Beast of Butchery at all times, even in the face of your own butchery. When you make a death saving throw, you may make a Charisma (Performance) check instead of rolling a d20. If the result is 10 or higher, you succeed. Otherwise, you fail.

Tantekurash[edit]

At 9th level, as a reaction when you reduce a humanoid with a CR equal to or lower than half your proficiency bonus to 0 hit points, you may crush their soul, turning them into your kryshantel; your thrall. The target must succeed a Charisma saving throw or be charmed by you. This condition can only be removed with a remove curse spell or similar magic. You can cast suggestion non-magically on a creature charmed in this way without spending a spell slot. You can have a number of creatures charmed in this manner equal to your proficiency bonus, and you may end its effects on a creature at will. When this effect ends, the creature it was effecting becomes hostile to you.

Chosen of Yeenoghu[edit]

At 10th level, when you kill a creature, its body is cursed by Yeenoghu's influence. Until the body is affected by a remove curse spell, a soul can not occupy it and any hyena that consumes any part of it becomes a gnoll.

Pack Lord[edit]

Pack lords are chosen to lead Yeenoghu's children when tact and cunning are most necessary. To be chosen, they must excel at tactical strategy and logistics, at least as far as they apply to gnoll packs.

Spellcasting Ability

Strength is your spellcasting ability for your Pack Lord spells, since your spells originate in your service to the Lord of Savagery. You use your Strength whenever a spell refers to your spellcasting ability. In addition, you use your Strength modifier when setting the saving throw DC for a Pack Lord spell you cast and when making an attack roll with one.

Spell save DC = 8 + your proficiency bonus + your Strength modifier

Spell attack modifier = your proficiency bonus + your Strength modifier

Incite Rampage

At 2nd level, your words are like blood on a gnoll's tongue. As an action, one creature you can see within 30 ft. of you that has the Rampage trait and can hear you can use its reaction to make a melee attack. You may use this feature once, regaining use at the end of a short rest.

Pack Commander

At 6th level, gnolls and hyenas follow your barks without question. You may use Incite Rampage as an action without expending its use or as a bonus action, and it may target a Beast you can see within 30 ft. of you that has the Pack Tactics trait and can hear you.

Additionally, you have advantage on an attack roll against a creature if at least one of allies is within 5 feet of the creature and the ally isn't incapacitated.

Bone Lord

At 10th level, Yeenoghu's power flows through your prey even after the butchery has ceased. You gain proficiency in improvised weapons made of bone, you may use any bone as a spellcasting focus, you learn the chill touch and shillelagh cantrips, the latter of which you may cast it on any weapon made of bone.

Additionally, you learn the inflict wounds, hex, and augury spells, and can cast each of these spells once without expending a spell slot. Once you cast any of these spells, you can't cast it again with this feature until you finish a long rest.

Fang of Yeenoghu[edit]

Fangs of Yeenoghu are chosen to lead Yeenoghu's children when the time for butchery has come. To be chosen, they must be unrivaled in combat.

Alu-Fang

At 2nd level, the spirit of one of Yeenoghu's demons inhabits your body, though it has yet to twist you into its image. You can speak, read, and write Abyssal and your type becomes Fiend. Additionally, if you hit with your bite, you deal piercing damage equal to 1d6 + your Strength modifier, instead of the piercing damage normal for your bite, and the target must succeed on a Constitution saving throw or take 2d6 poison damage.

Clawed Horror

At 6th level, your fur grows thick and light, and your claws triple in length. Your claws are natural weapons, which you can use to make unarmed strikes. If you hit with them, you deal slashing damage equal to 1d8 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike. Additionally, you may engage in two-weapon fighting with your claws.

Flind

At 10th level, you and the demonic spirit within you have become one. While you are not incapacitated, any creatures within 10 ft. of you that has the Rampage trait can make a bite attack as a bonus action.

Additionally, your bite and claws count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage. While you are not wearing any armor, your Armor Class equals 10 + your Strength modifier + your Charisma modifier and you gain a bonus to your claws and bites' damage rolls equal to your Charisma modifier. You can use a shield and still gain this benefit.


Multiclassing[edit]

Prerequisites. To qualify for multiclassing into the gnoll supplicant class, you must meet these prerequisites: Charisma 13

Proficiencies. When you multiclass into the <!-class name-> class, you gain the following proficiencies: Performance

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