Sideshow (Anime Supplement)
Sideshow[edit]
Natural vs Supernatural[edit]
Sideshows are individuals who have found themselves engulfed in a world of terrifyingly powerful supernatural powers. Sun magic and ghostly apparitions are just a handful of what these heroes have to put up with, all without supernatural powers of their own. Some sideshows make up for this by augmenting their bodies with World War era cybernetic technology, while others simply survive with their street wit alone.
Creating a Sideshow[edit]
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- Quick Build
You can make a Sideshow quickly by following these suggestions. First, Intelligence should be your highest ability score, followed by Strength or Dexterity.
Class Features
As a Sideshow you gain the following class features.
- Hit Points
Hit Dice: 1d10 per Sideshow level
Hit Points at 1st Level: 10 + Constitution modifier
Hit Points at Higher Levels: 1d10 (or 6) + Constitution modifier per Sideshow level after 1st
- Proficiencies
Armor: Light, medium armor
Weapons: Simple and martial weapons
Tools: Any 1 tool kit of your choice
Saving Throws: Intelligence, Strength
Skills: Choose 3 of any skill
- Equipment
You start with the following equipment, in addition to the equipment granted by your background:
- A set of common clothes
- (a) Dungeoneer’s Pack or (b) Explorer’s Pack
- If you are using starting wealth, you have 5d20 x 10 in funds.
Level | Proficiency Bonus |
Features | Spirit points |
---|---|---|---|
1st | +2 | Show, Spirit Points | 1 |
2nd | +2 | Brainstorm | 2 |
3rd | +2 | Show feature | 3 |
4th | +2 | Ability Score Improvement | 4 |
5th | +3 | Side Character | 5 |
6th | +3 | Extra Attack | 6 |
7th | +3 | Show feature | 7 |
8th | +3 | Ability Score Improvement | 8 |
9th | +4 | Show feature | 9 |
10th | +4 | Offscreen Time, Resistant | 10 |
11th | +4 | Show feature | 11 |
12th | +4 | Ability Score Improvement | 12 |
13th | +5 | Show feature | 13 |
14th | +5 | Extra Attack | 14 |
15th | +5 | Show feature | 15 |
16th | +5 | Ability Score Improvement | 16 |
17th | +6 | Show feature | 17 |
18th | +6 | Benefit of the Doubt | 18 |
19th | +6 | Ability Score Improvement | 19 |
20th | +6 | Do or Die | 20 |
Show[edit]
At 1st level, you choose your show, all detailed at the end of this class description. Your show determines your starting equipment. You gain additional show features at 3rd, 7th, 9th, 11th, 13th, 15th, and 17th levels.
- Your Sideshow save DC = 8 + your Intelligence modifier + your Proficiency bonus
- Your Sideshow spell attack bonus = your Intelligence modifier + your Proficiency bonus
Spirit Points[edit]
Many features require expending Spirit Points to activate. The number of spirit points you have is shown in the Sideshow table. You regain all expended Spirit Points after completing a long rest.
Brainstorm[edit]
At 2nd level, you develop a form of on-the-fly applicable thought indicative of sideshows. When you are targeted by an effect in which you must make a saving throw or the entity initiating the effect makes any sort of attack roll or skill check, you may spend 1 spirit point to contest it with an Intelligence saving throw, completely ignoring the effect on a success.
Ability Score Improvement[edit]
When you reach the 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase any score of your choice by 2, or you can increase 2 of them by 1. As normal, you can’t increase an ability score above 20 using this feature.
Side Character[edit]
At 5th level, you aren't flashy, but that doesn't mean you aren't skilled or important in your own way. You gain the background feature of a background you did not pick during character creation. If the background feature you picked upon character creation had more than 1 available feature, you may instead take the feature of that background you did not take.
Alternate Feature: Sideshow Perk[edit]
At 5th level, you may instead gain a Sideshow Perks. You may gain an additional Sideshow Perk at 10th level in place of Offscreen Time, and at 17th level in place of Benefit of the Doubt.
Extra Attack[edit]
At 6th level, when you take the attack action, you may attack an additional time. You gain an additional attack at 14th level.
Offscreen Time[edit]
At 10th level, you make the most of your time, in and out of combat. When you would do a downtime activity, you may instead do two.
Resistant[edit]
At 10th level, choose one of the following ability scores. When you are subjected to an effect that allows you to make a saving throw of the chosen ability to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.
- Brawn - Strength
- Evasion - Dexterity
- Endurance - Constitution
- Discernment - Wisdom and Intelligence
- Repulsion - Charisma
Benefit of the Doubt[edit]
At 17th level, people aren't quite sure what to make of you, making it easier for you to make something out of them. When a creature who shares a language with you would attempt to start combat or flee from you, you gain advantage on any skill checks to prevent them from committing said activity.
Do or Die[edit]
At 20th level, you fully understand that necessity is the mother of invention. At will on your turn for 2 spirit points or at any time for 5 spirit points, you may immediately take an action.
Shows[edit]
JoJo's Bizarre Adventure Shows[edit]
Vampire Lord[edit]
Beyond mortality, beyond humanity, vampires have haunted the shadows of the world for far longer than anyone would like to admit. You have taken these powers and found the most extreme extents of them.
- Equipment
At 1st level, if you did not multiclass into this class, you gain the following equipment:
- One set of extravagant clothes.
- 10 daggers
- MUDA
Starting at 1st level, you become a vampire through use of a stone mask. You are vulnerable to radiant damage but resistant to poison and necrotic damage, and your creature type becomes Undead. If an amount of skin equal to the surface of your head or greater is in direct sunlight, you take 2d4 radiant damage at the end of each of your turns, or every 6 seconds outside of initiative. Creatures attempting to reveal you may do so as the result of a successful shove attempt. Recovering yourself requires an action.
You no longer age or need to sleep, and you count as one size larger for the sake of how much you can push, pull, or lift.
- Bloodlust
At 3rd level, you can enter a state of bloodlust where your abilities are enhanced. As a bonus action for 1 spirit point, you may enter Bloodlust for 1 hour or until you end it as a bonus action, are knocked unconscious, or lose the Bloodlusted condition.
Upon activating Bloodlust, you become bloodlusted gain the following benefits:
- You gain temporary hit points equal to your Sideshow level times half your Constitution modifier rounded up (minimum 1).
- You gain resistance to non-magical piercing, slashing, and bludgeoning damage.
- You ignore difficult terrain.
- Your unarmed strikes deals 2d6 + your Intelligence modifier bludgeoning, slashing, or piercing damage.
- WRYYYYY
At 7th level, you gain the effects of the Bloodlust feature whenever you become bloodlusted, and you gain one of the following:
- Do you remember how many bread you've eaten?
- As an action for 2 spirit points, you may force a creature within 30 feet to attempt a Charisma saving throw. On a failure, you hypnotize them with your vampiric charisma, charming them for 1 minute or until they take any radiant damage.
- Hinjaku Hinjaku
- As an action for 2 spirit points while you are grappling a creature, you may drop your temperature to absolute 0, making them become petrified for as long as you are grappling them and 1 minute after you release your grapple or until they take damage. They may attempt a Constitution or Wisdom saving throw at the end of each of their turns you are not grappling them, ending this effect early on a success.
- I can be your friend... Kakyoin-kun
- When you affect a creature with Do you remember how many breads you've eaten?, you may spend 2 additional spirit points to force the target to attempt a Dexterity saving throw. On a failure, a spike made of your flesh stabs itself through the target's forehead, causing the feature's effects to last until the flesh bud is removed. A creature attempting to remove the flesh bud must spend an action to attempt a Dexterity or Strength saving throw, followed by an Acrobatics or Athletics skill check. Of they fail the saving throw, the creature with the flesh bud inside them dies instantly. If they fail the skill check, they become subject to this feature's effects. A removed flesh bud is mechanically identical to you, but has 15 hit points and no spirit points, is Tiny, and can only move and use its action to reinject itself into another creature in the same manner as you using this feature without the spirit point cost.
- Seeing you alive makes me realize my inner weakness as emperor...
- While a creature is petrified by Hinjaku Hinjaku, they take additional damage from all sources equal to your proficiency bonus which bypasses resistance and damage threshold and are killed instantly if they are reduced to 0 hit points. As a reaction for 1 spirit point when you are targeted by a melee attack that wouldn't deal fire, lightning, or radiant damage, you may immediately attempt to grapple them. On a successful grapple attempted in this way, you may immediately use Hinjaku Hinjaku as part of the same reaction.
- I REJECT MY HUMANITY
Starting at 9th level, you have begun to completely embrace your power. While Bloodlust is active, you regain 2d6 + your Sideshow level hit points at the start of each of your turns; this only works if you have at least 1 hit point remaining, you are not at maximum hit points, and you have not taken radiant damage since the beginning of your previous turn. When you have been brought down to 0 hit points, you may spend 1 spirit point to survive with 1 hit point and continue fighting. If you would be killed by the hit, you are forced to spend 2 spirit points to do so, but this ordeal renders you incapacitated until the end of your next turn. You may spend 1 additional spirit point to regain an additional 2d6 + your Sideshow level hit points during either of the aforementioned occurrences. If you lost any limbs or body parts, but they are still intact and within reach, you can spend 1 spirit point as a free action to reattach it.
- Blood Drain
Beginning at 11th level, while in Bloodlust, your attacks tap into the life essence of your enemies. On a hit with an unarmed strike, you regain hit points equal to the damage you deal unless the target is an elemental, construct, or undead to a maximum of twice the target's proficiency bonus.
When you reduce a creature's hit points to 0 and would regain hit points from this feature, you may instead raise them as an undead after 1 minute. They regain hit points equal to the damage you dealt that reduced to them to 0 hit points, they gain the Zombie feature, and they become charmed by you.
As an action, you may spend 1 spirit point to completely absorb the life essence of a willing or unconscious creature that is not an elemental, construct, or undead, regaining hit points as if you had hit them with an unarmed strike and spirit points equal to half their proficiency bonus rounded down, fulfilling your daily requirement of food and water, and instantly killing them.
- Compared to me, you are but a monkey!
At 11th level, you evolve your mastery over your mind or body. you gain one benefit granted by WRYYYYY you do not already have.
- Oh? You're approaching me?
At 13th level, you gain advantage on Intelligence ability checks and saving throws. When you take the Attack action, you may make an additional unarmed strike as part of the action.
- I believe that to "live" is to overcome "fear"
At 15th level, you gain one benefit granted by WRYYYYY you do not already have.
- This is the greatest high!
At 17th level, you are permanently under the effects of Bloodlust. When you are reduced to 0 hit points by any damage other than radiant damage, you are paralyzed instead of incapacitated. Additionally, you gain the benefit granted by Compared to me, you are but a monkey!.
Cyborg[edit]
Cyborgs are people augmented with cybernetic technology, most notably from the World War era.
- Equipment
At 1st level, if you did not multiclass into this class, you gain the following equipment:
- 10 fragmentation grenades.
- Any one modern ranged weapon with enough ammunition to fill it 3 times.
- A walkie-talkie.
- More Than Human
At 1st level, most of your body has become mechanical. You become resistant to slashing and necrotic damage, immune to poison damage, and vulnerable to lightning damage. Additionally, your type becomes Construct.
- More than double Satana's capability!
At 3rd level, are able to crush up to 27,375 PSI. You gain advantage on checks to maintain a grapple and on saving throws to escape from being restrained.
- A true Übermensch!
At 7th level, you gain one weapon of your choice that you are proficient with. Firing this weapon does not require use of either of your hands, it does not count against your encumbrance, and wielding it does not affect your movement speed. You may spend 1 spirit point to instantly reload without expending an action or bonus action.
- Your final opponent is right here
At 9th level, your enhanced eyesight increases your capabilities. As a bonus action for 1 spirit point, your ranged attacks no longer have disadvantage from their target being in their long range, you gain advantage on Perception and Investigation checks, and you can see invisible creatures for 1 minute.
- German science is the greatest in the world!
At 11th level, as an action for 1 spirit point, you can activate a UV laser housed inside your eye. All creatures in a 60 ft. line must attempt a Dexterity saving throw, taking 5d6 + your Intelligence modifier radiant damage on a failure, or half as much damage on success.
- This plane will be your coffin
At 13th level, as an action for 2 spirit points, you can fire your arm at any creature within 60 feet. The target must make a Dexterity saving throw. On a failure, they are restrained and their movement speed drops to 0 as they are pinned to the nearest wall or ground for 1 minute and they take 1d6 piercing damage for every 10 feet of remaining movement to a maximum of 20d6. On a success, they take half as much damage. They may attempt a Strength saving throw at the end of each of their turns, ending this effect early on a success.
- I'm prepared to do my duty!
At 15th level, you're more machine than man. While you have at least 1 spirit point, you are immune to the incapacitated condition, you can speak while paralyzed or petrified, and you remain aware of your surroundings while petrified. When you drop to 0 hit points while you have at least 1 Hamon point, you become paralyzed instead of unconscious.
- We are the world's greatest!
At 17th level, when you take the Attack action, you may spend spirit points to make an equal number of additional attacks to a maximum of half your level, rounded down.
Pillar of Wind[edit]
More than a vampire, you were born as an immortal creature of the night, constantly searching for an individual capable of quenching your thirst for combat.
- Equipment
At 1st level, if you did not multiclass into this class, you gain the following equipment:
- One set of extravagant clothes.
- Awaken, my masters!
Starting at 1st level, you become a vampire through use of a stone mask. You are vulnerable to radiant damage but resistant to poison and necrotic damage, and your creature type becomes Undead. If an amount of skin equal to the surface of your head or greater is in direct sunlight, you take 2d4 radiant damage at the end of each of your turns, or every 6 seconds outside of initiative. Creatures attempting to reveal you may do so as the result of a successful shove attempt. Recovering yourself requires an action.
You no longer age or need to sleep, and you count as one size larger for the sake of how much you can push, pull, or lift.
- Wind Mode
At 3rd level, as a bonus action for 1 spirit point, you may enter Wind Mode for 1 hour or until you end it as a bonus action or are knocked unconscious.
Upon activating Wind Mode, you gain temporary hit points equal to your Sideshow level times half your Constitution modifier rounded up (minimum 1), gain resistance to non-magical piercing, slashing, and bludgeoning damage, you ignore difficult terrain, and your AC becomes 10 + your Dexterity modifier + your proficiency bonus while you are not wearing armor. Your unarmed strikes deals 2d6 + your Strength modifier thunder damage.
- Divine Sandstorm
Starting at 7th level, as an action for 2 spirit points while in Wind Mode, all creatures in a 60 foot cone must attempt a Constitution or Dexterity saving throw. On a failure, they take 4d6 + your Intelligence modifier thunder damage and are knocked prone. On a success, they take half as much damage and are knocked prone.
- Perhaps the reason I wandered through these 12,000 years was just to have met you...
Starting at 9th level, you have begun to completely embrace your power. While Wind Mode is active, you regain 2d6 + your Sideshow level hit points at the start of each of your turns; this only works if you have at least 1 hit point remaining, you are not at maximum hit points, and you have not taken radiant damage since the beginning of your previous turn. When you have been brought down to 0 hit points, you may spend 1 spirit point to survive with 1 hit point and continue fighting. If you would be killed by the hit, you are forced to spend 2 spirit points to do so, but this ordeal renders you incapacitated until the end of your next turn. You may spend 1 additional spirit point to regain an additional 2d6 + your Sideshow level hit points during either of the aforementioned occurrences. If you lost any limbs or body parts, but they are still intact and within reach, you can spend 1 spirit point as a free action to reattach it.
- Blood Drain
Beginning at 11th Level, while in Wind Mode, your attacks tap into the life essence of your enemies. On a hit with an unarmed strike, you regain hit points equal to the damage you deal unless the target is an elemental, construct, or undead to a maximum of twice the target's proficiency bonus.
When you reduce a creature's hit points to 0 and would regain hit points from this feature, you may instead raise them as an undead after 1 minute. They regain hit points equal to the damage you dealt that reduced to them to 0 hit points, they gain the Zombie feature, and they become charmed by you.
As an action, you may spend 1 spirit point to completely absorb the life essence of a willing or unconscious creature that is not an elemental, construct, or undead, regaining hit points as if you had hit them with an unarmed strike and spirit points equal to half their proficiency bonus rounded down, fulfilling your daily requirement of food and water, and instantly killing them.
- Wind Suit
At 11th level, as an action for 3 spirit points while in Wind Mode, you can enter Wind Suit for 1 minute. You become invisible and no longer take damage from being in direct sunlight, and you gain a +2 bonus to your AC and your unarmed strikes' attack and damage rolls.
- This is the honor I give you before you die!
At 13th level, you may spend any amount of spirit points as a bonus action, reducing any damage you take by twice as much until the end of your next turn.
- You are already worthy of being killed by my hands!
At 15th level, while Wind Mode is active, any creature that comes within 5 feet of you must attempt a Dexterity saving throw to avoid touching your shadow. On a failure, you reflexively make an unarmed strike against them without using your reaction.
- Final Mode: Atmospheric Rift
At 17th level, as an action, you compress the air around you into a pressure beam of greater intensity that even Space Ripper Stingy Eyes, but doing so rips apart your body. Your unarmed strikes and Divine Sandstorm deal twice as much damage, and your unarmed strikes target all creatures in a 60 ft. line, but you take half the damage you deal each time you make an unarmed strike or use Divine Sandstorm. If you use Wind Suit while this feature is active, its bonus increases to +3, but you do not become invisible and take 2d6 fire damage at the end of each turn it is active.
Pillar of Heat[edit]
More than a vampire, you were born as an immortal creature of the night, constantly reveling in pain and suffering.
- Equipment
At 1st level, if you did not multiclass into this class, you gain the following equipment:
- One set of extravagant clothes.
- I devoured so many Ripple users like you that I got sick of it!
Starting at 1st level, you become a vampire through use of a stone mask. You are vulnerable to radiant damage but resistant to poison and necrotic damage, and your creature type becomes Undead. If an amount of skin equal to the surface of your head or greater is in direct sunlight, you take 2d4 radiant damage at the end of each of your turns, or every 6 seconds outside of initiative. Creatures attempting to reveal you may do so as the result of a successful shove attempt. Recovering yourself requires an action.
You no longer age or need to sleep, and you count as one size larger for the sake of how much you can push, pull, or lift.
- Flame Mode
At 3rd level, as a bonus action for 1 spirit point, you may enter Flame Mode for 1 hour or until you end it as a bonus action or are knocked unconscious.
Upon activating Flame Mode, you gain temporary hit points equal to your Sideshow level times half your Constitution modifier rounded up (minimum 1), gain resistance to non-magical piercing, slashing, and bludgeoning damage, you ignore difficult terrain, and you deal fire damage equal to your proficiency bonus to any creature you damage. Your unarmed strikes deals 2d6 + your Wisdom modifier fire damage.
- Erratic Blaze King Mode
Starting at 7th level, as an action for 1 spirit point while in Flame Mode, you can enter Erratic Blaze King Mode for 1 minute. You gain an additional 15 feet of reach and Flame Mode's bonus fire damage is doubled as your prehensile veins extend from your body.
- It is still a little soon for you to have the right to fight me!
Starting at 9th level, you have begun to completely embrace your power. While Bloodlust is active, you regain 2d6 + your Sideshow level hit points at the start of each of your turns; this only works if you have at least 1 hit point remaining, you are not at maximum hit points, and you have not taken radiant damage since the beginning of your previous turn. When you have been brought down to 0 hit points, you may spend 1 spirit point to survive with 1 hit point and continue fighting. If you would be killed by the hit, you are forced to spend 2 spirit points to do so, but this ordeal renders you incapacitated until the end of your next turn. You may spend 1 additional spirit point to regain an additional 2d6 + your Sideshow level hit points during either of the aforementioned occurrences. If you lost any limbs or body parts, but they are still intact and within reach, you can spend 1 spirit point as a free action to reattach it.
- Blood Drain
Beginning at 11th Level, while in Flame Mode, your attacks tap into the life essence of your enemies. On a hit with an unarmed strike, you regain hit points equal to the damage you deal unless the target is an elemental, construct, or undead to a maximum of twice the target's proficiency bonus.
When you reduce a creature's hit points to 0 and would regain hit points from this feature, you may instead raise them as an undead after 1 minute. They regain hit points equal to the damage you dealt that reduced to them to 0 hit points, they gain the Zombie feature, and they become charmed by you.
As an action, you may spend 1 spirit point to completely absorb the life essence of a willing or unconscious creature that is not an elemental, construct, or undead, regaining hit points as if you had hit them with an unarmed strike and spirit points equal to half their proficiency bonus rounded down, fulfilling your daily requirement of food and water, and instantly killing them.
- Erratic Blaze King's Giant Cartwheel Prison
At 11th level, as an action for 4 spirit points while in Erratic Blaze King Mode, one creature within 5 feet must attempt a Strength saving throw. On a failure, they take the damage of two unarmed strikes and are restrained for 1 minute and take 3d6 fire damage at the beginning of each of their turns for 1 minute as you cover them in boiling blood. On a success, they only take half as much damage. They may retry this saving throw at the end of each of their turns, ending this effect early on a success.
- Your next line is "I'll wipe that smile off your face!"...
At 13th level, when you make a successful attack against a creature, you may spend 2 spirit points to force them to make a Charisma saving throw, becoming frightened for 1 minute on a failure. They may retry this saving throw at the end of each of their turns, ending this effect early on a success.
- Men with a look like that in their eyes die quickly when they run into me.
At 15th level, as an action for 2 spirit points, you may end any conditions affecting you as you allow all of your emotions to leave your body at once.
- Let me hear that dry, guttural howl of despair!!!
At 17th level, when you are killed, you become a tiny brain with half your movement speed and an equal climbing speed. You can only use your action to tether yourself to a creature. If you remain tethered to the same creature for 24 hours, you return to your normal state and they die instantly.
Pillar of Light[edit]
More than a vampire, you were born as an immortal creature of the night, constantly searching for the light.
- Equipment
At 1st level, if you did not multiclass into this class, you gain the following equipment:
- One set of extravagant clothes.
- Don't you wish to tame the sun?!
Starting at 1st level, you become a vampire through use of a stone mask. You are vulnerable to radiant damage but resistant to poison and necrotic damage, and your creature type becomes Undead. If an amount of skin equal to the surface of your head or greater is in direct sunlight, you take 2d4 radiant damage at the end of each of your turns, or every 6 seconds outside of initiative. Creatures attempting to reveal you may do so as the result of a successful shove attempt. Recovering yourself requires an action.
You no longer age or need to sleep, and you count as one size larger for the sake of how much you can push, pull, or lift.
- Light Mode
At 3rd level, as a bonus action for 1 spirit point, you may enter Light Mode for 1 hour or until you end it as a bonus action or are knocked unconscious.
Upon activating Light Mode, you gain temporary hit points equal to your Sideshow level times half your Constitution modifier rounded up (minimum 1), gain resistance to non-magical piercing, slashing, and bludgeoning damage, you ignore difficult terrain, and your unarmed strikes gain a bonus to their damage rolls equal to twice your proficiency bonus. Your unarmed strikes deals 2d6 + your Dexterity modifier slashing damage.
- Geez... have humans devolved since the past?
Starting at 7th level, when you take the Attack action, you may spend spirit points to make an equal number of additional unarmed strikes to a maximum of 3. When you would make an unarmed strike, you may instead force the target to attempt a Wisdom saving throw, becoming blind for 1 minute. They may retry this saving throw at the end of each of their turns, ending this effect early on a success.
- Foolish... we are immortal
Starting at 9th level, you have begun to completely embrace your power. While Bloodlust is active, you regain 2d6 + your Sideshow level hit points at the start of each of your turns; this only works if you have at least 1 hit point remaining, you are not at maximum hit points, and you have not taken radiant damage since the beginning of your previous turn. When you have been brought down to 0 hit points, you may spend 1 spirit point to survive with 1 hit point and continue fighting. If you would be killed by the hit, you are forced to spend 2 spirit points to do so, but this ordeal renders you incapacitated until the end of your next turn. You may spend 1 additional spirit point to regain an additional 2d6 + your Sideshow level hit points during either of the aforementioned occurrences. If you lost any limbs or body parts, but they are still intact and within reach, you can spend 1 spirit point as a free action to reattach it.
- Blood Drain
Beginning at 11th Level, while in Light Mode, your attacks tap into the life essence of your enemies. On a hit with an unarmed strike, you regain hit points equal to the damage you deal unless the target is an elemental, construct, or undead to a maximum of twice the target's proficiency bonus.
When you reduce a creature's hit points to 0 and would regain hit points from this feature, you may instead raise them as an undead after 1 minute. They regain hit points equal to the damage you dealt that reduced to them to 0 hit points, they gain the Zombie feature, and they become charmed by you.
As an action, you may spend 1 spirit point to completely absorb the life essence of a willing or unconscious creature that is not an elemental, construct, or undead, regaining hit points as if you had hit them with an unarmed strike and spirit points equal to half their proficiency bonus rounded down, fulfilling your daily requirement of food and water, and instantly killing them.
- Alpha. Omega. I am now both.
At 11th level, while Light Mode is active, your unarmed strikes ignore damage reduction and threshold.
- I'll kill you in a minute...
At 13th level, as an action, you may make a single unarmed strike with a bonus to its critical threshold equal to the number of spirit points you spend as part of the attack.
- All that matters... is to get the final victory!
At 15th level, as a reaction when an attack is made against you while Light Mode is active, you may attempt to cut the source of the attack, decreasing the damage dealt by your unarmed strike's damage. If this reduces an attack's damage to 0, the weapon, or ammunition if it was a ranged attack, is destroyed, or the target takes your unarmed strike's damage if no weapon or ammunition was used.
You may spend 1 spirit point when you use this reaction to gain a number of additional reactions equal to the number of attacks you can make when you take the Attack action - 1 that can only be used to take this reaction. You may spend spirit points to increase the number of reactions granted by an equal number to a maximum of 3.
- Perfect Life-Form
At 17th level, you can spend 250,000 xp, 2,000,000 gold, & 1 year creating a Red Stone of Aja.
Spin User[edit]
Making use of the energy generated by objects spinning close to perfection, as found in the Golden Rectangle, a form of mathematically endless spiral, you are able to manipulate elements of reality that also follow the Golden Rectangle; in a sense, everything.
- Equipment
At 1st level, if you did not multiclass into this class, you gain the following equipment:
- 2 steel balls.
- One horse with a fitted saddle.
- Nyohoho...
At 1st level, you begin to understand the spin. When you make a thrown attack with your steel balls, they return to your possession.
- Golden Ratio
At 3rd level, as a bonus action for 1 spirit point, you may induce the golden ratio within one of your steel balls until the end of your turn, causing the next creature it touches to gain one of the following:
- Two of their body parts of your choice count as being at their highest tier's maximum hit points until the end of your next turn.
- They lose 1 condition of your choice, not including exhaustion.
- They lose 1 level of exhaustion.
- They lose the effects of one other effect of your choice, not including those of their own features or items.
- They may immediately make one melee attack of their choice, even if they would be otherwise unable to move.
- Enhanced Spin
At 7th level, when you use Golden Ratio, you may spend 1 additional spirit point to grant the target one of the following as well:
- Their next thrown attack ignores up to three-quarters cover.
- Their next thrown attack deals twice as much damage.
- Their next thrown attack does not have disadvantage from the target being within the weapon's long range.
- They gain a damage reduction of 10 until the end of your next turn.
- Multi-Purpose Spin
At 9th level, when you use Golden Ratio or Enhanced Spin, you may spend grant the target one additional effect for every additional spirit point spent.
- Unique Spin
At 11th level, your spin takes on a form unique to each user. You gain one of the following:
- Self-Spinning
- As a bonus action for 3 spirit point, you may cause your fingernails and toenails to spin for 1 minute. You may spend 1 hit point from one of your arms or legs to make an attack with a nail, which is mechanically identical to throwing a steel ball, but does not require you to move your arms and the nail spent making the attack does not return to you.
- Wrecking Ball
- As a bonus action for 3 spirit point, your steel balls create shockwaves with each throw until the end of your next turn. When you miss a thrown attack with your steel balls, the target must make a Constitution saving throw. On a failure, the attack still deals half as much damage and count as having been touched by your steel ball.
- Executioner's Spin
- As a bonus action for 3 spirit point, you gain a +5 bonus to your steel ball's critical threshold. and your critical hits with your steel balls target three body parts of your choice until the end of your turn.
- Advanced Unique Spin
At 13th level, and again at 15th level, you gain one of the following:
- Nail Ride
- Requires Self-Spinning. As a bonus action while your nails are spinning, you may ride them up to 30 feet in a straight line.
- Drilling Nail
- Requires Self-Spinning. On a hit with one of your nails that deals twice as much damage from Enhanced Spin, you may spend 4 additional hit points from the arm or leg to cause it to leave behind a Tiny hole in existence anywhere within 5 feet of the target that lasts until the end of your next turn. Any creature that enters the hole's space takes force damage equal to your Intelligence modifier + your proficiency bonus that can not be reduced in any way. You may move the hole up to 15 feet in a straight line as an action, or as a bonus action for 1 spirit point.
- Drilling Wormhole
- Requires Drilling Nail. You are immune to the effects of your nail holes. As an action, you may shoot yourself with a drilling nail, still spending 5 hit points from an arm or leg, instantly teleporting you to the space of one of your nail holes.
- Left-Side Ataxia
- Requires Wrecking Ball. When a creature takes damage from your steel ball, you may spend 1 spirit point to force the target to make a Constitution saving throw. On a failure, they lose all sensation on one side of their body, including sight, for 1 minute. They must designate one side of their body as their left at the beginning of each of their turns. Any creatures on that side of them are considered invisible unless they can view their left side with their right side, such as with a mirror. They may attempt a Constitution or Wisdom saving throw to end this effect at the end of each of their turns.
- Explosive Spin
- Requires Wrecking Ball. Your Spin causes infinitely small particles to spin with your steel balls. While under the effects of Wrecking Ball, you may add your proficiency bonus to your steel balls' damage, and their damage can not be reduced in any way.
- As a reaction for 3 spirit point when one of your steel balls hits a creature that is not Tiny, you may cause it to burrow inside the target. As a bonus action, you may cause a creature with a steel ball inside them to make a Constitution saving throw. On a failure, they take 4d6 + your Stand's Strength modifier bludgeoning damage. On a success, they take half as much damage.
- Enhanced Executioner's Spin
- Requires Executioner's Spin. While under the effects of Executioner's Spin, your critical hits with your steel balls target one additional body part, and you may choose which body parts are targeted.
- Golden Spin
At 17th level, your spin is developed enough to perfectly follow the golden ratio, granting them truly infinite energy. As an action for 12 spirit points, or for 6 spirit points immediately after moving 45 ft. in a straight line on a horse at its maximum hit points or being hit by a critical hit from a horses hooves, you and your steel ball attacks are immune to any effects of your choice and you gain one of the following until the end of your next turn:
- Ball Breaker
- As an action, you may make an attack with a steel ball. On a hit, the target begins to age rapidly, causing their maximum hit points to be halved. If this reduces their maximum hit points below your proficiency bonus, they age to dust, killing them instantly.
- Infinite Rotation
- As an action, you may make an attack with a steel ball. On a hit, the target can not be move from their location by any means, and takes 1d4 force damage that can not be reduced at the end of each of their turns. At the end of each of their turns, they may attempt a Strength saving throw. On a failure, they are stunned until the end of their next turn. If anything touches them, it is targeted by this effect as well. This effect only ends if the target is targeted by an effect from this Path.
- Go Beyond
- As an action, you may reduce one of your steel balls to an infinitely-thin line spinning infinitely-fast, taking the form of a sphere. The steel ball becomes invisible and moves in 60 ft. in a random direction at the end of each of your turns. As a bonus action, you may destroy a steel ball under this effect, forcing any creatures within 5 ft. of it to make a Constitution saving throw. On a failure, they take 5d12 + your Stand's Strength modifier force damage. On a success, they take half as much damage.
Baoh: The Visitor Shows[edit]
Baoh Armed Phenomenon[edit]
You were injected with an experimental parasite known only as Baoh.
- Equipment
At 1st level, if you did not multiclass into this class, you gain the following equipment:
- One set of extravagant clothes.
- Two simple weapons or one martial weapon of your choice.
- This is "Baoh"!
At 1st level, you can manifest your parasite temporarily. As a bonus action for 1 spirit point, you gain 60 feet of blindsight that can not be used while you can not smell, and you count as one size larger for the sake of how much you can push, pull, or lift, and you become resistant to bludgeoning, piercing, and slashing damage from nonmagical attacks. This lasts for 1 minute.
- Even the slightest contact will kill you!
At 3rd level, as an action for 2 spirit points on the same turn that you manifest your parasite, you may become immune to the Charmed, Frightened, and Unconscious (except when falling to 0 hit points) conditions, and you regain hit points equal to your unarmed attack's damage at the start of each of your turns if you have at least 1 hit point and spirit point. You may spend 1 spirit point when this happens to double the hit points regained. When you are reduced to 0 hit points, you may spend 1 spirit point to remain at 1 hit point instead. If you would be killed, you must spend 2 spirit points and become incapacitated until the end of your next turn. This lasts until your parasite is no longer manifested.
- Baoh Reskiniharden Saber Phenomenon
Starting at 7rd level, while your parasite is manifested, your unarmed strikes deal 1d6 + your Strength modifier slashing damage and you may make one additional unarmed strike when you take the Attack action.
- Baoh Meltedin Palm Phenomenon
Starting at 9th level, as a bonus action for 1 spirit point while your parasite is manifested, or as a free action for 1 additional spirit point, you may secrete an incredibly volatile enzyme from your palms. One creature you can touch must succeed a Strength saving throw or become poisoned and take 2d4 acid damage at the beginning of each of their turns for 1 minute. They may attempt a Constitution saving throw at the end of each of their turns, ending this effect early on a success.
- Baoh Shooting-Bees Stinger Phenomenon
Beginning at 11th Level, you may turn your hair into red-hot, needle-like projectiles. When you take the attack action, you may spend 1 spirit point to replace any attacks you make with a ranged attack with a range of 30/60 ft. that deals 1d6 + your Strength modifier fire damage.
- Get the hell out of my way!!
At 13th level, as a bonus action for 1 spirit point when you end a grapple, you may force the creature you were grappling to attempt a Dexterity saving throw. On a failure, they are thrown 1d6 x 5 feet. On a success, they are thrown half as far.
- Baoh Break-Dark-Thunder Phenomenon
At 15th level, as an action for 2 spirit points, you produce upwards of 60,000 volts of electricity in the same manner as an electric eel. Every creature in a 30 ft. radius of you must attempt a Constitution saving throw. On a failure, they take 5d6 + your Strength modifier lightning damage and are knocked prone. On a success, they take half as much damage and are still knocked prone.
- The war has only begun... now I'm gunning for you!!
At 17th level, when you manifest your parasite, your unarmed strikes deal twice as much damage, you gain a damage threshold of 12, and you may use any energy-based weapons without spending ammunition or any sort of charging time.
Dress Psychic[edit]
Your naturally-occurring psychic powers were developed by the shady Dress Organization, almost exclusively through inhumane means.
- Equipment
At 1st level, if you did not multiclass into this class, you gain the following equipment:
- One set of extravagant clothes.
- Two simple weapons or one martial weapon of your choice.
- Psychic Instinct
At 1st level, your psychic powers begin to manifest. You are aware of the alignment of any creatures you can see. As an action, or as a bonus action for 1 spirit point, you may learn the current state of one creature you have seen in person on the same plane as you including any conditions affecting them, any hit points and resources they have, and any other major relevant information.
- Precognition
At 3rd level, you become passively aware of the immediate future. As an action for 1 spirit point, you may focus on your precognition. Whenever you roll 1d20, you may add 1d4 to the roll's result, and you can not be surprised. This effect lasts for 1 hour and requires concentration.
- Clairvoyance
At 7th level, when you use Psychic Instinct to learn the current state of a creature, you may also see anything within 30 feet of the target.
- Psychic Liquification
At 9th level, you can release your psychic energy in an uncontrolled blast, vibrating any matter around you. As an action for 2 spirit points, or a reaction when you are targeted by a ranged attack for 3 spirit points, any creatures in a 10 ft. radius of you must make a Strength saving throw. On a failure, they take 3d6 + your Intelligence modifier acid damage and are pushed back 10 ft. and knocked prone. On a success, they take half as much damage. Until the end of your next turn, if a creature enters this range they must succeed a Dexterity saving throw with the same effect, ranged attacks that must pass within the sphere automatically fail, and you gain resistance to nonmagical bludgeoning, piercing, and slashing damage.
- Molecular Vacuum Wave
At 11th Level, you begin to control your psychic blasts. As an action for 2 spirit points, one creature within 60 ft. on you that you can see must attempt a Dexterity saving throw. On a failure, they take 5d6 + your Intelligence modifier acid damage and are pushed back 20 ft. and knocked prone. On a success, they take half as much damage and are moved half as far.
- Molecular Seismic Wave
At 13th level, as an action for 2 spirit points, you may temporarily liquify up to a 10 ft. radius area of a non-magical object within 30 feet of you. Any creatures touching this object must attempt a Dexterity saving throw. On a failure, they take 2d6 + your Intelligence modifier acid damage and are restrained if the liquified area is larger than the area covered by their size category. They may attempt a Strength saving throw as an action, ending this effect on a success. If the liquified area covers the entire object, it is instantly destroyed.
- I'll send you to hell with every last drop of blood in my body!
At 15th level, you are capable of surviving death through raw psychic might. When you are reduced to 0 hit points, you are paralyzed instead of incapacitated. You may spend 3 spirit point while paralyzed in this manner to return to 2d6 + your Intelligence modifier hit points.
- Psychic Might
At 17th level, you are easily the greatest psychic to ever come out of Dress. All features from this Show cost half as many spirit points, rounded down.
Hellsing Shows[edit]
Count[edit]
You have used your vampiric ability to master the blood that you take from others, rather than manipulating your body to manifest any particular effect.
- Equipment
At 1st level, if you did not multiclass into this class, you gain the following equipment:
- One set of extravagant clothes.
- Bird of Hermes is my name, eating my wings to make me tame
At 1st level, you become a vampire through use of a stone mask. You are vulnerable to radiant damage but resistant to poison and necrotic damage, and your type becomes Undead. If an amount of skin equal to the surface of your head or greater is in direct sunlight, you take 2d4 radiant damage at the end of each of your turns, or every 6 seconds outside of initiative. Creatures attempting to reveal you may do so as the result of a successful shove attempt. Recovering yourself requires an action. You no longer age or need to sleep, and you count as one size larger for the sake of how much you can push, pull, or lift.
- Daywalker
At 3rd level, you have transformed your biology to something between vampire and human. You no longer take damage from being in sunlight, however, you can not become the Ultimate Lifeform.
- Your human eyes are not to be trusted, all they'll do is lie to you
Starting at 7th level, As a bonus action for 1 spirit point, your ranged attacks no longer have disadvantage from their target being in their long range, you gain advantage on Perception and Investigation checks, and you can see invisible creatures for 1 minute.
- Blood Drain
Beginning at 9th level, your attacks tap into the life essence of your enemies. On a hit with an unarmed strike, you regain hit points equal to the damage you deal unless the target is an elemental, construct, or undead to a maximum of twice the target's proficiency bonus.
When you reduce a creature's hit points to 0 and would regain hit points from this feature, you may instead raise them as an undead after 1 minute. They regain hit points equal to the damage you dealt that reduced to them to 0 hit points, they gain the Zombie feature, and they become charmed by you.
As an action, you may spend 1 spirit point to completely absorb the life essence of a willing or unconscious creature that is not an elemental, construct, or undead, regaining hit points as if you had hit them with an unarmed strike and spirit points equal to half their proficiency bonus rounded down, fulfilling your daily requirement of food and water, and instantly killing them.
- He believes it, too!
At 11th level, as an action for 2 spirit points, you may force a creature within 30 feet to attempt a Charisma saving throw. On a failure, you hypnotize them with your vampiric charisma, charming them for 1 minute or until they take any radiant damage.
- We ruin the countries we govern and the people in our care
At 11th level, you may drain the life essence of a creature with 0 hit points as per Blood Drain if they are anywhere within 60 feet. You may take this as a perk multiple times, doubling this range each time. When you would die from lack of food, water, or sleep, you instead become paralyzed and unconsious. You automatically drain any viable creatures as per Blood Drain while in this state, ending it instantly.
- We slaughter our enemies and sacrifice all our allies
At 13th level, you understand that the true power of blood is not the blood itself, but the soul that is channeled through it. You may delay consuming a creature's life essence when you absorb it. While a creature's life essence has been absorbed but not consumed, you may transform into them in appearance and movement speeds alone as an action.
- We’ll keep killing till there’s nothing left but to destroy ourselves
At 15th level, as an action for 2 spirit points, you may summon any dead creatures whose life essence you have absorbed, raising them as an undead in the same manner as Blood Drain. You may absorb the life essence of undead raised in this way.
- Control Art Restriction System
At 17th level, as an action or bonus action, you may release a greater portion of your greater, caged vampiric power. You may end one instance of this feature as an action or bonus action. For each instance of this feature, you gain a +1 bonus to your attack and damage rolls and your AC, and your unarmed strikes deal an additional 1d6 bludgeoning damage. At the end of each of your turns, you must attempt a DC 10 + twice the number of instances of this feature Charisma saving throw. On a failure, you must spend a number of spirit points equal to the number of instances of this feature or end all instances of this feature. You count as 1 size category higher for the sake of pushing, pulling, or lifting while benefiting form any instances of this feature.
Holy Warrior[edit]
Holy warriors walk the balance between pious believer and depraved murderer, fueling their bloodlust with their desire to serve.
- Equipment
At 1st level, if you did not multiclass into this class, you gain the following equipment:
- 5 shortswords.
- Holy Ritual
At 1st level, your body has been enhanced to challenge even the strongest foes with the most hidden of rituals, granting you one of the following.
- Holy Strength
- As a bonus action for 1 spirit point, you may call upon the strength of God for 1 hour or until you end it as a bonus action, are knocked unconscious, or lose the Bloodlusted condition.
- Upon activating Holy Strength, you gain temporary hit points equal to your Sideshow level times half your Constitution modifier rounded up (minimum 1), your melee attacks deal an additional 1d6 radiant damage, you ignore difficult terrain, and you become bloodlusted.
- Regenerator
- As a bonus action for 1 spirit point, you may call upon your Regenerator powers for 1 hour or until you end it as a bonus action, are knocked unconscious, or lose the Bloodlusted condition.
Upon activating Regenerator, you become bloodlusted and you regain 2d6 + your Sideshow level hit points at the start of each of your turns; this only works if you have at least 1 hit point remaining, you are not at maximum hit points, and you have not taken necrotic damage since the beginning of your previous turn. When you have been brought down to 0 hit points, you may spend 1 spirit point to survive with 1 hit point and continue fighting. If you would be killed by the hit, you are forced to spend 2 spirit points to do so, but this ordeal renders you incapacitated until the end of your next turn. You may spend 1 additional spirit point to regain an additional 2d6 + your Sideshow level hit points during either of the aforementioned occurrences. If you lost any limbs or body parts, but they are still intact and within reach, you can spend 1 spirit point as a free action to reattach it.
- You will be cut down like a straw, trembling before my wrath!
At 3rd level, you have been blessed by some holy force to strike down those unholy. You gain resistance to necrotic damage and your melee attacks deal an additional 1d6 radiant damage while you are under the effects of a Holy Ritual.
- Next time, I swear I will rip him to bloody pieces...
At 7th level, as a bonus action for 1 spirit point, your AC becomes equal to 10 + your Constitution modifier + your Charisma modifier while you are not wearing armor, and you count as one size larger for the sake of how much you can push, pull, or lift for 1 minute.
- AAAAAAAAMEN!
At 9th weapons, you gain the Holy Ritual you did not gain at 1st level. While under the effects of a Holy Ritual, thrown attacks gain any bonus damage to your melee attacks, weapons' without the thrown property gain the thrown (30/60) property, and weapons that already have the thrown property have their ranges doubled.
As an action for 1 spirit point, you can make any weapons of your choice that you have wielded in the last minute explode. All creatures within 15 ft. of each of these weapons must attempt a Dexterity saving throw. On a failure, they take 4d6 + your Intelligence modifier fire damage. On a success, they take half as much damage.
- Would those who would abandon God and appraise the heretical order DARE presume to meet my gaze!?
At 11th level, scripture is your weapon, virtue your ammunition. At the end of a long rest, you may imbue a page of scripture with power. As an action for 2 spirit points, you may erect a holy barrier that covers an area up to a 100 ft. radius originating from an imbued page of scripture. Any Aberrations, Fiends, Undead, and any other creatures that are deemed unholy by the DM can not move through this barrier. Any creature beyond these types can end this effect as an action by removing the page.
- Do you think you can cut off my arm and stop me?!
At 13th level, as an action for 1 spirit point, you may teleport to any imbued scripture page of your choice.
- If we can't put this monster down... we may all be doomed
At 15th level, you can extend your spirit into another. As an action, you can gift a creature that can hear or see you that has a spirit point maximum of 1 or more any amount of spirit points, losing an equal amount of spirit points.
- Now shut up! And come at me! Come on, fight me! Hurry! Hurry!
At 17th level, the first time you enter a Holy Ritual while below half your maximum spirit points, you regain half your maximum spirit points. You regain use of this feature at the end of a short rest.
Lycanthrope[edit]
Part man, part beast; lycanthropes resemble the man-beasts of legend.
- Equipment
At 1st level, if you did not multiclass into this class, you gain the following equipment:
- Two martial ranged weapons with either no weighted properties or the Light property.
- Ammunition to fill both weapons 5 times.
- Lycanthrope Manifestation
At 1st level, you can manifest your inner beast temporarily. As a bonus action for 1 spirit point, your AC becomes equal to 10 + your Dexterity modifier + your Charisma modifier while you are not wearing armor or wielding a shield, your movement speed increases by +15 ft., and you become resistant to bludgeoning, piercing, and slashing damage from attacks by non-silvered weapons for 1 minute.
- Keen Sense
At 3rd level, while Lycanthrope Manifestation is active, you have advantage on Wisdom (Perception) checks that rely on one sense of your choice.
- Mist/Wolf Form
At 7th level, while Lycanthrope Manifestation is active, you may switch between Mist Form and Wolf Form or end either as a bonus action. While in Mist Form, all damage you take and deal is halved. While in Wolf Form, your size increases by 1 category and your movement speed decreases by 15 feet.
- Unnatural Weapon
At 9th weapons, while Lycanthrope Manifestation is active, your unarmed strikes deal 1d6 + your Strength or Dexterity modifier slashing damage, and your movement speed increases by +15 ft.
- Natively Unnatural
At 11th level, your unarmed strikes count as magical weapons and deal 2d6 + your Strength modifier slashing damage. As a reaction when an attack is made against you while Lycanthrope Manifestation is active, you may attempt to cut the source of the attack, decreasing the damage dealt by your unarmed strike's damage.
- Blind-Shot Marksman
At 13th level, while Lycanthrope Manifestation is active, your size increases by 1 category and all damage you take is halved. You may still gain the benefits of Mist/Wolf Form. Additionally, you are immune to the blinded, stunned, and prone conditions.
- Beast of the Night
At 15th level, while Lycanthrope Manifestation is active, you become bloodlusted and you regain 2d6 + your Sideshow level hit points at the start of each of your turns; this only works if you have at least 1 hit point remaining, you are not at maximum hit points, and you have not taken damage from a silvered weapon since the beginning of your previous turn. When you have been brought down to 0 hit points, you may spend 1 spirit point to survive with 1 hit point and continue fighting. If you would be killed by the hit, you are forced to spend 2 spirit points to do so, but this ordeal renders you incapacitated until the end of your next turn. You may spend 1 additional spirit point to regain an additional 2d6 + your Sideshow level hit points during either of the aforementioned occurrences. If you lost any limbs or body parts, but they are still intact and within reach, you can spend 1 spirit point as a free action to reattach it.
- Ultimate Werewolf
At 17th level, your food, water, sleep, and air requirements are fulfilled, and you do not age for the next 30 days when you spend 5 hours under the full moon. While Lycanthrope Manifestation is active, you benefit from Blind-Shot Marksman twice, but you can not benefit from Wolf/Mist Form.
Butler[edit]
Answering the door, cleaning up the estate, taking out the trash, and killing anyone who gets in their way; this is what makes a butler sideshow what they are.
- Equipment
At 1st level, if you did not multiclass into this class, you gain the following equipment:
- A wire weapon (i.e. Monofilament wires, piano wire, a whip).
- Extravagant clothes.
- Oh dear, I missed...I guess I'm not as spry as I used to be
At 1st level, you become proficient in any 3 skills of your choice.
- I answer to no man's will, but my own
At 3rd level, you may create a mesh around your body using a wire weapon, allowing you to add your Dexterity modifier to your AC an additional time until the beginning of your next turn.
- Wire Master
At 7th level, you gain the benefits of the double weapon master feat while wielding a wire weapon. Additionally, when you take the Attack action with a wire weapon, you may decrease the number of attacks you make by 1 or spend 1 spirit point to increase your reach by +10 feet. If take any action other than the Attack action, you benefit from the maximum number of instances of this feature possible.
- Yes, this world is after all a violent, fleeting dream
At 9th level, while you are not wearing armor, your AC becomes 10 + your Dexterity modifier + your Intelligence modifier, you ignore difficult terrain, and your movement speed increases by +5 feet. Additionally, while wielding a wire weapon with at least 1 spirit point, you are immune to the paralyzed, restrained, and incapacitated conditions as you are able to marionette your body flawlessly with the slightest movement of your fingers.
- Now then, its time to take these children across my knee
At 11th level, as an action for 2 spirit points while wielding a wire weapon, you may force 1 creature that is not an elemental or construct within your reach to attempt a Strength saving throw. On a failure, your wires run under their skin, allowing you to control them like a marionette. The target becomes paralyzed and can not move beyond your reach, moving in parallel to you when your movement would cause them to, you may take any actions as if you were in their place, and they are clearly being controlled. They may attempt a Strength saving throw at the end of each of their turns, ending this effect early on a success. While controlling a creature in this manner, you can not make wire weapon attacks.
- Did you forget who made that gun for you...?
At 13th level, the effects of not making attacks from Wire Master increases to +15 ft. of reach, and your wire weapon gain a base reach of +5 feet.
- Let's keep killing you until you stay down
At 15th level, your attacks with wire weapons target any creatures and objects of your choice within a radius equal to your reach.
- A fitting death for a traitor
At 17th level, you may push your body to the absolute, inhuman limit as a bonus action. Your movement speed and any damage you deal is doubled, and any damage you take is halved, but any damage taken decreases your hit point maximum instead of your current hit points, and you automatically take 2d6 necrotic damage at the end of each of your turns.
Tokyo Ghoul Shows[edit]
Investigator[edit]
- Equipment
At 1st level, if you did not multiclass into this class, you gain the following equipment:
- A hand crossbow and 15 bolts or an automatic pistol and 30 bullets.
- A long white coat.
- A metal suitcase.
- Closeout
At 1st level, you have become especially observant of your surroundings. When you are within a building, you are aware of when any creature exits the building, as well as in what direction. Additionally, when you make an Intelligence or Wisdom check related to an urban area, your proficiency bonus is doubled if you are using a skill that you're proficient in.
While traveling for an hour or more in an urban area, you gain the following benefits:
- Difficult terrain doesn't slow your group's travel.
- Your group can't become lost except by magical means.
- Even when you are engaged in another activity while traveling (such as foraging, navigating, or tracking), you remain alert to danger.
- If you are traveling alone, you can move stealthily at a normal pace.
- When you forage, you find twice as much food as you normally would.
- While tracking other creatures, you also learn their exact number, their sizes, and how long ago they passed through the area.
- RC Suppressant
At 3rd level, you gain your first investigator-unique weapon. As an action for 1 spirit point, you may draw a syringe from your suitcase and jab it into one creature or ongoing effect, such as an object created by a spell. The target must attempt a Dexterity saving throw. On a failure, nerves throughout their body are numbed as natural and supernatural forces are slowly broken down. The targeted effect or any effects caused by the targeted creature costs twice as many resources to maintain until it is canceled, or lasts for half as long if it does not require maintenance. Any effects effected by this feature that require concentration immediately end.
- Q-Bullets
At 7th level, during a long rest, you may turn up to 30 pieces of ammunition for a one-handed ranged weapon, or up to 15 pieces of ammunition for a two-handed ranged weapon, into Q-bullets. When you make an attack with a weapon firing a Q-bullet, you ignore any resistances or immunities to the attack as it drills through using CRc. You may only have up to 30 pieces of one-handed Q-bullets and 15 two-handed Q-bullets at a time. You may forgo 15 of these rounds to instead grant this effect to a melee weapon.
- CRC Grenade
At 9th level, when you use RC Suppressant, you may spend 1 additional spirit point to instead throw a gas grenade filled with the same solution at one place within 60 feet of you. Any creatures within a 15 ft. radius of the grenade when it is thrown are targeted by RC Suppressant.
- Quinque Creation
At 11th level, you may spent 4 hours working on the corpse of a creature that has been dead for no more than 4 hours and is not a swarm to create a weapon known as a Quinque. If it was a Tiny creature, the weapon has the light property, if it was Small or Medium it does not gain any additional properties, if it is Large or larger it gains the two-handed and heavy property. Select one of the creature's natural weapons or features. Each Quinque can have a number of attacks made with it, or you may gain the effects of the creature's feature until the beginning of your turn as a bonus action, a number of times equal to 24 + your Proficiency bonus - the creature's CR. You may add additional features or natural weapons to the weapon, dividing the weapon's number of uses by the total number. You may spend a number of hours equal to the creature's CR - your Proficiency bonus to repair the weapon, causing it to regain all of its uses. If a weapon reaches 0 uses, it shatters and can not be repaired. You may only have 1 Quinque at a time.
- Advanced Quinque
At 13th level, you may have 2 Quinque at a time, or a single Quinque with two natural weapons or features without the use decrease.
- Arata
At 15th level, your maximum number of Quinque increases to 3, and a single Quinque may have three natural weapons or features without decreasing its uses. As an action for 5 spirit points, you may transform your suitcase into a metallic black suit. You may end this effect as an action. While Arata is active, you gain the following:
- You gain a +3 bonus to AC.
- You gain a +3 bonus to attack and damage rolls.
- You gain a +30 ft. bonus to your movement speed.
- You lose 10 hit points at the end of each of your turns.
- Ultimate Quinque
At 17th level, you may spend 24 hours with a single corpse, slowly modifying it with Quinque Steel, turning it into the ultimate investigator's weapon. As an action for a number of spirit points equal to the CR or level of the creature (minimum of 1), they are resurrected, acting on your turn and using your actions, bonus actions, and reactions. Your Ultimate Quinque is immune to all damage, but you lose 20 hit point at the end of each of your turns you maintain this effect. This damage doubles if your Ultimate Quinque is more than 60 feet from you. You may end this effect as an action, and may only have 1 Ultimate Quinque at a time.
Fullmetal Alchemist Shows[edit]
Automail Surgeon[edit]
- Equipment
At 1st level, if you did not multiclass into this class, you gain the following equipment:
- A healer's kit
- A set of tinker's tools, weaver's tools, smith's tools, or jewler's tools
- 120,000 cens
- Do No Harm
At 1st level, as an action, you may expend a use of a healer's kit to cause one creature or one of their body parts within your reach to regain hit points equal to your proficiency bonus. You may spend 1 spirit point when you do so to cause the target to regain twice as many hit points.
- Alternate Feature: Alchemical Craftsman
At 1st level, you gain proficiency in weaver's tools, smith's tools, or jewler's tools. Whenever this Show references automail, it instead references alchemist's clothing. At the end of a long rest, you may choose a number of weapons or armor equal to your Intelligence modifier of your choice to become a masterwork weapon or armor with a bonus equal to half your proficiency bonus until the end of your next long rest.
- Doctor Mechanic
At 3rd level, you gain proficiency in tinker's tools, and your tinker's tools gain ten charges. As an action, you may expend a use of a set of tinker's tools to cause one construct or one of a creature's automail body parts within your reach to regain hit points equal to your proficiency bonus. You may spend 1 spirit point when you do so to cause the target to regain twice as many hit points.
- Automail Geek
At 9th level, at the end of a short rest, you may spend 1 spirit point to cause one healer's kit or tinker's tools in your possession to regain 1 charge.
- Crazy Gearhead
At 11th level, when you score a critical hit against a creature, you may choose which body part you target. If the target has at least one piece of automail at the critical hit was with a melee attack, you may force the target to attempt a Strength saving throw. On a failure, you detach one of their pieces of automail of your choice. You may spend 1 spirit point to grant the target disadvantage on this saving throw, or 3 spirit points to cause the target to automatically roll a 1.
- Not Made for Killing
At 13th level, at the end of a long rest, you may improve any healer's kits and tinker's tools in your possession, increasing their maximum charges increase by 2. A healer's kit and tinker's tools can only be improved once, and the additional charges can only be spent by a creature with this feature.
Additionally, immediately before you make an unarmed strike, you may declare that you are attempting to detach the target's automail with Crazy Gearhead, granting you a +2 bonus to your critical hit threshold. If the attack does not score a critical hit, you deal no damage, and you may spend 2 spirit points to force the target to make Crazy Gearhead's saving throw anyway. If the attack scores a critical hit, you must use Crazy Gearhead.
- Alternate Feature: Surgical Precision
At 13th level, you gain a +1 bonus to your critical hit threshold. When you make an attack with a dagger or improvised melee weapon that deals slashing damage, such as a scalple, this bonus is doubled, and you are proficient in such weapons.
- Greater Healing
At 15th level, you gain one of the following of your choice:
- Requires Do No Harm. You gain Alchemic Craftsman, and you may choose if a feature references automail or alchemist's clothing.
- Requires Alchemic Craftsman. You gain Do No Harm, and you may choose if a feature references automail or alchemist's clothing.
- Requires Not Made for Killing. You gain Surgical Precision.
- Requires Not Made for Killing. When you improve a healer's kit or tinker's tools, it gains an additional number of charges equal to your proficiency bonus instead of 2.
- Requires Surgical Precision. You gain Not Made for Killing.
- Requires Surgical Precision. You gain a +1 bonus to attack and damage rolls and your AC.
- Biomechanical Engineer
At 17th level, when you craft a piece of automail, you may spend 10,000 cens for each hour worked instead of the normal 5,000 cens. If you have a piece of automail in your possession, you may use it as your raw materials, and its value, not including counts as twice as much.
- Alternate Feature: Greatest Healing
At 17th level, you gain 3 choices from Greater Healing you did not gain at 15th level.
Sideshow Perks[edit]
You may take perks in place of Show features, but you must still gain Path features in order unless you already have a perk of identical effect (i.e., a Cyborg who takes a perk at 1st level would gain More Than Human at 3rd level instead, given that they didn't take another perk; but a Vampire Lord that takes Vampirism still gains Bloodlust at 3rd level).
- Dramatic Pose
As an action, or as a bonus action for 1 spirit point, you may strike a pose, granting you advantage on the next saving throw you make before the beginning of your next turn.
- One Liner
As an action, or as a bonus action for 1 spirit point, you may say something cool, either ridding yourself of 1 condition or gaining advantage on your next attack before the beginning of your next turn.
- Your next line is...
As an action for 1 spirit point, or as a bonus action for 2 spirit points, you predict what a creature that can hear you is going to say next, forcing them to attempt a Charisma saving throw. On a failure, they are stunned until the end of their next turn.
- Runaway Child
You may be young, but that just makes it easier to get away. Your hit point maximum is halved and your size decreases by 1 category, but you gain a climbing and swimming speed equal to your movement speed and you may take the disengage action as a bonus action.. You may lose this perk through aging, allowing you to pick a different perk.
- Raucous Youth
You may be young, but you won't let them think that makes you any less of a threat. Your hit point maximum is halved and your size decreases by 1 category, but your unarmed strikes deal 1d4 + your Strength modifier bludgeoning damage, and you gain a +1 bonus to your AC and any saving throws you make. You may lose this perk through aging, allowing you to pick a different perk.
- Spry Senior
Your old age hasn't slowed you down one bit. Your hit point maximum is halved, but your spirit point maximum is doubled.
- Wily Elder
Your old age may have slowed you down a little, but has made you wise. Your hit point maximum is halved, but you gain proficiency, or expertise if you already have proficiency, in three skills of your choice.
- This guy stinks!
Your sense of smell allows you to determine a person's qualities. If there is only one creature in a 15 foot radius of you, you automatically learn their alignment, even if you aren't aware of their presence, so long as they produce a scent. You also gain proficiency, or expertise if you already had proficiency, in Insight.
- He was evil from the day he was born!
You must have This guy stinks! or a similar feature to gain this feature. You may sense the alignment of any creatures within 30 feet of you, even if you aren't aware of their presence, so long as they produce a scent.
- It went straight to the bone
When you make a thrown weapon attack, you may cause the weapon to travel along the edge of a circle with a radius of up to 15 feet, making an attack roll against each creature along its path once without disadvantage. After making a thrown attack, the weapon returns to your possession.
- I won't allow any of you to touch him
As a reaction for 1 spirit point when a creature within 15 feet of you is targeted by an attack roll or makes a saving throw, you may make a Brainstorm saving throw as if you were targeted by the effect. You may spend 1 additional spirit point after doing this to regain your reaction.
- Even Speedwagon is afraid
As a reaction when another creature that you can see that can see you becomes frightened, charmed, or stunned, you may choose to gain the condition instead under the same conditions. You may spend 1 additional spirit point after doing this to regain your reaction.
- Speedwagon withdraws coolly
You're an expert of getting out of dodge. You may take the disengage action as a bonus action. You may spend 1 spirit point to take the disengage or dash action as a free action.
- I'll use my body heat to thaw it!
Any creatures of your choice within 5 feet of you are resistant to cold damage. You may spend 1 spirit point per creature as a bonus action to increase this to immunity.
- Spirit! That's what he needs!
You can extend your spirit to another. As an action, you can gift a creature that can hear or see you that has a spirit point maximum of 1 or more any amount of spirit points, losing an equal amount of spirit points.
- Danse Macabre Hair
Your hair acts as a prehensile limb, and is able to wield weapons and shields effectively. You must be grappled or restrained twice at once for either condition to take effect. If you are subject to one instance of both, you are only grappled.
- He'll be perfect for our first warm-up in three hundred years!
You must have Danse Macabre Hair or a similar feature to gain this feature.. As a bonus action for 1 spirit point, your hair gains 10 additional feet of reach for 1 minute.
- I create death and destruction by force!
Your might makes you an absolute titan. While you have at least 1 spirit point, your size increases by 1 category to a minimum of Large, and you gain a +2 bonus to your AC and damage threshold. Additionally, you gain proficiency in heavy armor.
- Chain Neck Deathmatch
You have been trained in a fighting style as esoteric as it is deadly. As an action for 1 spirit point, one creature within 30 ft. of you must succeed a Strength or Dexterity saving throw saving throw or be trapped by a steel chain clasped around their neck strung by a sturdy piece of the environment around them. At the beginning of each of their turns, you and the target must contest Strength saving throws. If you succeed, a "chain counter" increases by 1. If the target succeeds, it decreases by 1. This counter starts at 0. If the "chain counter" reaches 5, the target begins to suffocate. If the "chain counter" reaches -5, you begin to suffocate in the same manner. Either creature can initiate one of these contests as an action. If the "chain counter" reaches 8 or -8, the respective creature becomes restrained and takes bludgeoning damage equal to the unaffected creature's Strength score + their proficiency bonus. The "chain counter" automatically increases by 1 at the end of each turn the target spends outside of a 10 ft. radius of where this effect began, and decreases by 1 at the end of every round you do so. A creature may attempt a DC 20 Strength saving throw as an action, ending this effect as a success, otherwise this lasts until you or the creature falls to 0 hit points.
- Lightning Knight
As an action for 1 spirit point, you may channel lightning through a weapon you are wielding in two hands. Make an attack with the weapon, dealing lightning damage on a hit instead of its normal damage type. If the target takes damage from the attack, they must attempt a Constitution saving throw. On a failure, they are paralyzed until the end of their next turn. On a success, they are stunned until the end of their next turn. Creatures that are resistant to lightning damage have advantage on this saving throw.
- One-Eyed Strike
When a creature would regain hit points from dealing damage to you, such as from Blood Drain, they instead take an amount of poison damage equal to your proficiency bonus as they absorb the poison that acts as your blood. As an action for 1 spirit point, or as a bonus action for 2 spirit points, you may spread some of this poison on a weapon you are wielding, causing it to deal additional poison damage equal to your proficiency bonus on a hit for 1 minute.
- I can beat that move now!
When you critically succeed a Brainstorm saving throw, you may cause the cause of the effect to be targeted by the effect instead. You may spend 1 spirit point to cause this to happen on a non-critical success.
- You can see the results of all you put me through!
When you spend spirit points, you may instead spend three times as many Hamon points, and when you spend Hamon points you may instead spend half as many spirit points.
- Coconut Backbreaker
As a bonus action for 1 spirit point while grappling a creature with two hands, you may hoist them onto your shoulders, causing them to become restrained until they escape the grapple and automatically take your unarmed strike's damage at the end of each of your turns at you overextend their back.
- I'm the type who only shines when he's teamed up with someone else
At the end of a long rest, you may choose one creature to be your "#1" until the end of your next long rest. Whenever your #1 attacks a creature, you can spend 1 spirit point to attack them as well as a reaction, or 2 spirit points to do so without spending your reaction. As a bonus action for 1 spirit point, you may allow them to take any action as their next bonus action before the beginning of your next turn.
- There doesn't seem to be any need for this walking stick anymore
As a bonus action, you may gain 60 feet of blindsight and you gain advantage on Perception checks that rely on hearing until the end of your next turn. You can't use your blindsight while deafened. You may spend 1 spirit point when you use this feature to double this feature's blindsight.
- You're not a good boy!
Your attacks have advantage on attack rolls against targets with a size category lower than your own.
- If you can't see through a person's cheating, you can't see their defeat
You gain proficiency in 3 gaming sets of your choice, or expertise if you already have proficiency. When you attempt to cheat in any of these games, the target must succeed a Perception or Investigation check against your Sideshow save DC, your choice, when they take the Search action to discover your cheat.
- WHAT DID YOU SAY ABOUT MY HAIR?!
You can channel your emotions into a heightened state of excellence. As a bonus action for 1 spirit point, you may gain the Bloodlusted condition for 1 hour or until you are knocked unconscious. While Bloodlusted, you gain a +3 bonus to any checks made with one skill or instrument of your choice, as well as Charisma saving throws.
- My only wish is for my father to die like a normal human being
You have been cursed with the disgusting remains of vampirism. You take twice as much damage from all sources and have disadvantage on any Intelligence and Charisma skill checks, but regain 4d6 hit points at the end of each of your turns.
- Everyone is terrified of something
As an action for 3 spirit points, you may attempt to terrify any creatures within a number of feet equal to 10 times your Charisma modifier. Any creatures within range that are aware of you must succeed a Charisma saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to your use of this feature for the next 24 hours.
- That's not worth jack compared to the righteous spirits gathered here!
You are able to manifest the will of the golden heart of justice with your words. As an action for 5 spirit points, any creatures of your choice that can see or hear you can immediately take a turn.
- He may look like my dad... but he's not
You have trained in espionage from a young age. You gain advantage on Dexterity (Stealth) checks while you have at least 1 spirit point.
- Pizza Mozzarella!
You gain proficiency in one instrument of your choice, the Performance skill, and riding a mount.
- Avatar of Hermes
You are blessed by the god of athletes. You gain proficiency, or expertise if you already have proficiency, in Athletics, Acrobatics and Performance. Additionally, your Strength and Dexterity scores increase by twice your Charisma modifier to a maximum. If a feature would generate ability scores based on your Strength or Dexterity score, such as a Stand, it is generated as if you did not have this feature.
- Tail Heart
Your heart takes the form of a prehensile tail. Objects may be carried and manipulated with it, including fine manipulations, and holding a weapon or shield. Due to the increased balance your tail grants you, you are proficient in the Acrobatics skill. As a reaction when you take damage, you may become invisible until the end of your next turn.
- If I have to fight this guy head-on... I won't stand a chance!
You must have More Than Human or a similar feature to gain this feature. One body part of your choice has been outfitted with an ultrasonic emitter that allows your brain to communicate seamlessly with other living creatures. As an action for 2 spirit points while the chosen body part is not destroyed, you may force a creature within 30 feet to attempt a Charisma saving throw unless they are a construct, undead, or elemental or are deafened. On a failure, you override their thoughts, charming them for 1 hour with concentration.
- It's perfection...
As a bonus action, you may grant any an attack with a ranged weapon without the spread or loading properties the spread (1d4) property, but you must spend a number of shots equal to the spread property's die roll. If the weapon's remaining shots are lower than the roll, you spend all remaining shots and deal that number of instances of damage instead.
- I am here to take your un-life
You may ignore the Two-Handed property of combat cards, and thrown combat cards return to your hand at the end of your turn.
- Right into my trap
You must have I am here to take your un-life or a similar feature to gain this feature.. As an action for 1 spirit point, you may create an identical clone of yourself within 5 ft. of you out of a combat card. These clones use the same action and bonus action as you, but moving the clone uses a free action. Each clone has 5 hit points, and automatically dissipates after 1 minute.
- Are you ready for another round?
You must have I am here to take your un-life or a similar feature to gain this feature. You may surround yourself with a ring of exceptionally fast cards as a bonus action or reaction for 1 spirit point. Until the beginning of your next turn, all ranged attacks against you have their damage reduced by 2d6 + your Dexterity modifier. If this reduces its damage to 0, the projectile is destroyed.
- Tinker tailor soldier sailor, my bullet punishes all without distinction
While you have at least 1 spirit point and are wielding a ranged renaissance weapon, your ranged attacks ignore cover, have the armor piercing (-2) property unless they already have a higher armor piercing property, and they have +3 bonus to attack rolls.
- Close Quarters Combatant
When you engage in two-weapon fighting, you may add your ability modifier to the second attack if both weapons are ranged weapons. Additionally, your ranged attacks do not have disadvantage when a hostile creature is within 5 ft. of you.
- Vampirism
You become a vampire through use of a stone mask. You are vulnerable to radiant damage but resistant to poison and necrotic damage, and your type becomes Undead. If an amount of skin equal to the surface of your head or greater is in direct sunlight, you take 2d4 radiant damage at the end of each of your turns, or every 6 seconds outside of initiative. Creatures attempting to reveal you may do so as the result of a successful shove attempt. Recovering yourself requires an action. You no longer age or need to sleep, and you count as one size larger for the sake of how much you can push, pull, or lift.
- Goodbye, JoJo!
You must have Vampirism or a similar feature to gain this feature. With your vampiric might, pushing your feet through solid stone and steel enough to create foot holds is as easy as crushing an ant, and maintaining your balance even while upside-down is child's play. You can walk across vertical and difficult terrain as if it was solid ground.
- Night has fallen... time for you to die
You must have Vampirism or a similar feature to gain this feature. You must have Vampirism or a similar feature to gain this feature. You gain a flying speed equal to your movement speed.
- Space Ripper Stingy Eyes
You must have Vampirism or a similar feature to gain this feature. As an action for 1 spirit point, you fire high-pressure liquid from your eyes. All creatures in a 60 ft. line must attempt a Dexterity saving throw, taking 5d6 + your Intelligence modifier piercing damage on a failure. This saving throw's critical threshold is doubled.
- Rib Blades
You must have Vampirism or a similar feature to gain this feature. At the end of each of your turns, you may spend 1 spirit point to make an unarmed strike using your ribs even if you are incapacitated, but not unconscious.
- Path of Destruction
You must have Vampirism or a similar feature to gain this feature. Every cell of your body hungers for flesh. As a bonus action for 1 spirit point, you may make an attack against any creature whose space you move into until the beginning of your next turn. You may only target each creature once each time you use this feature.
- Pillarize
You must have Vampirism or a similar feature to gain this feature. As an action, you convert your entire body into a substance that is both stone and vampire, becoming immune to all damage and are petrified for at least 1 minute, after which you can end this effect at will. You automatically benefit from this feature if you become petrified, and this effect automatically ends if you are no longer petrified.
- Meat Invade
You must have Pillarize or a similar feature to gain this feature. You may dislocate and twist every part of your body, even bone, as if it were rubber. You may squeeze through gaps as small as 2 inches. As an action for 3 spirit points, you may force one creature you are grappling that is not a construct or elemental to attempt a Strength saving throw. On a failure, the creature becomes paralyzed and you enter their body for 1 minute or until they drop to 0 hit points, causing the creature to follow any movements you make and causing any effects that target you to target the creature as well. The target may retry this saving throw at the end of each of their turns, not being paralyzed or forced to follow your movements until the end of their next turn on a success. On a critical success, this effect ends early.
- Hyper-Intellect
You must have Pillarize or a similar feature to gain this feature. You are capable of understanding most concepts rather quickly. You learn to speak any language you have heard for at least 10 minutes and can become proficient in any weapon you hold for 5 minutes.
- Cease this foolishness, primitive...
You must have Meat Invade and Hyper-Intellect or similar features to gain this feature. As an action for 1 spirit point, you may treat your unarmed strikes as any weapon you are proficient in for 1 minute. Ranged weapons created in this way still require ammunition.
- Please move! They've gone berserk, I can't control them!
You must have Vampirism or a similar feature to gain this feature. Your vampiric might increases the force of each step, speeding you up the longer you run. Your movement speed increases by 10 feet at the end of each round you move your full movement speed to a maximum of 300 feet, and your movement speed returns to normal at the end of a round you do not move more than your normal movement speed..
- I'm not afraid of anything anymore
You must have Vampirism or a similar feature to gain this feature. While you have at least 1 spirit point, you are aware of any creatures within 5 x your Charisma score feet and are immune to illusions.
- It's just such a nice night out
You must have Vampirism or a similar feature to gain this feature. As an action for 2 spirit points, you may move through objects, but not creatures, until the end of his next turn. If this feature ends while you are within an object, you are shunted to the nearest open space.
- Guns won't do a thing to a vampire!
You must have Vampirism or a similar feature to gain this feature. As a bonus action for 1 spirit point, you may convert your body into a red mist for 1 minute with concentration, causing as any damage you take and deal to be halved.
- Telekinesis
You must have Vampirism or a similar feature or Molecular Seismic Wave to gain this feature. As an action, you may move an object with a weight up to twice your lifting capacity within 60 feet of you up to 60 feet in one direction.
- Teleportation
You must have Vampirism or a similar feature or Molecular Seismic Wave to gain this feature. As an action for 3 spirit points, you may teleport to one location you can visualize. If traveling normally to this location would require crossing any body of water at least 5 cubic feet in size, this feature fails.
- Did somebody have a nightmare?
You must have He believes it, too! or a similar feature to gain this feature. Instead of being charmed, they are stunned by a visual illusion of their greatest regret, and your melee attacks automatically score a critical hit against them.
- Zombie
You have been twisted into an undead monstrosity by a vampire. Your type changes to undead, you gain 60 feet of darkvision, and if damage reduces you to 0 hit points, you may make a Constitution saving throw with a DC of 5 + the damage taken, unless the damage is radiant damage or from a critical hit. On a success, you drop to 1 hit point instead.
Additionally, you are vulnerable to radiant damage and take an additional 2d6 radiant damage any time you take radiant damage except from this feature and your type becomes Undead. If an amount of skin equal to the surface of your head or greater is in direct sunlight, you take 2d6 + 2 radiant damage at the end of each of your turns, or every 6 seconds outside of initiative. Creatures attempting to reveal you may do so as the result of a successful shove attempt. Recovering yourself requires an action. You no longer age or need to sleep, and you count as one size larger for the sake of how much you can push, pull, or lift.
- Blood Drain
You must have Zombie, Vampirism or a similar feature to gain this feature. As a bonus action for 1 spirit point, your attacks tap into the life essence of your enemies for 1 minute. On a hit with an unarmed strike, you regain hit points equal to the damage you deal unless the target is an elemental, construct, or undead to a maximum of twice the target's proficiency bonus.
When you reduce a creature's hit points to 0 and would regain hit points from this feature, you may instead raise them as an undead after 1 minute. They regain hit points equal to the damage you dealt that reduced to them to 0 hit points, they gain the Zombie feature, and they become charmed by you.
As an action, you may spend 1 spirit point to completely absorb the life essence of a willing or unconscious creature that is not an elemental, construct, or undead, regaining hit points as if you had hit them with an unarmed strike and spirit points equal to half their proficiency bonus rounded down, fulfilling your daily requirement of food and water, and instantly killing them.
- Vampiric Claws
You must have Zombie, Vampirism, or a similar feature to gain this feature. Your unarmed strikes may deal 2d4 + your Strength or Dexterity modifier slashing damage. As a bonus action for 1 spirit point, your unarmed strikes may gain 5 additional feet of reach for 1 minute.
- Prepare to despair, insects!
You must have Zombie, Vampirism, or a similar feature to gain this feature. As a bonus action for 1 spirit point, you may insert one light melee weapon with the thrown property into your body to a maximum number of weapons equal to your proficiency bonus. As an action, you may make a thrown attack with any weapons inserted in your body of your choice.
- Tongue Twister
As a bonus action for 1 spirit point, your unarmed strikes may gain 15 additional feet of reach as you stretch your tongue to unnatural lengths, but you deal half as much damage to creatures beyond your reach without this feature. Additionally, you may turn your head 360 degrees.
- Doobie's Snakes
You must have Zombie, Vampirism, or a similar feature to gain this feature. As an action for 1 spirit point, one creature within 30 feet must attempt a Dexterity or con saving throw. On a failure, they are poisoned by the snakes in your face for 1 minute or until they take any radiant damage. They may retry this saving throw at the end of each of their turns, ending this effect early on a success.
- Needle Vein Strike
You must have Zombie, Vampirism, or a similar feature to gain this feature. As an action for 1 spirit point, you extend your veins out of your body as tipped ropes. One creature within twice your reach must attempt a Dexterity saving throw. On a failure, they are restrained until the end of your next turn and are damaged by one of your unarmed strikes. On a success, you become restrained until the end of your next turn.
- Insectoid Muzzle
You must have Zombie, Vampirism, or a similar feature to gain this feature. Your mouth extends forward into a tipped, fanged muzzle. You gain a +1 bonus to your unarmed strikes' critical threshold. As a bonus action for 2 spirit points, you may gain a further +2 bonus to your unarmed strikes' critical threshold until the end of your next turn.
- Powerful Jaws
You must have Zombie, Vampirism, or a similar feature to gain this feature. If you are grappling a creature or being grappled by a creature, your melee attacks automatically hit the creature and you may add your proficiency bonus to the attack's damage roll. You may still make an attack roll to determine if you score a critical hit. This feature extends to creatures who are too large to be grappled as long as you climb on to them. Additionally, you may make an unarmed strike as a bonus action, or two unarmed strikes for 1 spirit point.
- Reinforced Body
You must have Zombie, Vampirism, or a similar feature to gain this feature. Various pieces of metal and ceramic have been sewn into your skin, causing each of your body parts to be Sturdy one additional time.
- Split Head
You must have Zombie, Vampirism, or a similar feature to gain this feature. Your head has been split down the middle, effectively granting you two independent faces. You may take the Search action as a bonus action and you may spend 1 spirit point when you take the Search action to be unable to be surprised for 1 hour.
Multiclassing[edit]
Prerequisites. To qualify for multiclassing into the Sideshow class, you must meet these prerequisites: Intelligence 16, Constitution 14, Charisma 12
Proficiencies. When you multiclass into the Sideshow class, you gain the following proficiencies: basic weapons, martial weapons.
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