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Homebrew

Indurator

Introduction

Indurators appreciate the riches of life and try to enjoy the comfort of every meal. Drawing power from their ever growing size and spirited soul, indurators are hard to push around and even harder to beat down.  

Creating an Indurator

Quick Build You can make an Indurator quickly by following these suggestions. First, Constitution should be your highest ability score, followed by Charisma. Second, choose the Guild Merchant background.
hit dice: 1d12
hit points at 1st level: 12 + Constitution modifier
hit points at higher levels: 1d12 (or 7) + Constitution modifier per Indurator level after 1st
armor proficiencies: Light armor, medium armor
weapon proficiencies: simple weapons, Scimitar, Battleaxe, Whip, Halberd
tools: Cook’s Utensils
saving throws: Constitution and Charisma
skills: Choose two from Athletics, Intimidation, Medicine, Performance, Persuasion, Sleight of Hand, and Survival
starting equipment:
Equipment
You start with the following equipment, in addition to the equipment granted by your background:
Leather Armor
(a) scimitar or (b) whip
(a) light crossbow and 20 bolts or (b) one simple melee weapon
(a) an explorer's pack or (b) and one Cook’s Utensils
spellcasting:
class features:

Healthy Feaster

Once your weight grows by 50%, you start seeing the effect on your natural defense and agility. Your base walking speed is 25 feet.   Your hit point maximum increases by 1, and it increases by 1 every time you gain a level.   In addition, you need to have a meal (e.g., 1 ration) in order to expand hit dice during rests. Also for every two Hit Dice you spend at the end of a Short Rest, you roll 3d12 and add your Constitution modifier as usual, regaining Hit Points.  

Static Defense

Your size protects you. Whenever adding Dexterity modifier to your armor class you instead add your Dexterity modifier + your Constitution modifier and reduce the total by -2. In battle, when not using movement on your turn you gain temporary +2 to your armor class until the end of your next turn or until you use a reaction.   In addition, armor does not fit you well and shows a weak spot. While wearing armor, attacks against you score a critical hit on a roll of 19 or 20.  

Sweet Tongue

At 2nd level, you've long left behind the life of comfort halls, when you realize your persuasion skills are still suited for adventurers' life. You add +1 to a persuasion check. This persuasion bonus is +3 for any check you make while sharing a meal with the creature you try to persuade  

Pound of Flesh

Starting at 2nd level, you can throw your full weight to attack with explosive inertia. On your turn, you can use Bonus Action to run into a creature you can shove and that you can reach with normal movement. The creature must make a Dexterity or Strength saving throw against your Con save DC (8 + your Con modifier + your Proficiency bonus). You must be at least 5 ft apart from the target. On a failed save you finish the attack on the spot the target occupied, the target is pushed back 5 feet and knocked prone, taking 2d4+str mod damage. On a successful roll you finish the movement in front of the enemy, it is not moved or knocked prone and only takes 1d4+str mod of damage, while you take 1d4 damage. If the movement provokes an opportunity attack it is taken with disadvantage, and does not affect your attack.   You can use this feature a number of times equal to your Cha bonus, and you regain all expended uses when you finish a long rest. The amount of uses and damage increase as you gain levels in this class, as shown in the Pound of Flesh columns of the Indurator table.  

Recipe of Growth

At 3rd level, you chose a recipe that shapes the nature of your enormity, such as Butcher’s Block Recipe or others detailed at the end of the class description. Your choice grants you features at 3rd level and again at 6th, 10th, and 17th levels Ability Score Improvement When you reach 4th level, and again at 8th, 12th, 16th and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.  

Hip Attack

Beginning at 5th level, when a creature within 5 feet of you, that you didn't target on your last turn attempts to attack you, you can use your reaction make an attack against that creature. You make a melee attack using your Cha mod, target takes 1d8 + Cha bonus bludgeoning damage.   You increase the amount of dice rolled at 13th level (2d8) and 18th level (3d8).  

Feast your Eyes

By 7th level, you reach twice of your original weight and your size is now a major characteristic. Your base walking speed is 20 feet, but you move at full speed in difficult terrain   Your hit point maximum increases by 2 every time you gain a level.   Also you can spend 10 minutes, some herbs or vegetables and use your Cook’s Utensils to turn a ration into a tasty meal you can share with one other person.  

Extra Attack

Also at 7th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.   The number of attacks increases to three when you reach 15th level in this class.  

Quick Snack

Beginning at 9th level, you can use your action to snack on a ration or something similarly edible and get one of these privileges:  
  • Fall asleep, immediately expand hit die to recover 2d12+con mod and keep expanding a hit die every turn until you wake up
  • Gain a maximum of +2 to your proficiency bonus for 1 minute.
  • Gain 2 uses of Pound of flesh
Once you use this ability twice, one you do you can't use it again until you finish a short or a long rest.  

Natural Hideout

By 11th level, you are almost impossible to move. As a reaction, you force an enemy to make a save against your Con save DC for any action that tries to displace you. If it fails the save you are not affected by displacement, it suffers half damage (if any) and is shoved by you.   In addition any one creature your size or two creatures smaller than you can attempt to use you to hide as a bonus action, even if only obscured by you.  

Feast their Eyes

By 14th level, your are now three times your original weight and you count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.   You can spend 20 minutes, some herbs or vegetables and use your Cook’s Utensils to turn two rations into a tasty meal you can share with up to 5 people.   In addition, armor does very bad job at protecting you. Unless spending time and money to produce an armor that fits, attacks against you now score a critical hit on a roll of 18, 19 or 20 while wearing armor.  

Quicker Meal

Beginning at 18h level, when you use an action to have a snack, you get one of these privileges:  
  • Fall asleep, immediately expand hit die to recover for 4d12+con mod and keep expanding hit dice doubling the roll score, until you wake up
  • Gain a maximum of +2 to your proficiency bonus for 10 minutes.
  • Gain the ability to use reaction twice on your turn, instead of once, for 1 minute.
You can now use this feature four times, and you regain all expended uses when you finish a long rest.  

Omnivore

At 20th level, you embody your shocking new stature. Your Charisma and Constitution scores increase by 4. Your maximum for those scores is now 24.
subclass options:
Recipe of Growth Different indurators choose different approaches to express their enormity. The recipe you choose to emulate reflects your approach.  

Butcher’s Block Recipe

A butcher is an expert of extracting calories from slain enemies and producing mystical meals. Butchers use their swords as knives creating feasts to give new attributes to their allies. Everybody needs to eat, and the butcher will make sure the party is never hungry.  

Prey the Beast

Starting when you choose this path at 3rd level, you can attempt to harvest meat from a beast you have recently killed. The harvesting requires 1d6 minutes followed by an Int (Nature) check + proficiency against the beast’s AC. On a successful check, the character harvests meat worth 1SP per max hp. On a failed check, the character is unable to extract any meat. You can use this feature a number of times equal to your Cha bonus, and you regain all expended uses when you finish a long rest.   Additionally you can spend 10SP worth of meat and 1d6 minutes to use your Cook’s Utensils and create 3 daily rations.  

Slashing Pound

At 3rd level, you can charge forward while spinning your weapon with the force of a whirlwind. When you pound an enemy successfully, you may trade one die roll for an attack roll with a Slashing melee weapon you hold and are proficient with. You don’t need to roll for the attack. If the target succeeds with its save you roll normally.   In addition, once a turn when you take the Attack action and attack with a slashing melee weapon, you can use a bonus action to attack with it again. You don't add your ability modifier to the damage of the bonus attack, unless that modifier is negative.  

Beast Menu

Starting at 6th level, you learn to infuse enchanted herbs, sacred waters and magical oils to harvested meat. You can spend 10SP worth of meat, some additional components and 4d6 minutes to create dishes, consumable magic items that anyone can use, that are available for you, choosing from this list:  
  • Dish of Climbing (some honey and a tiny spider) - For 10 minutes after eating this dish, the feaster gains the ability to move up, down, and across vertical surfaces and upside down along ceilings, while leaving its hands free. The target also gains a climbing speed equal to its walking speed.
  • Dish of hardening (crushed tree bark) - For 10 minutes after eating this dish, the feaster’s skin has a rough, bark-like appearance, and its AC can’t be less than 16, regardless of what kind of armor it is wearing.
  • Dish of Nourishing (A sprig of mistletoe) - Three servings of minced beef are infused with magic for the duration. A creature can use its action to eat a serving. Eating one restores 4 hit points, and the dish provides enough nourishment to sustain a creature for one day.
You can prepare new dishes using your Cook’s Utensils when you finish a long rest, but the dishes lose their potency if they have not been consumed within 24 hours.  

Fancy Snack

Beginning at 10h level, when you use an action to have a small meal, you get one of these privileges:  
  • Immediately expand hit die for 2d12+con mod
  • Gain a maximum of +2 to either Dex or Str bonus for 10 minutes.
  • Gain a maximum of 1 luck point for 1 hour. You can choose to spend your luck point once after you roll a d20, to roll an additional d20. You choose which of the d20s to use.
You can now use this feature a number of times equal to your Cha bonus, and you regain all expended uses when you finish a long rest.  

Prey the Monster

Beginning at 17th level, you can attempt to harvest meat from a monster, a lesser dragon, a troll, a plant creature or a demon, you have recently killed. The harvesting requires 2d6 minutes followed by an Int (Nature) check + proficiency against the beast’s AC. On a successful check, the character harvests meat worth 5SP per max hp. On a failed check, the character is unable to extract any meat.   Additionally you can spend 100SP worth of meat, some additional components and 1 hour to create new dishes that are available for you, choosing from this list:  
  • PolyDish (A caterpillar cocoon) - For 10 minutes after eating this dish, the feaster transforms into a new form.
  • The transformation is finished when the target drops to 0 hit points or dies. The new form can be any beast whose challenge rating is equal to or less than the feaster’s level. The feaster’s game statistics, including mental ability scores, are replaced by the statistics of the chosen beast. It retains its alignment and personality. When it reverts to its normal form, the creature returns to the number of hit points it had before it transformed. If it reverts as a result of dropping to 0 hit points, any excess damage carries over to its normal form.
    The creature is limited in the actions it can perform by the nature of its new form, and it can’t speak, cast spells, or take any other action that requires hands or speech. The target’s gear melds into the new form. The creature can’t activate, use, wield, or otherwise benefit from any of its equipment.
  • Dish of Shielding (A bit of phosphorus or a firefly) - For 10 minutes after eating this dish, Thin and wispy flames wreathe the body of the feaster for the duration, shedding dim light for 20 feet around it.
  • The flames provide a warm shield or a chill shield, as you decide. The warm shield grants resistance to cold damage, and the chill shield grants resistance to fire damage. In addition, whenever a creature within 5 feet of the feaster hits it with a melee attack, the shield erupts with flame. The attacker takes 2d8 fire damage from a warm shield, or 2d8 cold damage from a cold shield.
  • Invisible dish (An eyelash encased in gum arabic) - For 10 minutes after eating this dish, the feaster becomes invisible. Anything the feaster is wearing or carrying is invisible as long as it is on its person. The dish is also invisible and might get lost if left unattended.
You can prepare new dishes using your Cook’s Utensils when you finish a long rest, but the dishes lose their potency if they have not been consumed within 72 hours.  

Decomposing Recipe

The Decomposed gained control over the decay of its own flesh. You were exposed to green worms of a Spawn of Kyuss, and formed a symbiotic relationship with them. As you grow accustomed to their presence, you learn to manipulate the energy that animates from the destruction of life. The worms will feed on your flesh, and in return allow you to drain the life force from other creatures and destroy their body.   As long as you hide your parasitic companions, people will treat you normally. Fail, and people might consider you a villainous creature.  

Regeneration

Beginning when you select this recipe at 3rd level, whenever you are reduced to 0 hit points but not killed outright, you can drop to 1 hit point instead. You can’t use this feature again until you finish a long rest.   You are resistant to poison damage and have advantage on saving throws against affects of poison.   In addition curing attempts from disease or curses, cause you immense damage and might kill you in the process. Instead you may expand a Rotting die to make an ability save fitting the nature of the disease or curse, asking the spawn worms to make a sacrifice for you.  

Rotting Flesh

When you select this recipe at 3nd level, decay begins to take place on hidden parts of your body. This decay is represented by your Rotting dice, which are each a d6. You have a number of these dice equal to your proficiency bonus, and they fuel various necrotic powers you have, which are detailed below.   Whenever you use a power and roll a Rotting die, you then take damage equal to half the number rolled rounding up. That damage cannot be reduced. Some of your powers expend the Rotting die they use, as specified in a power's description, and you can't use these powers when your dice are all expended. You regain all your expended Rotting dice when you finish a long rest. The powers below use your Rotting dice.  
  • Corrosive Pound - When you pound an enemy successfully, you can roll a Rotting die to deal additional necrotic damage to the creature, equal to twice the total rolled.
  • Toll the Dead - You can expend a Rotting die to cast Toll the Dead cantrip and add the roll to the spell damage. Charisma is your spellcasting ability and this does not count against the number of cantrips known.
  • Rotting Sacrifice - You can expend a Rotting die and as an action, touch a living creature that has 0 hit points. The creature becomes stable and receives HP equal to the number rolled. This power has no effect on undead or constructs.
When you reach certain levels in this class, the size of your Rotting dice increases: at 9th level (d8) and 15th level (d10).   Once you gain Quick Snack at level 9, you can use it to regain two expended Rotting dice. You may never have more dice than the number of your proficiency bonus, and you expend unexpended dice you regained with Quick Snack within one minute.  

Dark Intentions

At 6th level, you lean forward when being persuasive and imbue your natural charisma with a deathly charm. Once in a long rest, you may try to persuade another creature to act completely against their nature, as long as it is not self harming. When you succeed in a persuasion attempt using this feat, your target makes a perception check against your charisma DC. On a successful roll the target notices your secret spawn worms and will act according to its real nature.  

Perished Flesh

Beginning at 10th level, your Rotting dice can fuel new necrotic powers.  
  • Burrowing Worm - You use an action to launch a worm out of you at one humanoid, beast, giant or fey, that you can see within 10 feet. The worm latches onto the target's skin unless the target succeeds on a Dexterity saving throw against your Dex DC. The worm is a Tiny undead with AC 6, 1 hit point, a 2 (-4) in every ability score, and a speed of 1 foot. While on the target's skin, the worm can be killed by normal means or scraped off using an action. Otherwise, the worm burrows under the target's skin at the end of the target's next turn, dealing 1 piercing damage to it. At the end of each of its turns thereafter, the target takes 2d6 necrotic damage per worm infesting it (maximum of 10d6). A worm-infested target dies if it drops to 0 hit points, and if humanoid, it will rise 10 minutes later as a Spawn of Kyuss, unless you summon the worms back using an action. If a worm-infested creature is targeted by an effect that cures disease or removes a curse, all the worms infesting it wither away.
  • Speak with Dead - You expend a Rotting die and grant the semblance of life and intelligence to a corpse of your choice within range, allowing it to answer the questions you pose. The corpse must still have a mouth and can't be undead. You may only use this power once on any corpse. For 10 minutes, you can ask the corpse up to five questions. The corpse knows only what it knew in life, including the languages it knew. Answers are usually brief, cryptic, or repetitive, and the corpse is under no compulsion to offer a truthful answer if you are hostile to it or it recognizes you as an enemy. This power doesn't return the creature's soul to its body, only its animating spirit. Thus, the corpse can't learn new information, doesn't comprehend anything that has happened since it died, and can't speculate about future events.

Spawn the Dead

Starting at 14th level, you can bring back a dead creature, by sacrificing parts of yourself. As an action, you touch a creature that has died within the last minute, expanding all your Rotting dice (at least 2). That creature returns to life with 1 hit point. This Feat can't return to life a creature that has died of old age, nor can it restore any missing body parts.
LevelProficiency BonusPoundsPound DieFeatures
1+2--Healthy Feaster, Static Defense
2+2Cha bonus1d4Pound of Flesh, Sweet Tongue
3+2Cha bonus1d4Recipe of Growth
4+2Cha bonus1d4Ability Score Improvement
5+3Cha bonus1d4Hip Attack
6+3Cha bonus1d4Recipe Feature
7+3Cha bonus1d4Feast your Eyes, Extra Attack
8+3Cha bonus1d4Ability Score Improvement
9+4Cha bonus1d6Quick Snack
10+4Cha bonus1d6Recipe Feature
11+4Cha bonus1d6Natural Hideout
12+4Cha bonus1d6Ability Score Improvement
13+5Cha bonus1d6Hip attack (2)
14+5Cha bonus1d6Feast their Eyes
15+52*Cha bonus1d8Extra Attack (2)
16+52*Cha bonus1d8Ability Score Improvement
17+62*Cha bonus1d8Recipe Feature
18+62*Cha bonus1d8Quicker Meal, Hip attack (3)
19+62*Cha bonus1d8Ability Score Improvement
20+62*Cha bonus1d8Omnivore

Created by

Khalum Bluthil.

Statblock Type

Class Features

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